Exemple #1
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 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));
 }
Exemple #2
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 internal void LeaveRoom(NativeRealTimeRoom room, Action <Status.ResponseStatus> callback)
 {
     C.RealTimeMultiplayerManager_LeaveRoom(mGameServices.AsHandle(),
                                            room.AsPointer(),
                                            InternalLeaveRoomCallback,
                                            Callbacks.ToIntPtr(callback));
 }
 internal void ShowWaitingRoomUI(NativeRealTimeRoom room, uint minimumParticipantsBeforeStarting,
     Action<WaitingRoomUIResponse> callback) {
     Misc.CheckNotNull(room);
     C.RealTimeMultiplayerManager_ShowWaitingRoomUI(mGameServices.AsHandle(),
         room.AsPointer(),
         minimumParticipantsBeforeStarting,
         InternalWaitingRoomUICallback,
         Callbacks.ToIntPtr(callback, WaitingRoomUIResponse.FromPointer));
 }
Exemple #4
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 internal void ShowWaitingRoomUI(NativeRealTimeRoom room, uint minimumParticipantsBeforeStarting,
                                 Action <WaitingRoomUIResponse> callback)
 {
     Misc.CheckNotNull(room);
     C.RealTimeMultiplayerManager_ShowWaitingRoomUI(mGameServices.AsHandle(),
                                                    room.AsPointer(),
                                                    minimumParticipantsBeforeStarting,
                                                    InternalWaitingRoomUICallback,
                                                    Callbacks.ToIntPtr(callback, WaitingRoomUIResponse.FromPointer));
 }
Exemple #5
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 internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room,
                                                           List <MultiplayerParticipant> recipients, byte[] data)
 {
     C.RealTimeMultiplayerManager_SendUnreliableMessage(
         mGameServices.AsHandle(),
         room.AsPointer(),
         recipients.Select(r => r.AsPointer()).ToArray(),
         new UIntPtr((ulong)recipients.LongCount()),
         data,
         PInvokeUtilities.ArrayToSizeT(data));
 }
Exemple #6
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 internal void SendUnreliableMessageToAll(NativeRealTimeRoom room, byte[] data)
 {
     C.RealTimeMultiplayerManager_SendUnreliableMessageToOthers(mGameServices.AsHandle(),
                                                                room.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data));
 }
 internal void SendUnreliableMessageToAll(NativeRealTimeRoom room, byte[] data) {
     C.RealTimeMultiplayerManager_SendUnreliableMessageToOthers(mGameServices.AsHandle(),
         room.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data));
 }
 internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room,
     List<MultiplayerParticipant> recipients, byte[] data) {
     C.RealTimeMultiplayerManager_SendUnreliableMessage(
         mGameServices.AsHandle(),
         room.AsPointer(),
         recipients.Select(r => r.AsPointer()).ToArray(),
         new UIntPtr((ulong) recipients.LongCount()),
         data,
         PInvokeUtilities.ArrayToSizeT(data));
 }
 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 LeaveRoom(NativeRealTimeRoom room, Action<Status.ResponseStatus> callback) {
     C.RealTimeMultiplayerManager_LeaveRoom(mGameServices.AsHandle(),
         room.AsPointer(),
         InternalLeaveRoomCallback,
         Callbacks.ToIntPtr(callback));
 }
 internal void SendReliableMessage(NativeRealTimeRoom room, GooglePlayGames.Native.PInvoke.MultiplayerParticipant participant, byte[] data, Action <GooglePlayGames.Native.Cwrapper.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(callback));
 }
 internal void LeaveRoom(NativeRealTimeRoom room, Action <GooglePlayGames.Native.Cwrapper.CommonErrorStatus.ResponseStatus> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_LeaveRoom(this.mGameServices.AsHandle(), room.AsPointer(), new RealTimeMultiplayerManager.LeaveRoomCallback(RealtimeManager.InternalLeaveRoomCallback), Callbacks.ToIntPtr(callback));
 }
Exemple #13
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 internal void ShowWaitingRoomUI(NativeRealTimeRoom room, uint minimumParticipantsBeforeStarting, Action <RealtimeManager.WaitingRoomUIResponse> callback)
 {
     Misc.CheckNotNull <NativeRealTimeRoom>(room);
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_ShowWaitingRoomUI(this.mGameServices.AsHandle(), room.AsPointer(), minimumParticipantsBeforeStarting, new RealTimeMultiplayerManager.WaitingRoomUICallback(RealtimeManager.InternalWaitingRoomUICallback), Callbacks.ToIntPtr <RealtimeManager.WaitingRoomUIResponse>(callback, new Func <IntPtr, RealtimeManager.WaitingRoomUIResponse>(RealtimeManager.WaitingRoomUIResponse.FromPointer)));
 }