Esempio n. 1
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 /// <summary>
 /// <para>/ Parse back SteamNetworkPingLocation_t string.  Returns false if we couldn't understand</para>
 /// <para>/ the string.</para>
 /// </summary>
 public static bool ParsePingLocationString(string pszString, out SteamNetworkPingLocation_t result)
 {
     InteropHelp.TestIfAvailableGameServer();
     using (var pszString2 = new InteropHelp.UTF8StringHandle(pszString)) {
         return(NativeMethods.ISteamNetworkingUtils_ParsePingLocationString(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), pszString2, out result));
     }
 }
        public static void SteamNetworkingIdentity_ToString(ref SteamNetworkingIdentity identity, out string buf, uint cbBuf)
        {
            InteropHelp.TestIfAvailableGameServer();
            IntPtr intPtr = Marshal.AllocHGlobal((int)cbBuf);

            NativeMethods.ISteamNetworkingUtils_SteamNetworkingIdentity_ToString(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), ref identity, intPtr, cbBuf);
            buf = InteropHelp.PtrToStringUTF8(intPtr);
            Marshal.FreeHGlobal(intPtr);
        }
Esempio n. 3
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        /// <summary>
        /// <para> String conversions.  You'll usually access these using the respective</para>
        /// <para> inline methods.</para>
        /// </summary>
        public static void SteamNetworkingIPAddr_ToString(ref SteamNetworkingIPAddr addr, out string buf, uint cbBuf, bool bWithPort)
        {
            InteropHelp.TestIfAvailableGameServer();
            IntPtr buf2 = Marshal.AllocHGlobal((int)cbBuf);

            NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), ref addr, buf2, cbBuf, bWithPort);
            buf = InteropHelp.PtrToStringUTF8(buf2);
            Marshal.FreeHGlobal(buf2);
        }
        public static void ConvertPingLocationToString(ref SteamNetworkPingLocation_t location, out string pszBuf, int cchBufSize)
        {
            InteropHelp.TestIfAvailableGameServer();
            IntPtr intPtr = Marshal.AllocHGlobal(cchBufSize);

