本文整理汇总了C#中SteamKit2.SteamUser.LogOff方法的典型用法代码示例。如果您正苦于以下问题:C# SteamUser.LogOff方法的具体用法?C# SteamUser.LogOff怎么用?C# SteamUser.LogOff使用的例子?那么, 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SteamKit2.SteamUser
的用法示例。
在下文中一共展示了SteamUser.LogOff方法的3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: Main
static void Main( string[] args )
{
if ( args.Length < 2 )
{
Console.WriteLine( "Sample1: No username and password specified!" );
return;
}
// save our logon details
user = args[ 0 ];
pass = args[ 1 ];
// create our steamclient instance
steamClient = new SteamClient();
// get the steamuser handler, which is used for logging on after successfully connecting
steamUser = steamClient.GetHandler<SteamUser>();
isRunning = true;
Console.WriteLine( "Connecting to Steam..." );
// initiate the connection
steamClient.Connect();
// create our callback handling loop
while ( isRunning )
{
// wait for a callback to be posted
var callback = steamClient.WaitForCallback( true );
// handle the callback
// the Handle function will only call the passed in handler
// if the callback type matches the generic type
callback.Handle<SteamClient.ConnectedCallback>( c =>
{
if ( c.Result != EResult.OK )
{
Console.WriteLine( "Unable to connect to Steam: {0}", c.Result );
isRunning = false;
return;
}
Console.WriteLine( "Connected to Steam! Logging in '{0}'...", user );
steamUser.LogOn( new SteamUser.LogOnDetails
{
Username = user,
Password = pass,
} );
} );
callback.Handle<SteamClient.DisconnectedCallback>( c =>
{
Console.WriteLine( "Disconnected from Steam" );
isRunning = false;
} );
callback.Handle<SteamUser.LoggedOnCallback>( c =>
{
if ( c.Result != EResult.OK )
{
if ( c.Result == EResult.AccountLogonDenied )
{
// if we recieve AccountLogonDenied or one of it's flavors (AccountLogonDeniedNoMailSent, etc)
// then the account we're logging into is SteamGuard protected
// see sample 6 for how SteamGuard can be handled
Console.WriteLine( "Unable to logon to Steam: This account is SteamGuard protected." );
isRunning = false;
return;
}
Console.WriteLine( "Unable to logon to Steam: {0} / {1}", c.Result, c.ExtendedResult );
isRunning = false;
return;
}
Console.WriteLine( "Successfully logged on!" );
// at this point, we'd be able to perform actions on Steam
// for this sample we'll just log off
steamUser.LogOff();
} );
callback.Handle<SteamUser.LoggedOffCallback>( c =>
{
Console.WriteLine( "Logged off of Steam: {0}", c.Result );
} );
}
}
示例2: 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();
};
int cellid = 0;
// if we've previously connected and saved our cellid, load it.
if ( File.Exists( "cellid.txt" ) )
{
if ( !int.TryParse( File.ReadAllText( "cellid.txt"), out cellid ) )
{
Console.WriteLine( "Error parsing cellid from cellid.txt. Continuing with cellid 0." );
}
}
if ( File.Exists( "servers.bin" ) )
{
// last time we connected to Steam, we got a list of servers. that list is persisted below.
// load that list of servers into the server list.
// this is a very simplistic serialization, you're free to serialize the server list however
// you like (json, xml, whatever).
using ( var fs = File.OpenRead( "servers.bin" ) )
using ( var reader = new BinaryReader( fs ) )
{
while ( fs.Position < fs.Length )
{
var numAddressBytes = reader.ReadInt32();
var addressBytes = reader.ReadBytes( numAddressBytes );
var port = reader.ReadInt32();
var ipaddress = new IPAddress( addressBytes );
var endPoint = new IPEndPoint( ipaddress, port );
CMClient.Servers.TryAdd( endPoint );
}
}
}
else
{
// since we don't have a list of servers saved, load the latest list of Steam servers
// from the Steam Directory.
var loadServersTask = SteamDirectory.Initialize( cellid );
loadServersTask.Wait();
if ( loadServersTask.IsFaulted )
{
Console.WriteLine( "Error loading server list from directory: {0}", loadServersTask.Exception.Message );
return;
}
}
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 ) );
}
// before we exit, save our current server list to disk.
//.........这里部分代码省略.........
示例3: 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 ) );
}
}