11 Commits

188 changed files with 405 additions and 87936 deletions
-10
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@@ -1,10 +0,0 @@
**/bin/
**/obj/
**/*.user
**/.vs/
.idea/
.vscode/
.git/
.gitea/
.github/
**/logs/
-60
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@@ -1,60 +0,0 @@
name: Create Tag
on:
workflow_dispatch:
inputs:
tagName:
description: 'Tag name:'
type: string
required: true
run-name: "Generating changelog and Creating Tag for Release v${{github.event.inputs.tagName}}"
jobs:
generate_changelog:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
ref: ${{ github.ref }}
token: ${{ secrets.TOKEN }}
fetch-depth: 0
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: '9.0.x'
- name: Update OmegaLeo.HelperLib Version
run: sed -i "s/\(<Version>\)[0-9]\+\.[0-9]\+\.[0-9]\+/\1${{github.event.inputs.tagName}}/" "./OmegaLeo.HelperLib/OmegaLeo.HelperLib.csproj"
- name: Update OmegaLeo.HelperLib.Changelog Version
run: sed -i "s/\(<Version>\)[0-9]\+\.[0-9]\+\.[0-9]\+/\1${{github.event.inputs.tagName}}/" "./OmegaLeo.HelperLib.Changelog/OmegaLeo.HelperLib.Changelog.csproj"
- name: Update OmegaLeo.HelperLib.Documentation Version
run: sed -i "s/\(<Version>\)[0-9]\+\.[0-9]\+\.[0-9]\+/\1${{github.event.inputs.tagName}}/" "./OmegaLeo.HelperLib.Documentation/OmegaLeo.HelperLib.Documentation.csproj"
- name: Update OmegaLeo.HelperLib.Game Version
run: sed -i "s/\(<Version>\)[0-9]\+\.[0-9]\+\.[0-9]\+/\1${{github.event.inputs.tagName}}/" "./OmegaLeo.HelperLib.Game/OmegaLeo.HelperLib.Game.csproj"
- name: Update OmegaLeo.HelperLib.Shared Version
run: sed -i "s/\(<Version>\)[0-9]\+\.[0-9]\+\.[0-9]\+/\1${{github.event.inputs.tagName}}/" "./OmegaLeo.HelperLib.Shared/OmegaLeo.HelperLib.Shared.csproj"
- name: Build Solution
run: dotnet build --configuration Release
- name: Run Changelog Generator
run: dotnet run --project "./OmegaLeo.HelperLib.ChangelogHandler/OmegaLeo.HelperLib.ChangelogHandler.csproj" --configuration Release
env:
TAG_VERSION: ${{ github.event.inputs.tagName }}
- name: Commit and Push Changes
run: |
git config --local user.email "nunodiogo@omegaleo.pt"
git config --local user.name "Nuno Diogo"
git add .
git diff --staged --quiet || git commit -m "chore: update changelog and version to v${{github.event.inputs.tagName}}"
git push origin ${{ github.ref }}
- name: Create and Push Tag
run: |
git tag -a "${{ github.event.inputs.tagName }}" -m "Release ${{ github.event.inputs.tagName }}"
git push origin "${{ github.event.inputs.tagName }}"
-30
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@@ -1,30 +0,0 @@
name: Publish to Gitea Packages
on:
workflow_dispatch:
inputs:
tag_name:
description: 'Version tag (e.g., 1.0.0)'
required: true
type: string
run-name: "Publish version v${{ inputs.tag_name }} to Gitea Packages"
jobs:
publish:
runs-on: ubuntu-latest
strategy:
matrix:
project:
- OmegaLeo.HelperLib
- OmegaLeo.HelperLib.Changelog
- OmegaLeo.HelperLib.Game
- OmegaLeo.HelperLib.Documentation
- OmegaLeo.HelperLib.Shared
steps:
- uses: actions/checkout@v4
- name: Setup .Net Core
uses: actions/setup-dotnet@v4
with:
dotnet-version: '8.0.x'
- name: Create Nuget Package
run: dotnet pack "./${{ matrix.project }}/${{ matrix.project }}.csproj" -c Release /p:Version=${{ inputs.tag_name }}
- name: Publish to Gitea Packages
run: dotnet nuget push ./${{ matrix.project }}/bin/Release/${{ matrix.project }}.${{ inputs.tag_name }}.nupkg --api-key ${{ secrets.TOKEN }} --source ${{ github.server_url }}/api/packages/${{ github.repository_owner }}/nuget/index.json --skip-duplicate
-38
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@@ -1,38 +0,0 @@
name: Publish Nuget Packages
on:
release:
types: [published]
run-name: "Publish version v${{ github.event.release.tag_name }} to nuget"
jobs:
publish:
runs-on: ubuntu-latest
strategy:
matrix:
project:
- OmegaLeo.HelperLib
- OmegaLeo.HelperLib.Changelog
- OmegaLeo.HelperLib.Game
- OmegaLeo.HelperLib.Documentation
- OmegaLeo.HelperLib.Shared
- OmegaLeo.HelperLib.Steamworks
env:
VERSION: ${{ github.event.release.tag_name }}
PACKAGE: ./${{ matrix.project }}/bin/Release/${{ matrix.project }}.${{ github.event.release.tag_name }}.nupkg
steps:
- uses: actions/checkout@v4
- name: Setup .Net Core
uses: actions/setup-dotnet@v4
with:
dotnet-version: '8.0.x'
- name: Create Nuget Package
run: dotnet pack "./${{ matrix.project }}/${{ matrix.project }}.csproj" -c Release /p:Version=$VERSION /p:PackageReleaseNotes="See ${{ github.server_url }}/${{ github.repository }}/releases/tag/$VERSION"
- name: Publish Nuget Package
run: dotnet nuget push "$PACKAGE" --api-key ${{ secrets.NUGET_API_KEY }} --source https://api.nuget.org/v3/index.json --skip-duplicate
- name: Publish to Gitea Packages
run: dotnet nuget push "$PACKAGE" --api-key ${{ secrets.TOKEN }} --source ${{ github.server_url }}/api/packages/${{ github.repository_owner }}/nuget/index.json --skip-duplicate
- name: Upload assets to release
run: |
curl --fail --silent --show-error \
-H "Authorization: token ${{ secrets.TOKEN }}" \
-F "attachment=@$PACKAGE" \
"${{ github.server_url }}/api/v1/repos/${{ github.repository }}/releases/${{ github.event.release.id }}/assets?name=${{ matrix.project }}.$VERSION.nupkg"
-15
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@@ -1,15 +0,0 @@
# These are supported funding model platforms
github: omegaleo # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: omegaleo # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
polar: # Replace with a single Polar username
buy_me_a_coffee: # Replace with a single Buy Me a Coffee username
thanks_dev: # Replace with a single thanks.dev username
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
-38
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@@ -1,38 +0,0 @@
---
name: Bug report
about: Create a report to help us improve
title: "[BUG]"
labels: bug
assignees: omegaleo
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Desktop (please complete the following information):**
- OS: [e.g. iOS]
- Browser [e.g. chrome, safari]
- Version [e.g. 22]
**Smartphone (please complete the following information):**
- Device: [e.g. iPhone6]
- OS: [e.g. iOS8.1]
- Browser [e.g. stock browser, safari]
- Version [e.g. 22]
**Additional context**
Add any other context about the problem here.
-20
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@@ -1,20 +0,0 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: enhancement
assignees: omegaleo
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.
+1 -1
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@@ -1,5 +1,5 @@
# This workflow will build a .NET project
# Runs on Gitea Actions (GitHub Actions compatible syntax): https://docs.gitea.com/usage/actions/overview
# For more information see: https://docs.github.com/en/actions/automating-builds-and-tests/building-and-testing-net
name: .NET
+42
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@@ -0,0 +1,42 @@
name: Publish Nuget Packages
on:
release:
types: [created]
jobs:
get-release:
name: Get Release
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v2
- name: Get release
id: get_release
uses: bruceadams/get-release@v1.2.3
env:
GITHUB_TOKEN: ${{ secrets.TOKEN }}
outputs:
upload_url: ${{ steps.get_release.outputs.upload_url }}
publish_doc_helper:
runs-on: ubuntu-latest
needs: [get-release]
steps:
- uses: actions/checkout@v2
- name: Setup .Net Core
uses: actions/setup-dotnet@v1
with:
dotnet-version: '7.0.x'
- name: Update Project Version
run: sed -i "s/\(<Version>\([0-9]\+\.\)\{2\}\)\([0-9]\+\)/\1${{ github.event.release.tag_name }}/" "./OmegaLeo.HelperLib/OmegaLeo.HelperLib.csproj"
- name: Create Nuget Package
run: dotnet pack "./OmegaLeo.HelperLib/OmegaLeo.HelperLib.csproj" -c Release /p:Version=${{ github.event.release.tag_name }} /p:PackageReleaseNotes="See https://github.com/omegaleo/OmegaLeo.HelperLib/releases/tag/${{ github.event.release.tag_name }}"
- name: Publish Nuget Package
run: dotnet nuget push ./OmegaLeo.HelperLib/bin/Release/OmegaLeo.HelperLib.${{ github.event.release.tag_name }}.nupkg --api-key ${{ secrets.nuget_api_key }} --source https://api.nuget.org/v3/index.json --skip-duplicate
- name: Upload assets to release
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.TOKEN }}
with:
upload_url: ${{ needs.get-release.outputs.upload_url }}
asset_path: ./OmegaLeo.HelperLib/bin/Release/OmegaLeo.HelperLib.${{ github.event.release.tag_name }}.nupkg
asset_name: OmegaLeo.HelperLib.${{ github.event.release.tag_name }}.nupkg
asset_content_type: application/zip
Executable → Regular
-7
View File
@@ -3,10 +3,3 @@ obj/
/packages/
riderModule.iml
/_ReSharper.Caches/
/.vs
/OmegaLeo.HelperLib.Web/.config
/OmegaLeo.HelperLib.Web/Properties/PublishProfiles
/OmegaLeo.HelperLib.Web/publish
/OmegaLeo.HelperLib.Web/OmegaLeo.HelperLib.Web.csproj.user
*.sh
Generated Executable → Regular
View File
Generated Executable → Regular
View File
Generated Executable → Regular
View File
@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="AgentMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>
@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="AskMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>
@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Ask2AgentMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>
@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="EditMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>
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Generated Executable → Regular
View File
-8
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@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>
-7
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@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="RiderProjectSettingsUpdater">
<option name="singleClickDiffPreview" value="1" />
<option name="vcsConfiguration" value="3" />
</component>
</project>
Generated
-6
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@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
-73
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@@ -1,73 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ChangeListManager">
<list default="true" id="5e7ebcb0-c206-47f1-82b0-7bb7fa7d8ea5" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/OmegaLeo.HelperLib.sln" beforeDir="false" afterPath="$PROJECT_DIR$/OmegaLeo.HelperLib.sln" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
<option name="LAST_RESOLUTION" value="IGNORE" />
</component>
<component name="CopilotPersistence">
<persistenceIdMap>
<entry key="_/media/omegaleo/Development/Library Dev/HelperLib" value="3CJh8xvOxVDl1aFwhckQNmfBnrf" />
</persistenceIdMap>
</component>
<component name="Git.Settings">
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
</component>
<component name="GitHubPullRequestSearchHistory"><![CDATA[{
"lastFilter": {
"state": "OPEN",
"assignee": "omegaleo"
}
}]]></component>
<component name="GithubPullRequestsUISettings"><![CDATA[{
"selectedUrlAndAccountId": {
"url": "git@github.com:omegaleo/HelperLib.git",
"accountId": "c9aecefe-01cd-41e3-bbf8-a1cef71d68f2"
}
}]]></component>
<component name="ProjectColorInfo"><![CDATA[{
"associatedIndex": 1
}]]></component>
<component name="ProjectId" id="3CJh8xvOxVDl1aFwhckQNmfBnrf" />
<component name="ProjectViewState">
<option name="hideEmptyMiddlePackages" value="true" />
<option name="showLibraryContents" value="true" />
</component>
<component name="PropertiesComponent"><![CDATA[{
"keyToString": {
"RunOnceActivity.ShowReadmeOnStart": "true",
"RunOnceActivity.git.unshallow": "true",
"git-widget-placeholder": "dev",
"nodejs_package_manager_path": "npm",
"vue.rearranger.settings.migration": "true"
}
}]]></component>
<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
<component name="TaskManager">
<task active="true" id="Default" summary="Default task">
<changelist id="5e7ebcb0-c206-47f1-82b0-7bb7fa7d8ea5" name="Changes" comment="" />
<created>1776109424996</created>
<option name="number" value="Default" />
<option name="presentableId" value="Default" />
<updated>1776109424996</updated>
<workItem from="1776109425603" duration="12000" />
</task>
<servers />
</component>
<component name="UnityProjectConfiguration" hasMinimizedUI="false" />
<component name="VcsManagerConfiguration">
<option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
</component>
<component name="github-copilot-workspace">
<instructionFileLocations>
<option value=".github/instructions" />
</instructionFileLocations>
<promptFileLocations>
<option value=".github/prompts" />
</promptFileLocations>
</component>
</project>
-1
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@@ -1 +0,0 @@
{}
-115
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@@ -1,115 +0,0 @@
# Code of Conduct - Omega Leo Helper Library
## Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to make participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, sex characteristics, gender identity and expression,
level of experience, education, socio-economic status, nationality, personal
appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behaviour that contributes to a positive environment for our
community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologising to those affected by our mistakes,
and learning from the experience
* Focusing on what is best not just for us as individuals, but for the
overall community
Examples of unacceptable behaviour include:
* The use of sexualised language or imagery, and sexual attention or advances
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email
address, without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying and enforcing our standards of
acceptable behaviour and will take appropriate and fair corrective action in
response to any behaviour that they deem inappropriate,
threatening, offensive, or harmful.
Project maintainers have the right and responsibility to remove, edit, or reject
comments, commits, code, wiki edits, issues, and other contributions that are
not aligned to this Code of Conduct, and will
communicate reasons for moderation decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when
an individual is officially representing the community in public spaces.
Examples of representing our community include using an official e-mail address,
posting via an official social media account, or acting as an appointed
representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behaviour may be
reported to the community leaders responsible for enforcement at <nunodiogo@omegaleo.pt>.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the
reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining
the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behaviour deemed
unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing
clarity around the nature of the violation and an explanation of why the
behaviour was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series
of actions.
**Consequence**: A warning with consequences for continued behaviour. No
interaction with the people involved, including unsolicited interaction with
those enforcing the Code of Conduct, for a specified period of time. This
includes avoiding interactions in community spaces as well as external channels
like social media. Violating these terms may lead to a temporary or
permanent ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including
sustained inappropriate behaviour.
**Consequence**: A temporary ban from any sort of interaction or public
communication with the community for a specified period of time. No public or
private interaction with the people involved, including unsolicited interaction
with those enforcing the Code of Conduct, is allowed during this period.
Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community
standards, including sustained inappropriate behaviour, harassment of an
individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within
the community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant](https://contributor-covenant.org/), version
[1.4](https://www.contributor-covenant.org/version/1/4/code-of-conduct/code_of_conduct.md) and
[2.0](https://www.contributor-covenant.org/version/2/0/code_of_conduct/code_of_conduct.md),
and was generated by [contributing.md](https://contributing.md/generator).
-159
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@@ -1,159 +0,0 @@
<!-- omit in toc -->
# Contributing to Omega Leo Helper Library
First off, thanks for taking the time to contribute! ❤️
All types of contributions are encouraged and valued. See the [Table of Contents](#table-of-contents) for different ways to help and details about how this project handles them. Please make sure to read the relevant section before making your contribution. It will make it a lot easier for us maintainers and smooth out the experience for all involved. The community looks forward to your contributions. 🎉
> And if you like the project, but just don't have time to contribute, that's fine. There are other easy ways to support the project and show your appreciation, which we would also be very happy about:
> - Star the project
> - Tweet about it
> - Refer this project in your project's readme
> - Mention the project at local meetups and tell your friends/colleagues
<!-- omit in toc -->
## Table of Contents
- [Code of Conduct](#code-of-conduct)
- [I Have a Question](#i-have-a-question)
- [I Want To Contribute](#i-want-to-contribute)
- [Reporting Bugs](#reporting-bugs)
- [Suggesting Enhancements](#suggesting-enhancements)
- [Your First Code Contribution](#your-first-code-contribution)
- [Improving The Documentation](#improving-the-documentation)
- [Styleguides](#styleguides)
- [Commit Messages](#commit-messages)
- [Join The Project Team](#join-the-project-team)
## Code of Conduct
This project and everyone participating in it is governed by the
[Omega Leo Helper Library Code of Conduct](https://github.com/omegaleo/HelperLib/blob//CODE_OF_CONDUCT.md).
By participating, you are expected to uphold this code. Please report unacceptable behavior
to <nunodiogo@omegaleo.pt>.
## I Have a Question
> If you want to ask a question, we assume that you have read the available [Documentation](https://library.omegaleo.dev/).
Before you ask a question, it is best to search for existing [Issues](https://github.com/omegaleo/HelperLib/issues) that might help you. In case you have found a suitable issue and still need clarification, you can write your question in this issue. It is also advisable to search the internet for answers first.
If you then still feel the need to ask a question and need clarification, we recommend the following:
- Open an [Issue](https://github.com/omegaleo/HelperLib/issues/new).
- Provide as much context as you can about what you're running into.
- Provide project and platform versions (nodejs, npm, etc), depending on what seems relevant.
We will then take care of the issue as soon as possible.
<!--
You might want to create a separate issue tag for questions and include it in this description. People should then tag their issues accordingly.
Depending on how large the project is, you may want to outsource the questioning, e.g. to Stack Overflow or Gitter. You may add additional contact and information possibilities:
- IRC
- Slack
- Gitter
- Stack Overflow tag
- Blog
- FAQ
- Roadmap
- E-Mail List
- Forum
-->
## I Want To Contribute
> ### Legal Notice <!-- omit in toc -->
> When contributing to this project, you must agree that you have authored 100% of the content, that you have the necessary rights to the content and that the content you contribute may be provided under the project licence.
### Reporting Bugs
<!-- omit in toc -->
#### Before Submitting a Bug Report
A good bug report shouldn't leave others needing to chase you up for more information. Therefore, we ask you to investigate carefully, collect information and describe the issue in detail in your report. Please complete the following steps in advance to help us fix any potential bug as fast as possible.
- Make sure that you are using the latest version.
- Determine if your bug is really a bug and not an error on your side e.g. using incompatible environment components/versions (Make sure that you have read the [documentation](https://library.omegaleo.dev/). If you are looking for support, you might want to check [this section](#i-have-a-question)).
- To see if other users have experienced (and potentially already solved) the same issue you are having, check if there is not already a bug report existing for your bug or error in the [bug tracker](https://github.com/omegaleo/HelperLib/issues?q=label%3Abug).
- Also make sure to search the internet (including Stack Overflow) to see if users outside of the GitHub community have discussed the issue.
- Collect information about the bug:
- Stack trace (Traceback)
- OS, Platform and Version (Windows, Linux, macOS, x86, ARM)
- Version of the interpreter, compiler, SDK, runtime environment, package manager, depending on what seems relevant.
- Possibly your input and the output
- Can you reliably reproduce the issue? And can you also reproduce it with older versions?
<!-- omit in toc -->
#### How Do I Submit a Good Bug Report?
> You must never report security related issues, vulnerabilities or bugs including sensitive information to the issue tracker, or elsewhere in public. Instead sensitive bugs must be sent by email to <nunodiogo@omegaleo.pt>.
<!-- You may add a PGP key to allow the messages to be sent encrypted as well. -->
We use GitHub issues to track bugs and errors. If you run into an issue with the project:
- Open an [Issue](https://github.com/omegaleo/HelperLib/issues/new). (Since we can't be sure at this point whether it is a bug or not, we ask you not to talk about a bug yet and not to label the issue.)
- Explain the behavior you would expect and the actual behavior.
- Please provide as much context as possible and describe the *reproduction steps* that someone else can follow to recreate the issue on their own. This usually includes your code. For good bug reports you should isolate the problem and create a reduced test case.
- Provide the information you collected in the previous section.
Once it's filed:
- The project team will label the issue accordingly.
- A team member will try to reproduce the issue with your provided steps. If there are no reproduction steps or no obvious way to reproduce the issue, the team will ask you for those steps and mark the issue as `needs-repro`. Bugs with the `needs-repro` tag will not be addressed until they are reproduced.
- If the team is able to reproduce the issue, it will be marked `needs-fix`, as well as possibly other tags (such as `critical`), and the issue will be left to be [implemented by someone](#your-first-code-contribution).
<!-- You might want to create an issue template for bugs and errors that can be used as a guide and that defines the structure of the information to be included. If you do so, reference it here in the description. -->
### Suggesting Enhancements
This section guides you through submitting an enhancement suggestion for Omega Leo Helper Library, **including completely new features and minor improvements to existing functionality**. Following these guidelines will help maintainers and the community to understand your suggestion and find related suggestions.
<!-- omit in toc -->
#### Before Submitting an Enhancement
- Make sure that you are using the latest version.
- Read the [documentation](https://library.omegaleo.dev/) carefully and find out if the functionality is already covered, maybe by an individual configuration.
- Perform a [search](https://github.com/omegaleo/HelperLib/issues) to see if the enhancement has already been suggested. If it has, add a comment to the existing issue instead of opening a new one.
- Find out whether your idea fits with the scope and aims of the project. It's up to you to make a strong case to convince the project's developers of the merits of this feature. Keep in mind that we want features that will be useful to the majority of our users and not just a small subset. If you're just targeting a minority of users, consider writing an add-on/plugin library.
<!-- omit in toc -->
#### How Do I Submit a Good Enhancement Suggestion?
Enhancement suggestions are tracked as [GitHub issues](https://github.com/omegaleo/HelperLib/issues).
- Use a **clear and descriptive title** for the issue to identify the suggestion.
- Provide a **step-by-step description of the suggested enhancement** in as many details as possible.
- **Describe the current behavior** and **explain which behavior you expected to see instead** and why. At this point you can also tell which alternatives do not work for you.
- You may want to **include screenshots or screen recordings** which help you demonstrate the steps or point out the part which the suggestion is related to. You can use [LICEcap](https://www.cockos.com/licecap/) to record GIFs on macOS and Windows, and the built-in [screen recorder in GNOME](https://help.gnome.org/users/gnome-help/stable/screen-shot-record.html.en) or [SimpleScreenRecorder](https://github.com/MaartenBaert/ssr) on Linux. <!-- this should only be included if the project has a GUI -->
- **Explain why this enhancement would be useful** to most Omega Leo Helper Library users. You may also want to point out the other projects that solved it better and which could serve as inspiration.
<!-- You might want to create an issue template for enhancement suggestions that can be used as a guide and that defines the structure of the information to be included. If you do so, reference it here in the description. -->
### Your First Code Contribution
<!-- TODO
include Setup of env, IDE and typical getting started instructions?
-->
### Improving The Documentation
<!-- TODO
Updating, improving and correcting the documentation
-->
## Styleguides
### Commit Messages
<!-- TODO
-->
## Join The Project Team
<!-- TODO -->
<!-- omit in toc -->
## Attribution
This guide is based on the [contributing.md](https://contributing.md/generator)!
Executable → Regular
+21 -661
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@@ -1,661 +1,21 @@
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17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.
MIT License
Copyright (c) 2024 Nuno "Omega Leo" Diogo
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
-13
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@@ -1,13 +0,0 @@
# Changelog
## Version 1.2.0
**OmegaLeo.HelperLib.Changelog.Helpers**
- **ChangelogHelper**:
- Created ChangelogHelper to generate markdown from changelog attributes.
## Version 1.0.0
**OmegaLeo.HelperLib.Changelog.Tools**
- **ChangelogTool**:
- Created the class ChangelogTool to extract changelogs via attributes
@@ -1,114 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Changelog.Helpers
{
[Documentation(nameof(ChangelogHelper),
"Helper class to generate changelog markdown from ChangelogAttributes in the provided Assemblies.")]