            NativeMethods.ISteamNetworkingUtils_ConvertPingLocationToString(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), ref location, intPtr, cchBufSize);
            pszBuf = InteropHelp.PtrToStringUTF8(intPtr);
            Marshal.FreeHGlobal(intPtr);
        }
 public static int EstimatePingTimeFromLocalHost(ref SteamNetworkPingLocation_t remoteLocation)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_EstimatePingTimeFromLocalHost(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), ref remoteLocation));
 }
 public static int EstimatePingTimeBetweenTwoLocations(ref SteamNetworkPingLocation_t location1, ref SteamNetworkPingLocation_t location2)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_EstimatePingTimeBetweenTwoLocations(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), ref location1, ref location2));
 }
 public static float GetLocalPingLocation(out SteamNetworkPingLocation_t result)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetLocalPingLocation(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), out result));
 }
Esempio n. 8
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 /// <summary>
 /// <para>/ Get info about a configuration value.  Returns the name of the value,</para>
 /// <para>/ or NULL if the value doesn't exist.  Other output parameters can be NULL</para>
 /// <para>/ if you do not need them.</para>
 /// </summary>
 public static string GetConfigValueInfo(ESteamNetworkingConfigValue eValue, out ESteamNetworkingConfigDataType pOutDataType, out ESteamNetworkingConfigScope pOutScope)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamNetworkingUtils_GetConfigValueInfo(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), eValue, out pOutDataType, out pOutScope)));
 }
 public static int GetPOPList(out SteamNetworkingPOPID list, int nListSz)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetPOPList(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), out list, nListSz));
 }
 public static IntPtr AllocateMessage(int cbAllocateBuffer)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_AllocateMessage(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), cbAllocateBuffer));
 }
 public static int GetPingToDataCenter(SteamNetworkingPOPID popID, out SteamNetworkingPOPID pViaRelayPoP)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetPingToDataCenter(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), popID, out pViaRelayPoP));
 }
 public static bool GetConfigValueInfo(ESteamNetworkingConfigValue eValue, IntPtr pOutName, out ESteamNetworkingConfigDataType pOutDataType, out ESteamNetworkingConfigScope pOutScope, out ESteamNetworkingConfigValue pOutNextValue)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetConfigValueInfo(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), eValue, pOutName, out pOutDataType, out pOutScope, out pOutNextValue));
 }
 public static ESteamNetworkingGetConfigValueResult GetConfigValue(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, IntPtr scopeObj, out ESteamNetworkingConfigDataType pOutDataType, IntPtr pResult, out ulong cbResult)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetConfigValue(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), eValue, eScopeType, scopeObj, out pOutDataType, pResult, out cbResult));
 }
Esempio n. 14
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 /// <summary>
 /// <para> Access to Steam Datagram Relay (SDR) network</para>
 /// <para> Initialization and status check</para>
 /// <para>/ If you know that you are going to be using the relay network (for example,</para>
 /// <para>/ because you anticipate making P2P connections), call this to initialize the</para>
 /// <para>/ relay network.  If you do not call this, the initialization will</para>
 /// <para>/ be delayed until the first time you use a feature that requires access</para>
 /// <para>/ to the relay network, which will delay that first access.</para>
 /// <para>/</para>
 /// <para>/ You can also call this to force a retry if the previous attempt has failed.</para>
 /// <para>/ Performing any action that requires access to the relay network will also</para>
 /// <para>/ trigger a retry, and so calling this function is never strictly necessary,</para>
 /// <para>/ but it can be useful to call it a program launch time, if access to the</para>
 /// <para>/ relay network is anticipated.</para>
 /// <para>/</para>
 /// <para>/ Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t</para>
 /// <para>/ callbacks to know when initialization has completed.</para>
 /// <para>/ Typically initialization completes in a few seconds.</para>
 /// <para>/</para>
 /// <para>/ Note: dedicated servers hosted in known data centers do *not* need</para>
 /// <para>/ to call this, since they do not make routing decisions.  However, if</para>
 /// <para>/ the dedicated server will be using P2P functionality, it will act as</para>
 /// <para>/ a "client" and this should be called.</para>
 /// </summary>
 public static void InitRelayNetworkAccess()
 {
     InteropHelp.TestIfAvailableGameServer();
     NativeMethods.ISteamNetworkingUtils_InitRelayNetworkAccess(CSteamGameServerAPIContext.GetSteamNetworkingUtils());
 }
Esempio n. 15
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 public static ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType(ref SteamNetworkingIPAddr addr)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_GetFakeIPType(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), ref addr));
 }
Esempio n. 16
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 public static bool SteamNetworkingIPAddr_ParseString(out SteamNetworkingIPAddr pAddr, string pszStr)
 {
     InteropHelp.TestIfAvailableGameServer();
     using (var pszStr2 = new InteropHelp.UTF8StringHandle(pszStr)) {
         return(NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), out pAddr, pszStr2));
     }
 }
Esempio n. 17
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 /// <summary>
 /// <para>/ Iterate the list of all configuration values in the current environment that it might</para>
 /// <para>/ be possible to display or edit using a generic UI.  To get the first iterable value,</para>
 /// <para>/ pass k_ESteamNetworkingConfig_Invalid.  Returns k_ESteamNetworkingConfig_Invalid</para>
 /// <para>/ to signal end of list.</para>
 /// <para>/</para>
 /// <para>/ The bEnumerateDevVars argument can be used to include "dev" vars.  These are vars that</para>
 /// <para>/ are recommended to only be editable in "debug" or "dev" mode and typically should not be</para>
 /// <para>/ shown in a retail environment where a malicious local user might use this to cheat.</para>
 /// </summary>
 public static ESteamNetworkingConfigValue IterateGenericEditableConfigValues(ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_IterateGenericEditableConfigValues(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), eCurrent, bEnumerateDevVars));
 }
 public static ESteamNetworkingConfigValue GetFirstConfigValue()
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetFirstConfigValue(CSteamGameServerAPIContext.GetSteamNetworkingUtils()));
 }
 public static bool CheckPingDataUpToDate(float flMaxAgeSeconds)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_CheckPingDataUpToDate(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), flMaxAgeSeconds));
 }
 public static ESteamNetworkingAvailability GetRelayNetworkStatus(out SteamRelayNetworkStatus_t pDetails)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetRelayNetworkStatus(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), out pDetails));
 }
 public static int GetDirectPingToPOP(SteamNetworkingPOPID popID)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetDirectPingToPOP(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), popID));
 }
 public static void SetDebugOutputFunction(ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc)
 {
     InteropHelp.TestIfAvailableGameServer();
     NativeMethods.ISteamNetworkingUtils_SetDebugOutputFunction(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), eDetailLevel, pfnFunc);
 }
 public static int GetPOPCount()
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetPOPCount(CSteamGameServerAPIContext.GetSteamNetworkingUtils()));
 }
Esempio n. 24
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 public static ESteamNetworkingFakeIPType GetIPv4FakeIPType(uint nIPv4)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetIPv4FakeIPType(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), nIPv4));
 }
 public static SteamNetworkingMicroseconds GetLocalTimestamp()
 {
     InteropHelp.TestIfAvailableGameServer();
     return((SteamNetworkingMicroseconds)NativeMethods.ISteamNetworkingUtils_GetLocalTimestamp(CSteamGameServerAPIContext.GetSteamNetworkingUtils()));
 }
Esempio n. 26
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 /// <summary>
 /// <para>/ Get the real identity associated with a given FakeIP.</para>
 /// <para>/</para>
 /// <para>/ On failure, returns:</para>
 /// <para>/ - k_EResultInvalidParam: the IP is not a FakeIP.</para>
 /// <para>/ - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.</para>
 /// <para>/</para>
 /// <para>/ FakeIP's used by active connections, or the FakeIPs assigned to local identities,</para>
 /// <para>/ will always work.  FakeIPs for recently destroyed connections will continue to</para>
 /// <para>/ return results for a little while, but not forever.  At some point, we will forget</para>
 /// <para>/ FakeIPs to save space.  It's reasonably safe to assume that you can read back the</para>
 /// <para>/ real identity of a connection very soon after it is destroyed.  But do not wait</para>
 /// <para>/ indefinitely.</para>
 /// </summary>
 public static EResult GetRealIdentityForFakeIP(ref SteamNetworkingIPAddr fakeIP, out SteamNetworkingIdentity pOutRealIdentity)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_GetRealIdentityForFakeIP(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), ref fakeIP, out pOutRealIdentity));
 }
 public static bool SetConfigValue(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, IntPtr scopeObj, ESteamNetworkingConfigDataType eDataType, IntPtr pArg)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingUtils_SetConfigValue(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), eValue, eScopeType, scopeObj, eDataType, pArg));
 }
 public static bool SteamNetworkingIdentity_ParseString(out SteamNetworkingIdentity pIdentity, string pszStr)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pszStr2 = new InteropHelp.UTF8StringHandle(pszStr);
     return(NativeMethods.ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), out pIdentity, pszStr2));
 }