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C# CallbackManager.RunWaitCallbacks方法代码示例

本文整理汇总了C#中CallbackManager.RunWaitCallbacks方法的典型用法代码示例。如果您正苦于以下问题:C# CallbackManager.RunWaitCallbacks方法的具体用法?C# CallbackManager.RunWaitCallbacks怎么用?C# CallbackManager.RunWaitCallbacks使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CallbackManager的用法示例。


在下文中一共展示了CallbackManager.RunWaitCallbacks方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LogIn

        static void LogIn()
        {
            steamClient = new SteamClient();
            callbackManager = new CallbackManager(steamClient);
            steamUser = steamClient.GetHandler<SteamUser>();
            steamFriends = steamClient.GetHandler<SteamFriends>();
            steamTrading = steamClient.GetHandler<SteamTrading>();
            new Callback<SteamClient.ConnectedCallback>(OnConnect,callbackManager);
            new Callback<SteamUser.LoggedOnCallback>(OnLoggedOn, callbackManager);
            new Callback<SteamUser.UpdateMachineAuthCallback>(OnMachineAuth, callbackManager);
            new Callback<SteamClient.DisconnectedCallback>(OnDisconnected, callbackManager);
            new Callback<SteamUser.AccountInfoCallback>(OnAccountInfo, callbackManager);
            new Callback<SteamFriends.FriendMsgCallback>(OnChatMessage, callbackManager);
            new Callback<SteamFriends.FriendsListCallback>(OnFriendInvite, callbackManager);
            new Callback<SteamTrading.TradeProposedCallback>(OnTradeOffer, callbackManager);
            new Callback<SteamTrading.SessionStartCallback>(OnTradeWindow, callbackManager);
            new Callback<SteamTrading.TradeResultCallback>(OnTradeResult, callbackManager);

            isRunning = true;

            Console.WriteLine("Attempting to connect to steam...");

            steamClient.Connect();

            while(isRunning)
            {
                callbackManager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
            }
            Console.ReadKey();
        }
开发者ID:Hydromaniaccat,项目名称:SteamBot,代码行数:30,代码来源:Program.cs

示例2: Main

        static void Main( string[] args )
        {
            if ( args.Length < 2 )
            {
                Console.WriteLine( "SendMessage: No username and password specified!" );
                return;
            }

            // exit gracefully if possible
            Console.CancelKeyPress += delegate(object sender, ConsoleCancelEventArgs e) {
                e.Cancel = true;
                isRunning = false;
            };

            var url = "http://localhost:3131";
            var host = new NancyHost(new Uri(url));
            host.Start();
            Console.WriteLine ("Server now running on: " + url);

            // save our logon details
            user = args[ 0 ];
            pass = args[ 1 ];

            manager = new CallbackManager( Steam3.SteamClient );

            new Callback<SteamClient.ConnectedCallback>( OnConnected, manager );
            new Callback<SteamClient.DisconnectedCallback>( OnDisconnected, manager );

            new Callback<SteamUser.LoggedOnCallback>( OnLoggedOn, manager );
            new Callback<SteamUser.LoggedOffCallback>( OnLoggedOff, manager );

            // we use the following callbacks for friends related activities
            new Callback<SteamUser.AccountInfoCallback>( OnAccountInfo, manager );
            new Callback<SteamFriends.FriendsListCallback>( OnFriendsList, manager );
            new Callback<SteamFriends.PersonaStateCallback>( OnPersonaState, manager );
            new Callback<SteamFriends.FriendAddedCallback>( OnFriendAdded, manager );
            new Callback<SteamFriends.FriendMsgCallback>( OnMsgReceived, manager );

            isRunning = true;

            Console.WriteLine( "Connecting to Steam..." );

            // initiate the connection
            Steam3.SteamClient.Connect( false );

            // create our callback handling loop
            while ( isRunning )
            {
                // in order for the callbacks to get routed, they need to be handled by the manager
                manager.RunWaitCallbacks( TimeSpan.FromSeconds( 1 ) );
            }

            Console.WriteLine( "Disconnecting from Steam..." );

            Steam3.SteamUser.LogOff();
            Steam3.SteamClient.Disconnect();
            host.Stop();
            host.Stop();
        }
开发者ID:scottkf,项目名称:sendmessage,代码行数:59,代码来源:Program.cs

