Example #1
0
        private void OnLobbyEntered(LobbyEnter_t result, bool failure)
        {
            //IL_001e: Unknown result type (might be due to invalid IL or missing references)
            //IL_002c: Unknown result type (might be due to invalid IL or missing references)
            //IL_0082: Unknown result type (might be due to invalid IL or missing references)
            //IL_0094: Unknown result type (might be due to invalid IL or missing references)
            //IL_00a4: Unknown result type (might be due to invalid IL or missing references)
            //IL_00b2: Unknown result type (might be due to invalid IL or missing references)
            //IL_00ca: Unknown result type (might be due to invalid IL or missing references)
            //IL_00db: Unknown result type (might be due to invalid IL or missing references)
            //IL_0127: Unknown result type (might be due to invalid IL or missing references)
            WeGameHelper.WriteDebugString(" OnLobbyEntered");
            SteamNetworking.AllowP2PPacketRelay(true);
            SendAuthTicket(_lobby.Owner);
            int num = 0;
            P2PSessionState_t val = default(P2PSessionState_t);

            while (SteamNetworking.GetP2PSessionState(_lobby.Owner, ref val) && val.m_bConnectionActive != 1)
            {
                switch (val.m_eP2PSessionError)
                {
                case 2:
                    ClearAuthTicket();
                    return;

                case 1:
                    ClearAuthTicket();
                    return;

                case 3:
                    ClearAuthTicket();
                    return;

                case 5:
                    ClearAuthTicket();
                    return;

                case 4:
                    if (++num > 5)
                    {
                        ClearAuthTicket();
                        return;
                    }
                    SteamNetworking.CloseP2PSessionWithUser(_lobby.Owner);
                    SendAuthTicket(_lobby.Owner);
                    break;
                }
            }
            _connectionStateMap[_lobby.Owner] = ConnectionState.Connected;
            SteamFriends.SetPlayedWith(_lobby.Owner);
            SteamFriends.SetRichPresence("status", Language.GetTextValue("Social.StatusInGame"));
            Main.clrInput();
            Netplay.ServerPassword = "";
            Main.GetInputText("");
            Main.autoPass = false;
            Main.netMode  = 1;
            Netplay.OnConnectedToSocialServer(new SocialSocket(new SteamAddress(_lobby.Owner)));
        }
        private void OnLobbyEntered(LobbyEnter_t result, bool failure)
        {
            SteamNetworking.AllowP2PPacketRelay(true);
            this.SendAuthTicket(this._lobby.Owner);
            var num = 0;
            P2PSessionState_t p2PsessionStateT;

            while (SteamNetworking.GetP2PSessionState(this._lobby.Owner, out p2PsessionStateT) &&
                   p2PsessionStateT.m_bConnectionActive != 1)
            {
                switch ((byte)p2PsessionStateT.m_eP2PSessionError)
                {
                case 1:
                    this.ClearAuthTicket();
                    return;

                case 2:
                    this.ClearAuthTicket();
                    return;

                case 3:
                    this.ClearAuthTicket();
                    return;

                case 4:
                    if (++num > 5)
                    {
                        this.ClearAuthTicket();
                        return;
                    }

                    SteamNetworking.CloseP2PSessionWithUser(this._lobby.Owner);
                    this.SendAuthTicket(this._lobby.Owner);
                    continue;

                case 5:
                    this.ClearAuthTicket();
                    return;

                default:
                    continue;
                }
            }

            this._connectionStateMap[this._lobby.Owner] = NetSocialModule.ConnectionState.Connected;
            SteamFriends.SetPlayedWith(this._lobby.Owner);
            SteamFriends.SetRichPresence("status", Language.GetTextValue("Social.StatusInGame"));
            Main.clrInput();
            Netplay.ServerPassword = "";
            Main.GetInputText("");
            Main.autoPass = false;
            Main.netMode  = 1;
            Netplay.OnConnectedToSocialServer(
                (ISocket) new SocialSocket((RemoteAddress) new SteamAddress(this._lobby.Owner)));
        }
        private void OnLobbyEntered(LobbyEnter_t result, bool failure)
        {
            SteamNetworking.AllowP2PPacketRelay(true);
            SendAuthTicket(_lobby.Owner);
            int num = 0;
            P2PSessionState_t pConnectionState;

            while (SteamNetworking.GetP2PSessionState(_lobby.Owner, out pConnectionState) && pConnectionState.m_bConnectionActive != 1)
            {
                switch (pConnectionState.m_eP2PSessionError)
                {
                case 2:
                    ClearAuthTicket();
                    return;

                case 1:
                    ClearAuthTicket();
                    return;

                case 3:
                    ClearAuthTicket();
                    return;