[Changelog("1.2.0", "Created ChangelogHelper to generate markdown from changelog attributes.")]
public static class ChangelogHelper
{
[Documentation(nameof(GetChangelogMarkdown),
"Generates a markdown formatted changelog from the changelog attributes in the provided assemblies.")]
public static string GetChangelogMarkdown(IEnumerable<Assembly> assemblies)
{
var changelog = new StringBuilder();
var entriesByVersionDate =
new Dictionary<(string Version, string Date),
Dictionary<string, List<(string ClassName, string Description)>>>();
foreach (var assembly in assemblies)
{
try
{
foreach (var type in assembly.GetTypes())
{
// Get type-level changelog attributes
var typeAttrs = type.GetCustomAttributes<ChangelogAttribute>().ToList();
// Get member-level changelog attributes (methods, properties, fields, etc.)
var memberAttrs = type.GetMembers(BindingFlags.Public | BindingFlags.NonPublic |
BindingFlags.Static | BindingFlags.Instance)
.SelectMany(m => m.GetCustomAttributes<ChangelogAttribute>()
.Select(attr => (Member: m, Attribute: attr)))
.ToList();
if (typeAttrs.Any() || memberAttrs.Any())
{
var namespaceName = type.Namespace ?? "Global";
var className = type.Name.Split('`')[0];
// Process type-level attributes
foreach (var attr in typeAttrs)
{
AddEntry(entriesByVersionDate, namespaceName, className, attr.Version, attr.Date,
attr.Description);
}
// Process member-level attributes
foreach (var (member, attr) in memberAttrs)
{
var memberName = $"{className}.{member.Name}";
AddEntry(entriesByVersionDate, namespaceName, memberName, attr.Version, attr.Date,
attr.Description);
}
}
}
}
catch (ReflectionTypeLoadException)
{
// Skip assemblies that can't be fully loaded
}
}
foreach (var versionGroup in entriesByVersionDate.OrderByDescending(x => x.Key.Version))
{
changelog.AppendLine($"## Version {versionGroup.Key.Version}");
if (!string.IsNullOrEmpty(versionGroup.Key.Date))
{
changelog.AppendLine($"### {versionGroup.Key.Date}");
}
changelog.AppendLine();
foreach (var namespaceGroup in versionGroup.Value.OrderBy(x => x.Key))
{
changelog.AppendLine($"**{namespaceGroup.Key}**");
foreach (var entry in namespaceGroup.Value.OrderBy(x => x.ClassName))
{
changelog.AppendLine($@"- **{entry.ClassName}**:
- {entry.Description}");
}
changelog.AppendLine();
}
}
return changelog.ToString();
}
private static void AddEntry(
Dictionary<(string Version, string Date), Dictionary<string, List<(string ClassName, string Description)>>>
entriesByVersionDate,
string namespaceName,
string className,
string version,
string date,
string description)
{
var key = (version, date ?? string.Empty);
if (!entriesByVersionDate.ContainsKey(key))
entriesByVersionDate[key] = new Dictionary<string, List<(string, string)>>();
if (!entriesByVersionDate[key].ContainsKey(namespaceName))
entriesByVersionDate[key][namespaceName] = new List<(string, string)>();
entriesByVersionDate[key][namespaceName].Add((className, description));
}
}
}
-661
View File
@@ -1,661 +0,0 @@
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conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your version
supports such interaction) an opportunity to receive the Corresponding
Source of your version by providing access to the Corresponding Source
from a network server at no charge, through some standard or customary
means of facilitating copying of software. This Corresponding Source
shall include the Corresponding Source for any work covered by version 3
of the GNU General Public License that is incorporated pursuant to the
following paragraph.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the work with which it is combined will remain governed by version
3 of the GNU General Public License.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU Affero General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU Affero General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU Affero General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU Affero General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.
@@ -1,17 +0,0 @@
using System;
namespace OmegaLeo.HelperLib.Changelog.Models
{
[Serializable]
public class Changelog
{
public string Target;
public string Description;
public Changelog(string target, string description)
{
Target = target;
Description = description;
}
}
}
@@ -1,41 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<Version>1.2.1.1</Version>
<Title>Omega Leo's Helper Library - Changelog</Title>
<Authors>Nuno "Omega Leo" Diogo</Authors>
<Description>Package to help with Changelog generation</Description>
<PackageProjectUrl>https://github.com/omegaleo/HelperLib</PackageProjectUrl>
<PackageReadmeFile>README.md</PackageReadmeFile>
<RepositoryUrl>https://github.com/omegaleo/HelperLib</RepositoryUrl>
<PublishRepositoryUrl>true</PublishRepositoryUrl>
<PackageLicenseExpression>AGPL-3.0-only</PackageLicenseExpression>
<PackageTags>csharp;dotnet;utility;helper;benchmark</PackageTags>
<RepositoryType>git</RepositoryType>
</PropertyGroup>
<ItemGroup>
<None Include="README.md" Pack="true" PackagePath="\">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Include="CHANGELOG.md" Pack="true" PackagePath="\">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Include="LICENSE.md" Pack="true" PackagePath="\" />
</ItemGroup>
<ItemGroup>
<Reference Include="OmegaLeo.HelperLib.Documentation">
<HintPath>..\..\..\..\..\..\home\omegaleo\.nuget\packages\OmegaLeo.HelperLib.Documentation\1.1.2\lib\netstandard2.1\OmegaLeo.HelperLib.Documentation.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib.Documentation\OmegaLeo.HelperLib.Documentation.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib.Shared\OmegaLeo.HelperLib.Shared.csproj" />
</ItemGroup>
</Project>
-12
View File
@@ -1,12 +0,0 @@
# Omega Leo's Helper Library - Changelog
Package to help with Changelog generation by providing a new Changelog attribute and a tool to extract a dictionary of the changelogs or the markdown for CHANGELOG.md
Example attribute usage:
```cs
[Changelog("1.0.0", "This is a test")]
[Changelog("v1.0.1", "This is another test")]
public class Test
{
}
```
@@ -1,66 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Changelog.Tools
{
[Changelog("1.0.0", "Created the class ChangelogTool to extract changelogs via attributes")]
[Documentation("ChangelogTool", "Provides methods to extract changelog information from assembly attributes.")]
public class ChangelogTool
{
[Documentation("ChangelogTool.ExtractChangelog", "Extracts changelog entries from the specified assembly.")]
public static Dictionary<string, List<Models.Changelog>> ExtractChangelog(Assembly assembly)
{
var changelogByVersion = new Dictionary<string, List<Models.Changelog>>();
foreach (var type in assembly.GetTypes())
{
foreach (var attr in type.GetCustomAttributes<ChangelogAttribute>())
{
AddChangelogEntry(changelogByVersion, attr.Version, $"Class: {type.Name}", attr.Description);
}
foreach (var method in type.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static))
{
foreach (var attr in method.GetCustomAttributes<ChangelogAttribute>())
AddChangelogEntry(changelogByVersion, attr.Version, $"Method: {type.Name}.{method.Name}()", attr.Description);
}
}
changelogByVersion = new Dictionary<string, List<Models.Changelog>>(changelogByVersion.OrderByDescending(x => x.Key));
return changelogByVersion;
}
[Documentation("ChangelogTool.GetMarkdown", "Generates a markdown formatted changelog from the assembly's changelog attributes.")]
public static string GetMarkdown(Assembly assembly)
{
var changelog = ExtractChangelog(assembly);
var sb = new StringBuilder();
sb.AppendLine("# Changelog\n");
foreach (var version in changelog)
{
sb.AppendLine($"## Version {version.Key}\n");
foreach (var entry in version.Value)
{
sb.AppendLine($"- **{entry.Target}**: {entry.Description}");
}
sb.AppendLine();
}
return sb.ToString();
}
private static void AddChangelogEntry(Dictionary<string, List<Models.Changelog>> changelog, string version, string target, string description)
{
if (!changelog.ContainsKey(version))
changelog[version] = new List<Models.Changelog>();
changelog[version].Add(new Models.Changelog(target, description));
}
}
}
@@ -1,21 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib.Changelog\OmegaLeo.HelperLib.Changelog.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib.Game\OmegaLeo.HelperLib.Game.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib.Steamworks\OmegaLeo.HelperLib.Steamworks.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib\OmegaLeo.HelperLib.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="System.Runtime.Loader" Version="4.3.0" />
</ItemGroup>
</Project>
@@ -1,51 +0,0 @@
// See https://aka.ms/new-console-template for more information
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using OmegaLeo.HelperLib.Changelog.Helpers;
using OmegaLeo.HelperLib.Helpers;
using OmegaLeo.HelperLib.Changelog.Models;
using OmegaLeo.HelperLib.Changelog.Tools;
var root = GetSolutionRoot();
var changelogs = new Dictionary<string, Assembly>()
{
{Path.Join(root, "OmegaLeo.HelperLib.Changelog", "CHANGELOG.md"), typeof(Changelog).Assembly},
{Path.Join(root, "OmegaLeo.HelperLib", "CHANGELOG.md"), typeof(BenchmarkUtility).Assembly},
{Path.Join(root, "OmegaLeo.HelperLib.Game", "CHANGELOG.md"), typeof(OmegaLeo.HelperLib.Game.Models.ConsoleCommand).Assembly},
{Path.Join(root, "OmegaLeo.HelperLib.Documentation", "CHANGELOG.md"), typeof(OmegaLeo.HelperLib.Documentation.Helpers.DocumentationHelperTool).Assembly},
{Path.Join(root, "OmegaLeo.HelperLib.Shared", "CHANGELOG.md"), typeof(OmegaLeo.HelperLib.Shared.Attributes.ChangelogAttribute).Assembly},
{Path.Join(root, "OmegaLeo.HelperLib.Steamworks", "CHANGELOG.md"), typeof(OmegaLeo.HelperLib.Steamworks.SteamManager).Assembly},
};
foreach (var changelog in changelogs)
{
GenerateChangelog(changelog.Key, changelog.Value);
}
void GenerateChangelog(string path, Assembly libraryAssembly)
{
var changelogMarkdown = $@"# Changelog
{ChangelogHelper.GetChangelogMarkdown(new []{libraryAssembly})}";
File.WriteAllText(path,changelogMarkdown);
}
static string GetSolutionRoot()
{
string dir = AppContext.BaseDirectory;
while (!string.IsNullOrEmpty(dir))
{
if (Directory.GetFiles(dir, "*.sln").Length > 0)
return dir; // Found the solution root
dir = Directory.GetParent(dir)?.FullName; // Move up a directory
}
throw new Exception("Solution root not found.");
}
+2 -13
View File
@@ -2,25 +2,14 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib.Changelog\OmegaLeo.HelperLib.Changelog.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib.Steamworks\OmegaLeo.HelperLib.Steamworks.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib.Git\OmegaLeo.HelperLib.Git.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib\OmegaLeo.HelperLib.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.Logging.Console" Version="9.0.0" />
</ItemGroup>
<ItemGroup>
<None Update="steam_appid.txt">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>
+72 -94
View File
@@ -2,121 +2,99 @@
// /media/omegaleo/Development/Library Dev/HelperLib
using Microsoft.Extensions.Logging;
using OmegaLeo.HelperLib.Steamworks;
using GameDevLibrary.Extensions;
using GameDevLibrary.Helpers;
using LibGit2Sharp;
using OmegaLeo.HelperLib.Git;
using OmegaLeo.HelperLib.Git.Models;
public class Program
{
public static void Main()
{
using var loggerFactory = LoggerFactory.Create(builder =>
{
builder
.SetMinimumLevel(LogLevel.Information)
.AddSimpleConsole(options =>
{
options.SingleLine = true;
options.TimestampFormat = "HH:mm:ss ";
});
});
Console.WriteLine("Insert repo path to check changes:");
var repo = Console.ReadLine();
var steamLogger = loggerFactory.CreateLogger<SteamManager>();
var achievementLogger = loggerFactory.CreateLogger<AchievementManager>();
SteamManager.ConfigureLogger(steamLogger);
SteamManager.ConfigureAppId(480); // 480 is the AppId for Spacewar, a test app provided by Valve
var steam = SteamManager.Instance;
if (steam.IsSteamworksInitialized)
if (repo.IsNullOrEmpty())
{
steamLogger.LogInformation("Welcome {SteamName}", steam.GetSteamName());
repo = "/media/omegaleo/Development/Library Dev/HelperLib";
}
steamLogger.LogInformation("--- Steam wrapper smoke tests ---");
var git = new GitClient(repo);
// Utils (read-only)
steamLogger.LogInformation("Utils available: {Available}", steam.Utils.IsAvailable);
if (steam.Utils.IsAvailable)
var result = BenchmarkUtility.Record(() =>
{
steamLogger.LogInformation("AppId: {AppId}, Country: {Country}, Overlay: {Overlay}",
steam.Utils.GetAppId(),
steam.Utils.GetIpCountry(),
steam.Utils.IsOverlayEnabled());
var changes = git.GetChanges();
if (changes.FolderName.IsNotNullOrEmpty())
{
RecursiveOutput(new List<ChangeFolder>() { changes });
var option = 99;
while (option != 0)
{
ShowOptions();
if (option != 99)
{
switch (option)
{
case 1:
Console.WriteLine("Write the commit message");
var msg = Console.ReadLine();
while (msg.IsNullOrEmpty())
{
Console.WriteLine("Empty message detected, please write a commit message...");
msg = Console.ReadLine();
}
// Friends (read-only)
steamLogger.LogInformation("Friends available: {Available}", steam.Friends.IsAvailable);
if (steam.Friends.IsAvailable)
{
// 65535 tests all friend relationship flags for quick smoke coverage.
var friendCount = steam.Friends.GetFriendCount(65535);
steamLogger.LogInformation("Friend count (all flags): {FriendCount}", friendCount);
var signature = new Signature("Nuno 'Omega Leo' Diogo", "nunodiogo@omegaleo.pt",
DateTimeOffset.Now);
git.Commit(msg, signature);
break;
case 2:
git.Push();
break;
default:
Console.WriteLine("Invalid Option!");
break;
}
}
// Remote storage (read-only)
steamLogger.LogInformation("RemoteStorage available: {Available}", steam.RemoteStorage.IsAvailable);
if (steam.RemoteStorage.IsAvailable)
{
steamLogger.LogInformation("Cloud enabled: {Enabled}, file count: {Count}",
steam.RemoteStorage.IsCloudEnabledForApp(),
steam.RemoteStorage.GetFileCount());
int.TryParse(Console.ReadLine(), out option);
}
// User stats (safe read/request)
steamLogger.LogInformation("UserStats available: {Available}", steam.UserStats.IsAvailable);
if (steam.UserStats.IsAvailable)
{
var globalStatsCall = steam.UserStats.RequestGlobalStats(7);
steamLogger.LogInformation("RequestGlobalStats call handle: {Handle}", globalStatsCall);
}
// UGC (safe query/subscription read)
steamLogger.LogInformation("UGC subscribed count: {Count}", steam.Ugc.GetNumSubscribedItems());
var ugcQuery = steam.Ugc.CreateQueryAllUgcRequest(queryType: 0, matchingType: 0, creatorAppId: 480, consumerAppId: 480, page: 1);
if (ugcQuery != 0)
{
var ugcCall = steam.Ugc.SendQueryUgcRequest(ugcQuery);
steamLogger.LogInformation("UGC query handle: {QueryHandle}, call handle: {CallHandle}", ugcQuery, ugcCall);
steam.Ugc.ReleaseQueryUgcRequest(ugcQuery);
}
else
{
steamLogger.LogWarning("UGC query handle returned 0 (unsupported on this runtime or invalid params).");
Console.WriteLine("No changes found in specified repository");
}
});
// Matchmaking (safe request)
steamLogger.LogInformation("Matchmaking available: {Available}", steam.Matchmaking.IsAvailable);
if (steam.Matchmaking.IsAvailable)
Console.WriteLine($"Time for checking for changes: {result} ms");
Console.ReadLine();
void RecursiveOutput(List<ChangeFolder> folders, int depth = 0)
{
steam.Matchmaking.AddRequestLobbyListResultCountFilter(10);
var lobbyListCall = steam.Matchmaking.RequestLobbyList();
steamLogger.LogInformation("RequestLobbyList call handle: {Handle}", lobbyListCall);
}
// Remote Play
steamLogger.LogInformation("RemotePlay sessions: {SessionCount}", steam.RemotePlay.GetSessionCount());
// Other read-only status checks
steamLogger.LogInformation("Screenshots hooked: {Hooked}", steam.Screenshots.IsScreenshotsHooked());
steamLogger.LogInformation("Music enabled: {Enabled}, playing: {Playing}, volume: {Volume}",
steam.Music.IsEnabled(), steam.Music.IsPlaying(), steam.Music.GetVolume());
if (steam.Video.IsBroadcasting(out var viewers))
foreach (var folder in folders)
{
steamLogger.LogInformation("Video broadcasting viewers: {Viewers}", viewers);
}
else
Console.WriteLine($"{new string('\t', depth)}>{folder.FolderName}");
if (folder.SubFolders.Any())
{
steamLogger.LogInformation("Video broadcasting is not active.");
RecursiveOutput(folder.SubFolders, depth + 1);
}
steamLogger.LogInformation("--- End smoke tests ---");
// Call this in your game loop (Unity Update, Godot _Process, etc.)
steam.Update();
var achievements = new AchievementManager(achievementLogger);
achievements.UnlockAchievement("NEW_ACHIEVEMENT_0_4");
steam.Shutdown();
foreach (var change in folder.ChangesInFolder)
{
Console.WriteLine($"{new string('\t', depth + 1)}>{Path.GetFileName(change.Path)} ({change.Status})");
}
}
}
void ShowOptions()
{
Console.Clear();
Console.WriteLine(new string('=', 20));
Console.WriteLine("What do you want to do in this repository?");
Console.WriteLine("1. Commit all changes");
Console.WriteLine("2. Push");
}
@@ -1 +0,0 @@
480
@@ -1,8 +0,0 @@
# Changelog
## Version 1.2.0
### January 26, 2026
**OmegaLeo.HelperLib.Documentation.Helpers**
- **DocumentationHelperTool**:
- Migrated DocumentationHelper library from NetFlow.DocumentationHelper.Library to it's own package in OmegaLeo.HelperLib
@@ -1,282 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Xml;
using Microsoft.Extensions.DependencyModel;
using OmegaLeo.HelperLib.Shared.Attributes;
using OmegaLeo.HelperLib.Documentation.Models;
namespace OmegaLeo.HelperLib.Documentation.Helpers
{
[Changelog("1.2.0", "Migrated DocumentationHelper library from NetFlow.DocumentationHelper.Library to it's own package in OmegaLeo.HelperLib", "January 26, 2026")]
[Changelog("1.3.0", "GenerateDocumentation now includes method parameters and return type in the generated documentation", "April 14, 2026")]
public static class DocumentationHelperTool
{
[Documentation("GenerateDocumentation (bool generateForPackageAssembly)",
@"Generates a List of objects of type DocumentationStructure that contain the following fields:
**AssemblyName**: Name of the main Assembly, used to identify the root namespace
**ClassName**: Name of the class, used to identify the upper level object
**Title**: Title what we're generating documentation for
**Description**: Description of what we're generating documentation for, this can contain usage examples and can use the args array to pass names(e.g.: This method uses this methodology)
**Args**: Array of strings that describe the parameters of the method or class
**MethodParameters**: Reflected parameter signature list for documented methods (e.g. `value: int`, `name: string`)
**ReturnType**: Reflected return type for documented methods (e.g. `bool`, `List<string>`)
**CodeExample**: A code example of how to use the method or class
*Note: If generateForPackageAssembly is set to true, this will generate documentation for the library as well.*",
new []
{
"generateForPackageAssembly - Generate documentation for the DocumentationHelper library as well?"
},
@"```csharp
DocumentationHelperTool.GenerateDocumentation(true); // Generates documentation for all assemblies including the DocumentationHelper.Library package assembly
DocumentationHelperTool.GenerateDocumentation(false); // Generates documentation for all assemblies excluding the DocumentationHelper.Library package assembly
```")]
public static IEnumerable<DocumentationStructure> GenerateDocumentation(bool generateForPackageAssembly = false)
{
EnsureReferencedAssembliesLoaded();
var assemblies = AppDomain.CurrentDomain.GetAssemblies()
.Where(a => !a.IsDynamic)
.Select(a =>
new DocumentationAssembly()
{
AssemblyName = a.GetName(false)?.Name ?? nameof(a),
Types = GetTypesWithDocumentationAttribute(a)
}).Where(x => x.Types.Any()).ToList();
if (!generateForPackageAssembly)
{
assemblies =
assemblies.Where(x => x.AssemblyName != typeof(DocumentationHelperTool).Assembly.GetName().Name)
.ToList();
}
foreach (var assembly in assemblies)
{
foreach (var type in assembly.Types)
{
var doc = GetDocumentation(type, assembly.AssemblyName);
yield return doc;
}
}
}
static void EnsureReferencedAssembliesLoaded()
{
try
{
var loadedNames = AppDomain.CurrentDomain.GetAssemblies()
.Where(a => a.GetName(false) != null)
.Select(a => a.GetName(false).Name)
.ToHashSet(StringComparer.OrdinalIgnoreCase);
var deps = DependencyContext.Default?.RuntimeLibraries;
if (deps == null) return;
foreach (var lib in deps)
{
if (!loadedNames.Contains(lib.Name))
{
try
{
Assembly.Load(new AssemblyName(lib.Name));
}
catch (Exception ex)
{
Console.Error.WriteLine($"warning OMEGA001: Failed to load assembly '{lib.Name}': {ex.Message}");
}
}
}
}
catch (Exception ex)
{
// best-effort only
Console.Error.WriteLine($"warning OMEGA001: EnsureReferencedAssembliesLoaded failed: {ex.Message}");
}
}
static IEnumerable<Type> GetTypesWithDocumentationAttribute(Assembly assembly)
{
Type[] types;
try
{
types = assembly.GetTypes();
}
catch (ReflectionTypeLoadException ex)
{
types = ex.Types.Where(t => t != null).ToArray();
}
foreach (Type type in types)
{
if (type == null) continue;
var classHasDoc = type.GetCustomAttributes(typeof(DocumentationAttribute), true).Any();
var fieldsHaveDoc = type.GetFields()
.Any(f => f.GetCustomAttributes(typeof(DocumentationAttribute), true).Any());
var typesHaveDoc = type.GetProperties()
.Any(p => p.GetCustomAttributes(typeof(DocumentationAttribute), true).Any());
var methodsHaveDoc = type.GetMethods()
.Any(m => m.GetCustomAttributes(typeof(DocumentationAttribute), true).Any());
if (classHasDoc || fieldsHaveDoc || typesHaveDoc || methodsHaveDoc)
{
yield return type;
}
}
}
[Documentation(nameof(GetDocumentation), "Generates a DocumentationStructure object for the given Type and Assembly Name",
new []
{
"type - The Type to generate documentation for",
"assemblyName - The name of the assembly the Type belongs to"
},
@"```csharp
var doc = GetDocumentation(typeof(MyClass), ""MyAssembly"");
```")]
static DocumentationStructure GetDocumentation(Type type, string assemblyName)
{
var classDocs = type.GetCustomAttributes(typeof(DocumentationAttribute), true)
.Select(x => (DocumentationAttribute)x);
var fieldDocs = type.GetFields().SelectMany(f =>
f.GetCustomAttributes(typeof(DocumentationAttribute), true).Select(x => (DocumentationAttribute)x));
var propertyDocs = type.GetProperties().SelectMany(p =>
p.GetCustomAttributes(typeof(DocumentationAttribute), true).Select(x => (DocumentationAttribute)x));
var methodDocs = type.GetMethods().SelectMany(m =>
m.GetCustomAttributes(typeof(DocumentationAttribute), true)
.Select(x => new
{
Method = m,
Attribute = (DocumentationAttribute)x
}));
var docStructure = new DocumentationStructure(assemblyName, type.Name);
foreach (var doc in classDocs)
{
docStructure.AddDescription(new DocumentationDescription(doc.Title, doc.Description, doc.Args, doc.CodeExample));
}
foreach (var doc in fieldDocs)
{
docStructure.AddDescription(new DocumentationDescription(doc.Title, doc.Description, doc.Args, doc.CodeExample));
}
foreach (var doc in propertyDocs)
{
docStructure.AddDescription(new DocumentationDescription(doc.Title, doc.Description, doc.Args, doc.CodeExample));
}
foreach (var methodDoc in methodDocs)
{
var reflectedParameters = GetMethodParameters(methodDoc.Method);
var returnType = GetFriendlyTypeName(methodDoc.Method.ReturnType);
var mergedParameters = (methodDoc.Attribute.Args ?? Array.Empty<string>())
.Concat(reflectedParameters)
.ToArray();
docStructure.AddDescription(new DocumentationDescription(
methodDoc.Attribute.Title,
methodDoc.Attribute.Description,
mergedParameters,
methodDoc.Attribute.CodeExample,
reflectedParameters,
returnType));
}
return docStructure;
}
static string[] GetMethodParameters(MethodInfo method)
{
return method.GetParameters()
.Select(parameter =>
{
var prefix = parameter.IsOut
? "out "
: parameter.ParameterType.IsByRef
? "ref "
: string.Empty;
var parameterType = parameter.ParameterType.IsByRef
? parameter.ParameterType.GetElementType() ?? parameter.ParameterType
: parameter.ParameterType;
return $"{parameter.Name}: {prefix}{GetFriendlyTypeName(parameterType)}";
})
.ToArray();
}
static string GetFriendlyTypeName(Type type)
{
if (type == typeof(void)) return "void";
if (type == typeof(bool)) return "bool";
if (type == typeof(byte)) return "byte";
if (type == typeof(sbyte)) return "sbyte";
if (type == typeof(char)) return "char";
if (type == typeof(decimal)) return "decimal";
if (type == typeof(double)) return "double";
if (type == typeof(float)) return "float";
if (type == typeof(int)) return "int";
if (type == typeof(uint)) return "uint";
if (type == typeof(long)) return "long";
if (type == typeof(ulong)) return "ulong";
if (type == typeof(short)) return "short";
if (type == typeof(ushort)) return "ushort";
if (type == typeof(string)) return "string";
if (type == typeof(object)) return "object";
if (type.IsArray)
{
return $"{GetFriendlyTypeName(type.GetElementType() ?? typeof(object))}[]";
}
if (type.IsGenericType)
{
var name = type.Name;
var tickIndex = name.IndexOf('`');
if (tickIndex > 0)
{
name = name.Substring(0, tickIndex);
}
var genericArguments = type.GetGenericArguments()
.Select(GetFriendlyTypeName);
return $"{name}<{string.Join(", ", genericArguments)}>";
}
var nullable = Nullable.GetUnderlyingType(type);
if (nullable != null)
{
return $"{GetFriendlyTypeName(nullable)}?";
}
return type.Name;
}
static Dictionary<string, string> loadedXmlDocumentation =
new Dictionary<string, string>();
public static void LoadXmlDocumentation(string xmlDocumentation)
{
using (XmlReader xmlReader = XmlReader.Create(new StringReader(xmlDocumentation)))
{
while (xmlReader.Read())
{
if (xmlReader.NodeType == XmlNodeType.Element && xmlReader.Name == "member")
{
string raw_name = xmlReader["name"];
loadedXmlDocumentation[raw_name] = xmlReader.ReadInnerXml();
}
}
}
}
}
}
-661
View File
@@ -1,661 +0,0 @@
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU Affero General Public License is a free, copyleft license for
software and other kinds of works, specifically designed to ensure
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The licenses for most software and other practical works are designed
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If the Program specifies that a proxy can decide which future
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16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.