示例3: Main

		static void Main(string[] args) {
			// Print program information.
			Console.WriteLine("SteamIdler, 'run' games without steam.\n(C) No STEAMGUARD Support");

			// Check for username and password arguments from stdin.
			if (args.Length < 3) {
				// Print usage and quit.
				Console.WriteLine("usage: <username> <password> <appID> [...]");
				return;
			}

			// Set username and password from stdin.
			Username = args[0];
			Password = args[1];

			// Add all game application IDs to list.
			foreach (string GameAppID in args) {
				int AppID;

				if (int.TryParse(GameAppID, out AppID)) {
					AppIDs.Add(Convert.ToInt32(GameAppID));
				}
			}

			// Create SteamClient interface and CallbackManager.
			steamClient = new SteamClient(System.Net.Sockets.ProtocolType.Tcp);
			manager = new CallbackManager(steamClient);

			// Get the steamuser handler, which is used for logging on after successfully connecting.
			steamUser = steamClient.GetHandler<SteamUser>();

			// Get the steam friends handler, which is used for interacting with friends on the network after logging on.
			steamFriends = steamClient.GetHandler<SteamFriends>();

			// Register Steam callbacks.
			new Callback<SteamClient.ConnectedCallback>(OnConnected, manager);
			new Callback<SteamClient.DisconnectedCallback>(OnDisconnected, manager);
			new Callback<SteamUser.LoggedOnCallback>(OnLoggedOn, manager);
			new Callback<SteamUser.LoggedOffCallback>(OnLoggedOff, manager);
			new Callback<SteamUser.AccountInfoCallback>(OnAccountInfo, manager);

			// Set the program as running.
			Console.WriteLine(":: Connecting to Steam..");
			isRunning = true;

			// Connect to Steam.
			steamClient.Connect();

			// Create our callback handling loop.
			while (isRunning) {
				// In order for the callbacks to get routed, they need to be handled by the manager.
				manager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
			}
		}
开发者ID:AdamWebb1,项目名称:IdlerTesting,代码行数:54,代码来源:Program.cs

示例4: Main

        static void Main(string[] args)
        {
            Logger.filename = "RelayBot.log";
            log = Logger.GetLogger();

            steamClient = new SteamClient(System.Net.Sockets.ProtocolType.Tcp);
            manager = new CallbackManager(steamClient);

            steamUser = steamClient.GetHandler<SteamUser>();
            steamFriends = steamClient.GetHandler<SteamFriends>();

            bot = new Bot(steamUser, steamFriends, steamClient);

            manager.Subscribe<SteamClient.ConnectedCallback>(bot.OnConnected);
            manager.Subscribe<SteamClient.DisconnectedCallback>(bot.OnDisconnected);

            manager.Subscribe<SteamUser.LoggedOnCallback>(bot.OnLoggedOn);
            manager.Subscribe<SteamUser.LoggedOffCallback>(bot.OnLoggedOff);

            manager.Subscribe<SteamUser.AccountInfoCallback>(bot.OnAccountInfo);
            manager.Subscribe<SteamFriends.FriendsListCallback>(bot.OnFriendsList);
            manager.Subscribe<SteamFriends.FriendAddedCallback>(bot.OnFriendAdded);

            manager.Subscribe<SteamFriends.ChatInviteCallback>(bot.OnChatInvite);
            manager.Subscribe<SteamFriends.ChatEnterCallback>(bot.OnChatEnter);
            manager.Subscribe<SteamFriends.FriendMsgCallback>(bot.OnFriendMessage);

            manager.Subscribe<SteamFriends.ChatMsgCallback>(bot.OnChatroomMessage);
            manager.Subscribe<SteamFriends.ChatMemberInfoCallback>(bot.OnMemberInfo);

            manager.Subscribe<SteamUser.UpdateMachineAuthCallback>(bot.OnMachineAuth);

            bot.isRunning = true;

            log.Info("Connecting to Steam...");

            steamClient.Connect();

            //callback loop

            while (bot.isRunning)
            {
                try
                {
                    manager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
                }
                catch (Exception e)
                {
                    Logger.filename = "RelayBot.log";
                    log.Error(String.Format("Caught exception: {0}\nMessage: {1}\nStack trace: {2}", e.GetType().ToString(), e.Message, e.StackTrace));
                }
            }
        }
开发者ID:nukeop,项目名称:SteamRelayBot,代码行数:53,代码来源:Program.cs

