/// 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 ))); }
/// <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)); }
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 ))); }
} // 0x0000000180004FE0-0x0000000180004FF0 static UGCHandle_t() { Invalid = default; } // 0x0000000180840180-0x00000001808401C0
public static explicit operator ulong(UGCHandle_t that) => default; // 0x00000001802A78B0-0x00000001802A78C0 public bool Equals(UGCHandle_t other) => default; // 0x0000000180004FB0-0x0000000180004FC0
public static SteamAPICall_t UGCDownloadToLocation(UGCHandle_t hContent, string pchLocation, uint unPriority) { return((SteamAPICall_t)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); }
/// 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);
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); }
/// <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)); }
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); }
/// <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);
/// <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)); }
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)); }