本文整理汇总了C#中SteamClient.Connect方法的典型用法代码示例。如果您正苦于以下问题:C# SteamClient.Connect方法的具体用法?C# SteamClient.Connect怎么用?C# SteamClient.Connect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类SteamClient
的用法示例。
在下文中一共展示了SteamClient.Connect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: Bot
public Bot(Configuration.BotInfo config, string apiKey, bool debug = false) {
sql = new Sql();
Username = config.Username;
Password = config.Password;
DisplayName = config.DisplayName;
Admins = config.Admins;
id = config.Id;
this.apiKey = apiKey;
TradeListener = new ScrapTrade(this);
TradeListenerInternal = new ExchangeTrade(this);
TradeListenerAdmin = new AdminTrade(this);
List<object[]> result = sql.query("SELECT text, response FROM responses");
foreach (object[] row in result) {
responses.Add(((string) row[0]).ToLower(), (string) row[1]);
}
// Hacking around https
ServicePointManager.ServerCertificateValidationCallback += SteamWeb.ValidateRemoteCertificate;
SteamClient = new SteamClient();
SteamTrade = SteamClient.GetHandler<SteamTrading>();
SteamUser = SteamClient.GetHandler<SteamUser>();
SteamFriends = SteamClient.GetHandler<SteamFriends>();
queueHandler = new QueueHandler(this);
SteamClient.Connect();
while (true) {
Update();
}
}
示例2: SteamBot
public SteamBot(string newUser, string newPass)
{
// Bot user and password
user = newUser;
pass = newPass;
// 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 );
// we use the following callbacks for friends related activities
new Callback<SteamUser.AccountInfoCallback>( OnAccountInfo, manager );
new Callback<SteamFriends.FriendsListCallback>( OnFriendsList, manager );
new Callback<SteamFriends.FriendMsgCallback> (OnFriendMessage, manager);
// initiate the connection
steamClient.Connect();
// Make sure the main loop runs
isRunning = true;
}
示例3: 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();
}
示例4: Login
private static void Login()
{
steamClient = new SteamClient();
callBackManager = new CallbackManager(steamClient);
steamFriends = steamClient.GetHandler<SteamFriends>();
steamUser = steamClient.GetHandler<SteamUser>();
callBackManager.Subscribe<SteamClient.ConnectedCallback>(OnConnected);
callBackManager.Subscribe<SteamUser.LoggedOnCallback>(OnLoggedIn);
callBackManager.Subscribe<SteamUser.UpdateMachineAuthCallback>(OnMachineAuth);
callBackManager.Subscribe<SteamClient.DisconnectedCallback>(OnDisconnected);
callBackManager.Subscribe<SteamFriends.FriendMsgCallback>(OnMsgRecieved);
callBackManager.Subscribe<SteamUser.AccountInfoCallback>(OnAccountInfo);
callBackManager.Subscribe<SteamFriends.FriendsListCallback>(OnFriendsList);
callBackManager.Subscribe<SteamFriends.FriendAddedCallback>(OnFriendAdded);
callBackManager.Subscribe<SteamFriends.PersonaStateCallback>(OnFriendPersonaChange);
SteamDirectory.Initialize().Wait();
steamClient.Connect();
isRunning = true;
while (isRunning)
{
callBackManager.RunWaitCallbacks(TimeSpan.FromSeconds(0.5));
}
Console.ReadKey();
}
示例5: Connect
public static void Connect()
{
Client = new SteamClient(ProtocolType.Udp);
Friends = Client.GetHandler<SteamFriends>();
User = Client.GetHandler<SteamUser>();
Chat = new Chat();
Client.Connect();
}
示例6: 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));
}
}
示例7: Bot
public Bot(Configuration.BotInfo config, string apiKey, bool debug = false)
{
Username = config.Username;
Password = config.Password;
DisplayName = config.DisplayName;
ChatResponse = config.ChatResponse;
Admins = config.Admins;
this.apiKey = apiKey;
AuthCode = null;
TradeListener = new TradeEnterTradeListener(this);
// Hacking around https
ServicePointManager.ServerCertificateValidationCallback += SteamWeb.ValidateRemoteCertificate;
SteamClient = new SteamClient();
SteamTrade = SteamClient.GetHandler<SteamTrading>();
SteamUser = SteamClient.GetHandler<SteamUser>();
SteamFriends = SteamClient.GetHandler<SteamFriends>();
SteamClient.Connect();
Thread CallbackThread = new Thread(() => // Callback Handling
{