示例5: Main

        static void Main( string[] args )
        {
            if ( args.Length < 2 )
            {
                Console.WriteLine( "Sample9: No username and password specified!" );
                return;
            }

            // save our logon details
            user = args[ 0 ];
            pass = args[ 1 ];

            // create our steamclient instance
            steamClient = new SteamClient();
            // create the callback manager which will route callbacks to function calls
            manager = new CallbackManager( steamClient );

            // get the steamuser handler, which is used for logging on after successfully connecting
            steamUser = steamClient.GetHandler<SteamUser>();

            // get our steamapps handler, we'll use this as an example of how async jobs can be handled
            steamApps = steamClient.GetHandler<SteamApps>();

            // register a few callbacks we're interested in
            // these are registered upon creation to a callback manager, which will then route the callbacks
            // to the functions specified
            manager.Subscribe<SteamClient.ConnectedCallback>( OnConnected );
            manager.Subscribe<SteamClient.DisconnectedCallback>( OnDisconnected );

            manager.Subscribe<SteamUser.LoggedOnCallback>( OnLoggedOn );
            manager.Subscribe<SteamUser.LoggedOffCallback>( OnLoggedOff );

            // notice that we're not subscribing to the SteamApps.PICSProductInfoCallback callback here (or other SteamApps callbacks)
            // since this sample is using the async job directly, we no longer need to subscribe to the callback.
            // however, if we still wish to use callbacks (or have existing code which subscribes to callbacks, they will
            // continue to operate alongside direct async job handling. (i.e.: steamclient will still post callbacks for
            // any async jobs that are completed)

            isRunning = true;

            Console.WriteLine( "Connecting to Steam..." );

            // initiate the connection
            steamClient.Connect();

            // create our callback handling loop
            while ( isRunning )
            {
                // in order for the callbacks to get routed, they need to be handled by the manager
                manager.RunWaitCallbacks( TimeSpan.FromSeconds( 1 ) );
            }
        }
开发者ID:Zaharkov,项目名称:SteamKit,代码行数:52,代码来源:Program.cs

示例6: Main

        static void Main( string[] args )
        {
            if ( args.Length < 2 )
            {
                Console.WriteLine( "Sample3: No username and password specified!" );
                return;
            }

            // save our logon details
            user = args[ 0 ];
            pass = args[ 1 ];

            // create our steamclient instance
            steamClient = new SteamClient();

            // add our custom handler to our steamclient
            steamClient.AddHandler( new MyHandler() );

            // create the callback manager which will route callbacks to function calls
            manager = new CallbackManager( steamClient );

            // get the steamuser handler, which is used for logging on after successfully connecting
            steamUser = steamClient.GetHandler<SteamUser>();
            // now get an instance of our custom handler
            myHandler = steamClient.GetHandler<MyHandler>();

            // register a few callbacks we're interested in
            // these are registered upon creation to a callback manager, which will then route the callbacks
            // to the functions specified
            new Callback<SteamClient.ConnectedCallback>( OnConnected, manager );
            new Callback<SteamClient.DisconnectedCallback>( OnDisconnected, manager );

            new Callback<SteamUser.LoggedOnCallback>( OnLoggedOn, manager );
            new Callback<SteamUser.LoggedOffCallback>( OnLoggedOff, manager );

            // handle our own custom callback
            new Callback<MyHandler.MyCallback>( OnMyCallback, manager );

            isRunning = true;

            Console.WriteLine( "Connecting to Steam..." );

            // initiate the connection
            steamClient.Connect();

            // create our callback handling loop
            while ( isRunning )
            {
                // in order for the callbacks to get routed, they need to be handled by the manager
                manager.RunWaitCallbacks( TimeSpan.FromSeconds( 1 ) );
            }
        }
开发者ID:trader514,项目名称:SteamKit,代码行数:52,代码来源:Program.cs

示例7: Main

        static void Main( string[] args )
        {
            if ( args.Length < 2 )
            {
                Console.WriteLine( "Sample5: No username and password specified!" );
                return;
            }

            // save our logon details
            user = args[ 0 ];
            pass = args[ 1 ];

            // create our steamclient instance
            steamClient = new SteamClient( System.Net.Sockets.ProtocolType.Tcp );
            // create the callback manager which will route callbacks to function calls
            manager = new CallbackManager( steamClient );

