/// <summary> /// <para> Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed</para> /// </summary> public static bool BIsDlcInstalled(AppId_t appID) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_BIsDlcInstalled(CSteamGameServerAPIContext.GetSteamApps(), appID)); }
public static bool BIsVACBanned() { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_BIsVACBanned(CSteamGameServerAPIContext.GetSteamApps())); }
public static string GetAvailableGameLanguages() { InteropHelp.TestIfAvailableGameServer(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetAvailableGameLanguages(CSteamGameServerAPIContext.GetSteamApps()))); }
/// <summary> /// <para> Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID</para> /// </summary> public static bool BIsSubscribedFromFamilySharing() { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_BIsSubscribedFromFamilySharing(CSteamGameServerAPIContext.GetSteamApps())); }
/// <summary> /// <para> check if game is a timed trial with limited playtime</para> /// </summary> public static bool BIsTimedTrial(out uint punSecondsAllowed, out uint punSecondsPlayed) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_BIsTimedTrial(CSteamGameServerAPIContext.GetSteamApps(), out punSecondsAllowed, out punSecondsPlayed)); }
/// <summary> /// <para> return the buildid of this app, may change at any time based on backend updates to the game</para> /// </summary> public static int GetAppBuildId() { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_GetAppBuildId(CSteamGameServerAPIContext.GetSteamApps())); }
/// <summary> /// <para> Request all proof of purchase keys for the calling appid and asociated DLC.</para> /// <para> A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with</para> /// <para> appropriate appid values, ending with a final callback where the m_nAppId</para> /// <para> member is k_uAppIdInvalid (zero).</para> /// </summary> public static void RequestAllProofOfPurchaseKeys() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamApps_RequestAllProofOfPurchaseKeys(CSteamGameServerAPIContext.GetSteamApps()); }
/// <summary> /// <para> Returns the associated launch param if the game is run via steam://run/<appid>//?param1=value1&param2=value2&param3=value3 etc.</para> /// <para> Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.</para> /// <para> Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,</para> /// <para> but it is advised that you not param names beginning with an underscore for your own features.</para> /// <para> Check for new launch parameters on callback NewUrlLaunchParameters_t</para> /// </summary> public static string GetLaunchQueryParam(string pchKey) { InteropHelp.TestIfAvailableGameServer(); using (var pchKey2 = new InteropHelp.UTF8StringHandle(pchKey)) { return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetLaunchQueryParam(CSteamGameServerAPIContext.GetSteamApps(), pchKey2))); } }
/// <summary> /// <para> get download progress for optional DLC</para> /// </summary> public static bool GetDlcDownloadProgress(AppId_t nAppID, out ulong punBytesDownloaded, out ulong punBytesTotal) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_GetDlcDownloadProgress(CSteamGameServerAPIContext.GetSteamApps(), nAppID, out punBytesDownloaded, out punBytesTotal)); }
/// <summary> /// <para> return installed depots in mount order</para> /// </summary> public static uint GetInstalledDepots(AppId_t appID, DepotId_t[] pvecDepots, uint cMaxDepots) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_GetInstalledDepots(CSteamGameServerAPIContext.GetSteamApps(), appID, pvecDepots, cMaxDepots)); }
/// <summary> /// <para> returns the SteamID of the original owner. If this CSteamID is different from ISteamUser::GetSteamID(),</para> /// <para> the user has a temporary license borrowed via Family Sharing</para> /// </summary> public static CSteamID GetAppOwner() { InteropHelp.TestIfAvailableGameServer(); return((CSteamID)NativeMethods.ISteamApps_GetAppOwner(CSteamGameServerAPIContext.GetSteamApps())); }
/// <summary> /// <para> signal Steam that game files seems corrupt or missing</para> /// </summary> public static bool MarkContentCorrupt(bool bMissingFilesOnly) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_MarkContentCorrupt(CSteamGameServerAPIContext.GetSteamApps(), bMissingFilesOnly)); }
public static void UninstallDLC(AppId_t nAppID) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamApps_UninstallDLC(CSteamGameServerAPIContext.GetSteamApps(), nAppID); }
/// <summary> /// <para> returns the Unix time of the purchase of the app</para> /// </summary> public static uint GetEarliestPurchaseUnixTime(AppId_t nAppID) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamApps_GetEarliestPurchaseUnixTime(CSteamGameServerAPIContext.GetSteamApps(), nAppID)); }
public static SteamAPICall_t GetFileDetails(string pszFileName) { InteropHelp.TestIfAvailableGameServer(); using (var pszFileName2 = new InteropHelp.UTF8StringHandle(pszFileName)) { return((SteamAPICall_t)NativeMethods.ISteamGameServerApps_GetFileDetails(CSteamGameServerAPIContext.GetSteamApps(), pszFileName2)); } }
/// <summary> /// <para> Request legacy cd-key for yourself or owned DLC. If you are interested in this</para> /// <para> data then make sure you provide us with a list of valid keys to be distributed</para> /// <para> to users when they purchase the game, before the game ships.</para> /// <para> You'll receive an AppProofOfPurchaseKeyResponse_t callback when</para> /// <para> the key is available (which may be immediately).</para> /// </summary> public static void RequestAppProofOfPurchaseKey(AppId_t nAppID) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamGameServerApps_RequestAppProofOfPurchaseKey(CSteamGameServerAPIContext.GetSteamApps(), nAppID); }