public override void LoadFriendsList() { gameServiceFriendsList = new List <GameServiceUserInfo>(); int friendCount = SteamFriends.GetFriendCount(EFriendFlags.k_EFriendFlagImmediate); for (int i = 0; i < friendCount; ++i) { CSteamID friendSteamId = SteamFriends.GetFriendByIndex(i, EFriendFlags.k_EFriendFlagImmediate); string friendName = SteamFriends.GetFriendPersonaName(friendSteamId); EPersonaState friendState = SteamFriends.GetFriendPersonaState(friendSteamId); FriendGameInfo_t currentGame; if (SteamFriends.GetFriendGamePlayed(friendSteamId, out currentGame)) { if (currentGame.m_gameID == m_GameID) { GameServiceUserInfo friend = new GameServiceUserInfo(); friend.NickName = friendName; friend.PlayerId = friendSteamId.GetAccountID().m_AccountID.ToString(); friend.Status = Status.Available; friend.SetAvatarFromTexture2D(GetSmallAvatar(friendSteamId, false)); gameServiceFriendsList.Add(friend); } } } RaiseGameServiceEvent(new GameServiceEvent(GameServiceEventType.FriendsListReady)); }
private void WorkshopTool_Load(object sender, EventArgs e) { steamId = SteamUser.GetSteamID(); accountId = steamId.GetAccountID(); for (int index = 0; index < CmdlineArgs.Count(); index++) { if (CmdlineArgs[index] == "-nodelete") { bDontDeleteTempFiles = true; } } workshopTextBox1.PrintLine("Use 'quit' or 'exit' to exit WorkshopTool. Use 'help' to get help."); workshopTextBox1.PrintPrompt(); }
void QueryPersonalWorkshopItems() { CSteamID userid = SteamUser.GetSteamID(); UGCQueryHandle_t query_handle = SteamUGC.CreateQueryUserUGCRequest( userid.GetAccountID(), EUserUGCList.k_EUserUGCList_Subscribed, EUGCMatchingUGCType.k_EUGCMatchingUGCType_All, EUserUGCListSortOrder.k_EUserUGCListSortOrder_TitleAsc, RECEIVER1_APP_ID, RECEIVER1_APP_ID, 1 ); SteamAPICall_t call = SteamUGC.SendQueryUGCRequest(query_handle); m_callSteamUGCQueryCompleted.Set(call); }
public static string Format(this CSteamID steamID) { if (steamID.GetEAccountType() == EAccountType.k_EAccountTypeInvalid || steamID.GetEAccountType() == EAccountType.k_EAccountTypeIndividual) { uint accountID = steamID.GetAccountID().m_AccountID; if (steamID.GetEUniverse() <= EUniverse.k_EUniversePublic) { return(string.Format("STEAM_0:{0}:{1}", accountID & 1, accountID >> 1)); } else { return(string.Format("STEAM_{2}:{0}:{1}", accountID & 1, accountID >> 1, (int)steamID.GetEUniverse())); } } else { return(steamID.ToString()); } }
public static string GetSteamID3() { // fill out the CSteamID structure with our own SteamID // via the SteamUser interface CSteamID steamID = SteamUser.GetSteamID(); // returning the required information from the CSteamID struct // to form the SteamID3 // U = EUniverse, I exclude this, because it will always be 1. // {0} = EAccountType, this *should* always be 1, however, it depends on the account, so I get it just incase. // {1} = the AccountID, this is 32bits long, and is completely unique per account. // the output should be something like [U:1:XXXXXXXX] return(string.Format("SteamID3: [U:{0}:{1}]\n", (int)steamID.GetEAccountType(), steamID.GetAccountID())); }