using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Facepunch.Steamworks.Data;
namespace Facepunch.Steamworks
{
///
/// Undocumented Parental Settings
///
public class SteamRemoteStorage : SteamClientClass
{
internal static ISteamRemoteStorage Internal => Interface as ISteamRemoteStorage;
internal override void InitializeInterface( bool server )
{
SetInterface( server, new ISteamRemoteStorage( server ) );
}
///
/// Creates a new file, writes the bytes to the file, and then closes the file.
/// If the target file already exists, it is overwritten
///
public unsafe static bool FileWrite( string filename, byte[] data )
{
fixed ( byte* ptr = data )
{
return Internal.FileWrite( filename, (IntPtr) ptr, data.Length );
}
}
///
/// Opens a binary file, reads the contents of the file into a byte array, and then closes the file.
///
public unsafe static byte[] FileRead( string filename )
{
var size = FileSize( filename );
if ( size <= 0 ) return null;
var buffer = new byte[size];
fixed ( byte* ptr = buffer )
{
var readsize = Internal.FileRead( filename, (IntPtr)ptr, size );
return buffer;
}
}
///
/// Checks whether the specified file exists.
///
public static bool FileExists( string filename ) => Internal.FileExists( filename );
///
/// Checks if a specific file is persisted in the steam cloud.
///
public static bool FilePersisted( string filename ) => Internal.FilePersisted( filename );
///
/// Gets the specified file's last modified date/time.
///
public static DateTime FileTime( string filename ) => Epoch.ToDateTime( Internal.GetFileTimestamp( filename ) );
///
/// Gets the specified files size in bytes. 0 if not exists.
///
public static int FileSize( string filename ) => Internal.GetFileSize( filename );
///
/// Deletes the file from remote storage, but leaves it on the local disk and remains accessible from the API.
///
public static bool FileForget( string filename ) => Internal.FileForget( filename );
///
/// Deletes a file from the local disk, and propagates that delete to the cloud.
///
public static bool FileDelete( string filename ) => Internal.FileDelete( filename );
///
/// Number of bytes total
///
public static ulong QuotaBytes
{
get
{
ulong t = 0, a = 0;
Internal.GetQuota( ref t, ref a );
return t;
}
}
///
/// Number of bytes used
///
public static ulong QuotaUsedBytes
{
get
{
ulong t = 0, a = 0;
Internal.GetQuota( ref t, ref a );
return t - a;
}
}
///
/// Number of bytes remaining until your quota is used
///
public static ulong QuotaRemainingBytes
{
get
{
ulong t = 0, a = 0;
Internal.GetQuota( ref t, ref a );
return a;
}
}
///
/// returns true if IsCloudEnabledForAccount AND IsCloudEnabledForApp
///
public static bool IsCloudEnabled => IsCloudEnabledForAccount && IsCloudEnabledForApp;
///
/// Checks if the account wide Steam Cloud setting is enabled for this user
/// or if they disabled it in the Settings->Cloud dialog.
///
public static bool IsCloudEnabledForAccount => Internal.IsCloudEnabledForAccount();
///
/// Checks if the per game Steam Cloud setting is enabled for this user
/// or if they disabled it in the Game Properties->Update dialog.
///
/// This must only ever be set as the direct result of the user explicitly
/// requesting that it's enabled or not. This is typically accomplished with
/// a checkbox within your in-game options
///
public static bool IsCloudEnabledForApp
{
get => Internal.IsCloudEnabledForApp();
set => Internal.SetCloudEnabledForApp( value );
}
///
/// Gets the total number of local files synchronized by Steam Cloud.
///
public static int FileCount => Internal.GetFileCount();
///
/// Get a list of filenames synchronized by Steam Cloud
///
public static IEnumerable Files
{
get
{
int _ = 0;
for( int i=0; i