while (true)
{
CallbackMsg msg = SteamClient.WaitForCallback (true);
HandleSteamMessage (msg);
}
});
new Thread(() => // Trade Polling if needed
{
while (true)
{
Thread.Sleep (800);
if (CurrentTrade != null)
{
try
{
CurrentTrade.Poll ();
}
catch (Exception e)
{
Console.Write ("Error polling the trade: ");
Console.WriteLine (e);
}
}
}
}).Start ();
CallbackThread.Start();
CallbackThread.Join();
}
示例8: 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));
}
}
}
示例9: Main
static void Main( string[] args )
{
if ( args.Length < 2 )
{
Console.WriteLine( "Sample8: 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 the steam unified messages handler, which is used for sending and receiving responses from the unified service api
steamUnifiedMessages = steamClient.GetHandler<SteamUnifiedMessages>();
// we also want to create our local service interface, which will help us build requests to the unified api
playerService = steamUnifiedMessages.CreateService<IPlayer>();
// 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 );
// we use the following callbacks for unified service responses
manager.Subscribe<SteamUnifiedMessages.ServiceMethodResponse>( OnMethodResponse );
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 ) );
}
}
示例10: 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 ) );
}
}
示例11: 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 ) );
}
}
示例12: 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));
}
}
示例13: 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;
}
示例14: 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));
}
}
示例15: Main
static void Main(string[] args)
{
// TODO: Add check for instance already running
//login info
string userID = ConfigurationManager.AppSettings["userID"];
string userPW = ConfigurationManager.AppSettings["userPW"];
string botName = ConfigurationManager.AppSettings["botName"];
List<SteamID> chatRooms = new List<SteamID>();
ulong chatSteamID;
if (ulong.TryParse(ConfigurationManager.AppSettings["chatSteamID"], out chatSteamID))
{
//List of Chats to join
// TODO: multiple chatrooms
chatRooms.Add(chatSteamID);
}
else
{
Console.WriteLine("Exit Code 10: Failed to Load SteamID");
Environment.Exit(10);
}
//Initiliaze Steam Client
SteamClient steamClient = new SteamClient();
SteamUser steamUsr = steamClient.GetHandler<SteamUser>();
SteamFriends steamFrds = steamClient.GetHandler<SteamFriends>();
//Connect to Steam Network
steamClient.Connect();
while (true)
{
// start listening
CallbackMsg msg = steamClient.WaitForCallback(true);
msg.Handle<SteamClient.ConnectedCallback>(callback =>
{
if (callback.Result != EResult.OK)
{
Console.WriteLine("Exit Code 1: Failed to Connect to Steam Network - " + callback.Result.ToString());
Environment.Exit(1);
// connect fail
}
else
{
Console.WriteLine("Connected to Steam Network");
steamUsr.LogOn(new SteamUser.LogOnDetails
{
Username = userID,
Password = userPW,
});
}
});
msg.Handle<SteamUser.LoggedOnCallback>(callback =>
{
if (callback.Result != EResult.OK)
{
Console.WriteLine("Exit Code 2: Logon Failure - " + callback.Result.ToString());
//Environment.Exit(2);
// logon fail
}
else
{
Console.WriteLine("Logged into Steam Network");
// Join Chat
// if you set PersonaState without setting PersonaName it goes to [unknown] and GetPersonaName doesn't work?
//steamFrds.SetPersonaName(steamFrds.GetPersonaName());
steamFrds.SetPersonaName(botName);
steamFrds.SetPersonaState(EPersonaState.Online);
foreach (SteamID steamID in chatRooms)
{
steamFrds.JoinChat(steamID);
}
}
});
msg.Handle<SteamFriends.ChatEnterCallback>(callback =>
{
if (callback.EnterResponse != EChatRoomEnterResponse.Success)
{
Console.WriteLine("Exit Code 3: Failure to Enter Chat" + callback.EnterResponse.ToString());
//Environment.Exit(3);
// join chat fail
}
else
{
Console.WriteLine("Joined Chat");
foreach (SteamID steamID in chatRooms)
{
steamFrds.SendChatRoomMessage(steamID, EChatEntryType.ChatMsg, "Now listening");
}
}
});
//.........这里部分代码省略.........