Esempio n. 1
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 /// returns true to describe how the socket ended up connecting
 public static ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket)
 {
     return((ESNetSocketConnectionType)0);
 }
Esempio n. 2
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 // returns information about the specified socket, filling out the contents of the pointers
 public static bool GetSocketInfo(SNetSocket_t hSocket, out CSteamID pSteamIDRemote, out int peSocketStatus, out uint punIPRemote, out ushort punPortRemote)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_GetSocketInfo(hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote));
 }
Esempio n. 3
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 // max packet size, in bytes
 public static int GetMaxPacketSize(SNetSocket_t hSocket)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_GetMaxPacketSize(hSocket));
 }
Esempio n. 4
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 // sending data
 // must be a handle to a connected socket
 // data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
 // use the reliable flag with caution; although the resend rate is pretty aggressive,
 // it can still cause stalls in receiving data (like TCP)
 public static bool SendDataOnSocket(SNetSocket_t hSocket, IntPtr pubData, uint cubData, bool bReliable)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_SendDataOnSocket(hSocket, pubData, cubData, bReliable));
 }
Esempio n. 5
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 // checks for data from any socket that has been connected off this listen socket
 // returns false if there is no data remaining
 // fills out *pcubMsgSize with the size of the next message, in bytes
 // fills out *phSocket with the socket that data is available on
 public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket));
 }
 internal bool GetSocketInfo(SNetSocket_t hSocket, ref SteamId pSteamIDRemote, ref int peSocketStatus, ref uint punIPRemote, ref ushort punPortRemote)
 {
     return(_GetSocketInfo(Self, hSocket, ref pSteamIDRemote, ref peSocketStatus, ref punIPRemote, ref punPortRemote));
 }
 internal int GetMaxPacketSize(SNetSocket_t hSocket)
 {
     return(_GetMaxPacketSize(Self, hSocket));
 }
Esempio n. 8
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 /// <summary>
 /// <para> returns information about the specified socket, filling out the contents of the pointers</para>
 /// </summary>
 public static bool GetSocketInfo(SNetSocket_t hSocket, out CSteamID pSteamIDRemote, out int peSocketStatus, out uint punIPRemote, out ushort punPortRemote)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworking_GetSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote));
 }
Esempio n. 9
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 /// <summary>
 /// <para> returns true to describe how the socket ended up connecting</para>
 /// </summary>
 public static ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworking_GetSocketConnectionType(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket));
 }
Esempio n. 10
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 /// <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.ISteamNetworking_IsDataAvailable(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pcubMsgSize, out phSocket));
 }
Esempio n. 11
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 /// <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.ISteamNetworking_RetrieveData(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket));
 }
Esempio n. 12
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 /// <summary>
 /// <para> disconnects the connection to the socket, if any, and invalidates the handle</para>
 /// <para> any unread data on the socket will be thrown away</para>
 /// <para> if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect</para>
 /// </summary>
 public static bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworking_DestroySocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd));
 }
Esempio n. 13
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 /// <summary>
 /// <para> sending data</para>
 /// <para> must be a handle to a connected socket</para>
 /// <para> data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets</para>
 /// <para> use the reliable flag with caution; although the resend rate is pretty aggressive,</para>
 /// <para> it can still cause stalls in receiving data (like TCP)</para>
 /// </summary>
 public static bool SendDataOnSocket(SNetSocket_t hSocket, byte[] pubData, uint cubData, bool bReliable)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerNetworking_SendDataOnSocket(hSocket, pubData, cubData, bReliable));
 }
Esempio n. 14
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 /// max packet size, in bytes
