Restructuring of the files
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165
Facepunch.Steamworks/SteamUgc.cs
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165
Facepunch.Steamworks/SteamUgc.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using Facepunch.Steamworks.Data;
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namespace Facepunch.Steamworks
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{
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/// <summary>
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/// Functions for accessing and manipulating Steam user information.
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/// This is also where the APIs for Steam Voice are exposed.
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/// </summary>
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public class SteamUGC : SteamSharedClass<SteamUGC>
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{
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internal static ISteamUGC Internal => Interface as ISteamUGC;
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internal override void InitializeInterface( bool server )
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{
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SetInterface( server, new ISteamUGC( server ) );
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InstallEvents( server );
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}
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internal static void InstallEvents( bool server )
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{
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Dispatch.Install<DownloadItemResult_t>( x => OnDownloadItemResult?.Invoke( x.Result ), server );
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}
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/// <summary>
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/// Posted after Download call
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/// </summary>
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public static event Action<Result> OnDownloadItemResult;
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public static async Task<bool> DeleteFileAsync( PublishedFileId fileId )
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{
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var r = await Internal.DeleteItem( fileId );
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return r?.Result == Result.OK;
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}
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/// <summary>
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/// Start downloading this item. You'll get notified of completion via OnDownloadItemResult.
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/// </summary>
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/// <param name="fileId">The ID of the file you want to download</param>
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/// <param name="highPriority">If true this should go straight to the top of the download list</param>
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/// <returns>true if nothing went wrong and the download is started</returns>
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public static bool Download( PublishedFileId fileId, bool highPriority = false )
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{
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return Internal.DownloadItem( fileId, highPriority );
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}
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/// <summary>
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/// Will attempt to download this item asyncronously - allowing you to instantly react to its installation
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/// </summary>
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/// <param name="fileId">The ID of the file you want to download</param>
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/// <param name="progress">An optional callback</param>
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/// <param name="ct">Allows you to send a message to cancel the download anywhere during the process</param>
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/// <param name="milisecondsUpdateDelay">How often to call the progress function</param>
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/// <returns>true if downloaded and installed correctly</returns>
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public static async Task<bool> DownloadAsync( PublishedFileId fileId, Action<float> progress = null, int milisecondsUpdateDelay = 60, CancellationToken ct = default )
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{
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var item = new Steamworks.Ugc.Item( fileId );
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if ( ct == default )
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ct = new CancellationTokenSource( TimeSpan.FromSeconds( 60 ) ).Token;
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progress?.Invoke( 0.0f );
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if ( Download( fileId, true ) == false )
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return item.IsInstalled;
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// Steam docs about Download:
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// If the return value is true then register and wait
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// for the Callback DownloadItemResult_t before calling
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// GetItemInstallInfo or accessing the workshop item on disk.
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// Wait for DownloadItemResult_t
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{
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Action<Result> onDownloadStarted = null;
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try
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{
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var downloadStarted = false;
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onDownloadStarted = r => downloadStarted = true;
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OnDownloadItemResult += onDownloadStarted;
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while ( downloadStarted == false )
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{
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if ( ct.IsCancellationRequested )
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break;
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await Task.Delay( milisecondsUpdateDelay );
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}
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}
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finally
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{
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OnDownloadItemResult -= onDownloadStarted;
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}
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}
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progress?.Invoke( 0.2f );
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await Task.Delay( milisecondsUpdateDelay );
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//Wait for downloading completion
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{
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while ( true )
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{
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if ( ct.IsCancellationRequested )
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break;
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progress?.Invoke( 0.2f + item.DownloadAmount * 0.8f );
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if ( !item.IsDownloading && item.IsInstalled )
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break;
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await Task.Delay( milisecondsUpdateDelay );
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}
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}
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progress?.Invoke( 1.0f );
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return item.IsInstalled;
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}
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/// <summary>
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/// Utility function to fetch a single item. Internally this uses Ugc.FileQuery -
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/// which you can use to query multiple items if you need to.
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/// </summary>
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public static async Task<Ugc.Item?> QueryFileAsync( PublishedFileId fileId )
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{
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var result = await Ugc.Query.All
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.WithFileId( fileId )
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.GetPageAsync( 1 );
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if ( !result.HasValue || result.Value.ResultCount != 1 )
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return null;
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var item = result.Value.Entries.First();
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result.Value.Dispose();
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return item;
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}
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public static async Task<bool> StartPlaytimeTracking(PublishedFileId fileId)
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{
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var result = await Internal.StartPlaytimeTracking(new[] {fileId}, 1);
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return result.Value.Result == Result.OK;
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}
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public static async Task<bool> StopPlaytimeTracking(PublishedFileId fileId)
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{
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var result = await Internal.StopPlaytimeTracking(new[] {fileId}, 1);
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return result.Value.Result == Result.OK;
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}
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public static async Task<bool> StopPlaytimeTrackingForAllItems()
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{
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var result = await Internal.StopPlaytimeTrackingForAllItems();
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return result.Value.Result == Result.OK;
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}
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}
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}
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