Repository: Overv/SteamWebAPI Branch: master Commit: d122c7705317 Files: 8 Total size: 37.3 KB Directory structure: gitextract_ui8iz4yt/ ├── .gitignore ├── LICENSE ├── Properties/ │ └── AssemblyInfo.cs ├── README.md ├── SteamAPISession.cs ├── SteamWebAPI.csproj ├── SteamWebAPI.sln └── packages.config ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # Discard binaries obj/ bin/ SteamWebAPI/packages/ .gitattributes packages/ ================================================ FILE: LICENSE ================================================ Copyright (c) 2015 Alexander Overvoorde 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. ================================================ FILE: Properties/AssemblyInfo.cs ================================================ using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle( "SteamAPI" )] [assembly: AssemblyDescription( "" )] [assembly: AssemblyConfiguration( "" )] [assembly: AssemblyCompany( "" )] [assembly: AssemblyProduct( "SteamAPI" )] [assembly: AssemblyCopyright( "Copyright © 2012" )] [assembly: AssemblyTrademark( "" )] [assembly: AssemblyCulture( "" )] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible( false )] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid( "8678fb2c-d7d6-42d3-8011-6190f0463716" )] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion( "1.0.0.0" )] [assembly: AssemblyFileVersion( "1.0.0.0" )] ================================================ FILE: README.md ================================================ This project is no longer actively maintained. You are advised to use a different library. ======== Steam Web API library ======== #### Description #### This is a .NET library that makes it easy to use the Steam Web API. It conveniently wraps around all of the JSON data and ugly API details with clean methods, structures and classes. The primary goal of this project is to support Steam Friends functionality. Other possible functionality like purchasing games and item trading may follow later. In short, it will contain everything needed to write a custom, cross-platform Steam Friends messenger in C#. #### Reference #### ### Enumerations ### **LoginStatus** Enumeration of possible authentication results. ```c# public enum LoginStatus { LoginFailed, LoginSuccessful, SteamGuard } ``` **UserStatus** Status of a user. ```c# public enum UserStatus { Offline = 0, Online = 1, Busy = 2, Away = 3, Snooze = 4 } ``` **ProfileVisibility** Visibility of a user's profile. ```c# public enum ProfileVisibility { Private = 1, Public = 3, FriendsOnly = 8 } ``` **AvatarSize** Available sizes of user avatars. ```c# public enum AvatarSize { Small, Medium, Large } ``` **UpdateType** Available update types. ```c# public enum UpdateType { UserUpdate, Message, Emote, TypingNotification } ``` ### SteamAPISession ### This is the main class you will be using. It manages the session of a single Steam user and all requests are issued through methods in this class. Below follows a description of every method. **LoginStatus Authenticate( String username, String password, String emailauthcode = "" )** Authenticate with a username and password. Sends the SteamGuard e-mail if it has been set up and an e-mail code has not been passed. **LoginStatus Authenticate( String accessToken )** Authenticate with an access token previously retrieved with a username and password (and SteamGuard code). **List<Friend> GetFriends( String steamId = null )** Fetch basic info for all friends of a given user. **List<User> GetUserInfo( List<String> steamids )** **List<User> GetUserInfo( List<Friend> friends )** **User GetUserInfo( String steamid = null )** Retrieve information about the specified users. Pass null for self. **Bitmap GetUserAvatar( User user, AvatarSize size = AvatarSize.Small )** Retrieve the avatar of the specified user as bitmap. **List<Group> GetGroups( String steamid = null )** Fetch basic group info for a given user. **List<GroupInfo> GetGroupInfo( List<String> steamids )** **List<GroupInfo> GetGroupInfo( List<Group> groups )** **GroupInfo GetGroupInfo( String steamid )** Retrieve information about the specified groups. **Bitmap GetGroupAvatar( Group group, AvatarSize size = AvatarSize.Small )** Retrieve the avatar of the