public DotaGCNewBloomHandler( GCManager manager ) : base(manager) { Instance = this; new GCCallback<CMsgGCToClientNewBloomTimingUpdated>( (uint)EDOTAGCMsg.k_EMsgGCToClientNewBloomTimingUpdated, OnNewBloomUpdate, manager ); }
public GCSessionHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgClientWelcome>( ( uint )EGCBaseClientMsg.k_EMsgGCClientWelcome, OnWelcome, manager ); // these two callbacks exist to cover the gc message differences between dota and tf2 // in TF2, it still uses k_EMsgGCClientGoodbye, whereas dota is using k_EMsgGCClientConnectionStatus // luckily the message format between the two messages is the same new GCCallback<CMsgConnectionStatus>( ( uint )EGCBaseClientMsg.k_EMsgGCClientConnectionStatus, OnConnectionStatus, manager ); new GCCallback<CMsgConnectionStatus>( 4008 /* tf2's k_EMsgGCClientGoodbye */, OnConnectionStatus, manager ); }
public GCClientNotificationHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgGCClientDisplayNotification>( ClientNotification, OnNotification, manager ); tfEnglish = KeyValue.LoadAsText( Path.Combine( Application.StartupPath, "tf_english.txt" ) ); if ( tfEnglish == null ) { Log.WriteWarn( "GCClientNotificationHandler", "Unable to load tf_english.txt, localizations will be unavailable!" ); } }
public void Init() { Client = new SteamClient(); CallbackManager = new CallbackManager(Client); User = Client.GetHandler <SteamUser>(); Friends = Client.GetHandler <SteamFriends>(); Apps = Client.GetHandler <SteamApps>(); UserStats = Client.GetHandler <SteamUserStats>(); Cloud = Client.GetHandler <SteamCloud>(); Workshop = Client.GetHandler <SteamWorkshop>(); Unified = Client.GetHandler <SteamUnifiedMessages>(); MasterServer = Client.GetHandler <SteamMasterServer>(); GameCoordinator = Client.GetHandler <SteamGameCoordinator>(); Levels = new SteamLevels(); Games = new SteamGames(); AppInfo = new SteamAppInfo(); Account = new SteamAccount(); PublishedFiles = Unified.CreateService <IPublishedFile>(); Client.AddHandler(Levels); Client.AddHandler(Games); Client.AddHandler(AppInfo); Client.AddHandler(Account); SteamManager = new SteamManager(CallbackManager); GCManager = new GCManager(CallbackManager); JobManager = new JobManager(CallbackManager); CallbackManager.Subscribe <SteamClient.ConnectedCallback>(OnConnected); CallbackManager.Subscribe <SteamClient.DisconnectedCallback>(OnDisconnected); CallbackManager.Subscribe <SteamUser.LoggedOnCallback>(OnLoggedOn); CallbackManager.Subscribe <SteamUser.LoggedOffCallback>(OnLoggedOff); CallbackManager.Subscribe <SteamUser.AccountInfoCallback>(OnAccountInfo); }
public GCSystemMsgHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgSystemBroadcast>( ( uint )EGCBaseMsg.k_EMsgGCSystemMessage, OnSystemMessage, manager ); }
public GCHandler( GCManager manager ) { }
public void Init() { Client = new SteamClient(); CallbackManager = new CallbackManager( Client ); User = Client.GetHandler<SteamUser>(); Friends = Client.GetHandler<SteamFriends>(); Apps = Client.GetHandler<SteamApps>(); UserStats = Client.GetHandler<SteamUserStats>(); Cloud = Client.GetHandler<SteamCloud>(); Workshop = Client.GetHandler<SteamWorkshop>(); Unified = Client.GetHandler<SteamUnifiedMessages>(); MasterServer = Client.GetHandler<SteamMasterServer>(); Levels = new SteamLevels(); Games = new SteamGames(); AppInfo = new SteamAppInfo(); Account = new SteamAccount(); PublishedFiles = Unified.CreateService<IPublishedFile>(); Client.AddHandler( Levels ); Client.AddHandler( Games ); Client.AddHandler( AppInfo ); Client.AddHandler( Account ); TaskManager = new TaskManager( CallbackManager ); GCManager = new GCManager( CallbackManager ); SteamManager = new SteamManager( CallbackManager ); JobManager = new JobManager( CallbackManager ); new Callback<SteamClient.ConnectedCallback>( OnConnected, CallbackManager ); new Callback<SteamClient.DisconnectedCallback>( OnDisconnected, CallbackManager ); new Callback<SteamUser.LoggedOnCallback>( OnLoggedOn, CallbackManager ); new Callback<SteamUser.LoggedOffCallback>( OnLoggedOff, CallbackManager ); new Callback<SteamUser.AccountInfoCallback>( OnAccountInfo, CallbackManager ); }
public GCHandler(GCManager manager) { this.Manager = manager; }
public GCClientItemBroadcastNotificationHandler(GCManager manager) : base(manager) { new GCCallback <CMsgGCTFSpecificItemBroadcast>(ItemBroadcastNotification, OnNotification, manager); }
public GCSystemMsgHandler(GCManager manager) : base(manager) { new GCCallback <CMsgSystemBroadcast>((uint)EGCBaseMsg.k_EMsgGCSystemMessage, OnSystemMessage, manager); }
public GCHandler( GCManager manager ) { this.Manager = manager; }
public GCClientItemBroadcastNotificationHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgGCTFSpecificItemBroadcast>( ItemBroadcastNotification, OnNotification, manager ); }
public GCWrenchHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgTFGoldenWrenchBroadcast>( ( uint )EGCItemMsg.k_EMsgGCGoldenWrenchBroadcast, OnWrenchBroadcast, manager ); }
public GCSaxxyHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgTFSaxxyBroadcast>( ( uint )EGCItemMsg.k_EMsgGCSaxxyBroadcast, OnSaxxyBroadcast, manager ); }
public DotaGCTopGamesHandler( GCManager manager ) : base(manager) { Instance = this; new GCCallback<CMsgGCTopCustomGamesList>( (uint)EDOTAGCMsg.k_EMsgGCTopCustomGamesList, OnTopCustomGames, manager ); ugcHandler = Steam.Instance.SteamManager.GetHandler<UGCHandler>(); }
public GCSchemaHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgUpdateItemSchema>( ( uint )EGCItemMsg.k_EMsgGCUpdateItemSchema, OnItemSchema, manager ); }
public GCSaxxyHandler(GCManager manager) : base(manager) { new GCCallback <CMsgTFSaxxyBroadcast>(( uint )EGCItemMsg.k_EMsgGCSaxxyBroadcast, OnSaxxyBroadcast, manager); }
public GCWrenchHandler(GCManager manager) : base(manager) { new GCCallback <CMsgTFGoldenWrenchBroadcast>(( uint )EGCItemMsg.k_EMsgGCGoldenWrenchBroadcast, OnWrenchBroadcast, manager); }
public GCSchemaHandler(GCManager manager) : base(manager) { new GCCallback <CMsgUpdateItemSchema>((uint)EGCItemMsg.k_EMsgGCUpdateItemSchema, OnItemSchema, manager); }
public GCSessionHandler( GCManager manager ) : base(manager) { new GCCallback<CMsgClientWelcome>( (uint)EGCBaseClientMsg.k_EMsgGCClientWelcome, OnClientWelcome, manager ); new GCCallback<CMsgServerWelcome>( (uint)EGCBaseClientMsg.k_EMsgGCServerWelcome, OnServerWelcome, manager ); // these two callbacks exist to cover the gc message differences between dota and tf2 // in TF2, it still uses k_EMsgGCClientGoodbye, whereas dota is using k_EMsgGCClientConnectionStatus // luckily the message format between the two messages is the same new GCCallback<CMsgConnectionStatus>( ( uint )EGCBaseClientMsg.k_EMsgGCClientConnectionStatus, OnConnectionStatus, manager ); new GCCallback<CMsgConnectionStatus>( 4008 /* tf2's k_EMsgGCClientGoodbye */, OnConnectionStatus, manager ); sessTimer.Interval = TimeSpan.FromSeconds( 30 ).TotalMilliseconds; sessTimer.Elapsed += SessionTick; sessTimer.Start(); }