Beispiel #1
0
 internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant,
                                   byte[] data, Action <Status.MultiplayerStatus> callback)
 {
     C.RealTimeMultiplayerManager_SendReliableMessage(mGameServices.AsHandle(),
                                                      room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data),
                                                      InternalSendReliableMessageCallback, Callbacks.ToIntPtr(callback));
 }
Beispiel #2
0
 internal void LeaveDuringMyTurn(NativeTurnBasedMatch match,
                                 MultiplayerParticipant nextParticipant, Action <MultiplayerStatus> callback)
 {
     TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringMyTurn(
         mGameServices.AsHandle(),
         match.AsPointer(),
         nextParticipant.AsPointer(),
         InternalMultiplayerStatusCallback,
         Callbacks.ToIntPtr(callback)
         );
 }
Beispiel #3
0
 internal void TakeTurn(NativeTurnBasedMatch match, byte[] data,
                        MultiplayerParticipant nextParticipant, Action <TurnBasedMatchResponse> callback)
 {
     TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_TakeMyTurn(
         mGameServices.AsHandle(),
         match.AsPointer(),
         data,
         new UIntPtr((uint)data.Length),
         // Just pass along the old results. Technically the API allows updates here, but
         // we never need them.
         match.Results().AsPointer(),
         nextParticipant.AsPointer(),
         InternalTurnBasedMatchCallback,
         ToCallbackPointer(callback));
 }
 internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant,
     byte[] data, Action<Status.MultiplayerStatus> callback) {
     C.RealTimeMultiplayerManager_SendReliableMessage(mGameServices.AsHandle(),
         room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data),
         InternalSendReliableMessageCallback, Callbacks.ToIntPtr(callback));
 }
 internal void TakeTurn(NativeTurnBasedMatch match, byte[] data, MultiplayerParticipant nextParticipant, Action <TurnBasedManager.TurnBasedMatchResponse> callback)
 {
     TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_TakeMyTurn(this.mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), match.Results().AsPointer(), nextParticipant.AsPointer(), new TurnBasedMultiplayerManager.TurnBasedMatchCallback(TurnBasedManager.InternalTurnBasedMatchCallback), TurnBasedManager.ToCallbackPointer(callback));
 }
 internal void LeaveDuringMyTurn(NativeTurnBasedMatch match, MultiplayerParticipant nextParticipant, Action <CommonErrorStatus.MultiplayerStatus> callback)
 {
     TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringMyTurn(this.mGameServices.AsHandle(), match.AsPointer(), nextParticipant.AsPointer(), new TurnBasedMultiplayerManager.MultiplayerStatusCallback(TurnBasedManager.InternalMultiplayerStatusCallback), Callbacks.ToIntPtr((Delegate)callback));
 }
Beispiel #7
0
 internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant, byte[] data, Action <CommonErrorStatus.MultiplayerStatus> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendReliableMessage(this.mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT <byte>(data), new RealTimeMultiplayerManager.SendReliableMessageCallback(RealtimeManager.InternalSendReliableMessageCallback), Callbacks.ToIntPtr((Delegate)callback));
 }