specified group as bitmap. **bool SendTypingNotification( User user )** Let a user know you're typing a message. Should be called periodically. **bool SendMessage( User user, String message )** Send a text message to the specified user. **List<Update> Poll()** Check for updates and new messages. **ServerInfo GetServerInfo()** Returns info about the server, as specified in the *ServerInfo* class. This is the only call besides *Authenticate* that does not require a valid user session. ### Subclasses ### **Friend** Structure containing basic friend info. ```c# public class Friend { public String steamid; public bool blocked; public DateTime friendSince; } ``` **User** Structure containing extensive user info. ```c# public class User { public String steamid; public ProfileVisibility profileVisibility; public int profileState; public String nickname; public DateTime lastLogoff; public String profileUrl; public String avatarUrl; public UserStatus status; public String realName; public String primaryGroupId; public DateTime joinDate; public String locationCountryCode; public String locationStateCode; public int locationCityId; } ``` *Note that some of these fields can be empty!* **Group** Basic group info. ```c# public class Group { public String steamid; public bool inviteonly; } ``` **GroupInfo** Structure containing extensive group info. ```c# public class GroupInfo { public String steamid; public DateTime creationDate; public String name; public String headline; public String summary; public String abbreviation; public String profileUrl; internal String avatarUrl; public String locationCountryCode; public String locationStateCode; public int locationCityId; public int favoriteAppId; public int members; public int usersOnline; public int usersInChat; public int usersInGame; public String owner; } ``` **Update** Structure containing information about a single update. ```c# public class Update { public DateTime timestamp; public String origin; public bool localMessage; public UpdateType type; public String message; public UserStatus status; public String nick; } ``` **ServerInfo** Structure containing server info. ```c# public class ServerInfo { public DateTime serverTime; public String serverTimeString; } ``` ### Example ### Here's how to log in with a username and password, ask for the SteamGuard code if necessary and display the amount of friends the user has. ```c# using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net; using System.IO; using SteamWebAPI; namespace SteamWebAPI { class Program { static void Main( string[] args ) { SteamAPISession session = new SteamAPISession(); Console.Write( "Username: " ); String username = Console.ReadLine(); Console.Write( "Password: " ); String password = Console.ReadLine(); SteamAPISession.LoginStatus status = session.Authenticate( username, password ); if ( status == SteamAPISession.LoginStatus.SteamGuard ) { Console.Write( "SteamGuard code: " ); String code = Console.ReadLine(); status = session.Authenticate( username, password, code ); } if ( status == SteamAPISession.LoginStatus.LoginSuccessful ) { List friends = session.GetFriends(); int blockedFriends = friends.Count( f => f.blocked == true ); Console.WriteLine( "You have " + ( friends.Count - blockedFriends ) + " friends and " + blockedFriends + " fiends!" ); } else { Console.WriteLine( "Failed to log in!" ); } } } } ``` ================================================ FILE: SteamAPISession.cs ================================================ using System; using System.Collections.Generic; using System.Drawing; using System.IO; using System.Net; using System.Text; using Newtonsoft.Json.Linq; namespace SteamWebAPI { /// /// Class allowing you to use the Steam Web API to log in and use Steam Friends functionality. /// /// public class SteamAPISession { private String accessToken; private String umqid; private String steamid; private int message = 0; /// /// Enumeration of possible authentication results. /// public enum LoginStatus { LoginFailed, LoginSuccessful, SteamGuard } /// /// Status of a user. /// public enum UserStatus { Offline = 0, Online = 1, Busy = 2, Away = 3, Snooze = 4 } /// /// Visibility of a user's profile. /// public enum ProfileVisibility { Private = 1, Public = 3, FriendsOnly = 8 } /// /// Available sizes of user avatars. /// public enum AvatarSize { Small, Medium, Large } /// /// Available update types. /// public enum UpdateType { UserUpdate, Message, Emote, TypingNotification } /// /// Structure containing basic friend info. /// public class Friend { public String steamid; public bool blocked; public DateTime friendSince; } /// /// Structure containing extensive user info. /// public class User { public String steamid; public ProfileVisibility profileVisibility; public int profileState; public String nickname; public DateTime lastLogoff; public String profileUrl; internal String avatarUrl; public UserStatus status; public String realName; public String primaryGroupId; public DateTime joinDate; public String locationCountryCode; public String locationStateCode; public int locationCityId; } /// /// Basic group info. /// public class Group { public String steamid; public bool inviteonly; } /// /// Structure containing extensive group info. /// public class GroupInfo { public String steamid; public DateTime creationDate; public String name; public String headline; public String summary; public String abbreviation; public String profileUrl; internal String avatarUrl; public String locationCountryCode; public String locationStateCode; public int locationCityId; public int favoriteAppId; public int members; public int usersOnline; public int usersInChat; public int usersInGame; public String owner; } /// /// Structure containing information about a single update. /// public class Update { public DateTime timestamp; public String origin; public bool localMessage; public UpdateType type; public String message; public UserStatus status; public String nick; } /// /// Structure containing server info. /// public class ServerInfo { public DateTime serverTime; public String serverTimeString; } /// /// Authenticate with a username and password. /// Sends the SteamGuard e-mail if it has been set up. /// /// Username /// Password /// SteamGuard code sent by e-mail /// Indication of the authentication status. public LoginStatus Authenticate(String username, String password, String emailauthcode = "") { String response = steamRequest("ISteamOAuth2/GetTokenWithCredentials/v0001", "client_id=DE45CD61&grant_type=password&username=" + Uri.EscapeDataString(username) + "&password=" + Uri.EscapeDataString(password) + "&x_emailauthcode=" + emailauthcode + "&scope=read_profile%20write_profile%20read_client%20write_client"); if (response != null) { JObject data = JObject.Parse(response); if (data["access_token"] != null) { accessToken = (String) data["access_token"]; return login() ? LoginStatus.LoginSuccessful : LoginStatus.LoginFailed; } else if (((string) data["x_errorcode"]).Equals("steamguard_code_required")) return LoginStatus.SteamGuard; else return LoginStatus.LoginFailed; } else { return LoginStatus.LoginFailed; } } /// /// Authenticate with an access token previously retrieved with a username /// and password (and SteamGuard code). /// /// Access token retrieved with credentials /// Indication of the authentication status. public LoginStatus Authenticate(String accessToken) { this.accessToken = accessToken; return login() ? LoginStatus.LoginSuccessful : LoginStatus.LoginFailed; } /// /// Fetch all friends of a given user. /// /// This function does not provide detailed information. /// steamid of target user or self /// List of friends or null on failure. public List GetFriends(String steamid = null) { if (umqid == null) return null; if (steamid == null) steamid = this.steamid; String response = steamRequest("ISteamUserOAuth/GetFriendList/v0001?access_token=" + accessToken + "&steamid=" + steamid); if (response != null) { JObject data = JObject.Parse(response); if (data["friends"] != null) { List friends = new List(); foreach (JObject friend in data["friends"]) { Friend f = new Friend(); f.steamid = (String) friend["steamid"]; f.blocked = ((String) friend["relationship"]).Equals("ignored"); f.friendSince = unixTimestamp((long) friend["friend_since"]); friends.Add(f); } return friends; } else { return null; } } else { return null; } } /// /// Retrieve information about the specified users. /// /// This function doesn't have the 100 users