Пример #1
0
 /// user generated content
 /// Downloads a UGC file.  A priority value of 0 will download the file immediately,
 /// otherwise it will wait to download the file until all downloads with a lower priority
 /// value are completed.  Downloads with equal priority will occur simultaneously.
 public static SteamAPICall_t UGCDownload(UGCHandle_t hContent, uint unPriority)
 {
     return((SteamAPICall_t)0);
 }
 internal bool GetUGCDetails(UGCHandle_t hContent, ref AppId pnAppID, [In, Out] ref char[]  ppchName, ref int pnFileSizeInBytes, ref SteamId pSteamIDOwner)
 {
     return(_GetUGCDetails(Self, hContent, ref pnAppID, ref ppchName, ref pnFileSizeInBytes, ref pSteamIDOwner));
 }
 internal async Task <RemoteStorageDownloadUGCResult_t?> UGCDownloadToLocation(UGCHandle_t hContent, [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(Utf8StringToNative))] string pchLocation, uint unPriority)
 {
     return(await RemoteStorageDownloadUGCResult_t.GetResultAsync(_UGCDownloadToLocation( Self, hContent, pchLocation, unPriority )));
 }
Пример #4
0
 /// <summary>
 /// <para> Gets the amount of data downloaded so far for a piece of content. pnBytesExpected can be 0 if function returns false</para>
 /// <para> or if the transfer hasn't started yet, so be careful to check for that before dividing to get a percentage</para>
 /// </summary>
 public static bool GetUGCDownloadProgress(UGCHandle_t hContent, out int pnBytesDownloaded, out int pnBytesExpected)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamRemoteStorage_GetUGCDownloadProgress(hContent, out pnBytesDownloaded, out pnBytesExpected));
 }
 internal async Task <RemoteStorageDownloadUGCResult_t?> UGCDownload(UGCHandle_t hContent, uint unPriority)
 {
     return(await RemoteStorageDownloadUGCResult_t.GetResultAsync(_UGCDownload( Self, hContent, unPriority )));
 }
 private static extern int _UGCRead(IntPtr self, UGCHandle_t hContent, IntPtr pvData, int cubDataToRead, uint cOffset, UGCReadAction eAction);
        internal CallResult <RemoteStorageDownloadUGCResult_t> UGCDownloadToLocation(UGCHandle_t hContent, [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(Utf8StringToNative))] string pchLocation, uint unPriority)
        {
            var returnValue = _UGCDownloadToLocation(Self, hContent, pchLocation, unPriority);

            return(new CallResult <RemoteStorageDownloadUGCResult_t>(returnValue, IsServer));
        }
Пример #8
0
 public bool Equals(UGCHandle_t other) => default;                        // 0x0000000180004FB0-0x0000000180004FC0
 public int CompareTo(UGCHandle_t other) => default;                      // 0x0000000180004F10-0x0000000180004F20
 internal async Task <LeaderboardUGCSet_t?> AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC)
 {
     return(await LeaderboardUGCSet_t.GetResultAsync(_AttachLeaderboardUGC( Self, hSteamLeaderboard, hUGC )));
 }
Пример #10
0
        }         // 0x0000000180004FE0-0x0000000180004FF0

        static UGCHandle_t()
        {
            Invalid = default;
        }         // 0x0000000180840180-0x00000001808401C0
Пример #11
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 public static explicit operator ulong(UGCHandle_t that) => default;      // 0x00000001802A78B0-0x00000001802A78C0
 public bool Equals(UGCHandle_t other) => default;                        // 0x0000000180004FB0-0x0000000180004FC0
Пример #12
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 public static SteamAPICall_t UGCDownloadToLocation(UGCHandle_t hContent, string pchLocation, uint unPriority)
 {
     return((SteamAPICall_t)0);
 }
Пример #13
0
 /// After download, gets the content of the file.
 /// Small files can be read all at once by calling this function with an offset of 0 and cubDataToRead equal to the size of the file.
 /// Larger files can be read in chunks to reduce memory usage (since both sides of the IPC client and the game itself must allocate
 /// enough memory for each chunk).  Once the last byte is read, the file is implicitly closed and further calls to UGCRead will fail
 /// unless UGCDownload is called again.
 /// For especially large files (anything over 100MB) it is a requirement that the file is read in chunks.
 public static int UGCRead(UGCHandle_t hContent, byte[] pvData, int cubDataToRead, uint cOffset, EUGCReadAction eAction)
 {
     return(0);
 }
Пример #14
0
 /// Gets the amount of data downloaded so far for a piece of content. pnBytesExpected can be 0 if function returns false
 /// or if the transfer hasn't started yet, so be careful to check for that before dividing to get a percentage
 public static bool GetUGCDownloadProgress(UGCHandle_t hContent, out int pnBytesDownloaded, out int pnBytesExpected)
 {
     pnBytesDownloaded = 0;
     pnBytesExpected   = 0;
     return(false);
 }
        internal bool GetUGCDownloadProgress(UGCHandle_t hContent, ref int pnBytesDownloaded, ref int pnBytesExpected)
        {
            var returnValue = _GetUGCDownloadProgress(Self, hContent, ref pnBytesDownloaded, ref pnBytesExpected);