@@ -1,11 +0,0 @@
using System;
using System.Collections.Generic;
namespace OmegaLeo.HelperLib.Documentation.Models
{
public class DocumentationAssembly
{
public string AssemblyName;
public IEnumerable<Type> Types;
}
}
@@ -1,55 +0,0 @@
using System;
using System.Collections.Generic;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Documentation.Models
{
public class DocumentationStructure
{
public string AssemblyName;
public string ClassName;
public List<DocumentationDescription> Descriptions;
public DocumentationStructure(string assemblyName, string className)
{
AssemblyName = assemblyName;
ClassName = className;
Descriptions = new List<DocumentationDescription>();
}
public void AddDescription(DocumentationDescription description)
{
Descriptions.Add(description);
}
}
public class DocumentationDescription
{
public string Title;
public string Description;
public string[] Parameters;
public string[] MethodParameters;
public string ReturnType;
public string CodeExample = string.Empty;
[Documentation(nameof(DocumentationDescription), "Description of the current Documented object", new []
{
"title - Name of the object",
"description - Description of what the object does",
"parameters - The parameters for the object (in case of a method with parameters)",
"methodParameters - Reflected method parameter list when the documented member is a method",
"returnType - Reflected return type when the documented member is a method",
"codeExample - Code example of how to use the object"
})]
public DocumentationDescription(string title, string description, string[]? parameters = null, string codeExample = "", string[]? methodParameters = null, string returnType = "")
{
Title = title;
Description = description;
Parameters = parameters ?? Array.Empty<string>();
MethodParameters = methodParameters ?? Array.Empty<string>();
ReturnType = returnType ?? string.Empty;
CodeExample = codeExample;
}
}
}
@@ -1,39 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Nullable>enable</Nullable>
<RootNamespace>OmegaLeo.HelperLib.Documentation</RootNamespace>
<Version>1.2.1.1</Version>
<Title>Omega Leo's Helper Library</Title>
<Authors>Nuno "Omega Leo" Diogo</Authors>
<PackageReadmeFile>README.md</PackageReadmeFile>
<PackageProjectUrl>https://github.com/omegaleo/HelperLib</PackageProjectUrl>
<RepositoryUrl>https://github.com/omegaleo/HelperLib</RepositoryUrl>
<PublishRepositoryUrl>true</PublishRepositoryUrl>
<PackageLicenseExpression>AGPL-3.0-only</PackageLicenseExpression>
<PackageTags>csharp;dotnet;utility;helper;documentation;</PackageTags>
<RepositoryType>git</RepositoryType>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.DependencyModel" Version="10.0.2" />
</ItemGroup>
<ItemGroup>
<Folder Include="Attributes\" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib.Shared\OmegaLeo.HelperLib.Shared.csproj" />
</ItemGroup>
<ItemGroup>
<None Include="README.md" Pack="true" PackagePath="\" />
<None Include="CHANGELOG.md" Pack="true" PackagePath="\" />
<None Update="README.md">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="CHANGELOG.md">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>
@@ -1,30 +0,0 @@
# Omega Leo's Helper Library - Documentation
Package to help with generating and managing documentation for your C# projects.
## Features
- Attribute-based documentation: Use custom attributes to annotate your classes, methods, and properties with documentation comments.
- Documentation extraction tool: A tool to extract and format documentation into various formats (Markdown, HTML, etc.).
- Integration with build processes: Easily integrate documentation generation into your CI/CD pipelines.
## Example attribute usage:
```cs
[Documentation("GenerateDocumentation (bool generateForPackageAssembly)",
@"Generates a List of objects of type DocumentationStructure that contain the following fields:
**AssemblyName**: Name of the main Assembly, used to identify the root namespace
**ClassName**: Name of the class, used to identify the upper level object
**Title**: Title what we're generating documentation for
**Description**: Description of what we're generating documentation for, this can contain usage examples and can use the args array to pass names(e.g.: This method uses this methodology)
**Args**: Array of strings that describe the parameters of the method or class
**CodeExample**: A code example of how to use the method or class
*Note: If generateForPackageAssembly is set to true, this will generate documentation for the library as well.*",
new []
{
"generateForPackageAssembly - Generate documentation for the DocumentationHelper library as well?"
},
@"```csharp
DocumentationHelperTool.GenerateDocumentation(true); // Generates documentation for all assemblies including the DocumentationHelper.Library package assembly
DocumentationHelperTool.GenerateDocumentation(false); // Generates documentation for all assemblies excluding the DocumentationHelper.Library package assembly
```")]
public static IEnumerable<DocumentationStructure> GenerateDocumentation(bool generateForPackageAssembly = false)
```
-1
View File
@@ -1 +0,0 @@
# Changelog
@@ -1,28 +0,0 @@
using System.Collections.Generic;
using OmegaLeo.HelperLib.Shared.Attributes;
using OmegaLeo.HelperLib.Game.Models;
namespace OmegaLeo.HelperLib.Game.Extensions
{
public static class ListExtensions
{
[Documentation(nameof(Shuffle),
"Shuffles the elements of the list in place using the provided RandomNumberGenerator.",
null,
@"```csharp
var list = new List<int> { 1, 2, 3, 4};
var rng = new RandomNumberGenerator();
// List before: [1, 2, 3, 4]
list.Shuffle(rng);
// List after: [3, 1, 4, 2] (example output)
```")]
public static void Shuffle<T>(this IList<T> list, RandomNumberGenerator rng)
{
for (int i = list.Count - 1; i > 0; i--)
{
int j = rng.Range(0, i + 1);
(list[i], list[j]) = (list[j], list[i]);
}
}
}
}
@@ -1,30 +0,0 @@
using OmegaLeo.HelperLib.Shared.Attributes;
using OmegaLeo.HelperLib.Game.Models;
namespace OmegaLeo.HelperLib.Game.Handlers
{
[Documentation(nameof(DelayedActionHandler), "Handler for managing delayed actions, allowing cancellation and status checking.", null, @"```csharp
var action = new DelayedAction(...);
var handler = new DelayedActionHandler(action);
```")]
public class DelayedActionHandler
{
private readonly DelayedAction _action;
internal DelayedActionHandler(DelayedAction action)
{
_action = action;
}
[Documentation(nameof(Cancel), "Cancels the delayed action if it has not yet executed.", null, @"```csharp
handler.Cancel();
```")]
public void Cancel()
{
if (_action != null)
_action.IsCancelled = true;
}
public bool IsCancelled => _action?.IsCancelled ?? true;
}
}
@@ -1,8 +0,0 @@
namespace OmegaLeo.HelperLib.Game.Interfaces
{
public interface ISaveFileProvider
{
string GetSavePath(string fileName);
string GetSaveDirectory();
}
}
-661
View File
@@ -1,661 +0,0 @@
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11. Patents.
A "contributor" is a copyright holder who authorizes use under this
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A contributor's "essential patent claims" are all patent claims
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Each contributor grants you a non-exclusive, worldwide, royalty-free
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If, pursuant to or in connection with a single transaction or
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you grant is automatically extended to all recipients of the covered
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A patent license is "discriminatory" if it does not include within
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
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If the Program specifies that a proxy can decide which future
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author or copyright holder as a result of your choosing to follow a
later version.
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
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THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.
@@ -1,22 +0,0 @@
using System;
namespace OmegaLeo.HelperLib.Game.Models
{
public class ConsoleCommand
{
public string Name { get; }
public string Description { get; }
public Action<string[]> Action { get; }
public int MinArgs { get; }
public int MaxArgs { get; }
public ConsoleCommand(string name, string description, Action<string[]> action, int minArgs = 0, int maxArgs = -1)
{
Name = name ?? throw new ArgumentNullException(nameof(name));
Description = description ?? "No description";
Action = action ?? throw new ArgumentNullException(nameof(action));
MinArgs = minArgs;
MaxArgs = maxArgs;
}
}
}
@@ -1,22 +0,0 @@
using System;
namespace OmegaLeo.HelperLib.Game.Models
{
internal class DelayedAction
{
public float TimeRemaining { get; set; }
public float InitialDelay { get; }
public Action Action { get; }
public bool IsRepeating { get; }
public bool IsCancelled { get; set; }
public DelayedAction(float delay, Action action, bool isRepeating)
{
TimeRemaining = delay;
InitialDelay = delay;
Action = action;
IsRepeating = isRepeating;
IsCancelled = false;
}
}
}
-15
View File
@@ -1,15 +0,0 @@
namespace OmegaLeo.HelperLib.Game.Models
{
[System.Serializable]
public class Loot<T>
{
public T Item { get; set; }
public float Weight { get; set; }
public Loot(T item, float quantity)
{
Item = item;
Weight = quantity;
}
}
}
@@ -1,30 +0,0 @@
using System.Collections.Generic;
using System.Linq;
namespace OmegaLeo.HelperLib.Game.Models
{
public class LootTable<T>
{
public List<Loot<T>> Loot = new List<Loot<T>>();
public void Add(T item, float weight)
{
Loot.Add(new Loot<T>(item, weight));
}
public T Roll(RandomNumberGenerator rng)
{
float total = Loot.Sum(e => e.Weight);
float roll = rng.Range(0f, total);
foreach (var e in Loot)
{
roll -= e.Weight;
if (roll <= 0)
return e.Item;
}
return Loot.Last().Item;
}
}
}
-35
View File
@@ -1,35 +0,0 @@
using System;
namespace OmegaLeo.HelperLib.Game.Models
{
public class RandomNumberGenerator
{
private readonly Random _random;
public int Seed { get; }
public RandomNumberGenerator(int? seed = null)
{
Seed = seed ?? Environment.TickCount;
_random = new Random(Seed);
}
public float NextFloat() =>
(float)_random.NextDouble();
public float Range(float min, float max) =>
min + NextFloat() * (max - min);
public int Range(int min, int max) =>
_random.Next(min, max);
public bool Chance(float probability) =>
NextFloat() <= probability;
public bool Percent(float percent) =>
Chance(percent / 100f);
public bool OneIn(int x) =>
Range(0, x) == 0;
}
}
@@ -1,15 +0,0 @@
using System;
namespace OmegaLeo.HelperLib.Game.Models
{
[Serializable]
public class SaveData
{
public Guid Id;
public SaveData()
{
Id = Guid.NewGuid();
}
}
}
@@ -1,34 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Nullable>enable</Nullable>
<Title>Omega Leo's Helper Library - Game Logic</Title>
<Version>1.2.1.1</Version>
<Authors>Nuno "Omega Leo" Diogo</Authors>
<PackageProjectUrl>https://github.com/omegaleo/HelperLib</PackageProjectUrl>
<RepositoryUrl>https://github.com/omegaleo/HelperLib</RepositoryUrl>
<PublishRepositoryUrl>true</PublishRepositoryUrl>
<PackageLicenseExpression>AGPL-3.0-only</PackageLicenseExpression>
<PackageTags>csharp;dotnet;utility;helper;benchmark</PackageTags>
<RepositoryType>git</RepositoryType>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib\OmegaLeo.HelperLib.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Newtonsoft.Json" Version="13.0.4" />
</ItemGroup>
<ItemGroup>
<None Update="README.md">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="CHANGELOG.md">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>
@@ -1,33 +0,0 @@
namespace OmegaLeo.HelperLib.Game.Providers
{
#if GODOT
public partial class GodotDelayedActionRunner : Node
{
private static GodotDelayedActionRunner _instance;
public static DelayedActionManager Manager { get; private set; }
public override void _Ready()
{
if (_instance == null)
{
_instance = this;
Manager = new DelayedActionManager();
}
}
public override void _Process(double delta)
{
Manager?.Update((float)delta);
}
public override void _ExitTree()
{
if (_instance == this)
{
Manager?.CancelAll();
_instance = null;
}
}
}
#endif
}
@@ -1,30 +0,0 @@
using System.IO;
using OmegaLeo.HelperLib.Game.Interfaces;
namespace OmegaLeo.HelperLib.Game.Providers
{
#if GODOT
public class GodotSaveFileProvider : ISaveFileProvider
{
private readonly string _saveFolder;
public GodotSaveFileProvider(string saveFolder = "Saves")
{
_saveFolder = saveFolder;
}
public string GetSaveDirectory()
{
return Path.Combine("user://", _saveFolder);
}
public string GetSavePath(string fileName)
{
if (!fileName.EndsWith(".json"))
fileName += ".json";
return Path.Combine(GetSaveDirectory(), fileName);
}
}
#endif
}
@@ -1,41 +0,0 @@
namespace OmegaLeo.HelperLib.Game.Providers
{
#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
namespace OmegaLeo.HelperLib.DelayedActions
{
public class UnityDelayedActionRunner : MonoBehaviour
{
private static UnityDelayedActionRunner _instance;
public static DelayedActionManager Manager { get; private set; }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Initialize()
{
if (_instance == null)
{
var go = new GameObject("[DelayedActionRunner]");
_instance = go.AddComponent<UnityDelayedActionRunner>();
DontDestroyOnLoad(go);
Manager = new DelayedActionManager();
}
}
private void Update()
{
Manager?.Update(Time.deltaTime);
}
private void OnDestroy()
{
if (_instance == this)
{
Manager?.CancelAll();
_instance = null;
}
}
}
}
#endif
}
@@ -1,33 +0,0 @@
namespace OmegaLeo.HelperLib.Game.Providers
{
#if UNITY_EDITOR || UNITY_STANDALONE
using System.IO;
using UnityEngine;
namespace OmegaLeo.HelperLib.SaveSystem
{
public class UnitySaveFileProvider : ISaveFileProvider
{
private readonly string _saveFolder;
public UnitySaveFileProvider(string saveFolder = "Saves")
{
_saveFolder = saveFolder;
}
public string GetSaveDirectory()
{
return Path.Combine(Application.persistentDataPath, _saveFolder);
}
public string GetSavePath(string fileName)
{
if (!fileName.EndsWith(".json"))
fileName += ".json";
return Path.Combine(GetSaveDirectory(), fileName);
}
}
}
#endif
}
-8
View File
@@ -1,8 +0,0 @@
# OmegaLeo's Helper Library - Game Logic
Lightweight utility library for C# projects and game development helpers.
## Features
- Game development specific helpers and utilities
- Helpers for common game development tasks
- Easy to integrate into existing projects
- Open source under the AGPL v3 License
@@ -1,200 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OmegaLeo.HelperLib.Shared.Attributes;
using OmegaLeo.HelperLib.Game.Models;
namespace OmegaLeo.HelperLib.Game.Services
{
public class CommandConsole
{
private readonly Dictionary<string, ConsoleCommand> _commands = new Dictionary<string, ConsoleCommand>(StringComparer.OrdinalIgnoreCase);
private readonly List<string> _history = new List<string>();
private int _maxHistorySize = 100;
public event Action<string> OnOutput;
public event Action<string> OnError;
public IReadOnlyList<string> History => _history.AsReadOnly();
public IReadOnlyDictionary<string, ConsoleCommand> Commands => _commands;
[Documentation(nameof(RegisterCommand), "Registers a new command with the console.")]
public void RegisterCommand(string name, string description, Action<string[]> action, int minArgs = 0, int maxArgs = -1)
{
if (string.IsNullOrWhiteSpace(name))
throw new ArgumentException("Command name cannot be empty", nameof(name));
var command = new ConsoleCommand(name, description, action, minArgs, maxArgs);
_commands[name] = command;
}
[Documentation(nameof(RegisterCommand), "Registers a new command with the console using a delegate.")]
public void RegisterCommand(string name, string description, Func<string[], string> func, int minArgs = 0, int maxArgs = -1)
{
RegisterCommand(name, description, args =>
{
string result = func(args);
if (!string.IsNullOrEmpty(result))
Output(result);
}, minArgs, maxArgs);
}
[Documentation(nameof(UnregisterCommand), "Removes a command from the console.")]
public bool UnregisterCommand(string name)
{
return _commands.Remove(name);
}
[Documentation(nameof(ExecuteCommand), "Executes a command string.")]
public bool ExecuteCommand(string input)
{
if (string.IsNullOrWhiteSpace(input))
return false;
_history.Add(input);
if (_history.Count > _maxHistorySize)
_history.RemoveAt(0);
string[] parts = ParseCommandLine(input);
if (parts.Length == 0)
return false;
string commandName = parts[0];
string[] args = parts.Skip(1).ToArray();
if (!_commands.TryGetValue(commandName, out var command))
{
Error($"Unknown command: {commandName}");
return false;
}
if (command.MinArgs > 0 && args.Length < command.MinArgs)
{
Error($"Command '{commandName}' requires at least {command.MinArgs} argument(s)");
return false;
}
if (command.MaxArgs >= 0 && args.Length > command.MaxArgs)
{
Error($"Command '{commandName}' accepts at most {command.MaxArgs} argument(s)");
return false;
}
try
{
command.Action(args);
return true;
}
catch (Exception ex)
{
Error($"Error executing command '{commandName}': {ex.Message}");
return false;
}
}
[Documentation(nameof(Output), "Outputs a message to the console.")]
public void Output(string message)
{
OnOutput?.Invoke(message);
}
[Documentation(nameof(Error), "Outputs an error message to the console.")]
public void Error(string message)
{
OnError?.Invoke(message);
}
[Documentation(nameof(ClearHistory), "Clears command history.")]
public void ClearHistory()
{
_history.Clear();
}
[Documentation(nameof(GetAutoComplete), "Gets autocomplete suggestions for partial input.")]
public string[] GetAutoComplete(string partial)
{
if (string.IsNullOrWhiteSpace(partial))
return _commands.Keys.ToArray();
return _commands.Keys
.Where(cmd => cmd.StartsWith(partial, StringComparison.OrdinalIgnoreCase))
.ToArray();
}
private string[] ParseCommandLine(string input)
{
var result = new List<string>();
bool inQuotes = false;
string current = "";
for (int i = 0; i < input.Length; i++)
{
char c = input[i];
if (c == '"')
{
inQuotes = !inQuotes;
}
else if (char.IsWhiteSpace(c) && !inQuotes)
{
if (current.Length > 0)
{
result.Add(current);
current = "";
}
}
else
{
current += c;
}
}
if (current.Length > 0)
result.Add(current);
return result.ToArray();
}
[Documentation(nameof(RegisterDefaultCommands), "Registers built-in commands.")]
public void RegisterDefaultCommands()
{
RegisterCommand("help", "Lists all available commands", args =>
{
if (args.Length == 0)
{
Output("Available commands:");
foreach (var cmd in _commands.Values.OrderBy(c => c.Name))
{
Output($" {cmd.Name} - {cmd.Description}");
}
}
else
{
string cmdName = args[0];
if (_commands.TryGetValue(cmdName, out var cmd))
{
Output($"{cmd.Name}: {cmd.Description}");
Output($"Min args: {cmd.MinArgs}, Max args: {(cmd.MaxArgs >= 0 ? cmd.MaxArgs.ToString() : "unlimited")}");
}
else
{
Error($"Unknown command: {cmdName}");
}
}
}, 0, 1);
RegisterCommand("clear", "Clears command history", _ => ClearHistory());
RegisterCommand("echo", "Echoes back the input", args =>
{
Output(string.Join(" ", args));
}, 1);
RegisterCommand("commands", "Lists all registered commands", _ =>
{
Output($"Total commands: {_commands.Count}");
Output(string.Join(", ", _commands.Keys.OrderBy(k => k)));
});
}
}
}
@@ -1,73 +0,0 @@
using System;
using System.Collections.Generic;
using OmegaLeo.HelperLib.Shared.Attributes;
using OmegaLeo.HelperLib.Game.Handlers;
using OmegaLeo.HelperLib.Game.Models;
namespace OmegaLeo.HelperLib.Game.Services
{
public class DelayedActionManager
{
private readonly List<DelayedAction> _pendingActions = new List<DelayedAction>();
private readonly List<DelayedAction> _actionsToRemove = new List<DelayedAction>();
[Documentation(nameof(RunAfter), "Schedules an action to run after a specified delay.")]
public void RunAfter(float delaySeconds, Action action)
{
_pendingActions.Add(new DelayedAction(delaySeconds, action, false));
}
[Documentation(nameof(RunRepeating), "Schedules an action to run repeatedly at specified intervals.")]
public void RunRepeating(float intervalSeconds, Action action)
{
_pendingActions.Add(new DelayedAction(intervalSeconds, action, true));
}
[Documentation(nameof(RunAfterCancellable), "Schedules an action to run after a delay and returns a handler to cancel it if needed.")]
public DelayedActionHandler RunAfterCancellable(float delaySeconds, Action action)
{
var delayedAction = new DelayedAction(delaySeconds, action, false);
_pendingActions.Add(delayedAction);
return new DelayedActionHandler(delayedAction);
}
public void Update(float deltaTime)
{
_actionsToRemove.Clear();
foreach (var action in _pendingActions)
{
action.TimeRemaining -= deltaTime;
if (action.TimeRemaining <= 0)
{
if (!action.IsCancelled)
action.Action?.Invoke();
if (action.IsRepeating && !action.IsCancelled)
{
action.TimeRemaining = action.InitialDelay;
}
else
{
_actionsToRemove.Add(action);
}
}
}
foreach (var action in _actionsToRemove)
{
_pendingActions.Remove(action);
}
}
[Documentation(nameof(CancelAll), "Cancels all pending delayed actions.")]
public void CancelAll()
{
_pendingActions.Clear();
}
[Documentation(nameof(PendingActionsCount), "Gets the count of pending delayed actions.")]
public int PendingActionsCount => _pendingActions.Count;
}
}
@@ -1,88 +0,0 @@
using System;
using System.IO;
using OmegaLeo.HelperLib.Shared.Attributes;
using Newtonsoft.Json;
using OmegaLeo.HelperLib.Game.Interfaces;
namespace OmegaLeo.HelperLib.Game.Services
{
public class SaveManager
{
private readonly ISaveFileProvider _fileProvider;
private readonly JsonSerializerSettings _jsonOptions;
public SaveManager(ISaveFileProvider fileProvider)
{
_fileProvider = fileProvider ?? throw new ArgumentNullException(nameof(fileProvider));
_jsonOptions = new JsonSerializerSettings
{
TypeNameHandling = TypeNameHandling.Auto,
Formatting = Formatting.Indented
};
}
[Documentation(nameof(Save), "Saves data to a JSON file.")]
public void Save<T>(string fileName, T data)
{
string json = JsonConvert.SerializeObject(data, _jsonOptions);
string path = _fileProvider.GetSavePath(fileName);
string directory = Path.GetDirectoryName(path);
if (!Directory.Exists(directory))
Directory.CreateDirectory(directory);
File.WriteAllText(path, json);
}
[Documentation(nameof(Load), "Loads data from a JSON file.")]
public T Load<T>(string fileName)
{
string path = _fileProvider.GetSavePath(fileName);
if (!File.Exists(path))
throw new FileNotFoundException($"Save file not found: {fileName}");
string json = File.ReadAllText(path);
return JsonConvert.DeserializeObject<T>(json, _jsonOptions);
}
[Documentation(nameof(TryLoad), "Attempts to load data from a JSON file, returning a success flag.")]
