- Install now extracts the redistributable archive to the game's `.lancommander` directory, under a directory matching the redist's ID - Scripts are downloaded and saved to the same location - BeforeStart, AfterStop, and NameChange scripts are now available for redistributables - Change manifest reading/writing to use async
54 lines
2 KiB
C#
54 lines
2 KiB
C#
using LANCommander.SDK.Enums;
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using LANCommander.SDK.Models;
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using System;
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using System.Collections.Generic;
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namespace LANCommander.SDK
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{
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public class GameManifest : IKeyedModel
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{
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public Guid Id { get; set; }
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public string Title { get; set; }
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public string SortTitle { get; set; }
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public string Description { get; set; }
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public string Notes { get; set; }
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public GameType Type { get; set; }
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public DateTime ReleasedOn { get; set; }
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public string Engine { get; set; }
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public IEnumerable<string> Genre { get; set; }
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public IEnumerable<string> Tags { get; set; }
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public IEnumerable<string> Publishers { get; set; }
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public IEnumerable<string> Developers { get; set; }
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public IEnumerable<string> Collections { get; set; }
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public string Version { get; set; }
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public IEnumerable<Models.Action> Actions { get; set; }
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public bool Singleplayer { get; set; }
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public MultiplayerInfo LocalMultiplayer { get; set; }
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public MultiplayerInfo LanMultiplayer { get; set; }
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public MultiplayerInfo OnlineMultiplayer { get; set; }
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public IEnumerable<SavePath> SavePaths { get; set; }
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public IEnumerable<string> Keys { get; set; }
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public IEnumerable<Script> Scripts { get; set; }
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public IEnumerable<Media> Media { get; set; }
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public IEnumerable<Archive> Archives { get; set; }
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public IEnumerable<Guid> DependentGames { get; set; }
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public IEnumerable<Redistributable> Redistributables { get; set; }
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public IEnumerable<GameCustomField> CustomFields { get; set; }
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public GameManifest() { }
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}
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public class MultiplayerInfo
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{
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public int MinPlayers { get; set; }
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public int MaxPlayers { get; set; }
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public string Description { get; set; }
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public NetworkProtocol NetworkProtocol { get; set; }
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}
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public class SavePathEntry
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{
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public string ArchivePath { get; set; }
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public string ActualPath { get; set; }
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}
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}
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