private void GameClient_DataRecieved(GClient sender, Packet packet, int channel) { CSteamID steamIDSender = sender.ConnectedTo; if (packet.PacketID == 0x001122) { int randomNumber = packet.ReadInteger(); Debug.LogFormat("Random Number from Server: {0}", randomNumber); } Debug.LogFormat("Got message type 0x{0}.", packet.PacketID.ToString("X4")); }
public GClient() { m_CallbackP2PSessionRequest = Callback<P2PSessionRequest_t>.Create(OnP2PSessionRequest); matchmakingPingResponse = new ISteamMatchmakingPingResponse(MatchmakingPing_ServerResponded, MatchmakingPing_ServerFailedToRespond); m_CallbackP2PSessionConnectFail = Callback<P2PSessionConnectFail_t>.Create(OnP2PSessionFailed); if (_Instance != null) throw new System.InvalidOperationException("Instance was already set."); _Instance = this; }
internal Packet(GClient client, bool iswriteable = true, long packetID = 0x000000) { PacketID = packetID; _Client = client; _IsWriteable = iswriteable; _Stream = new MemoryStream(); _Writer = new BinaryWriter(_Stream); _Reader = new BinaryReader(_Stream); if (_IsWriteable) { Write(packetID); } }
private void GameClient_ConnectionStatusChanged(GClient sender, CSteamID server, EConnectionStatus status) { Debug.LogFormat("Server: {0} Connection Status: {1}", server.m_SteamID, status); }
private void GameClient_ConnectingToServer(GClient sender, CSteamID server) { Debug.LogFormat("We are ready for liftoff! Connecting to: {0}", server); }
// Use this for initialization void Start() { DontDestroyOnLoad(gameObject); if (CommandLineManager.IsServer) { gameServer = gameObject.AddComponent<ServerImplmentation>(); cmdLineManager = gameObject.AddComponent<ConsoleManager>(); } else { manager = gameObject.AddComponent<SteamManager>(); gameClient = new GClient(); gameClient.DataRecieved += GameClient_DataRecieved; gameClient.ConnectionStatusChanged += GameClient_ConnectionStatusChanged; gameClient.ConnectingToServer += GameClient_ConnectingToServer; gameClient.MatchmakingListFoundServer += GameClient_MatchmakingListFoundServer; //request = gameClient.RefreshList(EServerList.LAN); } }