            // get the steamuser handler, which is used for logging on after successfully connecting
            steamUser = steamClient.GetHandler<SteamUser>();
            // get the steam friends handler, which is used for interacting with friends on the network after logging on
            steamFriends = steamClient.GetHandler<SteamFriends>();

            // register a few callbacks we're interested in
            // these are registered upon creation to a callback manager, which will then route the callbacks
            // to the functions specified
            new Callback<SteamClient.ConnectedCallback>( OnConnected, manager );
            new Callback<SteamClient.DisconnectedCallback>( OnDisconnected, manager );

            new Callback<SteamUser.LoggedOnCallback>( OnLoggedOn, manager );
            new Callback<SteamUser.LoggedOffCallback>( OnLoggedOff, manager );

            // we use the following callbacks for friends related activities
            new Callback<SteamUser.AccountInfoCallback>( OnAccountInfo, manager );
            new Callback<SteamFriends.FriendsListCallback>( OnFriendsList, manager );
            new Callback<SteamFriends.PersonaStateCallback>( OnPersonaState, manager );
            new Callback<SteamFriends.FriendAddedCallback>( OnFriendAdded, manager );

            isRunning = true;

            Console.WriteLine( "Connecting to Steam..." );

            // initiate the connection
            steamClient.Connect( false );

            // create our callback handling loop
            while ( isRunning )
            {
                // in order for the callbacks to get routed, they need to be handled by the manager
                manager.RunWaitCallbacks( TimeSpan.FromSeconds( 1 ) );
            }
        }
开发者ID:wheybags,项目名称:steamirc,代码行数:51,代码来源:Program.cs

示例8: Main

        public static void Main()
        {
            Log.WriteInfo("Program", "Starting...");

            Console.CancelKeyPress += delegate
            {
                Log.WriteInfo("Program", "Exiting...");

                try
                {
                    Client.Disconnect();
                }
                catch
                {
                    Log.WriteError("Steam", "Failed to disconnect from Steam");
                }

                IsRunning = false;
            };

            TwitterToken = new Token(
                ConfigurationManager.AppSettings["token_AccessToken"],
                ConfigurationManager.AppSettings["token_AccessTokenSecret"],
                ConfigurationManager.AppSettings["token_ConsumerKey"],
                ConfigurationManager.AppSettings["token_ConsumerSecret"]
            );

            ITokenRateLimits tokenLimits = TwitterToken.GetRateLimit();

            Log.WriteInfo("Twitter", "Remaining Twitter requests: {0} of {1}", tokenLimits.ApplicationRateLimitStatusLimit.Remaining, tokenLimits.ApplicationRateLimitStatusLimit.Limit);

            Timer.Elapsed += OnTimer;
            Timer.Interval = TimeSpan.FromMinutes(10).TotalMilliseconds;

            var CallbackManager = new CallbackManager(Client);

            CallbackManager.Register(new Callback<SteamClient.ConnectedCallback>(OnConnected));
            CallbackManager.Register(new Callback<SteamClient.DisconnectedCallback>(OnDisconnected));
            CallbackManager.Register(new Callback<SteamUser.LoggedOnCallback>(OnLoggedOn));
            CallbackManager.Register(new Callback<SteamUser.LoggedOffCallback>(OnLoggedOff));
            CallbackManager.Register(new Callback<SteamUser.AccountInfoCallback>(OnAccountInfo));
            CallbackManager.Register(new Callback<SteamFriends.ClanStateCallback>(OnClanState));

            Client.Connect();

            while (IsRunning)
            {
                CallbackManager.RunWaitCallbacks(TimeSpan.FromSeconds(5));
            }
        }
开发者ID:ZR2,项目名称:SteamToTwitter,代码行数:50,代码来源:Program.cs

示例9: Enter_

        // static string toptlb;
        // public static string steamgg(string code)
        // {
        //     return code;
        // }
        public static void Enter_(string us, string pa, ToolStripLabel tlb_)
        {
            user = us;
            pass = pa;
            tlb = tlb_;
            if ((user.Length < 2) || (pass.Length < 2))
            {
                tlb.Text = "No username and password specified!";
                return;
            }

            // create our steamclient instance
            steamClient = new SteamClient();
            // create the callback manager which will route callbacks to function calls
            manager = new CallbackManager(steamClient);

            // get the steamuser handler, which is used for logging on after successfully connecting
            steamUser = steamClient.GetHandler<SteamUser>();