limit the original API has. /// 64-bit SteamIDs of users /// Information about the specified users public List GetUserInfo(List steamids) { if (umqid == null) return null; String response = steamRequest("ISteamUserOAuth/GetUserSummaries/v0001?access_token=" + accessToken + "&steamids=" + String.Join(",", steamids.GetRange(0, Math.Min(steamids.Count, 100)).ToArray())); if (response != null) { JObject data = JObject.Parse(response); if (data["players"] != null) { List users = new List(); foreach (JObject info in data["players"]) { User user = new User(); user.steamid = (String) info["steamid"]; user.profileVisibility = (ProfileVisibility) (int) info["communityvisibilitystate"]; user.profileState = (int) info["profilestate"]; user.nickname = (String) info["personaname"]; user.lastLogoff = unixTimestamp((long) info["lastlogoff"]); user.profileUrl = (String) info["profileurl"]; user.status = (UserStatus) (int) info["personastate"]; user.avatarUrl = info["avatar"] != null ? (String) info["avatar"] : ""; if (user.avatarUrl != null) user.avatarUrl = user.avatarUrl.Substring(0, user.avatarUrl.Length - 4); user.joinDate = unixTimestamp(info["timecreated"] != null ? (long) info["timecreated"] : 0); user.primaryGroupId = info["primaryclanid"] != null ? (String) info["primaryclanid"] : ""; user.realName = info["realname"] != null ? (String) info["realname"] : ""; user.locationCountryCode = info["loccountrycode"] != null ? (String) info["loccountrycode"] : ""; user.locationStateCode = info["locstatecode"] != null ? (String) info["locstatecode"] : ""; user.locationCityId = info["loccityid"] != null ? (int) info["loccityid"] : -1; users.Add(user); } // Requests are limited to 100 steamids, so issue multiple requests if (steamids.Count > 100) users.AddRange(GetUserInfo(steamids.GetRange(100, Math.Min(steamids.Count - 100, 100)))); return users; } else { return null; } } else { return null; } } public List GetUserInfo(List friends) { List steamids = new List(friends.Count); foreach (Friend f in friends) steamids.Add(f.steamid); return GetUserInfo(steamids); } public User GetUserInfo(String steamid = null) { if (steamid == null) steamid = this.steamid; return GetUserInfo(new List(new String[] { steamid }))[0]; } /// /// Retrieve the avatar of the specified user in the specified format. /// /// User /// Requested avatar size /// The avatar as bitmap on success or null on failure. public Bitmap GetUserAvatar(User user, AvatarSize size = AvatarSize.Small) { if (user.avatarUrl.Length == 0) return null; try { WebClient client = new WebClient(); Stream stream; if (size == AvatarSize.Small) stream = client.OpenRead(user.avatarUrl + ".jpg"); else if (size == AvatarSize.Medium) stream = client.OpenRead(user.avatarUrl + "_medium.jpg"); else stream = client.OpenRead(user.avatarUrl + "_full.jpg"); Bitmap avatar = new Bitmap(stream); stream.Flush(); stream.Close(); return avatar; } catch (Exception e) { return null; } } /// /// Retrieve the avatar of the specified group in the specified format. /// /// Group /// Requested avatar size /// The avatar as bitmap on success or null on failure. public Bitmap GetGroupAvatar(GroupInfo group, AvatarSize size = AvatarSize.Small) { User user = new User(); user.avatarUrl = group.avatarUrl; return GetUserAvatar(user, size); } /// /// Fetch all groups of a given user. /// /// SteamID /// List of groups. public List GetGroups(String steamid = null) { if (umqid == null) return null; if (steamid == null) steamid = this.steamid; String response = steamRequest("ISteamUserOAuth/GetGroupList/v0001?access_token=" + accessToken + "&steamid=" + steamid); if (response != null) { JObject data = JObject.Parse(response); if (data["groups"] != null) { List groups = new List(); foreach (JObject info in data["groups"]) { Group group = new Group(); group.steamid = (String) info["steamid"]; group.inviteonly = ((String) info["permission"]).Equals("2"); if (((String) info["relationship"]).Equals("Member")) groups.Add(group); } return groups; } else { return null; } } else { return null; } } /// /// Retrieve information about the specified groups. /// /// 64-bit SteamIDs of groups /// Information about the specified groups public List GetGroupInfo(List steamids) { if (umqid == null) return