Exemple #1
0
        public static P2PSessionState?GetP2PSessionState(SteamId steamid)
        {
            P2PSessionState_t state = new P2PSessionState_t();

            if (Internal.GetP2PSessionState(steamid, ref state))
            {
                return(new P2PSessionState(state));
            }
            return(null);
        }
 internal P2PSessionState(P2PSessionState_t s)
 {
     this.ConnectionActive     = s.ConnectionActive;
     this.Connecting           = s.Connecting;
     this.P2PSessionError      = (P2PSessionError)s.P2PSessionError;
     this.UsingRelay           = s.UsingRelay;
     this.BytesQueuedForSend   = s.BytesQueuedForSend;
     this.PacketsQueuedForSend = s.PacketsQueuedForSend;
     this.RemoteIP             = s.RemoteIP;
     this.RemotePort           = s.RemotePort;
 }
        internal bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState)
        {
            if (Config.Os == OsType.Windows)
            {
                P2PSessionState_t.Pack8 pConnectionState_windows = pConnectionState;
                var retVal = _GetP2PSessionState_Windows(Self, steamIDRemote, ref pConnectionState_windows);
                pConnectionState = pConnectionState_windows;
                return(retVal);
            }

            return(_GetP2PSessionState(Self, steamIDRemote, ref pConnectionState));
        }
 public static void Dump(string tag, P2PSessionState_t s)
 {
     Debug.Log("##### " + tag + " #####");
     Debug.Log("m_bConnecting: " + s.m_bConnecting);
     Debug.Log("m_bConnectionActive: " + s.m_bConnectionActive);
     Debug.Log("m_bUsingRelay: " + s.m_bUsingRelay);
     Debug.Log("m_eP2PSessionError: " + s.m_eP2PSessionError);
     Debug.Log("m_nBytesQueuedForSend: " + s.m_nBytesQueuedForSend);
     Debug.Log("m_nPacketsQueuedForSend: " + s.m_nPacketsQueuedForSend);
     Debug.Log("m_nRemoteIP: " + s.m_nRemoteIP);
     Debug.Log("m_nRemotePort: " + s.m_nRemotePort);
 }
        internal bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState)
        {
            bool self;

            if (Config.Os != OsType.Windows)
            {
                self = this._GetP2PSessionState(this.Self, steamIDRemote, ref pConnectionState);
            }
            else
            {
                P2PSessionState_t.Pack8 pack8   = pConnectionState;
                bool _GetP2PSessionStateWindows = this._GetP2PSessionState_Windows(this.Self, steamIDRemote, ref pack8);
                pConnectionState = pack8;
                self             = _GetP2PSessionStateWindows;
            }
            return(self);
        }
Exemple #6
0
 /// <summary>
 /// <para> fills out P2PSessionState_t structure with details about the underlying connection to the user</para>
 /// <para> should only needed for debugging purposes</para>
 /// <para> returns false if no connection exists to the specified user</para>
 /// </summary>
 public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_GetP2PSessionState(steamIDRemote, out pConnectionState));
 }
		/// <summary>
		/// <para> fills out P2PSessionState_t structure with details about the underlying connection to the user</para>
		/// <para> should only needed for debugging purposes</para>
		/// <para> returns false if no connection exists to the specified user</para>
		/// </summary>
		public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_GetP2PSessionState(steamIDRemote, out pConnectionState);
		}
		public static extern bool ISteamGameServerNetworking_GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState);
Exemple #9
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        public bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState)
        {
            var returnValue = _GetP2PSessionState(Self, steamIDRemote, ref pConnectionState);

            return(returnValue);
        }
Exemple #10
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 public static extern bool _GetP2PSessionState(IntPtr self, SteamId steamIDRemote, ref P2PSessionState_t pConnectionState);
Exemple #11
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 /// <summary>
 /// <para> fills out P2PSessionState_t structure with details about the underlying connection to the user</para>
 /// <para> should only needed for debugging purposes</para>
 /// <para> returns false if no connection exists to the specified user</para>
 /// </summary>
 public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworking_GetP2PSessionState(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, out pConnectionState));
 }
 internal bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState)
 {
     return(_GetP2PSessionState(Self, steamIDRemote, ref pConnectionState));
 }
Exemple #13
0
 ///  fills out P2PSessionState_t structure with details about the underlying connection to the user
 ///  should only needed for debugging purposes
 ///  returns false if no connection exists to the specified user
 public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState)
 {
     pConnectionState = new P2PSessionState_t();
     return(false);
 }