            // register a few callbacks we're interested in
            // these are registered upon creation to a callback manager, which will then route the callbacks
            // to the functions specified
            manager.Subscribe<SteamClient.ConnectedCallback>(OnConnected);
            manager.Subscribe<SteamClient.DisconnectedCallback>(OnDisconnected);

            manager.Subscribe<SteamUser.LoggedOnCallback>(OnLoggedOn);
            manager.Subscribe<SteamUser.LoggedOffCallback>(OnLoggedOff);

            // this callback is triggered when the steam servers wish for the client to store the sentry file
            //manager.Subscribe<SteamUser.UpdateMachineAuthCallback>(OnMachineAuth);

            isRunning = true;

            tlb.Text = "Connecting to Steam...";

            // initiate the connection
            steamClient.Connect();

            // create our callback handling loop
            while (isRunning)
            {
                // in order for the callbacks to get routed, they need to be handled by the manager
                manager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
            }
        }
开发者ID:Key-F,项目名称:dz_3sem,代码行数:50,代码来源:Login.cs

示例10: StartSteam

        public ECheckResult StartSteam()
        {
            _steamClient = new SteamClient();
            _manager = new CallbackManager(_steamClient);
            _steamUser = _steamClient.GetHandler<SteamUser>();

            _manager.Subscribe<SteamClient.ConnectedCallback>(OnConnected);
            _manager.Subscribe<SteamClient.DisconnectedCallback>(OnDisconnected);
            _manager.Subscribe<SteamUser.LoggedOnCallback>(OnLoggedOn);
            _manager.Subscribe<SteamUser.UpdateMachineAuthCallback>(OnMachineAuth);

            _isRunning = true;
            _steamClient.Connect();

            while (_isRunning)
                _manager.RunWaitCallbacks(TimeSpan.FromSeconds(1));

            if (_operation == EOperationType.CreateSentry)
                Thread.Sleep(500);

            _steamClient.Disconnect();
            return _checkResult;
        }
开发者ID:Shravan2x,项目名称:SteamSentryTool,代码行数:23,代码来源:SentryOperator.cs

示例11: Main

        static void Main(string[] args)
        {
            Console.Title = "Noah-Bawt";
            user = "";
            pass = "";

            steamClient = new SteamClient(System.Net.Sockets.ProtocolType.Tcp);

            manager = new CallbackManager(steamClient);

            steamUser = steamClient.GetHandler<SteamUser>();

            steamFriends = steamClient.GetHandler<SteamFriends>();

            new Callback<SteamClient.ConnectedCallback>(OnConnected, manager);
            new Callback<SteamClient.DisconnectedCallback>(OnDisconnected, manager);

            new Callback<SteamUser.LoggedOnCallback>(OnLoggedOn, manager);
            new Callback<SteamUser.LoggedOffCallback>(OnLoggedOff, manager);

            new Callback<SteamUser.AccountInfoCallback>(OnAccountInfo, manager);
            new Callback<SteamFriends.FriendsListCallback>(OnFriendsList, manager);
            new Callback<SteamFriends.PersonaStateCallback>(OnPersonaState, manager);
            new Callback<SteamFriends.FriendAddedCallback>(OnFriendAdded, manager);
            new Callback<SteamFriends.ChatEnterCallback>(OnChatEnter, manager);
            new Callback<SteamFriends.ChatMsgCallback>(OnChatMsgRecieved, manager);
            lastcmd = DateTime.Now;
            isRunning = true;

            Console.WriteLine("Connecting...");
            steamClient.Connect();

            while (isRunning)
            {
                manager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
            }
        }
开发者ID:KyleMcL,项目名称:Noah-Bawt,代码行数:37,代码来源:Program.cs

示例12: Connect


//.........这里部分代码省略.........
						{
							Username = this.Username,
							Password = this.Password,
							SentryFileHash = this.Sentry,
						});
					}
					else
					{
						Trace.TraceError("Unable to connect to Steam");

						throw new Exception("Failed to Connect");
					}
				});

				cbManager.Subscribe<SteamClient.DisconnectedCallback>((SteamClient.DisconnectedCallback callback) => {
					cancellationToken.ThrowIfCancellationRequested();

					Trace.TraceInformation("Disconnected from Steam.");

					if (autoReconect)
					{
						// delay a little to give steam some time to finalize the DC
						Thread.Sleep(TimeSpan.FromSeconds(1));

