public bool SendHTTPRequestAndStreamResponse(HTTPRequestHandle request, out SteamAPICall callHandle) { CheckIfUsable(); ulong tempCallHandle = 0; bool result = NativeMethods.HTTP_SendHTTPRequestAndStreamResponse(request.AsUInt32, ref tempCallHandle); callHandle = new SteamAPICall(tempCallHandle); return(result); }
public bool GetAPICallResult <T>(SteamAPICall steamAPICall, ref T callback, out bool failed) where T : struct { failed = false; int structSize = Marshal.SizeOf(typeof(T)); if (_CallResultBuffer == null) { _CallResultBuffer = new byte[256]; } GCHandle handle = GCHandle.Alloc(_CallResultBuffer, GCHandleType.Pinned); try { IntPtr ptr = Marshal.UnsafeAddrOfPinnedArrayElement(_CallResultBuffer, 0); bool result = NativeMethods.Utils_GetAPICallResult(steamAPICall.AsUInt64, ptr, 256, 154, ref failed); callback = (T)Marshal.PtrToStructure(ptr, typeof(T)); return(result); } finally { handle.Free(); } }
/// <summary> /// <para> Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on</para> /// <para> asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived and</para> /// <para> HTTPRequestDataReceived callbacks while streaming.</para> /// </summary> public static bool SendHTTPRequestAndStreamResponse(HTTPRequestHandle hRequest, out SteamAPICall pCallHandle) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerHTTP_SendHTTPRequestAndStreamResponse(hRequest, out pCallHandle)); }
public bool SendHTTPRequestAndStreamResponse(HTTPRequestHandle request, out SteamAPICall callHandle) { CheckIfUsable(); ulong tempCallHandle = 0; bool result = NativeMethods.HTTP_SendHTTPRequestAndStreamResponse(request.AsUInt32, ref tempCallHandle); callHandle = new SteamAPICall(tempCallHandle); return result; }
/// <summary> /// <para> Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on</para> /// <para> asynchronous response via callback.</para> /// <para> Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control</para> /// <para> header and only do a local cache lookup rather than sending any actual remote request.</para> /// </summary> public static bool SendHTTPRequest(HTTPRequestHandle hRequest, out SteamAPICall pCallHandle) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamHTTP_SendHTTPRequest(hRequest, out pCallHandle)); }
public bool IsAPICallCompleted(SteamAPICall steamAPICall, out bool failed) { failed = false; return(NativeMethods.Utils_IsAPICallCompleted(steamAPICall.AsUInt64, ref failed)); }