public bool TryLoad<T>(string fileName, out T data)
{
try
{
data = Load<T>(fileName);
return true;
}
catch
{
data = default;
return false;
}
}
[Documentation(nameof(SaveExists), "Checks if a save file exists.")]
public bool SaveExists(string fileName)
{
return File.Exists(_fileProvider.GetSavePath(fileName));
}
[Documentation(nameof(DeleteSave), "Deletes a save file.")]
public void DeleteSave(string fileName)
{
string path = _fileProvider.GetSavePath(fileName);
if (File.Exists(path))
File.Delete(path);
}
[Documentation(nameof(GetAllSaveFiles), "Retrieves all save files in the save directory.")]
public string[] GetAllSaveFiles()
{
string savePath = _fileProvider.GetSaveDirectory();
if (!Directory.Exists(savePath))
return Array.Empty<string>();
return Directory.GetFiles(savePath, "*.json");
}
}
}
@@ -1,153 +0,0 @@
// File: `OmegaLeo.HelperLib.Game/Commands/GodotConsoleUI.cs`
#if GODOT
using Godot;
using System;
namespace OmegaLeo.HelperLib.Game.UI
{
public partial class GodotConsoleUI : Control
{
private CommandConsole _console;
private LineEdit _inputField;
private RichTextLabel _outputText;
private ScrollContainer _scrollContainer;
private int _historyIndex = -1;
public override void _Ready()
{
_console = new CommandConsole();
_console.RegisterDefaultCommands();
_console.OnOutput += AddOutput;
_console.OnError += AddError;
SetupUI();
RegisterGodotCommands();
Visible = false;
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
if (keyEvent.Keycode == Key.Quoteleft)
{
ToggleConsole();
GetViewport().SetInputAsHandled();
}
else if (Visible && _inputField.HasFocus())
{
if (keyEvent.Keycode == Key.Enter)
{
ExecuteInput();
GetViewport().SetInputAsHandled();
}
else if (keyEvent.Keycode == Key.Up)
{
NavigateHistory(-1);
GetViewport().SetInputAsHandled();
}
else if (keyEvent.Keycode == Key.Down)
{
NavigateHistory(1);
GetViewport().SetInputAsHandled();
}
}
}
}
private void SetupUI()
{
// Create a dark panel background
var panel = new Panel();
AddChild(panel);
panel.SetAnchorsPreset(LayoutPreset.FullRect);
var vbox = new VBoxContainer();
AddChild(vbox);
vbox.SetAnchorsPreset(LayoutPreset.FullRect);
_scrollContainer = new ScrollContainer();
_scrollContainer.SizeFlagsVertical = SizeFlags.ExpandFill;
vbox.AddChild(_scrollContainer);
_outputText = new RichTextLabel();
_outputText.BbcodeEnabled = true;
_outputText.ScrollFollowing = true;
_scrollContainer.AddChild(_outputText);
_inputField = new LineEdit();
_inputField.PlaceholderText = "Enter command...";
vbox.AddChild(_inputField);
}
private void ToggleConsole()
{
Visible = !Visible;
if (Visible)
{
_inputField.GrabFocus();
}
}
private void ExecuteInput()
{
string input = _inputField.Text;
if (!string.IsNullOrWhiteSpace(input))
{
AddOutput($"> {input}");
_console.ExecuteCommand(input);
_inputField.Text = "";
_historyIndex = -1;
}
_inputField.GrabFocus();
}
private void NavigateHistory(int direction)
{
if (_console.History.Count == 0) return;
_historyIndex = Mathf.Clamp(_historyIndex + direction, 0, _console.History.Count - 1);
_inputField.Text = _console.History[_console.History.Count - 1 - _historyIndex];
_inputField.CaretColumn = _inputField.Text.Length;
}
private void AddOutput(string message)
{
_outputText.Text += message + "\n";
}
private void AddError(string message)
{
AddOutput($"[color=red]ERROR: {message}[/color]");
}
private void RegisterGodotCommands()
{
_console.RegisterCommand("timescale", "Sets Engine.TimeScale", args =>
{
if (float.TryParse(args[0], out float scale))
{
Engine.TimeScale = scale;
_console.Output($"Time scale set to {scale}");
}
else
{
_console.Error("Invalid number");
}
}, 1, 1);
_console.RegisterCommand("quit", "Quits the application", _ =>
{
GetTree().Quit();
});
_console.RegisterCommand("scene", "Changes to a scene", args =>
{
GetTree().ChangeSceneToFile(args[0]);
}, 1, 1);
}
public CommandConsole Console => _console;
}
}
#endif
@@ -1,148 +0,0 @@
#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace OmegaLeo.HelperLib.Game.UI
{
public class UnityConsoleUI : MonoBehaviour
{
[SerializeField] private GameObject consolePanel;
[SerializeField] private TMP_InputField inputField;
[SerializeField] private TextMeshProUGUI outputText;
[SerializeField] private ScrollRect scrollRect;
[SerializeField] private KeyCode toggleKey = KeyCode.BackQuote;
private CommandConsole _console;
private int _historyIndex = -1;
private void Awake()
{
_console = new CommandConsole();
_console.RegisterDefaultCommands();
_console.OnOutput += AddOutput;
_console.OnError += AddError;
RegisterUnityCommands();
consolePanel.SetActive(false);
}
private void Update()
{
if (Input.GetKeyDown(toggleKey))
{
ToggleConsole();
}
if (consolePanel.activeSelf && inputField.isFocused)
{
if (Input.GetKeyDown(KeyCode.Return))
{
ExecuteInput();
}
else if (Input.GetKeyDown(KeyCode.UpArrow))
{
NavigateHistory(-1);
}
else if (Input.GetKeyDown(KeyCode.DownArrow))
{
NavigateHistory(1);
}
else if (Input.GetKeyDown(KeyCode.Tab))
{
AutoComplete();
}
}
}
private void ToggleConsole()
{
consolePanel.SetActive(!consolePanel.activeSelf);
if (consolePanel.activeSelf)
{
inputField.ActivateInputField();
}
}
private void ExecuteInput()
{
string input = inputField.text;
if (!string.IsNullOrWhiteSpace(input))
{
AddOutput($"> {input}");
_console.ExecuteCommand(input);
inputField.text = "";
_historyIndex = -1;
}
inputField.ActivateInputField();
}
private void NavigateHistory(int direction)
{
if (_console.History.Count == 0) return;
_historyIndex += direction;
_historyIndex = Mathf.Clamp(_historyIndex, 0, _console.History.Count - 1);
inputField.text = _console.History[_console.History.Count - 1 - _historyIndex];
inputField.caretPosition = inputField.text.Length;
}
private void AutoComplete()
{
string[] suggestions = _console.GetAutoComplete(inputField.text);
if (suggestions.Length == 1)
{
inputField.text = suggestions[0];
inputField.caretPosition = inputField.text.Length;
}
else if (suggestions.Length > 1)
{
AddOutput("Suggestions: " + string.Join(", ", suggestions));
}
}
private void AddOutput(string message)
{
outputText.text += message + "\n";
Canvas.ForceUpdateCanvases();
scrollRect.verticalNormalizedPosition = 0f;
}
private void AddError(string message)
{
AddOutput($"<color=red>ERROR: {message}</color>");
}
private void RegisterUnityCommands()
{
_console.RegisterCommand("timescale", "Sets Time.timeScale", args =>
{
if (float.TryParse(args[0], out float scale))
{
Time.timeScale = scale;
_console.Output($"Time scale set to {scale}");
}
else
{
_console.Error("Invalid number");
}
}, 1, 1);
_console.RegisterCommand("quit", "Quits the application", _ =>
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
});
_console.RegisterCommand("scene", "Loads a scene by name", args =>
{
UnityEngine.SceneManagement.SceneManager.LoadScene(args[0]);
}, 1, 1);
}
public CommandConsole Console => _console;
}
}
#endif
@@ -1,26 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using OmegaLeo.HelperLib.Shared.Attributes;
using OmegaLeo.HelperLib.Game.Models;
namespace OmegaLeo.HelperLib.Game.Utilities
{
public static class WeightedPicker
{
[Documentation("WeightedPicker.Pick", "Picks a random item from a dictionary of items with associated weights.")]
public static T Pick<T>(RandomNumberGenerator rng, Dictionary<T, float> weights)
{
float total = weights.Values.Sum();
float roll = rng.Range(0f, total);
foreach (var pair in weights)
{
roll -= pair.Value;
if (roll <= 0)
return pair.Key;
}
return weights.Keys.Last(); // fallback
}
}
}
+130
View File
@@ -0,0 +1,130 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using GameDevLibrary.Extensions;
using LibGit2Sharp;
using OmegaLeo.HelperLib.Git.Models;
namespace OmegaLeo.HelperLib.Git
{
public class GitClient
{
private Repository _repo;
public GitClient(string path)
{
if (path.IsNullOrEmpty())
{
path = AppDomain.CurrentDomain.BaseDirectory;
}
_repo = new Repository(path);
}
public void CheckoutBranch(string branchName)
{
var branch = _repo.Branches[branchName];
if (branch == null)
{
branch = _repo.CreateBranch(branchName);
}
Commands.Checkout(_repo, branch);
}
public bool HasChanges() => _repo.Diff.Compare<TreeChanges>().Count > 0;
public ChangeFolder GetChanges()
{
var folder = new ChangeFolder();
if (HasChanges())
{
var changes = _repo.Diff.Compare<TreeChanges>();
var allChanges = new List<TreeEntryChanges>();
allChanges.AddRange(changes.Added);
allChanges.AddRange(changes.Modified);
allChanges.AddRange(changes.Deleted);
var uniqueFolderPaths = allChanges.Select(x => Path.GetDirectoryName(x.Path)).Distinct();
foreach (var path in uniqueFolderPaths)
{
if (path.IsNullOrEmpty()) continue;
if (path.Contains(Path.DirectorySeparatorChar))
{
var paths = path.Split(Path.DirectorySeparatorChar);
for (var i = 0; i < paths.Length; i++)
{
var p = paths[i];
if (folder.FolderName.Equals(p))
{
if (folder.ChangesInFolder.Any()) continue;
folder.ChangesInFolder =
allChanges.Where(x => Path.GetDirectoryName(x.Path)!.Equals(p, StringComparison.OrdinalIgnoreCase));
}
else
{
var pathList = paths[0..(i+1)].ToList();
var subFolder = folder.RecursiveGet(pathList);
var fullPath = string.Join(Path.DirectorySeparatorChar, pathList);
if (!subFolder.ChangesInFolder.Any())
{
subFolder.ChangesInFolder = allChanges.Where(x =>
Path.GetDirectoryName(x.Path)!.Equals(fullPath, StringComparison.OrdinalIgnoreCase));
}
}
}
}
else
{
folder.FolderName = path;
folder.ChangesInFolder =
allChanges.Where(x => Path.GetDirectoryName(x.Path)!.Equals(path, StringComparison.OrdinalIgnoreCase));
}
}
}
return folder;
}
public void Commit(string message, Signature author)
{
if (HasChanges())
{
var changes = _repo.Diff.Compare<TreeChanges>();
var allChanges = new List<TreeEntryChanges>();
allChanges.AddRange(changes.Added);
allChanges.AddRange(changes.Modified);
allChanges.AddRange(changes.Deleted);
var filePaths = allChanges.Select(x => x.Path).Where(x => x.IsNotNullOrEmpty());
Commands.Stage(_repo, filePaths);
}
_repo.Commit(message, author, author);
}
public void Push()
{
try {
var remote = _repo.Network.Remotes["origin"];
var options = new PushOptions();
var pushRefSpec = @"refs/heads/master";
_repo.Network.Push(remote, new string[] {pushRefSpec}, options);
}
catch (Exception e) {
Console.WriteLine("Exception:RepoActions:PushChanges " + e.Message);
}
}
}
}
@@ -0,0 +1,56 @@
using System;
using System.Collections.Generic;
using System.Linq;
using LibGit2Sharp;
namespace OmegaLeo.HelperLib.Git.Models
{
public class ChangeFolder
{
public string FolderName { get; set; }
public List<ChangeFolder> SubFolders { get; set; }
public IEnumerable<TreeEntryChanges> ChangesInFolder { get; set; }
public ChangeFolder()
{
FolderName = "";
SubFolders = new List<ChangeFolder>();
ChangesInFolder = new List<TreeEntryChanges>();
}
public ChangeFolder RecursiveGet(List<string> paths)
{
if (!paths.Any()) return null;
var tempPaths = paths;
var pathToCheck = tempPaths.FirstOrDefault();
ChangeFolder folder = new ChangeFolder();
if (FolderName.Equals(pathToCheck, StringComparison.OrdinalIgnoreCase))
{
folder = this;
}
else if (SubFolders.Any(x => x.FolderName.Equals(pathToCheck)))
{
folder = SubFolders.FirstOrDefault(x => x.FolderName.Equals(pathToCheck))!;
}
else
{
folder.FolderName = pathToCheck;
SubFolders.Add(folder);
}
tempPaths.RemoveAt(0);
if (tempPaths.Any())
{
return folder.RecursiveGet(tempPaths);
}
else
{
return folder;
}
}
}
}
@@ -0,0 +1,23 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Nullable>enable</Nullable>
<RootNamespace>GameDevLibrary.Git</RootNamespace>
<Version>0.0.2</Version>
<Title>Omega Leo's Helper Library - LibGit2Sharp Implementation</Title>
<Authors>Nuno "Omega Leo" Diogo</Authors>
<PackageProjectUrl>https://github.com/omegaleo/HelperLib</PackageProjectUrl>
<RepositoryUrl>https://github.com/omegaleo/HelperLib</RepositoryUrl>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LibGit2Sharp" Version="0.30.0"/>
<PackageReference Include="NetFlow.DocumentationHelper.Library" Version="1.1.2"/>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib\OmegaLeo.HelperLib.csproj" />
</ItemGroup>
</Project>
@@ -1,32 +0,0 @@
using System;
namespace OmegaLeo.HelperLib.Shared.Attributes
{
[Documentation(nameof(ChangelogAttribute), "Attribute to annotate classes, methods, or properties with changelog information.",
new []
{
"Version - Changelog version",
"Description - Description of what was changed",
"Date - Date of the changes (Optional)"
},
@"```cs
[Changelog(""1.0.0"", ""Created ChangelogAttribute to be used to register changes in the code."")]
public class ChangelogAttribute : Attribute" )]
[Changelog("1.0.0", "Created ChangelogAttribute to be used to register changes in the code.")]
[Changelog("1.2.1", "Created documentation for ChangelogAttribute.", "January 28, 2026")]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Method | AttributeTargets.Property, AllowMultiple = true)]
public class ChangelogAttribute : Attribute
{
public string Version { get; }
public string Description { get; }
public string Date { get; set; }
public ChangelogAttribute(string version, string description, string date = "")
{
Version = version;
Description = description;
Date = date;
}
}
}
@@ -1,45 +0,0 @@
using System;
namespace OmegaLeo.HelperLib.Shared.Attributes
{
[System.AttributeUsage(AttributeTargets.All, AllowMultiple = false)]
[Changelog("1.2.1", "Created documentation for DocumentationAttribute.", "January 28, 2026")]
[Documentation("DocumentationAttribute",
"Attribute to annotate classes, methods, or properties with documentation information.",
new string[]
{
"title: The title of the documentation.",
"description: A brief description.",
"args: An array of argument descriptions.",
"codeExample: An optional code example."
},
@"```csharp
[Documentation(
""MyMethod"",
""This method does something important."",
new string[] { ""param1: The first parameter."", ""param2: The second parameter."" },
""MyMethod(param1, param2);""
)]
public void MyMethod(string param1, int param2)
{
// Method implementation
}
```
"
)]
public class DocumentationAttribute : Attribute
{
public string Title;
public string Description;
public string[] Args;
public string CodeExample = string.Empty;
public DocumentationAttribute(string title, string description, string[] args = null, string codeExample = "")
{
Title = title;
Description = description;
Args = args ?? Array.Empty<string>();
CodeExample = codeExample;
}
}
}
-16
View File
@@ -1,16 +0,0 @@
# Changelog
## Version 1.2.1
### January 28, 2026
**OmegaLeo.HelperLib.Shared.Attributes**
- **ChangelogAttribute**:
- Created documentation for ChangelogAttribute.
- **DocumentationAttribute**:
- Created documentation for DocumentationAttribute.
## Version 1.0.0
**OmegaLeo.HelperLib.Shared.Attributes**
- **ChangelogAttribute**:
- Created ChangelogAttribute to be used to register changes in the code.
-661
View File
@@ -1,661 +0,0 @@
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU Affero General Public License is a free, copyleft license for
software and other kinds of works, specifically designed to ensure
cooperation with the community in the case of network server software.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
our General Public Licenses are intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
Developers that use our General Public Licenses protect your rights
with two steps: (1) assert copyright on the software, and (2) offer
you this License which gives you legal permission to copy, distribute
and/or modify the software.
A secondary benefit of defending all users' freedom is that
improvements made in alternate versions of the program, if they
receive widespread use, become available for other developers to
incorporate. Many developers of free software are heartened and
encouraged by the resulting cooperation. However, in the case of
software used on network servers, this result may fail to come about.
The GNU General Public License permits making a modified version and
letting the public access it on a server without ever releasing its
source code to the public.
The GNU Affero General Public License is designed specifically to
ensure that, in such cases, the modified source code becomes available
to the community. It requires the operator of a network server to
provide the source code of the modified version running there to the
users of that server. Therefore, public use of a modified version, on
a publicly accessible server, gives the public access to the source
code of the modified version.
An older license, called the Affero General Public License and
published by Affero, was designed to accomplish similar goals. This is
a different license, not a version of the Affero GPL, but Affero has
released a new version of the Affero GPL which permits relicensing under
this license.
The precise terms and conditions for copying, distribution and
modification follow.
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To "modify" a work means to copy from or adapt all or part of the work
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A "covered work" means either the unmodified Program or a work based
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To "convey" a work means any kind of propagation that enables other
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@@ -1,33 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Nullable>enable</Nullable>
<RootNamespace>OmegaLeo.HelperLib.Shared</RootNamespace>
<Version>1.2.1.1</Version>
<Title>Omega Leo's Helper Library - Shared Components</Title>
<Authors>Nuno "Omega Leo" Diogo</Authors>
<PackageReadmeFile>README.md</PackageReadmeFile>
<PackageProjectUrl>https://github.com/omegaleo/HelperLib</PackageProjectUrl>
<RepositoryUrl>https://github.com/omegaleo/HelperLib</RepositoryUrl>
<PublishRepositoryUrl>true</PublishRepositoryUrl>
<PackageLicenseExpression>AGPL-3.0-only</PackageLicenseExpression>
<PackageTags>csharp;dotnet;</PackageTags>
<RepositoryType>git</RepositoryType>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
</PropertyGroup>
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<None Include="README.md" Pack="true" PackagePath="\">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Include="CHANGELOG.md" Pack="true" PackagePath="\">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>
-4
View File
@@ -1,4 +0,0 @@
# Omega Leo's Helper Library - Shared Components
Lightweight utility library for C# projects.
This library contains shared components and utilities that are used by other packages in the Omega Leo's Helper Library suite.
-1
View File
@@ -1 +0,0 @@
runtimes/
@@ -1,42 +0,0 @@
using Microsoft.Extensions.Logging;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(AchievementManager), "Provides helper methods for unlocking and querying Steam achievements.", null,
@"```csharp
var achievements = new AchievementManager(logger);
achievements.UnlockAchievement(""ACH_WIN_ONE_GAME"");
```")]
public class AchievementManager
{
private readonly ILogger _logger;
public AchievementManager(ILogger logger = null)
{
_logger = logger ?? SteamManager.Logger;
}
[Documentation(nameof(UnlockAchievement), "Attempts to unlock the provided achievement and store user stats.", new[] { "achievementId: Steam achievement identifier to unlock." }, null)]
public void UnlockAchievement(string achievementId)
{
if (SteamManager.Instance.IsSteamworksInitialized)
{
SteamNativeApi.SetAchievement(achievementId);
SteamNativeApi.StoreStats(); // Don't forget to store the stats
_logger.LogInformation("Attempting to unlock achievement: {AchievementId}", achievementId);
}
}
[Documentation(nameof(IsAchievementUnlocked), "Checks whether a Steam achievement is currently unlocked.", new[] { "achievementId: Steam achievement identifier to check.", "unlocked: True when the achievement is unlocked." }, null)]
public bool IsAchievementUnlocked(string achievementId, out bool unlocked)
{
unlocked = false;
if (SteamManager.Instance.IsSteamworksInitialized)
{
return SteamNativeApi.GetAchievement(achievementId, out unlocked);
}
return false;
}
}
}
-661
View File
@@ -1,661 +0,0 @@
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@@ -1,26 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<LangVersion>9</LangVersion>
</PropertyGroup>
<!-- Add this entire ItemGroup section -->
<ItemGroup>
<!-- Define the native libraries and their paths -->
<Content Include="runtimes\**\*.dll;runtimes\**\*.so;runtimes\**\*.dylib">
<Pack>true</Pack>
<PackagePath>runtimes\%(RecursiveDir)%(Filename)%(Extension)</PackagePath>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.Logging.Abstractions" Version="9.0.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib.Shared\OmegaLeo.HelperLib.Shared.csproj" />
</ItemGroup>
</Project>
-213
View File
@@ -1,213 +0,0 @@
# OmegaLeo's Helper Library - Steamworks
Lightweight Steamworks helper library for C# game projects.
This package provides a simple Steam API wrapper for common tasks like initialization, callback processing, player name lookup, and achievements.
## Features
- Simple Steam initialization via `SteamManager.Instance` (uses `SteamAPI_InitFlat` on SDK 1.58+ and reports the error message in `InitErrorMessage`)
- Configurable native library location with `SteamManager.ConfigureLibraryPath()` (Unity `Plugins/x86_64`, custom folders)
- `SteamManager.RestartAppIfNecessary()` for launching through Steam
- Per-frame manual callback dispatch with `SteamManager.Update()`: callback subscriptions, `OverlayActivated` event and async call results (`SteamManager.Instance.Callbacks`)
- Ownership, DLC and language queries via `SteamManager.Instance.Apps` (ISteamApps)
- Safe shutdown with `SteamManager.Shutdown()`
- Player persona name access with `SteamManager.GetSteamName()`
- Achievement helpers via `AchievementManager`
- Steam Workshop (UGC) helpers via `SteamManager.Instance.Ugc`
- Steam Remote Play helpers via `SteamManager.Instance.RemotePlay`
- Additional interface managers: Controller, Friends, GameServer, Input, Inventory, Matchmaking, Parties, RemoteStorage, Screenshots, UserStats, Utils, Video, and more.
- Includes native Steam runtime files in NuGet package `runtimes/`
## Installation
```bash
dotnet add package OmegaLeo.HelperLib.Steamworks
```
## Quick Start
```cs
using OmegaLeo.HelperLib.Steamworks;
// Optional but recommended for local/editor runs.
SteamManager.ConfigureAppId(480); // Replace with your real AppId.
var steam = SteamManager.Instance;
if (steam.IsSteamworksInitialized)
{
Console.WriteLine($"Welcome {steam.GetSteamName()}");
}
// Call this in your game loop (Unity Update, Godot _Process, etc.)
steam.Update();
var achievements = new AchievementManager();
achievements.UnlockAchievement("ACH_FIRST_WIN");
// Steam Workshop (UGC) example
var subscribedIds = steam.Ugc.GetSubscribedItems();
// Steam Remote Play example
var remotePlaySessionCount = steam.RemotePlay.GetSessionCount();
steam.Shutdown();
```
## More API Examples
```cs
var steam = SteamManager.Instance;
// Friends / rich presence
steam.Friends.SetRichPresence("status", "In Match");
steam.Friends.SetRichPresence("map", "Arena_01");
var friendName = steam.Friends.GetFriendPersonaName(76561198000000000UL);
var friendStatus = steam.Friends.GetFriendRichPresence(76561198000000000UL, "status");
// Remote storage
var saveBytes = System.Text.Encoding.UTF8.GetBytes("save-data-v1");
steam.RemoteStorage.FileWrite("save_slot_1.dat", saveBytes);
if (steam.RemoteStorage.FileRead("save_slot_1.dat", out var loadedBytes))
{
var loadedText = System.Text.Encoding.UTF8.GetString(loadedBytes);
}
// User stats
steam.UserStats.SetStatInt32("KILLS", 25);
steam.UserStats.StoreStats();
steam.UserStats.RequestGlobalStats(7);
// UGC update convenience APIs (existing item)
var options = new SteamUgcItemUpdateOptions
{
Title = "My Workshop Item",
Description = "Updated description.",
Tags = new[] { "map", "coop" },
ContentFolder = "/absolute/path/to/content",
PreviewFile = "/absolute/path/to/preview.png"
};
var submitCallHandle = steam.Ugc.UpdateItem(480, 123456789012345678UL, options, "Updated content", out var failedStep);
// Fluent session alternative
var session = steam.Ugc.BeginUpdateSession(480, 123456789012345678UL)
.WithTitle("My Workshop Item")
.WithDescription("Updated description")
.WithTags("map", "coop")
.WithContentFolder("/absolute/path/to/content")
.WithPreviewFile("/absolute/path/to/preview.png");
var submitCallHandle2 = session.Submit("Updated content", out var failedStep2);
// Ownership / language (ISteamApps)
bool ownsDemo = steam.Apps.BIsSubscribedApp(480);
bool hasDlc = steam.Apps.BIsDlcInstalled(123456);
string language = steam.Apps.GetCurrentGameLanguage(); // "english", "portuguese", ...