null; String response = steamRequest("ISteamUserOAuth/GetGroupSummaries/v0001?access_token=" + accessToken + "&steamids=" + String.Join(",", steamids.GetRange(0, Math.Min(steamids.Count, 100)).ToArray())); if (response != null) { JObject data = JObject.Parse(response); if (data["groups"] != null) { List groups = new List(); foreach (JObject info in data["groups"]) { GroupInfo group = new GroupInfo(); group.steamid = (String) info["steamid"]; group.creationDate = unixTimestamp((long) info["timecreated"]); group.name = (String) info["name"]; group.profileUrl = "http://steamcommunity.com/groups/" + (String) info["profileurl"]; group.usersOnline = (int) info["usersonline"]; group.usersInChat = (int) info["usersinclanchat"]; group.usersInGame = (int) info["usersingame"]; group.owner = (String) info["ownerid"]; group.members = (int) info["users"]; group.avatarUrl = (String) info["avatar"]; if (group.avatarUrl != null) group.avatarUrl = group.avatarUrl.Substring(0, group.avatarUrl.Length - 4); group.headline = info["headline"] != null ? (String) info["headline"] : ""; group.summary = info["summary"] != null ? (String) info["summary"] : ""; group.abbreviation = info["abbreviation"] != null ? (String) info["abbreviation"] : ""; group.locationCountryCode = info["loccountrycode"] != null ? (String) info["loccountrycode"] : ""; group.locationStateCode = info["locstatecode"] != null ? (String) info["locstatecode"] : ""; group.locationCityId = info["loccityid"] != null ? (int) info["loccityid"] : -1; group.favoriteAppId = info["favoriteappid"] != null ? (int) info["favoriteappid"] : -1; groups.Add(group); } // Requests are limited to 100 steamids, so issue multiple requests if (steamids.Count > 100) groups.AddRange(GetGroupInfo(steamids.GetRange(100, Math.Min(steamids.Count - 100, 100)))); return groups; } else { return null; } } else { return null; } } public List GetGroupInfo(List groups) { List steamids = new List(groups.Count); foreach (Group g in groups) steamids.Add(g.steamid); return GetGroupInfo(steamids); } public GroupInfo GetGroupInfo(String steamid) { return GetGroupInfo(new List(new String[] { steamid }))[0]; } /// /// Let a user know you're typing a message. Should be called periodically. /// /// Recipient of notification /// Returns a boolean indicating success of the request. public bool SendTypingNotification(User user) { if (umqid == null) return false; String response = steamRequest("ISteamWebUserPresenceOAuth/Message/v0001", "?access_token=" + accessToken + "&umqid=" + umqid + "&type=typing&steamid_dst=" + user.steamid); if (response != null) { JObject data = JObject.Parse(response); return data["error"] != null && ((String) data["error"]).Equals("OK"); } else { return false; } } /// /// Send a text message to the specified user. /// /// Recipient of message /// Message contents /// Returns a boolean indicating success of the request. public bool SendMessage(User user, String message) { if (umqid == null) return false; String response = steamRequest("ISteamWebUserPresenceOAuth/Message/v0001", "?access_token=" + accessToken + "&umqid=" + umqid + "&type=saytext&text=" + Uri.EscapeDataString(message) + "&steamid_dst=" + user.steamid); if (response != null) { JObject data = JObject.Parse(response); return data["error"] != null && ((String) data["error"]).Equals("OK"); } else { return false; } } public bool SendMessage(String steamid, String message) { User user = new User(); user.steamid = steamid; return SendMessage(user, message); } /// /// Check for updates and new messages. /// /// A list of updates. public List Poll() { if (umqid == null) return null; String response = steamRequest("ISteamWebUserPresenceOAuth/Poll/v0001", "?access_token=" + accessToken + "&umqid=" + umqid + "&message=" + message); if (response != null) { JObject data = JObject.Parse(response); if (((String) data["error"]).Equals("OK")) { message = (int) data["messagelast"]; List updates = new List(); foreach (JObject info in data["messages"]) { Update update = new Update(); update.timestamp = unixTimestamp((long) info["timestamp"]); update.origin = (String) info["steamid_from"]; String type = (String) info["type"]; if (type.Equals("saytext") || type.Equals("my_saytext") || type.Equals("emote")) { update.type = type.Equals("emote") ? UpdateType.Emote : UpdateType.Message; update.message = (String) info["text"]; update.localMessage = type.Equals("my_saytext"); } else if (type.Equals("typing")) { update.type = UpdateType.TypingNotification; update.message = (String) info["text"]; // Not sure if this is useful } else if (type.Equals("personastate")) { update.type = UpdateType.UserUpdate; update.status = (UserStatus) (int) info["persona_state"]; update.nick = (String) info["persona_name"]; } else { continue; } updates.Add(update); } return updates; } else { return null; } } else { return null; } } /// /// Retrieves information about the server. /// /// Returns a structure with the information. public ServerInfo GetServerInfo() { String response = steamRequest("ISteamWebAPIUtil/GetServerInfo/v0001"); if (response != null) { JObject data = JObject.Parse(response); if (data["servertime"] != null) { ServerInfo info = new ServerInfo(); info.serverTime = unixTimestamp((long) data["servertime"]); info.serverTimeString = (String) data["servertimestring"]; return info; } else { return null; } } else { return null; } } /// /// Helper function to complete the login procedure and check the /// credentials. /// /// Whether the login was successful or not. private bool login() { String response = steamRequest("ISteamWebUserPresenceOAuth/Logon/v0001", "?access_token=" + accessToken); if (response != null) { JObject data = JObject.Parse(response); if (data["umqid"] != null) { steamid = (String) data["steamid"]; umqid = (String) data["umqid"]; message = (int) data["message"]; return true; } else { return false; } } else { return false; } } /// /// Helper function to perform Steam API requests. /// /// Path URI /// Post data /// Web response info private String steamRequest(String get, String post = null) { System.Net.ServicePointManager.Expect100Continue = false; HttpWebRequest request = (HttpWebRequest) WebRequest.Create("https://api.steampowered.com/" + get); request.Host = "api.steampowered.com:443"; request.ProtocolVersion = HttpVersion.Version11; request.Accept = "*/*"; request.Headers[HttpRequestHeader.AcceptEncoding] = "gzip, deflate"; request.Headers[HttpRequestHeader.AcceptLanguage] = "en-us"; request.UserAgent = "Steam 1291812 / iPhone"; if (post != null) { request.Method = "POST"; byte[] postBytes = Encoding.ASCII.GetBytes(post); request.ContentType = "application/x-www-form-urlencoded"; request.ContentLength = postBytes.Length; Stream requestStream = request.GetRequestStream(); requestStream.Write(postBytes, 0, postBytes.Length); requestStream.Close(); message++; } try { HttpWebResponse response = (HttpWebResponse) request.GetResponse(); if ((int) response.StatusCode != 200) return null; String src = new StreamReader(response.GetResponseStream()).ReadToEnd(); response.Close(); return src; } catch (WebException e) { return null; } } private DateTime unixTimestamp(long timestamp) { DateTime origin = new DateTime(1970, 1, 1, 0, 0, 0, 0); return origin.AddSeconds(timestamp); } } } ================================================ FILE: SteamWebAPI.csproj ================================================  Debug AnyCPU 8.0.30703 2.0 {D846D108-D95B-4488-BA01-E487DA220C17} Library Properties SteamAPI SteamAPI v4.0 512 true full false bin\Debug\ DEBUG;TRACE prompt 4 pdbonly true bin\Release\ TRACE prompt 4 packages\Newtonsoft.Json.8.0.3\lib\net40\Newtonsoft.Json.dll ================================================ FILE: SteamWebAPI.sln ================================================  Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio 2012 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamWebAPI", "SteamWebAPI.csproj", "{D846D108-D95B-4488-BA01-E487DA220C17}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {D846D108-D95B-4488-BA01-E487DA220C17}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {D846D108-D95B-4488-BA01-E487DA220C17}.Debug|Any CPU.Build.0 = Debug|Any CPU {D846D108-D95B-4488-BA01-E487DA220C17}.Release|Any CPU.ActiveCfg = Release|Any CPU {D846D108-D95B-4488-BA01-E487DA220C17}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection EndGlobal ================================================ FILE: packages.config ================================================