                case 5:
                    ClearAuthTicket();
                    return;

                case 4:
                    if (++num > 5)
                    {
                        ClearAuthTicket();
                        return;
                    }
                    SteamNetworking.CloseP2PSessionWithUser(_lobby.Owner);
                    SendAuthTicket(_lobby.Owner);
                    break;
                }
            }
            _connectionStateMap[_lobby.Owner] = ConnectionState.Connected;
            SteamFriends.SetPlayedWith(_lobby.Owner);
            SteamFriends.SetRichPresence("status", "Playing online.");
            Main.clrInput();
            Netplay.ServerPassword = "";
            Main.GetInputText("");
            Main.autoPass = false;
            Main.netMode  = 1;
            Netplay.OnConnectedToSocialServer(new SocialSocket(new SteamAddress(_lobby.Owner)));
        }
Example #4
0
 private void OnAuthSuccess(RailID remote_peer)
 {
     if (_connectionStateMap.ContainsKey(remote_peer))
     {
         _connectionStateMap[remote_peer] = ConnectionState.Connected;
         AsyncSetPlayWith(_inviter_id);
         AsyncSetMyMetaData("status", Language.GetTextValue("Social.StatusInGame"));
         AsyncSetMyMetaData(_serverIDMedataKey, ((RailComparableID)remote_peer).id_.ToString());
         Main.clrInput();
         Netplay.ServerPassword = "";
         Main.GetInputText("");
         Main.autoPass = false;
         Main.netMode  = 1;
         Netplay.OnConnectedToSocialServer(new SocialSocket(new WeGameAddress(remote_peer, GetFriendNickname(_inviter_id))));
         WeGameHelper.WriteDebugString("OnConnectToSocialServer server:" + ((RailComparableID)remote_peer).id_.ToString());
     }
 }
Example #5
0
 private void OnAuthSuccess(RailID remote_peer)
 {
     if (!this._connectionStateMap.ContainsKey(remote_peer))
     {
         return;
     }
     this._connectionStateMap[remote_peer] = NetSocialModule.ConnectionState.Connected;
     this.AsyncSetPlayWith(this._inviter_id);
     this.AsyncSetMyMetaData("status", Language.GetTextValue("Social.StatusInGame"));
     // ISSUE: explicit non-virtual call
     this.AsyncSetMyMetaData(this._serverIDMedataKey, __nonvirtual(((RailComparableID)remote_peer).id_.ToString()));
     Main.clrInput();
     Netplay.ServerPassword = "";
     Main.GetInputText("", false);
     Main.autoPass = false;
     Main.netMode  = 1;
     Netplay.OnConnectedToSocialServer((ISocket) new SocialSocket((RemoteAddress) new WeGameAddress(remote_peer, this.GetFriendNickname(this._inviter_id))));
     // ISSUE: explicit non-virtual call
     WeGameHelper.WriteDebugString("OnConnectToSocialServer server:" + __nonvirtual(((RailComparableID)remote_peer).id_.ToString()));
 }
Example #6
0
        private void OnLobbyEntered(LobbyEnter_t result, bool failure)
        {
            P2PSessionState_t p2PSessionStateT;

            SteamNetworking.AllowP2PPacketRelay(true);
            this.SendAuthTicket(this._lobby.Owner);
            int num = 0;

            while (SteamNetworking.GetP2PSessionState(this._lobby.Owner, out p2PSessionStateT) && p2PSessionStateT.m_bConnectionActive != 1)
            {
                switch (p2PSessionStateT.m_eP2PSessionError)
                {
                case 1:
                {
                    this.ClearAuthTicket();
                    return;
                }

                case 2:
                {
                    this.ClearAuthTicket();
                    return;
                }

                case 3:
                {
                    this.ClearAuthTicket();
                    return;
                }

                case 4:
                {
                    int num1 = num + 1;
                    num = num1;
                    if (num1 > 5)
                    {
                        this.ClearAuthTicket();
                        return;
                    }
                    SteamNetworking.CloseP2PSessionWithUser(this._lobby.Owner);
                    this.SendAuthTicket(this._lobby.Owner);
                    continue;
                }

                case 5:
                {
                    this.ClearAuthTicket();
                    return;
                }

                default:
                {
                    continue;
                }
                }
            }
            this._connectionStateMap[this._lobby.Owner] = NetSocialModule.ConnectionState.Connected;
            SteamFriends.SetPlayedWith(this._lobby.Owner);
            SteamFriends.SetRichPresence("status", "Playing online.");
            Main.netMode = 1;
            Netplay.OnConnectedToSocialServer(new SocialSocket(new SteamAddress(this._lobby.Owner)));
        }