```
## Callbacks and async call results
`SteamManager.Update()` runs Steam's manual dispatch loop (`SteamAPI_ManualDispatch_*`). Callbacks and async call results are delivered from `Update()`, on the thread that calls it. If the loaded `steam_api` has no manual dispatch exports, or you call `SteamManager.ConfigureManualDispatch(false)` before `Instance`, `Update()` falls back to `SteamAPI_RunCallbacks` and no events or results are delivered. The library never runs both.
```cs
var steam = SteamManager.Instance;
// Typed overlay event (GameOverlayActivated_t)
steam.OverlayActivated += overlay => Console.WriteLine($"Overlay open: {overlay.Active}");
// Any callback by id, with the raw payload
IDisposable sub = steam.Callbacks.Subscribe(SteamCallbackIds.GameOverlayActivated, data =>
{
bool active = data.ReadBoolean(0);
});
sub.Dispose(); // unsubscribe
// Workshop results: callback style...
steam.Ugc.SubmitItemUpdate(updateHandle, "Patch notes", result =>
{
if (result.IsSuccess) Console.WriteLine($"Uploaded {result.PublishedFileId}");
if (result.UserNeedsToAcceptWorkshopLegalAgreement) { /* show the agreement link */ }
});
steam.Ugc.CreateItem(480, 0 /* k_EWorkshopFileTypeCommunity */, created => { /* created.PublishedFileId */ });
steam.Ugc.SendQueryUgcRequest(queryHandle, query => { /* query.NumResultsReturned */ });
// ...or awaitable (keep calling Update() while waiting)
var query = await steam.Ugc.SendQueryUgcRequestAsync(queryHandle);
// Any other SteamAPICall_t handle
var raw = await steam.Callbacks.WaitForCallResultAsync(apiCallHandle);
if (!raw.IoFailure) { int eResult = raw.ReadInt32(0); }
```
Callback structs use 8-byte packing on Windows and 4-byte packing on Linux, Steam Deck and macOS, which moves 64-bit fields in some structs. The typed results handle this. When you parse a raw payload yourself, check `SteamCallbackDispatcher.UsesLargeCallbackPack`.
## Using in Unity
The library has no Unity references; add the DLLs and the Steam native libraries (`steam_api64.dll` for Windows, `libsteam_api.so` for Linux) to `Assets/Plugins/x86_64/` and set their platforms in the import settings. Keep all Steam code behind your Steam-off define (for example `DISABLESTEAMWORKS`) so itch / Microsoft Store builds don't touch it.
```cs
#if !DISABLESTEAMWORKS
using System.IO;
using OmegaLeo.HelperLib.Steamworks;
using UnityEngine;
public class SteamBootstrap : MonoBehaviour
{
private const uint AppId = 480; // your AppId (full game and demo have different ids)
private void Awake()
{
DontDestroyOnLoad(gameObject);
// Player: <Game>_Data/Plugins/x86_64 (some Linux layouts use <Game>_Data/Plugins).
// Editor: Application.dataPath is Assets/, so this finds Assets/Plugins/x86_64.
SteamManager.ConfigureLibraryPath(Path.Combine(Application.dataPath, "Plugins", "x86_64"));
SteamManager.ConfigureLibraryPath(Path.Combine(Application.dataPath, "Plugins"));
#if !UNITY_EDITOR
// Relaunch through Steam when started from the exe. Call before ConfigureAppId.
if (SteamManager.RestartAppIfNecessary(AppId))
{
Application.Quit();
return;
}
#endif
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// Editor/dev only: writes steam_appid.txt. Shipped builds get the AppId from Steam.
SteamManager.ConfigureAppId(AppId, writeSteamAppIdFile: true);
#endif
var steam = SteamManager.Instance;
if (!steam.IsSteamworksInitialized)
{
Debug.LogWarning($"Steam not available: {steam.InitErrorMessage}");
return;
}
steam.OverlayActivated += OnOverlayActivated;
}
private void Update()
{
SteamManager.Instance.Update(); // every frame, main thread
}
private void OnOverlayActivated(SteamOverlayActivated overlay)
{
Time.timeScale = overlay.Active ? 0f : 1f; // or your own pause logic
}
private void OnApplicationQuit()
{
SteamManager.Instance.OverlayActivated -= OnOverlayActivated;
SteamManager.Instance.Shutdown();
}
}
#endif
```
Pass an `ILogger` to `SteamManager.ConfigureLogger` (a small adapter around `Debug.Log`) to see which library path loaded and why init failed.
## Notes
- Steam must be running and your app must be launched in a valid Steam context.
- Configure your AppId, library path and dispatch mode before first access to `SteamManager.Instance`.
- `ConfigureAppId(appId)` only sets the `SteamAppId` / `SteamGameId` environment variables. Use `ConfigureAppId(appId, writeSteamAppIdFile: true)` to also write `steam_appid.txt` (development only; a shipped build with that file skips `RestartAppIfNecessary`).
- `SteamManager.Update()` should be called continuously during runtime.
- If Steam is unavailable, `GetSteamName()` falls back to `"Player"`.
## License
Open source under the AGPL v3 License. See the repository `LICENSE` for details.
@@ -1,480 +0,0 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Extensions.Logging;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamCallbackIds), "Steamworks callback ids (the k_iCallback value of each callback struct) used by this library.", null, null)]
public static class SteamCallbackIds
{
[Documentation(nameof(GameOverlayActivated), "GameOverlayActivated_t (k_iSteamFriendsCallbacks + 31).", null, null)]
public const int GameOverlayActivated = 331;
[Documentation(nameof(SteamApiCallCompleted), "SteamAPICallCompleted_t (k_iSteamUtilsCallbacks + 3). Handled internally to deliver async call results.", null, null)]
public const int SteamApiCallCompleted = 703;
[Documentation(nameof(SteamUgcQueryCompleted), "SteamUGCQueryCompleted_t (k_iSteamUGCCallbacks + 1), the result of SendQueryUGCRequest.", null, null)]
public const int SteamUgcQueryCompleted = 3401;
[Documentation(nameof(CreateItemResult), "CreateItemResult_t (k_iSteamUGCCallbacks + 3), the result of CreateItem.", null, null)]
public const int CreateItemResult = 3403;
[Documentation(nameof(SubmitItemUpdateResult), "SubmitItemUpdateResult_t (k_iSteamUGCCallbacks + 4), the result of SubmitItemUpdate.", null, null)]
public const int SubmitItemUpdateResult = 3404;
}
[Documentation(nameof(SteamCallbackPayload), "Base class for a copied Steam callback payload with little-endian field readers. Offsets follow the native struct layout for the current platform (see SteamCallbackDispatcher.UsesLargeCallbackPack).", null, null)]
public abstract class SteamCallbackPayload
{
protected SteamCallbackPayload(byte[] payload)
{
Payload = payload ?? Array.Empty<byte>();
}
[Documentation(nameof(Payload), "Raw bytes of the native callback struct, copied before Steam frees it.", null, null)]
public byte[] Payload { get; }
[Documentation(nameof(ReadByte), "Reads a byte at the given offset, or 0 when out of range.", new[] { "offset: Byte offset in the payload." }, null)]
public byte ReadByte(int offset)
{
return offset >= 0 && offset < Payload.Length ? Payload[offset] : (byte)0;
}
[Documentation(nameof(ReadBoolean), "Reads a one-byte C++ bool at the given offset.", new[] { "offset: Byte offset in the payload." }, null)]
public bool ReadBoolean(int offset)
{
return ReadByte(offset) != 0;
}
[Documentation(nameof(ReadInt32), "Reads a 32-bit signed integer at the given offset, or 0 when out of range.", new[] { "offset: Byte offset in the payload." }, null)]
public int ReadInt32(int offset)
{
return HasBytes(offset, 4) ? BitConverter.ToInt32(Payload, offset) : 0;
}
[Documentation(nameof(ReadUInt32), "Reads a 32-bit unsigned integer at the given offset, or 0 when out of range.", new[] { "offset: Byte offset in the payload." }, null)]
public uint ReadUInt32(int offset)
{
return HasBytes(offset, 4) ? BitConverter.ToUInt32(Payload, offset) : 0;
}
[Documentation(nameof(ReadUInt64), "Reads a 64-bit unsigned integer at the given offset, or 0 when out of range.", new[] { "offset: Byte offset in the payload." }, null)]
public ulong ReadUInt64(int offset)
{
return HasBytes(offset, 8) ? BitConverter.ToUInt64(Payload, offset) : 0;
}
[Documentation(nameof(ReadString), "Reads a NUL-terminated UTF-8 char array field.", new[] { "offset: Byte offset of the char array.", "maxLength: Size of the char array in the native struct." }, null)]
public string ReadString(int offset, int maxLength)
{
if (offset < 0 || offset >= Payload.Length || maxLength <= 0)
{
return string.Empty;
}
var end = Math.Min(Payload.Length, offset + maxLength);
var length = 0;
while (offset + length < end && Payload[offset + length] != 0)
{
length++;
}
return Encoding.UTF8.GetString(Payload, offset, length);
}
private bool HasBytes(int offset, int size)
{
return offset >= 0 && offset + size <= Payload.Length;
}
}
[Documentation(nameof(SteamCallbackData), "A Steam callback received through manual dispatch.", null, null)]
public sealed class SteamCallbackData : SteamCallbackPayload
{
internal SteamCallbackData(int callbackId, int steamUser, byte[] payload) : base(payload)
{
CallbackId = callbackId;
SteamUser = steamUser;
}
[Documentation(nameof(CallbackId), "The callback id (k_iCallback) of the native struct.", null, null)]
public int CallbackId { get; }
[Documentation(nameof(SteamUser), "The HSteamUser the callback was posted for.", null, null)]
public int SteamUser { get; }
}
[Documentation(nameof(SteamApiCallResult), "The completed result of an asynchronous Steam API call (SteamAPICall_t).", null, null)]
public sealed class SteamApiCallResult : SteamCallbackPayload
{
internal SteamApiCallResult(ulong apiCall, int callbackId, bool ioFailure, byte[] payload) : base(payload)
{
ApiCall = apiCall;
CallbackId = callbackId;
IoFailure = ioFailure;
}
[Documentation(nameof(ApiCall), "The SteamAPICall_t handle this result belongs to.", null, null)]
public ulong ApiCall { get; }
[Documentation(nameof(CallbackId), "The callback id of the result struct (for example SteamCallbackIds.SubmitItemUpdateResult).", null, null)]
public int CallbackId { get; }
[Documentation(nameof(IoFailure), "True when Steam reported a failure fetching the result, or Steam was shut down before it completed. The payload is then not valid.", null, null)]
public bool IoFailure { get; }
internal static SteamApiCallResult Failed(ulong apiCall)
{
return new SteamApiCallResult(apiCall, 0, true, Array.Empty<byte>());
}
}
[Documentation(nameof(SteamOverlayActivated), "Data from GameOverlayActivated_t, raised when the Steam overlay opens or closes.", null, null)]
public readonly struct SteamOverlayActivated
{
internal SteamOverlayActivated(bool active, bool userInitiated, uint appId)
{
Active = active;
UserInitiated = userInitiated;
AppId = appId;
}
[Documentation(nameof(Active), "True when the overlay was opened, false when it was closed.", null, null)]
public bool Active { get; }
[Documentation(nameof(UserInitiated), "True when the user opened the overlay (as opposed to the game or Steam).", null, null)]
public bool UserInitiated { get; }
[Documentation(nameof(AppId), "The AppId the overlay was activated for.", null, null)]
public uint AppId { get; }
}
[Documentation(nameof(SteamCallbackDispatcher), "Runs the Steam manual callback dispatch loop and delivers callbacks and async call results. Access it through SteamManager.Instance.Callbacks; it is pumped by SteamManager.Update().", null,
@"```csharp
var steam = SteamManager.Instance;
steam.Callbacks.OverlayActivated += overlay => Pause(overlay.Active);
using var sub = steam.Callbacks.Subscribe(SteamCallbackIds.GameOverlayActivated, data => Log(data.ReadBoolean(0)));
var result = await steam.Callbacks.WaitForCallResultAsync(apiCallHandle);
```")]
public sealed class SteamCallbackDispatcher
{
private readonly object _sync = new object();
private readonly Dictionary<int, List<Action<SteamCallbackData>>> _handlers = new Dictionary<int, List<Action<SteamCallbackData>>>();
private readonly Dictionary<ulong, List<Action<SteamApiCallResult>>> _pendingCallResults = new Dictionary<ulong, List<Action<SteamApiCallResult>>>();
internal SteamCallbackDispatcher()
{
}
[Documentation(nameof(UsesLargeCallbackPack), "True when Steam callback structs use 8-byte packing (Windows). Linux, Steam Deck and macOS use 4-byte packing, which moves 64-bit fields in some structs.", null, null)]
public static bool UsesLargeCallbackPack => RuntimeInformation.IsOSPlatform(OSPlatform.Windows);
[Documentation(nameof(IsManualDispatchActive), "True when manual dispatch is running, so callbacks and async call results are delivered.", null, null)]
public bool IsManualDispatchActive => SteamNativeApi.IsManualDispatchActive;
[Documentation(nameof(PendingCallResultCount), "Number of async call handles still waiting for a result.", null, null)]
public int PendingCallResultCount
{
get
{
lock (_sync)
{
return _pendingCallResults.Count;
}
}
}
[Documentation(nameof(OverlayActivated), "Raised from SteamManager.Update() when the Steam overlay opens or closes (GameOverlayActivated_t). Use it to pause the game.", null, null)]
public event Action<SteamOverlayActivated> OverlayActivated;
[Documentation(nameof(Subscribe), "Subscribes to every callback with the given id. The handler receives a copy of the raw payload. Dispose the returned object to unsubscribe.", new[]
{
"callbackId: Callback id (k_iCallback), see SteamCallbackIds.",
"handler: Called from SteamManager.Update() for each matching callback."
}, null)]
public IDisposable Subscribe(int callbackId, Action<SteamCallbackData> handler)
{
if (handler == null)
{
throw new ArgumentNullException(nameof(handler));
}
lock (_sync)
{
if (!_handlers.TryGetValue(callbackId, out var list))
{
list = new List<Action<SteamCallbackData>>();
_handlers[callbackId] = list;
}
list.Add(handler);
}
return new Subscription(() => Unsubscribe(callbackId, handler));
}
[Documentation(nameof(Unsubscribe), "Removes a handler added with Subscribe.", new[] { "callbackId: Callback id the handler was registered for.", "handler: The handler to remove." }, null)]
public bool Unsubscribe(int callbackId, Action<SteamCallbackData> handler)
{
lock (_sync)
{
if (!_handlers.TryGetValue(callbackId, out var list) || !list.Remove(handler))
{
return false;
}
if (list.Count == 0)
{
_handlers.Remove(callbackId);
}
return true;
}
}
[Documentation(nameof(RegisterCallResult), "Registers a handler for the result of an async Steam API call. The handler runs once, from SteamManager.Update(). Returns false when the handle is invalid or manual dispatch is not active.", new[]
{
"apiCall: SteamAPICall_t handle returned by an async Steam API method.",
"onCompleted: Called with the result (check IoFailure)."
}, null)]
public bool RegisterCallResult(ulong apiCall, Action<SteamApiCallResult> onCompleted)
{
if (onCompleted == null)
{
throw new ArgumentNullException(nameof(onCompleted));
}
if (apiCall == 0 || !IsManualDispatchActive)
{
return false;
}
lock (_sync)
{
if (!_pendingCallResults.TryGetValue(apiCall, out var list))
{
list = new List<Action<SteamApiCallResult>>();
_pendingCallResults[apiCall] = list;
}
list.Add(onCompleted);
}
return true;
}
[Documentation(nameof(WaitForCallResultAsync), "Returns a task that completes with the result of an async Steam API call. Keep calling SteamManager.Update() while waiting. Faults with InvalidOperationException when manual dispatch is not active.", new[]
{
"apiCall: SteamAPICall_t handle returned by an async Steam API method.",
"cancellationToken: Cancels the wait (the Steam call itself keeps running)."
}, null)]
public Task<SteamApiCallResult> WaitForCallResultAsync(ulong apiCall, CancellationToken cancellationToken = default)
{
if (apiCall == 0)
{
return Task.FromException<SteamApiCallResult>(new ArgumentException("The Steam API call handle is invalid.", nameof(apiCall)));
}
var completion = new TaskCompletionSource<SteamApiCallResult>(TaskCreationOptions.RunContinuationsAsynchronously);
Action<SteamApiCallResult> handler = result => completion.TrySetResult(result);
if (!RegisterCallResult(apiCall, handler))
{
return Task.FromException<SteamApiCallResult>(new InvalidOperationException("Steam manual callback dispatch is not active, so async call results cannot be delivered."));
}
if (cancellationToken.CanBeCanceled)
{
var registration = cancellationToken.Register(() =>
{
RemoveCallResult(apiCall, handler);
completion.TrySetCanceled(cancellationToken);
});
completion.Task.ContinueWith(_ => registration.Dispose(), TaskScheduler.Default);
}
return completion.Task;
}
internal void RunFrame()
{
if (!SteamNativeApi.IsManualDispatchActive)
{
return;
}
SteamNativeApi.ManualDispatchRunFrame();
while (SteamNativeApi.ManualDispatchGetNextCallback(out var message))
{
try
{
HandleCallback(message);
}
catch (Exception e)
{
SteamManager.Logger.LogError(e, "An exception occurred while handling Steam callback {CallbackId}.", message.CallbackId);
}
finally
{
SteamNativeApi.ManualDispatchFreeLastCallback();
}
}
}
internal void FailPendingCallResults()
{
List<KeyValuePair<ulong, List<Action<SteamApiCallResult>>>> pending;
lock (_sync)
{
pending = new List<KeyValuePair<ulong, List<Action<SteamApiCallResult>>>>(_pendingCallResults);
_pendingCallResults.Clear();
}
foreach (var entry in pending)
{
InvokeCallResultHandlers(entry.Value, SteamApiCallResult.Failed(entry.Key));
}
}
private void HandleCallback(SteamNativeCallbackMessage message)
{
var payload = CopyPayload(message.Param, message.ParamSize);
var data = new SteamCallbackData(message.CallbackId, message.SteamUser, payload);
if (message.CallbackId == SteamCallbackIds.SteamApiCallCompleted)
{
HandleApiCallCompleted(data);
}
else if (message.CallbackId == SteamCallbackIds.GameOverlayActivated)
{
// GameOverlayActivated_t { uint8 m_bActive; bool m_bUserInitiated; AppId_t m_nAppID; uint32 m_dwOverlayPID; }
try
{
OverlayActivated?.Invoke(new SteamOverlayActivated(data.ReadBoolean(0), data.ReadBoolean(1), data.ReadUInt32(4)));
}
catch (Exception e)
{
SteamManager.Logger.LogError(e, "An OverlayActivated handler threw.");
}
}
Action<SteamCallbackData>[] handlers = null;
lock (_sync)
{
if (_handlers.TryGetValue(message.CallbackId, out var list))
{
handlers = list.ToArray();
}
}
if (handlers == null)
{
return;
}
foreach (var handler in handlers)
{
try
{
handler(data);
}
catch (Exception e)
{
SteamManager.Logger.LogError(e, "A subscriber threw while handling Steam callback {CallbackId}.", message.CallbackId);
}
}
}
private void HandleApiCallCompleted(SteamCallbackData data)
{
// SteamAPICallCompleted_t { SteamAPICall_t m_hAsyncCall; int m_iCallback; uint32 m_cubParam; } - same layout under pack 4 and 8.