 public static int GetMaxPacketSize(SNetSocket_t hSocket)
 {
     return(0);
 }
 internal bool IsDataAvailable(SNetListenSocket_t hListenSocket, ref uint pcubMsgSize, ref SNetSocket_t phSocket)
 {
     return(_IsDataAvailable(Self, hListenSocket, ref pcubMsgSize, ref phSocket));
 }
Esempio n. 16
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 /// <summary>
 /// <para> max packet size, in bytes</para>
 /// </summary>
 public static int GetMaxPacketSize(SNetSocket_t hSocket)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworking_GetMaxPacketSize(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket));
 }
 internal bool RetrieveData(SNetListenSocket_t hListenSocket, [In, Out] IntPtr[]  pubDest, uint cubDest, ref uint pcubMsgSize, ref SNetSocket_t phSocket)
 {
     return(_RetrieveData(Self, hListenSocket, pubDest, cubDest, ref pcubMsgSize, ref phSocket));
 }
Esempio n. 18
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 /// <summary>
 /// <para> sending data</para>
 /// <para> must be a handle to a connected socket</para>
 /// <para> data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets</para>
 /// <para> use the reliable flag with caution; although the resend rate is pretty aggressive,</para>
 /// <para> it can still cause stalls in receiving data (like TCP)</para>
 /// </summary>
 public static bool SendDataOnSocket(SNetSocket_t hSocket, byte[] pubData, uint cubData, bool bReliable)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_SendDataOnSocket(CSteamAPIContext.GetSteamNetworking(), hSocket, pubData, cubData, bReliable));
 }
 internal SNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket)
 {
     return(_GetSocketConnectionType(Self, hSocket));
 }
Esempio n. 20
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 /// <summary>
 /// <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>
 /// </summary>
 public static bool RetrieveDataFromSocket(SNetSocket_t hSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_RetrieveDataFromSocket(CSteamAPIContext.GetSteamNetworking(), hSocket, pubDest, cubDest, out pcubMsgSize));
 }
Esempio n. 21
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 /// <summary>
 /// <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>
 /// </summary>
 public static bool RetrieveDataFromSocket(SNetSocket_t hSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerNetworking_RetrieveDataFromSocket(hSocket, pubDest, cubDest, out pcubMsgSize));
 }
 internal bool DestroySocket(SNetSocket_t hSocket, [MarshalAs(UnmanagedType.U1)] bool bNotifyRemoteEnd)
 {
     return(_DestroySocket(Self, hSocket, bNotifyRemoteEnd));
 }
Esempio n. 23
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 // receiving data
 // returns false if there is no data remaining
 // fills out *pcubMsgSize with the size of the next message, in bytes
 public static bool IsDataAvailableOnSocket(SNetSocket_t hSocket, out uint pcubMsgSize)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_IsDataAvailableOnSocket(hSocket, out pcubMsgSize));
 }
 internal bool SendDataOnSocket(SNetSocket_t hSocket, [In, Out] IntPtr[]  pubData, uint cubData, [MarshalAs(UnmanagedType.U1)] bool bReliable)
 {
     return(_SendDataOnSocket(Self, hSocket, pubData, cubData, bReliable));
 }
Esempio n. 25
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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));
 }
 internal bool IsDataAvailableOnSocket(SNetSocket_t hSocket, ref uint pcubMsgSize)
 {
     return(_IsDataAvailableOnSocket(Self, hSocket, ref pcubMsgSize));
 }
Esempio n. 27
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 // returns true to describe how the socket ended up connecting
 public static ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_GetSocketConnectionType(hSocket));
 }
 internal bool RetrieveDataFromSocket(SNetSocket_t hSocket, [In, Out] IntPtr[]  pubDest, uint cubDest, ref uint pcubMsgSize)
 {
     return(_RetrieveDataFromSocket(Self, hSocket, pubDest, cubDest, ref pcubMsgSize));
 }
Esempio n. 29
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 /// <summary>
 /// <para> disconnects the connection to the socket, if any, and invalidates the handle</para>
 /// <para> any unread data on the socket will be thrown away</para>
 /// <para> if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect</para>
 /// </summary>
 public static bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_DestroySocket(hSocket, bNotifyRemoteEnd));
 }
Esempio n. 30
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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 &lt; 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, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket)
 {
     pcubMsgSize = (uint)0;
     phSocket    = (SNetSocket_t)0;
     return(false);
 }