本文整理汇总了C#中SteamKit2.SteamUser类的典型用法代码示例。如果您正苦于以下问题:C# SteamUser类的具体用法?C# SteamUser怎么用?C# SteamUser使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
SteamUser类属于SteamKit2命名空间,在下文中一共展示了SteamUser类的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: 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3: 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4: OnMarketingMessage
public static void OnMarketingMessage(SteamUser.MarketingMessageCallback callback)
{
foreach (var message in callback.Messages)
{
// TODO: Move this query outside this loop
using (MySqlDataReader Reader = DbWorker.ExecuteReader("SELECT `ID` FROM `MarketingMessages` WHERE `ID` = @ID", new MySqlParameter("ID", message.ID)))
{
if (Reader.Read())
{
continue;
}
}
if (message.Flags == EMarketingMessageFlags.None)
{
IRC.SendMain("New marketing message:{0} {1}", Colors.DARK_BLUE, message.URL);
}
else
{
IRC.SendMain("New marketing message:{0} {1} {2}({3})", Colors.DARK_BLUE, message.URL, Colors.DARK_GRAY, message.Flags.ToString().Replace("Platform", string.Empty));
}
DbWorker.ExecuteNonQuery("INSERT INTO `MarketingMessages` (`ID`, `Flags`) VALUES (@ID, @Flags)",
new MySqlParameter("@ID", message.ID),
new MySqlParameter("@Flags", message.Flags)
);
}
}
示例5: 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6: LobbyBot
/// <summary>
/// Setup a new bot with some details.
/// </summary>
/// <param name="details"></param>
/// <param name="extensions">any extensions you want on the state machine.</param>
public LobbyBot(SteamUser.LogOnDetails details, params IExtension<States, Events>[] extensions)
{
reconnect = true;
this.details = details;
log = LogManager.GetLogger("LobbyBot " + details.Username);
log.Debug("Initializing a new LobbyBot, username: " + details.Username);
reconnectTimer.Elapsed += (sender, args) =>
{
reconnectTimer.Stop();
fsm.Fire(Events.AttemptReconnect);
};
fsm = new ActiveStateMachine<States, Events>();
foreach (var ext in extensions) fsm.AddExtension(ext);
fsm.DefineHierarchyOn(States.Connecting)
.WithHistoryType(HistoryType.None);
fsm.DefineHierarchyOn(States.Connected)
.WithHistoryType(HistoryType.None)
.WithInitialSubState(States.Dota);
fsm.DefineHierarchyOn(States.Dota)
.WithHistoryType(HistoryType.None)
.WithInitialSubState(States.DotaConnect)
.WithSubState(States.DotaMenu)
.WithSubState(States.DotaLobby);
fsm.DefineHierarchyOn(States.Disconnected)
.WithHistoryType(HistoryType.None)
.WithInitialSubState(States.DisconnectNoRetry)
.WithSubState(States.DisconnectRetry);
fsm.DefineHierarchyOn(States.DotaLobby)
.WithHistoryType(HistoryType.None);
fsm.In(States.Connecting)
.ExecuteOnEntry(InitAndConnect)
.On(Events.Connected).Goto(States.Connected)
.On(Events.Disconnected).Goto(States.DisconnectRetry)
.On(Events.LogonFailSteamDown).Execute(SteamIsDown)
.On(Events.LogonFailSteamGuard).Goto(States.DisconnectNoRetry) //.Execute(() => reconnect = false)
.On(Events.LogonFailBadCreds).Goto(States.DisconnectNoRetry);
fsm.In(States.Connected)
.ExecuteOnExit(DisconnectAndCleanup)
.On(Events.Disconnected).If(ShouldReconnect).Goto(States.Connecting)
.Otherwise().Goto(States.Disconnected);
fsm.In(States.Disconnected)
.ExecuteOnEntry(DisconnectAndCleanup)
.ExecuteOnExit(ClearReconnectTimer)
.On(Events.AttemptReconnect).Goto(States.Connecting);
fsm.In(States.DisconnectRetry)
.ExecuteOnEntry(StartReconnectTimer);
fsm.In(States.Dota)
.ExecuteOnExit(DisconnectDota);
fsm.In(States.DotaConnect)
.ExecuteOnEntry(ConnectDota)
.On(Events.DotaGCReady).Goto(States.DotaMenu);
fsm.In(States.DotaMenu)
.ExecuteOnEntry(SetOnlinePresence);
fsm.In(States.DotaLobby)
.ExecuteOnEntry(EnterLobbyChat)
.ExecuteOnEntry(EnterBroadcastChannel)
.On(Events.DotaLeftLobby).Goto(States.DotaMenu).Execute(LeaveChatChannel);
fsm.Initialize(States.Connecting);
}
示例7: SteamConnection
public SteamConnection(IntPtr ic)
{
this.ic = ic;
client = new SteamClient();
friends = client.GetHandler<SteamFriends>();
user = client.GetHandler<SteamUser>();
}
示例8: Initialize
public static void Initialize( bool useUdp )
{
Console.WriteLine ("Server now running on: ");
SteamClient = new SteamClient( useUdp ? ProtocolType.Udp : ProtocolType.Tcp );
SteamFriends = SteamClient.GetHandler<SteamFriends>();
SteamUser = SteamClient.GetHandler<SteamUser>();
}
示例9: OnAccountInfo
private static void OnAccountInfo(SteamUser.AccountInfoCallback callback)
{
Steam.Instance.Friends.SetPersonaState(EPersonaState.Busy);
foreach (var chatRoom in Settings.Current.ChatRooms)
{
Steam.Instance.Friends.JoinChat(chatRoom);
}
}
示例10: Main
static void Main( string[] args )
{
// install our debug listeners for this example
// install an instance of our custom listener
DebugLog.AddListener( new MyListener() );
// install a listener as an anonymous method
// this call is commented as it would be redundant to install a second listener that also displays messages to the console
// DebugLog.AddListener( ( category, msg ) => Console.WriteLine( "AnonymousMethod - {0}: {1}", category, msg ) );
// Enable DebugLog in release builds
DebugLog.Enabled = true;
if ( args.Length < 2 )
{
Console.WriteLine( "Sample4: 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
new Callback<SteamClient.ConnectedCallback>( OnConnected, manager );
new Callback<SteamClient.DisconnectedCallback>( OnDisconnected, manager );
new Callback<SteamUser.LoggedOnCallback>( OnLoggedOn, manager );
new Callback<SteamUser.LoggedOffCallback>( OnLoggedOff, 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) {
// 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12: 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13: OnLoggedOn
private void OnLoggedOn(SteamUser.LoggedOnCallback callback)
{
if (callback.Result != EResult.OK)
{
return;
}
WebAPIUserNonce = callback.WebAPIUserNonce;
TaskManager.Run(() => AuthenticateUser());
}
示例14: 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15: 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));
}
}
}