var apiCall = data.ReadUInt64(0);
var expectedCallback = data.ReadInt32(8);
var resultSize = (int)data.ReadUInt32(12);
List<Action<SteamApiCallResult>> handlers;
lock (_sync)
{
if (!_pendingCallResults.TryGetValue(apiCall, out handlers))
{
return;
}
_pendingCallResults.Remove(apiCall);
}
var buffer = Marshal.AllocHGlobal(Math.Max(resultSize, 1));
SteamApiCallResult result;
try
{
var fetched = SteamNativeApi.ManualDispatchGetApiCallResult(apiCall, buffer, resultSize, expectedCallback, out var failed);
result = fetched
? new SteamApiCallResult(apiCall, expectedCallback, failed, CopyPayload(buffer, resultSize))
: new SteamApiCallResult(apiCall, expectedCallback, true, Array.Empty<byte>());
}
finally
{
Marshal.FreeHGlobal(buffer);
}
InvokeCallResultHandlers(handlers, result);
}
private void RemoveCallResult(ulong apiCall, Action<SteamApiCallResult> handler)
{
lock (_sync)
{
if (_pendingCallResults.TryGetValue(apiCall, out var list) && list.Remove(handler) && list.Count == 0)
{
_pendingCallResults.Remove(apiCall);
}
}
}
private static void InvokeCallResultHandlers(List<Action<SteamApiCallResult>> handlers, SteamApiCallResult result)
{
foreach (var handler in handlers)
{
try
{
handler(result);
}
catch (Exception e)
{
SteamManager.Logger.LogError(e, "A handler threw while handling the result of Steam API call {ApiCall}.", result.ApiCall);
}
}
}
private static byte[] CopyPayload(IntPtr source, int size)
{
if (source == IntPtr.Zero || size <= 0)
{
return Array.Empty<byte>();
}
var payload = new byte[size];
Marshal.Copy(source, payload, 0, size);
return payload;
}
private sealed class Subscription : IDisposable
{
private Action _dispose;
public Subscription(Action dispose)
{
_dispose = dispose;
}
public void Dispose()
{
Interlocked.Exchange(ref _dispose, null)?.Invoke();
}
}
}
}
@@ -1,454 +0,0 @@
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamControllerManager), "Provides access checks for ISteamController.", null, null)]
public class SteamControllerManager
{
public bool IsAvailable => SteamNativeApi.IsSteamControllerAvailable();
}
[Documentation(nameof(SteamFriendsManager), "Provides access checks for ISteamFriends.", null, null)]
public class SteamFriendsManager
{
public bool IsAvailable => SteamNativeApi.IsSteamFriendsAvailable();
[Documentation(nameof(GetFriendCount), "Gets the friend count filtered by Steam friend flags.", new[] { "friendFlags: Bitmask value matching Steam EFriendFlags." }, null)]
public int GetFriendCount(int friendFlags)
{
return SteamNativeApi.GetFriendCount(friendFlags);
}
[Documentation(nameof(GetFriendPersonaName), "Gets the persona name of a friend by SteamID64.", new[] { "steamIdFriend: Friend SteamID64." }, null)]
public string GetFriendPersonaName(ulong steamIdFriend)
{
return SteamNativeApi.GetFriendPersonaName(steamIdFriend);
}
[Documentation(nameof(ActivateGameOverlayInviteDialog), "Opens the Steam invite dialog for a lobby.", new[] { "steamIdLobby: Lobby SteamID64." }, null)]
public void ActivateGameOverlayInviteDialog(ulong steamIdLobby)
{
SteamNativeApi.FriendsActivateGameOverlayInviteDialog(steamIdLobby);
}
[Documentation(nameof(SetRichPresence), "Sets a rich presence key/value pair for the local user.", new[] { "key: Rich presence key.", "value: Rich presence value." }, null)]
public bool SetRichPresence(string key, string value)
{
return SteamNativeApi.FriendsSetRichPresence(key, value);
}
[Documentation(nameof(ClearRichPresence), "Clears all rich presence values for the local user.", null, null)]
public void ClearRichPresence()
{
SteamNativeApi.FriendsClearRichPresence();
}
[Documentation(nameof(GetFriendRichPresence), "Gets a rich presence value for a specific friend.", new[] { "steamIdFriend: Friend SteamID64.", "key: Rich presence key." }, null)]
public string GetFriendRichPresence(ulong steamIdFriend, string key)
{
return SteamNativeApi.FriendsGetFriendRichPresence(steamIdFriend, key);
}
[Documentation(nameof(InviteUserToGame), "Invites a friend to the current game session using a connect string.", new[] { "steamIdFriend: Friend SteamID64.", "connectString: Game connect string passed through Steam invite." }, null)]
public bool InviteUserToGame(ulong steamIdFriend, string connectString)
{
return SteamNativeApi.FriendsInviteUserToGame(steamIdFriend, connectString);
}
}
[Documentation(nameof(SteamGameCoordinatorManager), "Provides access checks for ISteamGameCoordinator.", null, null)]
public class SteamGameCoordinatorManager
{
public bool IsAvailable => SteamNativeApi.IsSteamGameCoordinatorAvailable();
}
[Documentation(nameof(SteamGameServerManager), "Provides access checks for ISteamGameServer.", null, null)]
public class SteamGameServerManager
{
public bool IsAvailable => SteamNativeApi.IsSteamGameServerAvailable();
}
[Documentation(nameof(SteamGameServerStatsManager), "Provides access checks for ISteamGameServerStats.", null, null)]
public class SteamGameServerStatsManager
{
public bool IsAvailable => SteamNativeApi.IsSteamGameServerStatsAvailable();
}
[Documentation(nameof(SteamHtmlSurfaceManager), "Provides access checks for ISteamHTMLSurface.", null, null)]
public class SteamHtmlSurfaceManager
{
public bool IsAvailable => SteamNativeApi.IsSteamHtmlSurfaceAvailable();
}
[Documentation(nameof(SteamInputManager), "Provides access checks for ISteamInput.", null, null)]
public class SteamInputManager
{
public bool IsAvailable => SteamNativeApi.IsSteamInputAvailable();
[Documentation(nameof(Init), "Initializes Steam Input for the application.", new[] { "explicitlyCallRunFrame: Set true when your game will manually call RunFrame each frame." }, null)]
public bool Init(bool explicitlyCallRunFrame = false)
{
return SteamNativeApi.InputInit(explicitlyCallRunFrame);
}
[Documentation(nameof(Shutdown), "Shuts down Steam Input.", null, null)]
public bool Shutdown()
{
return SteamNativeApi.InputShutdown();
}
[Documentation(nameof(RunFrame), "Runs a Steam Input frame update.", null, null)]
public void RunFrame()
{
SteamNativeApi.InputRunFrame();
}
}
[Documentation(nameof(SteamInventoryManager), "Provides access checks for ISteamInventory.", null, null)]
public class SteamInventoryManager
{
public bool IsAvailable => SteamNativeApi.IsSteamInventoryAvailable();
[Documentation(nameof(LoadItemDefinitions), "Requests latest inventory item definitions from Steam.", null, null)]
public bool LoadItemDefinitions()
{
return SteamNativeApi.InventoryLoadItemDefinitions();
}
[Documentation(nameof(GetAllItems), "Requests all inventory items and returns a result handle.", new[] { "inventoryResultHandle: Inventory result handle to use with additional inventory API calls." }, null)]
public bool GetAllItems(out int inventoryResultHandle)
{
return SteamNativeApi.InventoryGetAllItems(out inventoryResultHandle);
}
[Documentation(nameof(DestroyResult), "Releases an inventory result handle returned from Steam Inventory API calls.", new[] { "inventoryResultHandle: Inventory result handle to release." }, null)]
public void DestroyResult(int inventoryResultHandle)
{
SteamNativeApi.InventoryDestroyResult(inventoryResultHandle);
}
}
[Documentation(nameof(SteamMatchmakingManager), "Provides access checks for ISteamMatchmaking.", null, null)]
public class SteamMatchmakingManager
{
public bool IsAvailable => SteamNativeApi.IsSteamMatchmakingAvailable();
[Documentation(nameof(RequestLobbyList), "Requests a lobby list and returns a Steam API call handle.", null, null)]
public ulong RequestLobbyList()
{
return SteamNativeApi.MatchmakingRequestLobbyList();
}
[Documentation(nameof(AddRequestLobbyListResultCountFilter), "Sets the maximum number of lobbies returned by RequestLobbyList.", new[] { "maxResults: Maximum number of lobby results." }, null)]
public void AddRequestLobbyListResultCountFilter(int maxResults)
{
SteamNativeApi.MatchmakingAddRequestLobbyListResultCountFilter(maxResults);
}
[Documentation(nameof(CreateLobby), "Creates a lobby and returns a Steam API call handle.", new[] { "lobbyType: Numeric ELobbyType value.", "maxMembers: Maximum lobby member count." }, null)]
public ulong CreateLobby(int lobbyType, int maxMembers)
{
return SteamNativeApi.MatchmakingCreateLobby(lobbyType, maxMembers);
}
[Documentation(nameof(JoinLobby), "Joins a lobby by SteamID64 and returns a Steam API call handle.", new[] { "steamIdLobby: Lobby SteamID64." }, null)]
public ulong JoinLobby(ulong steamIdLobby)
{
return SteamNativeApi.MatchmakingJoinLobby(steamIdLobby);
}
[Documentation(nameof(LeaveLobby), "Leaves a lobby by SteamID64.", new[] { "steamIdLobby: Lobby SteamID64." }, null)]
public void LeaveLobby(ulong steamIdLobby)
{
SteamNativeApi.MatchmakingLeaveLobby(steamIdLobby);
}
[Documentation(nameof(GetNumLobbyMembers), "Gets the number of members currently in a lobby.", new[] { "steamIdLobby: Lobby SteamID64." }, null)]
public int GetNumLobbyMembers(ulong steamIdLobby)
{
return SteamNativeApi.MatchmakingGetNumLobbyMembers(steamIdLobby);
}
}
[Documentation(nameof(SteamMatchmakingServersManager), "Provides access checks for ISteamMatchmakingServers.", null, null)]
public class SteamMatchmakingServersManager
{
public bool IsAvailable => SteamNativeApi.IsSteamMatchmakingServersAvailable();
}
[Documentation(nameof(SteamMusicManager), "Provides access checks for ISteamMusic.", null, null)]
public class SteamMusicManager
{
public bool IsAvailable => SteamNativeApi.IsSteamMusicAvailable();
[Documentation(nameof(IsEnabled), "Checks whether Steam Music is enabled.", null, null)]
public bool IsEnabled()
{
return SteamNativeApi.MusicIsEnabled();
}
[Documentation(nameof(IsPlaying), "Checks whether Steam Music is currently playing.", null, null)]
public bool IsPlaying()
{
return SteamNativeApi.MusicIsPlaying();
}
[Documentation(nameof(Play), "Starts Steam Music playback.", null, null)]
public void Play()
{
SteamNativeApi.MusicPlay();
}
[Documentation(nameof(Pause), "Pauses Steam Music playback.", null, null)]
public void Pause()
{
SteamNativeApi.MusicPause();
}
[Documentation(nameof(PlayNext), "Advances to the next music track.", null, null)]
public void PlayNext()
{
SteamNativeApi.MusicPlayNext();
}
[Documentation(nameof(PlayPrevious), "Moves to the previous music track.", null, null)]
public void PlayPrevious()
{
SteamNativeApi.MusicPlayPrevious();
}
[Documentation(nameof(GetVolume), "Gets Steam Music volume (0..1 range).", null, null)]
public float GetVolume()
{
return SteamNativeApi.MusicGetVolume();
}
[Documentation(nameof(SetVolume), "Sets Steam Music volume (0..1 range).", new[] { "volume: New volume value." }, null)]
public void SetVolume(float volume)
{
SteamNativeApi.MusicSetVolume(volume);
}
}
[Documentation(nameof(SteamPartiesManager), "Provides access checks for ISteamParties.", null, null)]
public class SteamPartiesManager
{
public bool IsAvailable => SteamNativeApi.IsSteamPartiesAvailable();
}
[Documentation(nameof(SteamRemoteStorageManager), "Provides access checks for ISteamRemoteStorage.", null, null)]
public class SteamRemoteStorageManager
{
public bool IsAvailable => SteamNativeApi.IsSteamRemoteStorageAvailable();
[Documentation(nameof(FileExists), "Checks whether a file exists in Steam Remote Storage.", new[] { "fileName: Cloud file path/name." }, null)]
public bool FileExists(string fileName)
{
return SteamNativeApi.RemoteStorageFileExists(fileName);
}
[Documentation(nameof(GetFileCount), "Gets the number of files in Steam Remote Storage for the current app/user context.", null, null)]
public int GetFileCount()
{
return SteamNativeApi.RemoteStorageGetFileCount();
}
[Documentation(nameof(IsCloudEnabledForApp), "Checks whether Steam Cloud is enabled for this app.", null, null)]
public bool IsCloudEnabledForApp()
{
return SteamNativeApi.RemoteStorageIsCloudEnabledForApp();
}
[Documentation(nameof(FileWrite), "Writes a byte array to a Steam Cloud file.", new[] { "fileName: Cloud file path/name.", "data: Raw file bytes to write." }, null)]
public bool FileWrite(string fileName, byte[] data)
{
return SteamNativeApi.RemoteStorageFileWrite(fileName, data);
}
[Documentation(nameof(FileRead), "Reads a Steam Cloud file into a byte array.", new[] { "fileName: Cloud file path/name.", "data: Output file bytes when read succeeds." }, null)]
public bool FileRead(string fileName, out byte[] data)
{
return SteamNativeApi.RemoteStorageFileRead(fileName, out data);
}
[Documentation(nameof(FileDelete), "Deletes a Steam Cloud file.", new[] { "fileName: Cloud file path/name." }, null)]
public bool FileDelete(string fileName)
{
return SteamNativeApi.RemoteStorageFileDelete(fileName);
}
[Documentation(nameof(GetFileSize), "Gets file size in bytes for a Steam Cloud file.", new[] { "fileName: Cloud file path/name." }, null)]
public int GetFileSize(string fileName)
{
return SteamNativeApi.RemoteStorageGetFileSize(fileName);
}
}
[Documentation(nameof(SteamScreenshotsManager), "Provides access checks for ISteamScreenshots.", null, null)]
public class SteamScreenshotsManager
{
public bool IsAvailable => SteamNativeApi.IsSteamScreenshotsAvailable();
[Documentation(nameof(AddScreenshotToLibrary), "Adds an existing screenshot to the Steam screenshot library.", new[] { "fileNameJpg: Screenshot image path.", "fileNameThumbnail: Thumbnail path.", "width: Image width.", "height: Image height." }, null)]
public uint AddScreenshotToLibrary(string fileNameJpg, string fileNameThumbnail, int width, int height)
{
return SteamNativeApi.ScreenshotsAddScreenshotToLibrary(fileNameJpg, fileNameThumbnail, width, height);
}
[Documentation(nameof(TriggerScreenshot), "Triggers an in-game screenshot event.", null, null)]
public void TriggerScreenshot()
{
SteamNativeApi.ScreenshotsTriggerScreenshot();
}
[Documentation(nameof(HookScreenshots), "Enables or disables screenshot hooks for custom handling.", new[] { "hook: True to hook screenshots." }, null)]
public void HookScreenshots(bool hook)
{
SteamNativeApi.ScreenshotsHookScreenshots(hook);
}
[Documentation(nameof(IsScreenshotsHooked), "Checks whether screenshot hooks are currently enabled.", null, null)]
public bool IsScreenshotsHooked()
{
return SteamNativeApi.ScreenshotsIsScreenshotsHooked();
}
}
[Documentation(nameof(SteamUserStatsManager), "Provides access checks for ISteamUserStats.", null, null)]
public class SteamUserStatsManager
{
public bool IsAvailable => SteamNativeApi.IsSteamUserStatsAvailable();
[Documentation(nameof(RequestUserStats), "Requests user stats for a target SteamID64 and returns a Steam API call handle.", new[] { "steamIdUser: Target SteamID64." }, null)]
public ulong RequestUserStats(ulong steamIdUser)
{
return SteamNativeApi.UserStatsRequestUserStats(steamIdUser);
}
[Documentation(nameof(RequestGlobalStats), "Requests global stats history and returns a Steam API call handle.", new[] { "historyDays: Number of days of history to request." }, null)]
public ulong RequestGlobalStats(int historyDays)
{
return SteamNativeApi.UserStatsRequestGlobalStats(historyDays);
}
[Documentation(nameof(ResetAllStats), "Resets local user stats, optionally including achievements.", new[] { "achievementsToo: True to also clear achievement state." }, null)]
public bool ResetAllStats(bool achievementsToo)
{
return SteamNativeApi.UserStatsResetAllStats(achievementsToo);
}
[Documentation(nameof(GetStatInt32), "Gets a named integer stat value.", new[] { "name: Stat API name.", "data: Output integer stat value." }, null)]
public bool GetStatInt32(string name, out int data)
{
return SteamNativeApi.UserStatsGetStatInt32(name, out data);
}
[Documentation(nameof(SetStatInt32), "Sets a named integer stat value.", new[] { "name: Stat API name.", "data: Integer stat value to set." }, null)]
public bool SetStatInt32(string name, int data)
{
return SteamNativeApi.UserStatsSetStatInt32(name, data);
}
[Documentation(nameof(StoreStats), "Stores pending stats and achievement changes to Steam.", null, null)]
public bool StoreStats()
{
return SteamNativeApi.StoreStats();
}
}
[Documentation(nameof(SteamAppsManager), "Provides ownership, DLC and language queries from ISteamApps.", null,
@"```csharp
var apps = SteamManager.Instance.Apps;
if (apps.BIsSubscribedApp(5498630)) { /* user owns the demo */ }
var language = apps.GetCurrentGameLanguage(); // e.g. ""english""
```")]
public class SteamAppsManager
{
public bool IsAvailable => SteamNativeApi.IsSteamAppsAvailable();
[Documentation(nameof(BIsSubscribed), "Checks whether the current user owns (is subscribed to) the running app.", null, null)]
public bool BIsSubscribed()
{
return SteamNativeApi.AppsIsSubscribed();
}
[Documentation(nameof(BIsSubscribedApp), "Checks whether the current user owns the given app, for example a related demo or another of your games.",new[] { "appId: AppId to check." }, null)]
public bool BIsSubscribedApp(uint appId)
{
return SteamNativeApi.AppsIsSubscribedApp(appId);
}
[Documentation(nameof(BIsDlcInstalled), "Checks whether the user owns the given DLC and it is installed.", new[] { "appId: DLC AppId." }, null)]
public bool BIsDlcInstalled(uint appId)
{
return SteamNativeApi.AppsIsDlcInstalled(appId);
}
[Documentation(nameof(BIsAppInstalled), "Checks whether the given app is installed on this machine.", new[] { "appId: AppId to check." }, null)]
public bool BIsAppInstalled(uint appId)
{
return SteamNativeApi.AppsIsAppInstalled(appId);
}
[Documentation(nameof(GetCurrentGameLanguage), "Gets the language the user selected for this game in Steam (API language code such as \"english\"), or an empty string when unavailable.", null, null)]
public string GetCurrentGameLanguage()
{
return SteamNativeApi.AppsGetCurrentGameLanguage();
}
[Documentation(nameof(GetAvailableGameLanguages), "Gets a comma-separated list of the languages the game supports.", null, null)]
public string GetAvailableGameLanguages()
{
return SteamNativeApi.AppsGetAvailableGameLanguages();
}
[Documentation(nameof(GetAppBuildId), "Gets the Steam build id of the installed depot.", null, null)]
public int GetAppBuildId()
{
return SteamNativeApi.AppsGetAppBuildId();
}
}
[Documentation(nameof(SteamUtilsManager), "Provides access checks for ISteamUtils.", null, null)]
public class SteamUtilsManager
{
public bool IsAvailable => SteamNativeApi.IsSteamUtilsAvailable();
[Documentation(nameof(GetAppId), "Gets the current Steam AppId reported by SteamUtils.", null, null)]
public uint GetAppId()
{
return SteamNativeApi.GetAppId();
}
[Documentation(nameof(GetIpCountry), "Gets the two-letter country code inferred by Steam based on the current IP.", null, null)]
public string GetIpCountry()
{
return SteamNativeApi.GetIpCountry();
}
[Documentation(nameof(IsOverlayEnabled), "Checks whether Steam Overlay is currently enabled.", null, null)]
public bool IsOverlayEnabled()
{
return SteamNativeApi.IsOverlayEnabled();
}
}
[Documentation(nameof(SteamVideoManager), "Provides access checks for ISteamVideo.", null, null)]
public class SteamVideoManager
{
public bool IsAvailable => SteamNativeApi.IsSteamVideoAvailable();
[Documentation(nameof(GetVideoUrl), "Requests a video URL for a given Steam video app id.", new[] { "videoAppId: Steam video app id." }, null)]
public void GetVideoUrl(uint videoAppId)
{
SteamNativeApi.VideoGetVideoUrl(videoAppId);
}
[Documentation(nameof(IsBroadcasting), "Checks whether the user is broadcasting and returns current viewer count.", new[] { "numberOfViewers: Viewer count output when broadcasting." }, null)]
public bool IsBroadcasting(out int numberOfViewers)
{
return SteamNativeApi.VideoIsBroadcasting(out numberOfViewers);
}
}
}
@@ -1,273 +0,0 @@
using System;
using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Logging.Abstractions;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamManager), "Manages Steamworks initialization, callback dispatch, and shutdown for applications using the Steam API.", null,
@"```csharp
SteamManager.ConfigureLogger(logger);
SteamManager.ConfigureLibraryPath(pluginFolder);
if (SteamManager.RestartAppIfNecessary(480)) { Quit(); return; }
var steam = SteamManager.Instance;
steam.OverlayActivated += overlay => Pause(overlay.Active);
steam.Update();
```")]
public class SteamManager
{
private static SteamManager _instance;
private static uint? _configuredAppId;
private static ILogger _logger = NullLogger.Instance;
private static readonly SteamCallbackDispatcher CallbackDispatcher = new SteamCallbackDispatcher();
private static readonly SteamAppsManager AppsManager = new SteamAppsManager();
private static readonly SteamUgcManager UgcManager = new SteamUgcManager();
private static readonly SteamRemotePlayManager RemotePlayManager = new SteamRemotePlayManager();
private static readonly SteamControllerManager ControllerManager = new SteamControllerManager();
private static readonly SteamFriendsManager FriendsManager = new SteamFriendsManager();
private static readonly SteamGameCoordinatorManager GameCoordinatorManager = new SteamGameCoordinatorManager();
private static readonly SteamGameServerManager GameServerManager = new SteamGameServerManager();
private static readonly SteamGameServerStatsManager GameServerStatsManager = new SteamGameServerStatsManager();
private static readonly SteamHtmlSurfaceManager HtmlSurfaceManager = new SteamHtmlSurfaceManager();
private static readonly SteamInputManager InputManager = new SteamInputManager();
private static readonly SteamInventoryManager InventoryManager = new SteamInventoryManager();
private static readonly SteamMatchmakingManager MatchmakingManager = new SteamMatchmakingManager();
private static readonly SteamMatchmakingServersManager MatchmakingServersManager = new SteamMatchmakingServersManager();
private static readonly SteamMusicManager MusicManager = new SteamMusicManager();
private static readonly SteamPartiesManager PartiesManager = new SteamPartiesManager();
private static readonly SteamRemoteStorageManager RemoteStorageManager = new SteamRemoteStorageManager();
private static readonly SteamScreenshotsManager ScreenshotsManager = new SteamScreenshotsManager();
private static readonly SteamUserStatsManager UserStatsManager = new SteamUserStatsManager();
private static readonly SteamUtilsManager UtilsManager = new SteamUtilsManager();
private static readonly SteamVideoManager VideoManager = new SteamVideoManager();
[Documentation(nameof(Instance), "Singleton access to the Steam manager.", null, null)]
public static SteamManager Instance => _instance ??= new SteamManager();
internal static ILogger Logger => _logger;
internal static SteamCallbackDispatcher Dispatcher => CallbackDispatcher;
[Documentation(nameof(ConfigureLogger), "Configures the logger used by Steamworks helper classes.", new[] { "logger: ILogger instance to receive Steamworks logs." }, null)]
public static void ConfigureLogger(ILogger logger)
{
_logger = logger ?? NullLogger.Instance;
}
[Documentation(nameof(ConfigureLibraryPath), "Adds a folder (or full file path) to search first for the Steam API native library (steam_api64.dll / libsteam_api.so / libsteam_api.dylib). Can be called several times; paths are tried in order, then the default locations. Must be called before Instance or RestartAppIfNecessary. Returns false when the library is already loaded.", new[] { "directoryOrFile: Folder containing the native library, or the full path to it." },
@"```csharp
SteamManager.ConfigureLibraryPath(Path.Combine(gameDataFolder, ""Plugins"", ""x86_64""));
```")]
public static bool ConfigureLibraryPath(string directoryOrFile)
{
if (!SteamNativeApi.AddLibrarySearchPath(directoryOrFile))
{
_logger.LogWarning("ConfigureLibraryPath ignored for '{SteamLibraryPath}': the path is empty or the Steam API library is already loaded.", directoryOrFile);
return false;
}
return true;
}
[Documentation(nameof(ConfigureManualDispatch), "Enables or disables manual callback dispatch (enabled by default). When disabled, Update() uses SteamAPI_RunCallbacks and no callback events or async call results are delivered. Must be called before Instance.", new[] { "enabled: True to use manual dispatch." }, null)]
public static bool ConfigureManualDispatch(bool enabled)
{
return _instance == null && SteamNativeApi.ConfigureManualDispatch(enabled);
}
[Documentation(nameof(RestartAppIfNecessary), "Calls SteamAPI_RestartAppIfNecessary. Returns true when the game was not launched through Steam and Steam is relaunching it: quit immediately in that case. Call it before Instance and before ConfigureAppId (steam_appid.txt, and possibly the SteamAppId environment variable, suppress the relaunch). Returns false when the native library cannot be loaded.", new[] { "appId: Your Steam AppId." },
@"```csharp
if (SteamManager.RestartAppIfNecessary(480))
{
Quit();
return;
}
```")]
public static bool RestartAppIfNecessary(uint appId)
{
if (appId == 0)
{
return false;
}
if (_configuredAppId.HasValue)
{
_logger.LogWarning("RestartAppIfNecessary was called after ConfigureAppId; the AppId environment variables or steam_appid.txt may stop Steam from relaunching the game.");
}
var restarting = SteamNativeApi.RestartAppIfNecessary(appId);
if (restarting)
{
_logger.LogInformation("Steam is relaunching the game through the Steam client; the current process should exit.");
}
return restarting;
}
[Documentation(nameof(ConfigureAppId), "Configures the Steam AppId used during initialization by setting the SteamAppId/SteamGameId environment variables. Does not write steam_appid.txt. Must be called before accessing the singleton instance.", new[] { "appId: Steam application identifier." }, null)]
public static bool ConfigureAppId(uint appId)
{
return ConfigureAppId(appId, false);
}
[Documentation(nameof(ConfigureAppId), "Configures the Steam AppId used during initialization. Optionally writes steam_appid.txt next to the executable and in the working directory (useful in editors and development builds; leave false for shipped builds). Must be called before accessing the singleton instance.", new[]
{
"appId: Steam application identifier.",
"writeSteamAppIdFile: True to also write steam_appid.txt."