						// reconect
						this.SteamClient.Connect();
					}
				});

				cbManager.Subscribe<SteamUser.LoggedOnCallback>((SteamUser.LoggedOnCallback callback) => {
					cancellationToken.ThrowIfCancellationRequested();

					if (callback.Result == EResult.OK)
					{
						Trace.TraceInformation("Successfully logged on!");

						// we've logged into the account
						// now we need to inform the steam server that we're playing dota (in order to receive GC messages)
						// steamkit doesn't expose the "play game" message through any handler, so we'll just send the message manually
						var gameMsg = new ClientMsgProtobuf<CMsgClientGamesPlayed>(EMsg.ClientGamesPlayed);
						gameMsg.Body.games_played.Add(new CMsgClientGamesPlayed.GamePlayed
						{
							game_id = new GameID(APPID), // or game_id = APPID,
						});

						// send it off - notice here we're sending this message directly using the SteamClient
						this.SteamClient.Send(gameMsg);

						// delay a little to give steam some time to establish a GC connection to us
						Thread.Sleep(TimeSpan.FromSeconds(1));

						// inform the dota GC that we want a session
						var helloMsg = new ClientGCMsgProtobuf<CMsgClientHello>((uint)EGCBaseClientMsg.k_EMsgGCClientHello);
						helloMsg.Body.engine = ESourceEngine.k_ESE_Source2;
						gcHandler.Send(helloMsg, APPID);
					}
					else if (callback.Result == EResult.AccountLogonDenied)
					{
						Trace.TraceInformation("Account {0}@{1} is denied.", this.Username, callback.EmailDomain);

						throw new Exception(string.Format("Account {0}@{1} is denied.", this.Username, callback.EmailDomain));
					}
					else
					{
						Trace.TraceError("Failed to Login; Result {0}", callback.Result);

						throw new Exception("Failed to Login.");
					}
				});

				cbManager.Subscribe<SteamGameCoordinator.MessageCallback>((SteamGameCoordinator.MessageCallback callback) =>
				{
					cancellationToken.ThrowIfCancellationRequested();

					if (callback.EMsg == (uint)EGCBaseClientMsg.k_EMsgGCClientWelcome)
					{
						var msg = new ClientGCMsgProtobuf<CMsgClientWelcome>(callback.Message);

						version = msg.Body.version;

						Trace.TraceInformation("GC - Welcome Message");

						completed = true;
					}
				});

				// initiate the connection
				SteamClient.Connect();

				while(completed == false)
				{
					cancellationToken.ThrowIfCancellationRequested();

					// in order for the callbacks to get routed, they need to be handled by the manager
					cbManager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
				}

				return version;
			});
		}
开发者ID:HighGroundVision,项目名称:Crystalys,代码行数:101,代码来源:DotaGameClient.cs

示例13: DownloadReplay

		public async Task<byte[]> DownloadReplay(ulong matchId, CancellationToken cancellationToken)
		{
			return await Task.Run<byte[]>(async () =>
			{
				CMsgDOTAMatch matchDetails = null;

				// get the GC handler, which is used for messaging DOTA
				var gcHandler = this.SteamClient.GetHandler<SteamGameCoordinator>();

				// register a few callbacks we're interested in
				var cbManager = new CallbackManager(this.SteamClient);
				
				var sub = cbManager.Subscribe<SteamGameCoordinator.MessageCallback>((SteamGameCoordinator.MessageCallback callback) =>
				{
					cancellationToken.ThrowIfCancellationRequested();

					if (callback.EMsg == (uint)EDOTAGCMsg.k_EMsgGCMatchDetailsResponse)
					{
						var msg = new ClientGCMsgProtobuf<CMsgGCMatchDetailsResponse>(callback.Message);
						matchDetails = msg.Body.match;
					}
				});

				// Send Request
				var request = new ClientGCMsgProtobuf<CMsgGCMatchDetailsRequest>((uint)EDOTAGCMsg.k_EMsgGCMatchDetailsRequest);
				request.Body.match_id = matchId;
				gcHandler.Send(request, APPID);

				while (matchDetails == null)
				{
					cancellationToken.ThrowIfCancellationRequested();

