/// <summary>
		/// <para> checks for data from any socket that has been connected off this listen socket</para>
		/// <para> returns false if there is no data remaining</para>
		/// <para> fills out *pcubMsgSize with the size of the next message, in bytes</para>
		/// <para> fills out *phSocket with the socket that data is available on</para>
		/// </summary>
		public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket);
		}
		public static extern bool ISteamGameServerNetworking_GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort);
		/// <summary>
		/// <para> destroying a listen socket will automatically kill all the regular sockets generated from it</para>
		/// </summary>
		public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_DestroyListenSocket(hSocket, bNotifyRemoteEnd);
		}
		public static extern bool ISteamGameServerNetworking_IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket);
		public static extern bool ISteamGameServerNetworking_RetrieveData(SNetListenSocket_t hListenSocket, [In, Out] byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket);
 public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket));
 }
		public static extern bool ISteamGameServerNetworking_DestroyListenSocket(SNetListenSocket_t hSocket, [MarshalAs(UnmanagedType.I1)] bool bNotifyRemoteEnd);
 public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_DestroyListenSocket(CSteamAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd));
 }
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		// retrieves data from any socket that has been connected off this listen socket
		// fills in pubDest with the contents of the message
		// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
		// if *pcubMsgSize < cubDest, only partial data is written
		// returns false if no data is available
		// fills out *phSocket with the socket that data is available on
		public static bool RetrieveData(SNetListenSocket_t hListenSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) {
			InteropHelp.TestIfAvailableClient();
			return NativeMethods.ISteamNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket);
		}
 public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_RetrieveData(CSteamAPIContext.GetSteamNetworking(), hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket));
 }
 public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out SteamIPAddress_t pnIP, out ushort pnPort)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort));
 }
 public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_IsDataAvailable(CSteamAPIContext.GetSteamNetworking(), hListenSocket, out pcubMsgSize, out phSocket));
 }
 /// <summary>
 /// <para> returns which local port the listen socket is bound to</para>
 /// <para> *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only</para>
 /// </summary>
 public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort));
 }
 public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerNetworking_DestroyListenSocket(hSocket, bNotifyRemoteEnd));
 }
		/// <summary>
		/// <para> retrieves data from any socket that has been connected off this listen socket</para>
		/// <para> fills in pubDest with the contents of the message</para>
		/// <para> messages are always complete, of the same size as was sent (i.e. packetized, not streaming)</para>
		/// <para> if *pcubMsgSize &lt; cubDest, only partial data is written</para>
		/// <para> returns false if no data is available</para>
		/// <para> fills out *phSocket with the socket that data is available on</para>
		/// </summary>
		public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket);
		}
		public static extern bool ISteamNetworking_RetrieveData(SNetListenSocket_t hListenSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket);
		/// <summary>
		/// <para> returns which local port the listen socket is bound to</para>
		/// <para> *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only</para>
		/// </summary>
		public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_GetListenSocketInfo(hListenSocket, out pnIP, out pnPort);
		}
 public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket));
 }