            return(returnValue);
        }
 private static extern SteamAPICall_t _AttachLeaderboardUGC(IntPtr self, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC);
 private static extern bool _GetUGCDetails(IntPtr self, UGCHandle_t hContent, ref AppId pnAppID, [In, Out] ref char[]  ppchName, ref int pnFileSizeInBytes, ref SteamId pSteamIDOwner);
        internal CallResult <LeaderboardUGCSet_t> AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC)
        {
            var returnValue = _AttachLeaderboardUGC(Self, hSteamLeaderboard, hUGC);

            return(new CallResult <LeaderboardUGCSet_t>(returnValue, IsServer));
        }
 private static extern SteamAPICall_t _UGCDownloadToLocation(IntPtr self, UGCHandle_t hContent, [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(Utf8StringToNative))] string pchLocation, uint unPriority);
Пример #20
0
        public bool GetUGCDetails(UGCHandle_t hContent, ref AppId pnAppID, [In, Out] ref char[]  ppchName, ref int pnFileSizeInBytes, ref SteamId pSteamIDOwner)
        {
            var returnValue = _GetUGCDetails(Self, hContent, ref pnAppID, ref ppchName, ref pnFileSizeInBytes, ref pSteamIDOwner);

            return(returnValue);
        }
Пример #21
0
 /// <summary>
 /// <para> user generated content</para>
 /// <para> Downloads a UGC file.  A priority value of 0 will download the file immediately,</para>
 /// <para> otherwise it will wait to download the file until all downloads with a lower priority</para>
 /// <para> value are completed.  Downloads with equal priority will occur simultaneously.</para>
 /// </summary>
 public static SteamAPICall_t UGCDownload(UGCHandle_t hContent, uint unPriority)
 {
     InteropHelp.TestIfAvailableClient();
     return((SteamAPICall_t)NativeMethods.ISteamRemoteStorage_UGCDownload(hContent, unPriority));
 }
Пример #22
0
        public int UGCRead(UGCHandle_t hContent, IntPtr pvData, int cubDataToRead, uint cOffset, UGCReadAction eAction)
        {
            var returnValue = _UGCRead(Self, hContent, pvData, cubDataToRead, cOffset, eAction);

            return(returnValue);
        }
Пример #23
0
 /// <summary>
 /// <para> After download, gets the content of the file.</para>
 /// <para> Small files can be read all at once by calling this function with an offset of 0 and cubDataToRead equal to the size of the file.</para>
 /// <para> Larger files can be read in chunks to reduce memory usage (since both sides of the IPC client and the game itself must allocate</para>
 /// <para> enough memory for each chunk).  Once the last byte is read, the file is implicitly closed and further calls to UGCRead will fail</para>
 /// <para> unless UGCDownload is called again.</para>
 /// <para> For especially large files (anything over 100MB) it is a requirement that the file is read in chunks.</para>
 /// </summary>
 public static int UGCRead(UGCHandle_t hContent, byte[] pvData, int cubDataToRead, uint cOffset, EUGCReadAction eAction)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamRemoteStorage_UGCRead(hContent, pvData, cubDataToRead, cOffset, eAction));
 }
 private static extern SteamAPICall_t _UGCDownload(IntPtr self, UGCHandle_t hContent, uint unPriority);
 internal bool GetUGCDownloadProgress(UGCHandle_t hContent, ref int pnBytesDownloaded, ref int pnBytesExpected)
 {
     return(_GetUGCDownloadProgress(Self, hContent, ref pnBytesDownloaded, ref pnBytesExpected));
 }
        internal CallResult <RemoteStorageDownloadUGCResult_t> UGCDownload(UGCHandle_t hContent, uint unPriority)
        {
            var returnValue = _UGCDownload(Self, hContent, unPriority);

            return(new CallResult <RemoteStorageDownloadUGCResult_t>(returnValue, IsServer));
        }
 internal int UGCRead(UGCHandle_t hContent, IntPtr pvData, int cubDataToRead, uint cOffset, UGCReadAction eAction)
 {
     return(_UGCRead(Self, hContent, pvData, cubDataToRead, cOffset, eAction));
 }
 private static extern bool _GetUGCDownloadProgress(IntPtr self, UGCHandle_t hContent, ref int pnBytesDownloaded, ref int pnBytesExpected);
Пример #29
0
 /// <summary>
 /// <para> Attaches a piece of user generated content the user's entry on a leaderboard.</para>
 /// <para> hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().</para>
 /// <para> This call is asynchronous, with the result returned in LeaderboardUGCSet_t.</para>
 /// </summary>
 public static SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC)
 {
     InteropHelp.TestIfAvailableClient();
     return((SteamAPICall_t)NativeMethods.ISteamUserStats_AttachLeaderboardUGC(hSteamLeaderboard, hUGC));
 }
Пример #30
0
 public static SteamAPICall_t UGCDownloadToLocation(UGCHandle_t hContent, string pchLocation, uint unPriority)
 {
     InteropHelp.TestIfAvailableClient();
     using InteropHelp.UTF8StringHandle pchLocation2 = new InteropHelp.UTF8StringHandle(pchLocation);
     return((SteamAPICall_t)NativeMethods.ISteamRemoteStorage_UGCDownloadToLocation(CSteamAPIContext.GetSteamRemoteStorage(), hContent, pchLocation2, unPriority));
 }