					// in order for the callbacks to get routed, they need to be handled by the manager
					cbManager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
				}

				var url = string.Format("http://replay{0}.valve.net/{1}/{2}_{3}.dem.bz2", matchDetails.cluster, APPID, matchDetails.match_id, matchDetails.replay_salt);
				var webClient = new WebClient();

				var compressedMatchData = await webClient.DownloadDataTaskAsync(url);
				var uncompressedMatchData = CompressionFactory.BZip2.Decompress(compressedMatchData);

				return uncompressedMatchData;
			});
		}
开发者ID:HighGroundVision,项目名称:Crystalys,代码行数:45,代码来源:DotaGameClient.cs

示例14: Main

 static void Main(string[] args)
 {
     Console.WriteLine("Steam Trading Card Farmer\n");
     if (!STCFNet.CheckForInternetConnection())
     {
         STCFNet.WriteError("No internet connection!");
     }
     Console.WriteLine("Username:");
     user = Console.ReadLine();
     Console.WriteLine("Password:");
     pass = Console.ReadLine();
     steamClient = new SteamClient();
     manager = new CallbackManager(steamClient);
     steamUser = steamClient.GetHandler<SteamUser>();
     steamFriends = steamClient.GetHandler<SteamFriends>();
     new Callback<SteamClient.ConnectedCallback>(OnConnected, manager);
     new Callback<SteamClient.DisconnectedCallback>(OnDisconnected, manager);
     new Callback<SteamUser.LoggedOnCallback>(OnLoggedOn, manager);
     new Callback<SteamUser.LoggedOffCallback>(OnLoggedOff, manager);
     new JobCallback<SteamUser.UpdateMachineAuthCallback>(OnMachineAuth, manager);
     isRunning = true;
     STCFNet.WriteInfo("Connecting to Steam...");
     steamClient.Connect();
     steamFriends.SetPersonaState(EPersonaState.Online);
     while (isRunning)
     {
         manager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
     }
 }
开发者ID:Easimer,项目名称:SteamTradingCardFarmer,代码行数:29,代码来源:src.cs

示例15: Main

        static void Main( string[] args )
        {
            if ( args.Length < 2 )
            {
                Console.WriteLine( "Sample7: No username and password specified!" );
                return;
            }

            // save our logon details
            user = args[ 0 ];
            pass = args[ 1 ];

            // create our steamclient instance
            steamClient = new SteamClient();
            // create the callback manager which will route callbacks to function calls
            manager = new CallbackManager( steamClient );

            // get the steamuser handler, which is used for logging on after successfully connecting
            steamUser = steamClient.GetHandler<SteamUser>();

            // register a few callbacks we're interested in
            // these are registered upon creation to a callback manager, which will then route the callbacks
            // to the functions specified
            manager.Subscribe<SteamClient.ConnectedCallback>( OnConnected );
            manager.Subscribe<SteamClient.DisconnectedCallback>( OnDisconnected );

            manager.Subscribe<SteamUser.LoggedOnCallback>( OnLoggedOn );
            manager.Subscribe<SteamUser.LoggedOffCallback>( OnLoggedOff );

            Console.CancelKeyPress += ( s, e ) =>
            {
                e.Cancel = true;

                Console.WriteLine( "Received {0}, disconnecting...", e.SpecialKey );
                steamUser.LogOff();
            };

            var cellid = 0u;

            // if we've previously connected and saved our cellid, load it.
            if ( File.Exists( "cellid.txt" ) )
            {
                if ( !uint.TryParse( File.ReadAllText( "cellid.txt"), out cellid ) )
                {
                    Console.WriteLine( "Error parsing cellid from cellid.txt. Continuing with cellid 0." );
                }
                else
                {
                    Console.WriteLine( $"Using persisted cell ID {cellid}" );
                }
            }

            SteamClient.Servers.CellID = cellid;
            SteamClient.Servers.ServerListProvider = new FileStorageServerListProvider("servers_list.bin");

            isRunning = true;

            Console.WriteLine( "Connecting to Steam..." );

            // initiate the connection
            steamClient.Connect();

            // create our callback handling loop
            while ( isRunning )
            {
                // in order for the callbacks to get routed, they need to be handled by the manager
                manager.RunWaitCallbacks( TimeSpan.FromSeconds( 1 ) );
            }
        }
开发者ID:DoctorMcKay,项目名称:SteamKit,代码行数:69,代码来源:Program.cs


注:本文中的CallbackManager.RunWaitCallbacks方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。