}, null)]
public static bool ConfigureAppId(uint appId, bool writeSteamAppIdFile)
{
if (appId == 0)
{
return false;
}
// AppId must be configured before the singleton is created.
if (_instance != null)
{
return false;
}
_configuredAppId = appId;
SteamNativeApi.ConfigureAppId(appId, writeSteamAppIdFile);
return true;
}
[Documentation(nameof(IsSteamworksInitialized), "Indicates whether Steamworks is initialized and ready for API calls.", null, null)]
public bool IsSteamworksInitialized { get; private set; }
[Documentation(nameof(InitErrorMessage), "The reason initialization failed, as reported by SteamAPI_InitFlat when available. Empty after a successful init.", null, null)]
public string InitErrorMessage { get; private set; } = string.Empty;
[Documentation(nameof(Callbacks), "Provides callback subscriptions and async call results through manual dispatch.", null, null)]
public SteamCallbackDispatcher Callbacks => CallbackDispatcher;
[Documentation(nameof(OverlayActivated), "Raised from Update() when the Steam overlay opens or closes. Same as Callbacks.OverlayActivated.", null, null)]
public event Action<SteamOverlayActivated> OverlayActivated
{
add => CallbackDispatcher.OverlayActivated += value;
remove => CallbackDispatcher.OverlayActivated -= value;
}
[Documentation(nameof(Apps), "Provides access to ISteamApps bindings (ownership, DLC, language).", null, null)]
public SteamAppsManager Apps => AppsManager;
[Documentation(nameof(Ugc), "Provides access to Steam Workshop (UGC) helper operations.", null, null)]
public SteamUgcManager Ugc => UgcManager;
[Documentation(nameof(RemotePlay), "Provides access to Steam Remote Play helper operations.", null, null)]
public SteamRemotePlayManager RemotePlay => RemotePlayManager;
[Documentation(nameof(Controller), "Provides access to ISteamController bindings.", null, null)]
public SteamControllerManager Controller => ControllerManager;
[Documentation(nameof(Friends), "Provides access to ISteamFriends bindings.", null, null)]
public SteamFriendsManager Friends => FriendsManager;
[Documentation(nameof(GameCoordinator), "Provides access to ISteamGameCoordinator bindings.", null, null)]
public SteamGameCoordinatorManager GameCoordinator => GameCoordinatorManager;
[Documentation(nameof(GameServer), "Provides access to ISteamGameServer bindings.", null, null)]
public SteamGameServerManager GameServer => GameServerManager;
[Documentation(nameof(GameServerStats), "Provides access to ISteamGameServerStats bindings.", null, null)]
public SteamGameServerStatsManager GameServerStats => GameServerStatsManager;
[Documentation(nameof(HtmlSurface), "Provides access to ISteamHTMLSurface bindings.", null, null)]
public SteamHtmlSurfaceManager HtmlSurface => HtmlSurfaceManager;
[Documentation(nameof(Input), "Provides access to ISteamInput bindings.", null, null)]
public SteamInputManager Input => InputManager;
[Documentation(nameof(Inventory), "Provides access to ISteamInventory bindings.", null, null)]
public SteamInventoryManager Inventory => InventoryManager;
[Documentation(nameof(Matchmaking), "Provides access to ISteamMatchmaking bindings.", null, null)]
public SteamMatchmakingManager Matchmaking => MatchmakingManager;
[Documentation(nameof(MatchmakingServers), "Provides access to ISteamMatchmakingServers bindings.", null, null)]
public SteamMatchmakingServersManager MatchmakingServers => MatchmakingServersManager;
[Documentation(nameof(Music), "Provides access to ISteamMusic bindings.", null, null)]
public SteamMusicManager Music => MusicManager;
[Documentation(nameof(Parties), "Provides access to ISteamParties bindings.", null, null)]
public SteamPartiesManager Parties => PartiesManager;
[Documentation(nameof(RemoteStorage), "Provides access to ISteamRemoteStorage bindings.", null, null)]
public SteamRemoteStorageManager RemoteStorage => RemoteStorageManager;
[Documentation(nameof(Screenshots), "Provides access to ISteamScreenshots bindings.", null, null)]
public SteamScreenshotsManager Screenshots => ScreenshotsManager;
[Documentation(nameof(UserStats), "Provides access to ISteamUserStats bindings.", null, null)]
public SteamUserStatsManager UserStats => UserStatsManager;
[Documentation(nameof(Utils), "Provides access to ISteamUtils bindings.", null, null)]
public SteamUtilsManager Utils => UtilsManager;
[Documentation(nameof(Video), "Provides access to ISteamVideo bindings.", null, null)]
public SteamVideoManager Video => VideoManager;
private SteamManager()
{
try
{
// Attempt to initialize Steamworks
if (SteamNativeApi.Initialize(_configuredAppId))
{
IsSteamworksInitialized = true;
_logger.LogInformation("Steamworks initialized successfully (manual callback dispatch: {ManualDispatchActive}).", SteamNativeApi.IsManualDispatchActive);
}
else
{
InitErrorMessage = SteamNativeApi.LastInitErrorMessage;
_logger.LogWarning("Steamworks initialization failed: {InitErrorMessage} Ensure Steam is running and AppId context is valid.", InitErrorMessage);
}
}
catch (Exception e)
{
_logger.LogError(e, "An exception occurred during Steamworks initialization.");
}
}
// This must be called from your game's main loop (e.g., Update in Unity/Godot)
[Documentation(nameof(Update), "Executes Steamworks callbacks (manual dispatch, or SteamAPI_RunCallbacks when manual dispatch is unavailable) and delivers events and async call results. Call every frame from your game loop's main thread.", null, null)]
public void Update()
{
if (!IsSteamworksInitialized)
{
return;
}
if (SteamNativeApi.IsManualDispatchActive)
{
CallbackDispatcher.RunFrame();
}
else
{
SteamNativeApi.RunCallbacks();
}
}
[Documentation(nameof(Shutdown), "Shuts down Steamworks and clears the initialized state. Pending async call results complete with IoFailure = true.", null, null)]
public void Shutdown()
{
if (IsSteamworksInitialized)
{
CallbackDispatcher.FailPendingCallResults();
SteamNativeApi.Shutdown();
IsSteamworksInitialized = false;
}
}
[Documentation(nameof(GetSteamName), "Gets the current Steam persona name. Returns \"Player\" when Steamworks is unavailable.", null, null)]
public string GetSteamName()
{
if (IsSteamworksInitialized)
{
return SteamNativeApi.GetPersonaName();
}
return "Player";
}
}
}
File diff suppressed because it is too large Load Diff
@@ -1,49 +0,0 @@
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamRemotePlayManager), "Provides helper methods for Steam Remote Play session inspection.", null,
@"```csharp
var remotePlay = SteamManager.Instance.RemotePlay;
var sessionCount = remotePlay.GetSessionCount();
```")]
public class SteamRemotePlayManager
{
[Documentation(nameof(GetSessionCount), "Gets the number of active Remote Play sessions for the current user.", null, null)]
public uint GetSessionCount()
{
return SteamNativeApi.GetRemotePlaySessionCount();
}
[Documentation(nameof(GetSessionId), "Gets a Remote Play session ID by zero-based session index.", new[] { "sessionIndex: Zero-based index into the active sessions list." }, null)]
public uint GetSessionId(int sessionIndex)
{
return SteamNativeApi.GetRemotePlaySessionId(sessionIndex);
}
[Documentation(nameof(GetSessionSteamId), "Gets the SteamID for the remote user in a session.", new[] { "sessionId: Remote Play session ID." }, null)]
public ulong GetSessionSteamId(uint sessionId)
{
return SteamNativeApi.GetRemotePlaySessionSteamId(sessionId);
}
[Documentation(nameof(GetSessionClientName), "Gets the client device name for a remote session.", new[] { "sessionId: Remote Play session ID." }, null)]
public string GetSessionClientName(uint sessionId)
{
return SteamNativeApi.GetRemotePlaySessionClientName(sessionId);
}
[Documentation(nameof(GetSessionClientFormFactor), "Gets the client form-factor value for a session (matches Steam's ESteamDeviceFormFactor numeric values).", new[] { "sessionId: Remote Play session ID." }, null)]
public int GetSessionClientFormFactor(uint sessionId)
{
return SteamNativeApi.GetRemotePlaySessionClientFormFactor(sessionId);
}
[Documentation(nameof(TryGetSessionClientResolution), "Gets the streaming client resolution for a session.", new[] { "sessionId: Remote Play session ID.", "resolutionX: Width output.", "resolutionY: Height output." }, null)]
public bool TryGetSessionClientResolution(uint sessionId, out int resolutionX, out int resolutionY)
{
return SteamNativeApi.TryGetRemotePlaySessionClientResolution(sessionId, out resolutionX, out resolutionY);
}
}
}
@@ -1,121 +0,0 @@
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamUgcSubmitItemUpdateResult), "Result of ISteamUGC::SubmitItemUpdate (SubmitItemUpdateResult_t).", null, null)]
public sealed class SteamUgcSubmitItemUpdateResult
{
[Documentation(nameof(Result), "Numeric EResult value (1 = OK).", null, null)]
public int Result { get; private set; }
[Documentation(nameof(UserNeedsToAcceptWorkshopLegalAgreement), "True when the user must accept the Workshop legal agreement before the item becomes visible.", null, null)]
public bool UserNeedsToAcceptWorkshopLegalAgreement { get; private set; }
[Documentation(nameof(PublishedFileId), "The updated Workshop item ID.", null, null)]
public ulong PublishedFileId { get; private set; }
[Documentation(nameof(IoFailure), "True when the result could not be retrieved; the other fields are then not valid.", null, null)]
public bool IoFailure { get; private set; }
[Documentation(nameof(IsSuccess), "True when the result was retrieved and EResult is OK.", null, null)]
public bool IsSuccess => !IoFailure && Result == 1;
internal static SteamUgcSubmitItemUpdateResult FromCallResult(SteamApiCallResult callResult)
{
// SubmitItemUpdateResult_t { EResult m_eResult; bool m_bUserNeedsToAcceptWorkshopLegalAgreement; PublishedFileId_t m_nPublishedFileId; }
// Offsets 0/4/8 under both pack 4 and pack 8.
return new SteamUgcSubmitItemUpdateResult
{
IoFailure = IsFailure(callResult, SteamCallbackIds.SubmitItemUpdateResult, 16),
Result = callResult.ReadInt32(0),
UserNeedsToAcceptWorkshopLegalAgreement = callResult.ReadBoolean(4),
PublishedFileId = callResult.ReadUInt64(8)
};
}
internal static bool IsFailure(SteamApiCallResult callResult, int expectedCallbackId, int minimumSize)
{
return callResult.IoFailure || callResult.CallbackId != expectedCallbackId || callResult.Payload.Length < minimumSize;
}
}
[Documentation(nameof(SteamUgcCreateItemResult), "Result of ISteamUGC::CreateItem (CreateItemResult_t).", null, null)]
public sealed class SteamUgcCreateItemResult
{
[Documentation(nameof(Result), "Numeric EResult value (1 = OK).", null, null)]
public int Result { get; private set; }
[Documentation(nameof(PublishedFileId), "The new Workshop item ID. Pass it to StartItemUpdate to upload content.", null, null)]
public ulong PublishedFileId { get; private set; }
[Documentation(nameof(UserNeedsToAcceptWorkshopLegalAgreement), "True when the user must accept the Workshop legal agreement before the item becomes visible.", null, null)]
public bool UserNeedsToAcceptWorkshopLegalAgreement { get; private set; }
[Documentation(nameof(IoFailure), "True when the result could not be retrieved; the other fields are then not valid.", null, null)]
public bool IoFailure { get; private set; }
[Documentation(nameof(IsSuccess), "True when the result was retrieved and EResult is OK.", null, null)]
public bool IsSuccess => !IoFailure && Result == 1;
internal static SteamUgcCreateItemResult FromCallResult(SteamApiCallResult callResult)
{
// CreateItemResult_t { EResult m_eResult; PublishedFileId_t m_nPublishedFileId; bool m_bUserNeedsToAcceptWorkshopLegalAgreement; }
// Pack 8 (Windows): offsets 0/8/16, size 24. Pack 4 (Linux/macOS): offsets 0/4/12, size 16.
var large = SteamCallbackDispatcher.UsesLargeCallbackPack;
var idOffset = large ? 8 : 4;
var legalOffset = large ? 16 : 12;
return new SteamUgcCreateItemResult
{
IoFailure = SteamUgcSubmitItemUpdateResult.IsFailure(callResult, SteamCallbackIds.CreateItemResult, legalOffset + 1),
Result = callResult.ReadInt32(0),
PublishedFileId = callResult.ReadUInt64(idOffset),
UserNeedsToAcceptWorkshopLegalAgreement = callResult.ReadBoolean(legalOffset)
};
}
}
[Documentation(nameof(SteamUgcQueryCompletedResult), "Result of ISteamUGC::SendQueryUGCRequest (SteamUGCQueryCompleted_t). Release the query handle with ReleaseQueryUgcRequest when done.", null, null)]
public sealed class SteamUgcQueryCompletedResult
{
[Documentation(nameof(QueryHandle), "The UGC query handle the results belong to.", null, null)]
public ulong QueryHandle { get; private set; }
[Documentation(nameof(Result), "Numeric EResult value (1 = OK).", null, null)]
public int Result { get; private set; }
[Documentation(nameof(NumResultsReturned), "Number of items returned in this page.", null, null)]
public uint NumResultsReturned { get; private set; }
[Documentation(nameof(TotalMatchingResults), "Total number of items matching the query.", null, null)]
public uint TotalMatchingResults { get; private set; }
[Documentation(nameof(CachedData), "True when the results came from the local cache.", null, null)]
public bool CachedData { get; private set; }
[Documentation(nameof(NextCursor), "Cursor for the next page (cursor-based queries only).", null, null)]
public string NextCursor { get; private set; } = string.Empty;
[Documentation(nameof(IoFailure), "True when the result could not be retrieved; the other fields are then not valid.", null, null)]
public bool IoFailure { get; private set; }
[Documentation(nameof(IsSuccess), "True when the result was retrieved and EResult is OK.", null, null)]
public bool IsSuccess => !IoFailure && Result == 1;
internal static SteamUgcQueryCompletedResult FromCallResult(SteamApiCallResult callResult)
{
// SteamUGCQueryCompleted_t { UGCQueryHandle_t m_handle; EResult m_eResult; uint32 m_unNumResultsReturned;
// uint32 m_unTotalMatchingResults; bool m_bCachedData; char m_rgchNextCursor[256]; }
// Offsets 0/8/12/16/20/21 under both pack 4 and pack 8.
return new SteamUgcQueryCompletedResult
{
IoFailure = SteamUgcSubmitItemUpdateResult.IsFailure(callResult, SteamCallbackIds.SteamUgcQueryCompleted, 21),
QueryHandle = callResult.ReadUInt64(0),
Result = callResult.ReadInt32(8),
NumResultsReturned = callResult.ReadUInt32(12),
TotalMatchingResults = callResult.ReadUInt32(16),
CachedData = callResult.ReadBoolean(20),
NextCursor = callResult.ReadString(21, 256)
};
}
}
}
@@ -1,30 +0,0 @@
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamUgcItemUpdateOptions), "Declarative update payload for workshop item editing convenience APIs.", null, null)]
public class SteamUgcItemUpdateOptions
{
[Documentation(nameof(Title), "Workshop item title.", null, null)]
public string Title { get; set; }
[Documentation(nameof(Description), "Workshop item description.", null, null)]
public string Description { get; set; }
[Documentation(nameof(Metadata), "Workshop item metadata string.", null, null)]
public string Metadata { get; set; }
[Documentation(nameof(Visibility), "Numeric ERemoteStoragePublishedFileVisibility value.", null, null)]
public uint? Visibility { get; set; }
[Documentation(nameof(Tags), "Workshop tag list.", null, null)]
public string[] Tags { get; set; }
[Documentation(nameof(ContentFolder), "Absolute path to workshop content folder.", null, null)]
public string ContentFolder { get; set; }
[Documentation(nameof(PreviewFile), "Absolute path to workshop preview image.", null, null)]
public string PreviewFile { get; set; }
}
}
@@ -1,85 +0,0 @@
using System;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamUgcItemUpdateSession), "Fluent helper for editing and submitting a workshop item update.", null, null)]
public class SteamUgcItemUpdateSession
{
private readonly SteamUgcManager _ugcManager;
private readonly uint _consumerAppId;
private readonly ulong _publishedFileId;
private readonly SteamUgcItemUpdateOptions _options = new SteamUgcItemUpdateOptions();
internal SteamUgcItemUpdateSession(SteamUgcManager ugcManager, uint consumerAppId, ulong publishedFileId)
{
_ugcManager = ugcManager;
_consumerAppId = consumerAppId;
_publishedFileId = publishedFileId;
}
public SteamUgcItemUpdateSession WithTitle(string title)
{
_options.Title = title;
return this;
}
public SteamUgcItemUpdateSession WithDescription(string description)
{
_options.Description = description;
return this;
}
public SteamUgcItemUpdateSession WithMetadata(string metadata)
{
_options.Metadata = metadata;
return this;
}
public SteamUgcItemUpdateSession WithVisibility(uint visibility)
{
_options.Visibility = visibility;
return this;
}
public SteamUgcItemUpdateSession WithTags(params string[] tags)
{
_options.Tags = tags;
return this;
}
public SteamUgcItemUpdateSession WithContentFolder(string contentFolder)
{
_options.ContentFolder = contentFolder;
return this;
}
public SteamUgcItemUpdateSession WithPreviewFile(string previewFile)
{
_options.PreviewFile = previewFile;
return this;
}
[Documentation(nameof(Submit), "Submits the fluent update session and returns a Steam API call handle.", new[]
{
"changeNote: Changelog note for this update.",
"failedStep: Name of the failed step if submission returns 0."
}, null)]
public ulong Submit(string changeNote, out string failedStep)
{
return _ugcManager.UpdateItem(_consumerAppId, _publishedFileId, _options, changeNote, out failedStep);
}
[Documentation(nameof(Submit), "Submits the fluent update session and calls onCompleted with the upload result from SteamManager.Update().", new[]
{
"changeNote: Changelog note for this update.",
"onCompleted: Called once with the upload result.",
"failedStep: Name of the failed step if submission returns 0."
}, null)]
public ulong Submit(string changeNote, Action<SteamUgcSubmitItemUpdateResult> onCompleted, out string failedStep)
{
return _ugcManager.UpdateItem(_consumerAppId, _publishedFileId, _options, changeNote, onCompleted, out failedStep);
}
}
}
@@ -1,354 +0,0 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Extensions.Logging;
using OmegaLeo.HelperLib.Shared.Attributes;
namespace OmegaLeo.HelperLib.Steamworks
{
[Documentation(nameof(SteamUgcManager), "Provides helper methods for common Steam Workshop (UGC) operations such as queries and subscriptions.", null,
@"```csharp
var ugc = new SteamUgcManager();
var items = ugc.GetSubscribedItems();
```")]
public class SteamUgcManager
{
[Documentation(nameof(BeginUpdateSession), "Begins a fluent UGC update session for an existing workshop item.", new[]
{
"consumerAppId: Your game AppId.",
"publishedFileId: Existing workshop item ID."
}, null)]
public SteamUgcItemUpdateSession BeginUpdateSession(uint consumerAppId, ulong publishedFileId)
{
return new SteamUgcItemUpdateSession(this, consumerAppId, publishedFileId);
}
[Documentation(nameof(ApplyItemUpdate), "Applies all non-null/non-empty fields from a UGC update options object to an existing update handle.", new[]
{
"updateHandle: Handle from StartItemUpdate.",
"options: Options object containing fields to apply.",
"failedStep: Name of the field that failed to apply, if any."
}, null)]
public bool ApplyItemUpdate(ulong updateHandle, SteamUgcItemUpdateOptions options, out string failedStep)
{
failedStep = string.Empty;
if (updateHandle == 0 || options == null)
{
failedStep = "InvalidArguments";
return false;
}
if (!string.IsNullOrWhiteSpace(options.Title) && !SetItemTitle(updateHandle, options.Title))
{
failedStep = nameof(options.Title);
return false;
}
if (!string.IsNullOrWhiteSpace(options.Description) && !SetItemDescription(updateHandle, options.Description))
{
failedStep = nameof(options.Description);
return false;
}
if (!string.IsNullOrWhiteSpace(options.Metadata) && !SetItemMetadata(updateHandle, options.Metadata))
{
failedStep = nameof(options.Metadata);
return false;
}
if (options.Visibility.HasValue && !SetItemVisibility(updateHandle, options.Visibility.Value))
{
failedStep = nameof(options.Visibility);
return false;
}
if (options.Tags != null && options.Tags.Length > 0 && !SetItemTags(updateHandle, options.Tags))
{
failedStep = nameof(options.Tags);
return false;
}
if (!string.IsNullOrWhiteSpace(options.ContentFolder) && !SetItemContent(updateHandle, options.ContentFolder))
{
failedStep = nameof(options.ContentFolder);
return false;
}
if (!string.IsNullOrWhiteSpace(options.PreviewFile) && !SetItemPreview(updateHandle, options.PreviewFile))
{
failedStep = nameof(options.PreviewFile);
return false;
}
return true;
}
[Documentation(nameof(UpdateItem), "Convenience method that starts an item update, applies option fields, and submits the update in one call.", new[]
{
"consumerAppId: Your game AppId.",
"publishedFileId: Existing workshop item ID.",
"options: Options object containing fields to update.",
"changeNote: Changelog note for submission.",
"failedStep: Name of the failed step when the call returns 0."
}, null)]
public ulong UpdateItem(uint consumerAppId, ulong publishedFileId, SteamUgcItemUpdateOptions options, string changeNote, out string failedStep)
{
failedStep = string.Empty;
var updateHandle = StartItemUpdate(consumerAppId, publishedFileId);
if (updateHandle == 0)
{
failedStep = nameof(StartItemUpdate);
return 0;
}
if (!ApplyItemUpdate(updateHandle, options, out failedStep))
{
return 0;
}
var submitHandle = SubmitItemUpdate(updateHandle, changeNote);
if (submitHandle == 0)
{
failedStep = nameof(SubmitItemUpdate);
}
return submitHandle;
}
[Documentation(nameof(UpdateItem), "Starts an item update, applies option fields, submits it, and calls onCompleted with the upload result from SteamManager.Update().", new[]
{
"consumerAppId: Your game AppId.",
"publishedFileId: Existing workshop item ID.",
"options: Options object containing fields to update.",
"changeNote: Changelog note for submission.",
"onCompleted: Called once with the upload result.",
"failedStep: Name of the failed step when the call returns 0."
}, null)]
public ulong UpdateItem(uint consumerAppId, ulong publishedFileId, SteamUgcItemUpdateOptions options, string changeNote, Action<SteamUgcSubmitItemUpdateResult> onCompleted, out string failedStep)
{
var submitHandle = UpdateItem(consumerAppId, publishedFileId, options, changeNote, out failedStep);
RegisterResult(submitHandle, onCompleted, SteamUgcSubmitItemUpdateResult.FromCallResult, nameof(SubmitItemUpdate));
return submitHandle;
}
[Documentation(nameof(CreateItem), "Creates a new Workshop item and returns a Steam API call handle.", new[]
{
"consumerAppId: Your game AppId.",
"fileType: Numeric EWorkshopFileType value."
}, null)]
public ulong CreateItem(uint consumerAppId, uint fileType)
{
return SteamNativeApi.CreateItem(consumerAppId, fileType);
}
[Documentation(nameof(CreateItem), "Creates a new Workshop item and calls onCompleted with the CreateItemResult_t from SteamManager.Update(). Returns the Steam API call handle, or 0 on failure.", new[]
{
"consumerAppId: Your game AppId.",
"fileType: Numeric EWorkshopFileType value.",
"onCompleted: Called once with the new item ID and result."
}, null)]
public ulong CreateItem(uint consumerAppId, uint fileType, Action<SteamUgcCreateItemResult> onCompleted)
{
var apiCall = CreateItem(consumerAppId, fileType);
RegisterResult(apiCall, onCompleted, SteamUgcCreateItemResult.FromCallResult, nameof(CreateItem));
return apiCall;
}
[Documentation(nameof(CreateItemAsync), "Creates a new Workshop item and returns a task with the CreateItemResult_t. Keep calling SteamManager.Update() while waiting.", new[]
{
"consumerAppId: Your game AppId.",
"fileType: Numeric EWorkshopFileType value.",
"cancellationToken: Cancels the wait (the Steam call keeps running)."
}, null)]
public Task<SteamUgcCreateItemResult> CreateItemAsync(uint consumerAppId, uint fileType, CancellationToken cancellationToken = default)
{
return AwaitResult(CreateItem(consumerAppId, fileType), SteamUgcCreateItemResult.FromCallResult, nameof(CreateItem), cancellationToken);
}
[Documentation(nameof(StartItemUpdate), "Starts an update transaction for an existing Workshop item.", new[]
{
"consumerAppId: Your game AppId.",
"publishedFileId: Existing workshop item ID."
}, null)]
public ulong StartItemUpdate(uint consumerAppId, ulong publishedFileId)
{
return SteamNativeApi.StartItemUpdate(consumerAppId, publishedFileId);
}
[Documentation(nameof(SetItemTitle), "Sets workshop item title for a pending update.", new[] { "updateHandle: Handle from StartItemUpdate.", "title: New item title." }, null)]
public bool SetItemTitle(ulong updateHandle, string title)
{
return SteamNativeApi.SetItemTitle(updateHandle, title);
}
[Documentation(nameof(SetItemDescription), "Sets workshop item description for a pending update.", new[] { "updateHandle: Handle from StartItemUpdate.", "description: New item description." }, null)]
public bool SetItemDescription(ulong updateHandle, string description)
{
return SteamNativeApi.SetItemDescription(updateHandle, description);
}
[Documentation(nameof(SetItemMetadata), "Sets workshop item metadata for a pending update.", new[] { "updateHandle: Handle from StartItemUpdate.", "metadata: Metadata string (up to Steam's size limits)." }, null)]
public bool SetItemMetadata(ulong updateHandle, string metadata)
{
return SteamNativeApi.SetItemMetadata(updateHandle, metadata);
}
[Documentation(nameof(SetItemVisibility), "Sets workshop item visibility for a pending update.", new[] { "updateHandle: Handle from StartItemUpdate.", "visibility: Numeric ERemoteStoragePublishedFileVisibility value." }, null)]
public bool SetItemVisibility(ulong updateHandle, uint visibility)
{
return SteamNativeApi.SetItemVisibility(updateHandle, visibility);
}
[Documentation(nameof(SetItemTags), "Sets workshop item tags for a pending update.", new[] { "updateHandle: Handle from StartItemUpdate.", "tags: Array of tag strings." }, null)]
public bool SetItemTags(ulong updateHandle, string[] tags)
{
return SteamNativeApi.SetItemTags(updateHandle, tags);
}
[Documentation(nameof(SetItemContent), "Sets workshop item content folder path for a pending update.", new[] { "updateHandle: Handle from StartItemUpdate.", "contentFolder: Absolute path to content folder." }, null)]
public bool SetItemContent(ulong updateHandle, string contentFolder)
{
return SteamNativeApi.SetItemContent(updateHandle, contentFolder);
}
[Documentation(nameof(SetItemPreview), "Sets workshop item preview image path for a pending update.", new[] { "updateHandle: Handle from StartItemUpdate.", "previewFile: Absolute path to preview image file." }, null)]
public bool SetItemPreview(ulong updateHandle, string previewFile)
{
return SteamNativeApi.SetItemPreview(updateHandle, previewFile);
}
[Documentation(nameof(SubmitItemUpdate), "Submits a pending workshop item update and returns a Steam API call handle.", new[] { "updateHandle: Handle from StartItemUpdate.", "changeNote: Changelog note for the update." }, null)]
public ulong SubmitItemUpdate(ulong updateHandle, string changeNote)
{
return SteamNativeApi.SubmitItemUpdate(updateHandle, changeNote);
}
[Documentation(nameof(SubmitItemUpdate), "Submits a pending workshop item update and calls onCompleted with the SubmitItemUpdateResult_t from SteamManager.Update(). Returns the Steam API call handle, or 0 when submission failed.", new[]
{
"updateHandle: Handle from StartItemUpdate.",
"changeNote: Changelog note for the update.",
"onCompleted: Called once with the upload result."
}, null)]
public ulong SubmitItemUpdate(ulong updateHandle, string changeNote, Action<SteamUgcSubmitItemUpdateResult> onCompleted)
{
var apiCall = SubmitItemUpdate(updateHandle, changeNote);
RegisterResult(apiCall, onCompleted, SteamUgcSubmitItemUpdateResult.FromCallResult, nameof(SubmitItemUpdate));
return apiCall;
}
[Documentation(nameof(SubmitItemUpdateAsync), "Submits a pending workshop item update and returns a task with the SubmitItemUpdateResult_t. Keep calling SteamManager.Update() while waiting.", new[]
{
"updateHandle: Handle from StartItemUpdate.",
"changeNote: Changelog note for the update.",
"cancellationToken: Cancels the wait (the upload keeps running)."
}, null)]
public Task<SteamUgcSubmitItemUpdateResult> SubmitItemUpdateAsync(ulong updateHandle, string changeNote, CancellationToken cancellationToken = default)
{
return AwaitResult(SubmitItemUpdate(updateHandle, changeNote), SteamUgcSubmitItemUpdateResult.FromCallResult, nameof(SubmitItemUpdate), cancellationToken);
}
[Documentation(nameof(GetItemUpdateProgress),"Gets progress state for a pending item update upload.", new[] { "updateHandle: Handle from StartItemUpdate.", "bytesProcessed: Uploaded bytes output.", "bytesTotal: Total bytes output." }, null)]
public uint GetItemUpdateProgress(ulong updateHandle, out ulong bytesProcessed, out ulong bytesTotal)
{
return SteamNativeApi.GetItemUpdateProgress(updateHandle, out bytesProcessed, out bytesTotal);
}
[Documentation(nameof(CreateQueryAllUgcRequest), "Creates a UGC query request handle for workshop discovery.", new[]
{
"queryType: Numeric EUGCQuery value from Steamworks docs.",
"matchingType: Numeric EUGCMatchingUGCType value from Steamworks docs.",
"creatorAppId: AppId filter for creator app.",
"consumerAppId: AppId filter for consumer app.",
"page: Query page number, starting at 1."
}, null)]
public ulong CreateQueryAllUgcRequest(uint queryType, uint matchingType, uint creatorAppId, uint consumerAppId, uint page = 1)
{
return SteamNativeApi.CreateQueryAllUgcRequest(queryType, matchingType, creatorAppId, consumerAppId, page);
}
[Documentation(nameof(SendQueryUgcRequest), "Submits an existing UGC query request and returns a Steam API call handle.", new[] { "queryHandle: UGC query handle returned from CreateQueryAllUgcRequest." }, null)]
public ulong SendQueryUgcRequest(ulong queryHandle)
{
return SteamNativeApi.SendQueryUgcRequest(queryHandle);
}
[Documentation(nameof(SendQueryUgcRequest), "Submits a UGC query and calls onCompleted with the SteamUGCQueryCompleted_t from SteamManager.Update(). Returns the Steam API call handle, or 0 on failure.", new[]
{
"queryHandle: UGC query handle returned from CreateQueryAllUgcRequest.",
"onCompleted: Called once with the query result."
}, null)]
public ulong SendQueryUgcRequest(ulong queryHandle, Action<SteamUgcQueryCompletedResult> onCompleted)
{
var apiCall = SendQueryUgcRequest(queryHandle);
RegisterResult(apiCall, onCompleted, SteamUgcQueryCompletedResult.FromCallResult, nameof(SendQueryUgcRequest));
return apiCall;
}
[Documentation(nameof(SendQueryUgcRequestAsync), "Submits a UGC query and returns a task with the SteamUGCQueryCompleted_t. Keep calling SteamManager.Update() while waiting.", new[]
{
"queryHandle: UGC query handle returned from CreateQueryAllUgcRequest.",
"cancellationToken: Cancels the wait (the query keeps running)."
}, null)]
public Task<SteamUgcQueryCompletedResult> SendQueryUgcRequestAsync(ulong queryHandle, CancellationToken cancellationToken = default)
{
return AwaitResult(SendQueryUgcRequest(queryHandle), SteamUgcQueryCompletedResult.FromCallResult, nameof(SendQueryUgcRequest), cancellationToken);
}
[Documentation(nameof(ReleaseQueryUgcRequest),"Releases a UGC query handle after you are done with query results.", new[] { "queryHandle: UGC query handle to release." }, null)]
public bool ReleaseQueryUgcRequest(ulong queryHandle)
{
return SteamNativeApi.ReleaseQueryUgcRequest(queryHandle);
}
[Documentation(nameof(GetNumSubscribedItems), "Gets the number of workshop items the current user is subscribed to.", null, null)]
public uint GetNumSubscribedItems()
{
return SteamNativeApi.GetNumSubscribedItems();
}
[Documentation(nameof(GetSubscribedItems), "Gets subscribed workshop item IDs for the current user.", new[] { "maxEntries: Maximum number of subscribed IDs to retrieve." }, null)]
public ulong[] GetSubscribedItems(uint maxEntries = 1024)
{
return SteamNativeApi.GetSubscribedItems(maxEntries);
}
[Documentation(nameof(SubscribeItem), "Subscribes the current user to a workshop item.", new[] { "publishedFileId: Published file ID of the workshop item." }, null)]
public ulong SubscribeItem(ulong publishedFileId)
{
return SteamNativeApi.SubscribeItem(publishedFileId);
}
[Documentation(nameof(UnsubscribeItem), "Unsubscribes the current user from a workshop item.", new[] { "publishedFileId: Published file ID of the workshop item." }, null)]
public ulong UnsubscribeItem(ulong publishedFileId)
{
return SteamNativeApi.UnsubscribeItem(publishedFileId);
}
private static void RegisterResult<T>(ulong apiCall, Action<T> onCompleted, Func<SteamApiCallResult, T> convert, string operation)
{
if (apiCall == 0 || onCompleted == null)
{
return;
}
if (!SteamManager.Dispatcher.RegisterCallResult(apiCall, result => onCompleted(convert(result))))
{
SteamManager.Logger.LogWarning("{Operation} was submitted but its result will not be delivered because Steam manual callback dispatch is not active.", operation);
}
}
private static async Task<T> AwaitResult<T>(ulong apiCall, Func<SteamApiCallResult, T> convert, string operation, CancellationToken cancellationToken)
{
if (apiCall == 0)
{
throw new InvalidOperationException($"{operation} did not return a Steam API call handle. Ensure Steamworks is initialized.");
}
var result = await SteamManager.Dispatcher.WaitForCallResultAsync(apiCall, cancellationToken).ConfigureAwait(false);
return convert(result);
}
}
}
@@ -1,373 +0,0 @@
// File: `OmegaLeo.HelperLib.Web/Controllers/HomeController.cs`
using System.Diagnostics;
using System.Reflection;
using System.Runtime.ExceptionServices;
using OmegaLeo.HelperLib.Helpers;
using Microsoft.AspNetCore.Mvc;
using OmegaLeo.HelperLib.Changelog.Helpers;
using OmegaLeo.HelperLib.Documentation.Helpers;
using OmegaLeo.HelperLib.Documentation.Models;
using OmegaLeo.HelperLib.Changelog.Tools;
using OmegaLeo.HelperLib.Web.Models;
namespace OmegaLeo.HelperLib.Web.Controllers;
public class HomeController : Controller
{
private readonly ILogger<HomeController> _logger;
private static Dictionary<string, LibraryDocumentationViewModel> _libraryCache;
public HomeController(ILogger<HomeController> logger)
{
_logger = logger;
InitializeLibraries();
}
private void InitializeLibraries()
{
if (_libraryCache != null) return;
var root = GetSolutionRoot();
_logger.LogInformation("Initializing libraries from base directory: {Root}", root);
_libraryCache = new Dictionary<string, LibraryDocumentationViewModel>
{
["core"] = GenerateLibraryDocs(
typeof(BenchmarkUtility).Assembly,
Path.Combine(root, "changelogs", "OmegaLeo.HelperLib.CHANGELOG.md"),
"Core Library",
"Core utilities and helper functions for general C# development",
"OmegaLeo.HelperLib"
),
["changelog"] = GenerateLibraryDocs(
typeof(Changelog.Models.Changelog).Assembly,
Path.Combine(root, "changelogs", "OmegaLeo.HelperLib.Changelog.CHANGELOG.md"),
"Changelog Library",
"Tools for managing and generating changelogs",
"OmegaLeo.HelperLib.Changelog"
),
["game"] = GenerateLibraryDocs(
typeof(OmegaLeo.HelperLib.Game.Models.ConsoleCommand).Assembly,
Path.Combine(root, "changelogs", "OmegaLeo.HelperLib.Game.CHANGELOG.md"),
"Game Development Library",
"Game development utilities for Unity and Godot",
"OmegaLeo.HelperLib.Game"
),
["documentation"] = GenerateLibraryDocs(
typeof(OmegaLeo.HelperLib.Documentation.Helpers.DocumentationHelperTool).Assembly,
Path.Combine(root, "changelogs", "OmegaLeo.HelperLib.Documentation.CHANGELOG.md"),
"Documentation Library",
"Tools for generating documentation from code attributes",
"OmegaLeo.HelperLib.Documentation",
true
),
["shared"] = GenerateLibraryDocs(
typeof(OmegaLeo.HelperLib.Shared.Attributes.ChangelogAttribute).Assembly,
Path.Combine(root, "shared", "OmegaLeo.HelperLib.Shared.CHANGELOG.md"),
"Shared Library",
"Library of shared attributes and utilities used across other OmegaLeo.HelperLib packages",
"OmegaLeo.HelperLib.Shared"
),
["steamworks"] = GenerateLibraryDocs(
typeof(OmegaLeo.HelperLib.Steamworks.SteamManager).Assembly,
Path.Combine(root, "changelogs", "OmegaLeo.HelperLib.Steamworks.CHANGELOG.md"),
"Steamworks Library",
"Helpers for integrating with the Steamworks API",
"OmegaLeo.HelperLib.Steamworks"
)
};
_logger.LogInformation("Initialized {Count} libraries", _libraryCache.Count);
}
public IActionResult Index()
{
return View(_libraryCache);
}
public IActionResult Library(string id)
{
if (string.IsNullOrEmpty(id) || !_libraryCache.ContainsKey(id))
return NotFound();
var cache = _libraryCache[id];
if (cache.Documentation.Any())
{
_logger.LogInformation($"Found cache for {id}: {cache.Documentation.Count} entries");
}
else
{
_logger.LogError($"Cache for {id} is empty!");
}
return View(cache);
}
public IActionResult Privacy()
{
return View();
}
[ResponseCache(Duration = 0, Location = ResponseCacheLocation.None, NoStore = true)]
public IActionResult Error()
{
return View(new ErrorViewModel { RequestId = Activity.Current?.Id ?? HttpContext.TraceIdentifier });
}
private void LogDocumentationHelperInfo()
{
try
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
var target = assemblies.FirstOrDefault(a =>
a.GetName().Name.Equals("OmegaLeo.HelperLib.Documentation", StringComparison.OrdinalIgnoreCase));
if (target == null)
{
_logger.LogWarning("OmegaLeo.HelperLib.Documentation not loaded. Loaded assemblies ({Count}):",
assemblies.Length);
foreach (var a in assemblies.OrderBy(a => a.GetName().Name))
{
_logger.LogInformation(" {Name} {Version} => {Location}", a.GetName().Name, a.GetName().Version,
SafeLocation(a));
}
return;
}
_logger.LogInformation("Found {Name} {Version} at {Location}", target.GetName().Name,
target.GetName().Version, SafeLocation(target));
Type attrType = null;
try
{
attrType = target.GetType("OmegaLeo.HelperLib.Documentation.Attributes.DocumentationAttribute",
false, true);
}
catch (Exception ex)
{
_logger.LogWarning(ex, "Failed to GetType for DocumentationAttribute in {Assembly}",
target.GetName().Name);
}
if (attrType == null)
{
_logger.LogWarning("Type 'DocumentationAttribute' not found in {Assembly}.", target.GetName().Name);
}
else
{
var ctors = attrType.GetConstructors(BindingFlags.Public | BindingFlags.Instance |
BindingFlags.NonPublic);
if (!ctors.Any())
_logger.LogWarning("No constructors found on DocumentationAttribute in {Assembly}.",
target.GetName().Name);
foreach (var ctor in ctors)
{
var sig = string.Join(", ", ctor.GetParameters().Select(p => p.ParameterType.Name + " " + p.Name));
_logger.LogInformation("DocumentationAttribute ctor: ({Signature})", sig);
}
}
}
catch (Exception ex)
{
_logger.LogError(ex, "Failed to log DocumentationHelper assembly info.");
}
static string SafeLocation(Assembly a)
{
try
{
return string.IsNullOrEmpty(a.Location) ? "<in-memory>" : a.Location;
}
catch
{
return "<unknown>";
}
}
}
private void InspectDocumentationHelperMethod()
{
try
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
Type helperType = null;
foreach (var asm in assemblies)
{
try
{
var t = asm.GetTypes().FirstOrDefault(tt =>
tt.Name.Equals("DocumentationHelperTool", StringComparison.OrdinalIgnoreCase)
|| tt.FullName?.EndsWith(".DocumentationHelperTool") == true);
if (t != null)
{
helperType = t;
break;
}
}
catch (ReflectionTypeLoadException rtlex)
{
_logger.LogDebug(rtlex, "Could not enumerate types in {Assembly}", asm.GetName().Name);
foreach (var loaderEx in rtlex.LoaderExceptions ?? Array.Empty<Exception>())
_logger.LogDebug(loaderEx, "Loader exception for {Assembly}", asm.GetName().Name);
}
catch (Exception ex)
{
_logger.LogDebug(ex, "Failed enumerating types in {Assembly}", asm.GetName().Name);
}
}
if (helperType == null)
{
_logger.LogWarning("DocumentationHelperTool type not found in loaded assemblies.");
return;
}
_logger.LogInformation("DocumentationHelperTool found: {Type} in {Assembly} ({Location})",
helperType.FullName, helperType.Assembly.GetName().Name, SafeLocation(helperType.Assembly));
var method = helperType.GetMethod("GenerateDocumentation",
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.Instance);
if (method == null)
{
_logger.LogWarning("GenerateDocumentation method not found on {Type}.", helperType.FullName);
}
else
{
var parameters = string.Join(", ",
method.GetParameters().Select(p => p.ParameterType.Name + " " + p.Name));
_logger.LogInformation("Method: {Name} ({Parameters}) -> {ReturnType}", method.Name, parameters,
method.ReturnType.FullName);
}
}
catch (Exception ex)
{
_logger.LogError(ex, "Failed to inspect DocumentationHelperTool type/method.");
}
static string SafeLocation(Assembly a)
{
try
{
return string.IsNullOrEmpty(a.Location) ? "<in-memory>" : a.Location;
}
catch
{
return "<unknown>";
}
}
}
private LibraryDocumentationViewModel GenerateLibraryDocs(Assembly assembly, string changelogPath,
string displayName, string description, string nugetPackageId, bool generateForDocumentationAssembly = false)
{
_logger.LogInformation("=== Starting GenerateLibraryDocs for {Assembly} ===", assembly.GetName().Name);
_logger.LogInformation("Assembly location: {Location}", assembly.Location ?? "<in-memory>");
_logger.LogInformation("Changelog path: {Path}", changelogPath);
_logger.LogInformation("Changelog exists: {Exists}", System.IO.File.Exists(changelogPath));
// Log types in assembly and their attributes
try
{
var types = assembly.GetTypes();
_logger.LogInformation("Assembly {Name} contains {Count} types", assembly.GetName().Name, types.Length);
var typesWithDocAttr = types.Where(t =>
t.GetCustomAttributes().Any(a =>
a.GetType().Name.Contains("Documentation", StringComparison.OrdinalIgnoreCase)))
.ToList();
_logger.LogInformation("Found {Count} types with DocumentationAttribute-like attributes",
typesWithDocAttr.Count);
if (typesWithDocAttr.Any())
{
foreach (var type in typesWithDocAttr.Take(5))
{
_logger.LogInformation(" Type with doc attr: {TypeName}", type.FullName);
}
}
}
catch (Exception ex)
{
_logger.LogError(ex, "Failed to inspect assembly types");
}
LogDocumentationHelperInfo();
IEnumerable<DocumentationStructure> allDocumentation = Enumerable.Empty<DocumentationStructure>();
try
{
// Pass the specific assembly to only scan that assembly
var result = DocumentationHelperTool.GenerateDocumentation(generateForDocumentationAssembly);
allDocumentation = result?
.Where(d => d.AssemblyName?.Equals(assembly.GetName().Name ,StringComparison.OrdinalIgnoreCase) == true)
.ToList() ?? Enumerable.Empty<DocumentationStructure>();
_logger.LogInformation("GenerateDocumentation returned {Count} items for {Assembly}",
allDocumentation.Count(), assembly.GetName().Name);
if (!allDocumentation.Any())
{
_logger.LogWarning(
"No documentation items generated for {Assembly}. Check if types have [Documentation] attribute applied.",
assembly.GetName().Name);
}
}
catch (MissingMethodException mmex)
{
_logger.LogError(mmex,
"Missing method when calling DocumentationHelperTool.GenerateDocumentation(). Possible assembly mismatch.");
InspectDocumentationHelperMethod();
ExceptionDispatchInfo.Capture(mmex).Throw();
}
catch (Exception ex)
{
_logger.LogError(ex, "DocumentationHelperTool.GenerateDocumentation threw an exception.");
InspectDocumentationHelperMethod();
throw;
}
/*var changelogMarkdown = string.Empty;
if (System.IO.File.Exists(changelogPath))
{
try
{
ChangelogTool.ExtractChangelog(assembly);
changelogMarkdown = ChangelogTool.GetMarkdown(assembly);
_logger.LogInformation("Parsed changelog for {Assembly}", assembly.GetName().Name);
}
catch (Exception ex)
{
_logger.LogError(ex, "Failed to parse changelog at {Path}", changelogPath);
}
}
else
{
_logger.LogWarning("Changelog file not found at {Path}", changelogPath);
}*/
var viewModel = new LibraryDocumentationViewModel
{
LibraryName = displayName,
Description = description,
NuGetPackageId = nugetPackageId,
ChangelogMarkdown = ChangelogHelper.GetChangelogMarkdown(new []{assembly}),
Documentation = allDocumentation.ToList()
};
_logger.LogInformation(
"=== Completed GenerateLibraryDocs for {Assembly}. Total documentation items: {Count} ===",
assembly.GetName().Name, viewModel.Documentation.Count);
return viewModel;
}
static string GetSolutionRoot()
{
return AppContext.BaseDirectory;
}
}
-15
View File
@@ -1,15 +0,0 @@
# Build context is the repository root (the Web project references sibling library projects).
FROM mcr.microsoft.com/dotnet/sdk:9.0 AS build
WORKDIR /src
COPY . .
RUN dotnet publish "OmegaLeo.HelperLib.Web/OmegaLeo.HelperLib.Web.csproj" -c Release -o /app/publish /p:UseAppHost=false
FROM mcr.microsoft.com/dotnet/aspnet:9.0 AS final
WORKDIR /app
COPY --from=build /app/publish .
# Serilog writes to /app/logs; make it writable for the non-root "app" user.
RUN mkdir -p /app/logs && chown -R app:app /app/logs
USER app
ENV ASPNETCORE_HTTP_PORTS=8080
EXPOSE 8080
ENTRYPOINT ["dotnet", "OmegaLeo.HelperLib.Web.dll"]
@@ -1,8 +0,0 @@
namespace OmegaLeo.HelperLib.Web.Models;
public class ErrorViewModel
{
public string? RequestId { get; set; }
public bool ShowRequestId => !string.IsNullOrEmpty(RequestId);
}
@@ -1,15 +0,0 @@
// File: `OmegaLeo.HelperLib.Web/Models/LibraryDocumentationViewModel.cs`
using OmegaLeo.HelperLib.Documentation.Models;
namespace OmegaLeo.HelperLib.Web.Models
{
public class LibraryDocumentationViewModel
{
public string LibraryName { get; set; }
public string Description { get; set; }
public string Version { get; set; }
public string NuGetPackageId { get; set; }
public List<DocumentationStructure> Documentation { get; set; }
public string ChangelogMarkdown { get; set; }
}
}
@@ -1,24 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk.Web">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\OmegaLeo.HelperLib.Changelog\OmegaLeo.HelperLib.Changelog.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib.Game\OmegaLeo.HelperLib.Game.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib.Steamworks\OmegaLeo.HelperLib.Steamworks.csproj" />
<ProjectReference Include="..\OmegaLeo.HelperLib\OmegaLeo.HelperLib.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Markdig" Version="0.40.0" />
<PackageReference Include="MarkdigExtensions.SyntaxHighlighting" Version="1.0.3" />
<PackageReference Include="Serilog.AspNetCore" Version="10.0.0" />
<PackageReference Include="Serilog.Sinks.Console" Version="6.1.1" />
<PackageReference Include="Serilog.Sinks.File" Version="7.0.0" />
</ItemGroup>
</Project>
-54
View File
@@ -1,54 +0,0 @@
using Microsoft.AspNetCore.HttpOverrides;
using Serilog;
var builder = WebApplication.CreateBuilder(args);
// Add services to the container.
builder.Services.AddControllersWithViews();
// Trust X-Forwarded-* from the reverse proxy in front of the container, so HTTPS
// redirection and HSTS see the original scheme instead of looping on plain HTTP.
builder.Services.Configure<ForwardedHeadersOptions>(options =>
{
options.ForwardedHeaders = ForwardedHeaders.XForwardedFor | ForwardedHeaders.XForwardedProto;
options.KnownNetworks.Clear();
options.KnownProxies.Clear();
});
// Configure logging
// Configure Serilog
Log.Logger = new LoggerConfiguration()
.MinimumLevel.Information()
.WriteTo.Console()
.WriteTo.File(
path: Path.Combine(AppContext.BaseDirectory, "logs", "documentation-.txt"),
rollingInterval: RollingInterval.Day,
outputTemplate: "{Timestamp:yyyy-MM-dd HH:mm:ss.fff zzz} [{Level:u3}] {Message:lj}{NewLine}{Exception}")
.CreateLogger();
builder.Host.UseSerilog();
var app = builder.Build();
app.UseForwardedHeaders();
// Configure the HTTP request pipeline.
if (!app.Environment.IsDevelopment())
{
app.UseExceptionHandler("/Home/Error");
// The default HSTS value is 30 days. You may want to change this for production scenarios, see https://aka.ms/aspnetcore-hsts.
app.UseHsts();
}
app.UseHttpsRedirection();
app.UseStaticFiles();
app.UseRouting();
app.UseAuthorization();
app.MapControllerRoute(
name: "default",
pattern: "{controller=Home}/{action=Index}/{id?}");
app.Run();
@@ -1,38 +0,0 @@
{
"$schema": "http://json.schemastore.org/launchsettings.json",
"iisSettings": {
"windowsAuthentication": false,
"anonymousAuthentication": true,
"iisExpress": {
"applicationUrl": "http://localhost:46476",
"sslPort": 44391
}
},
"profiles": {
"http": {
"commandName": "Project",
"dotnetRunMessages": true,
"launchBrowser": true,
"applicationUrl": "http://localhost:5240",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
},
"https": {
"commandName": "Project",
"dotnetRunMessages": true,
"launchBrowser": true,
"applicationUrl": "https://localhost:7007;http://localhost:5240",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
},
"IIS Express": {
"commandName": "IISExpress",
"launchBrowser": true,
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
}
}
}

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