コード例 #1
0
 public static bool SetHTTPRequestGetOrPostParameter(HTTPRequestHandle hRequest, string pchParamName, string pchParamValue)
 {
     InteropHelp.TestIfAvailableClient();
     using (InteropHelp.UTF8StringHandle pchParamName2 = new InteropHelp.UTF8StringHandle(pchParamName))
     {
         using (InteropHelp.UTF8StringHandle pchParamValue2 = new InteropHelp.UTF8StringHandle(pchParamValue))
         {
             return(NativeMethods.ISteamHTTP_SetHTTPRequestGetOrPostParameter(hRequest, pchParamName2, pchParamValue2));
         }
     }
 }
コード例 #2
0
 public static bool SetCookie(HTTPCookieContainerHandle hCookieContainer, string pchHost, string pchUrl, string pchCookie)
 {
     InteropHelp.TestIfAvailableGameServer();
     using (InteropHelp.UTF8StringHandle pchHost2 = new InteropHelp.UTF8StringHandle(pchHost))
     {
         using (InteropHelp.UTF8StringHandle pchUrl2 = new InteropHelp.UTF8StringHandle(pchUrl))
         {
             using (InteropHelp.UTF8StringHandle pchCookie2 = new InteropHelp.UTF8StringHandle(pchCookie))
             {
                 return(NativeMethods.ISteamGameServerHTTP_SetCookie(hCookieContainer, pchHost2, pchUrl2, pchCookie2));
             }
         }
     }
 }
コード例 #3
0
        public bool ShowGamepadTextInput(string Description, string InitialText, uint MaxCharacters, Action <bool> OnGamepadInputEnd)
        {
            s_OnGamepadInputEnd = OnGamepadInputEnd;

            //marshal_context context;
            // char pchDescription = context.marshal_as<  char >( Description );
            // char pchInitialText = context.marshal_as<  char >( InitialText );

            UInt64 unCharMax = (UInt64)(MaxCharacters);

            using (var pchDescription = new InteropHelp.UTF8StringHandle(Description))
                using (var pchInitialText = new InteropHelp.UTF8StringHandle(InitialText))
                {
                    bool val = false; // delete this line after the REMOVE is taken out
                                      //REMOVE//bool val = SteamGameServerUtils_ShowGamepadTextInput(EGamepadTextInputMode.k_EGamepadTextInputModeNormal, EGamepadTextInputLineMode.k_EGamepadTextInputLineModeSingleLine, pchDescription, unCharMax, pchInitialText);

                    return(val);
                }
        }
コード例 #4
0
ファイル: GameServer.cs プロジェクト: Ratismal/IkenFeline
        public static bool Init(uint unIP, ushort usSteamPort, ushort usGamePort, ushort usQueryPort, EServerMode eServerMode, string pchVersionString)
        {
            InteropHelp.TestIfPlatformSupported();
            bool flag;

            using (InteropHelp.UTF8StringHandle pchVersionString2 = new InteropHelp.UTF8StringHandle(pchVersionString))
            {
                flag = NativeMethods.SteamGameServer_Init(unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString2);
            }
            if (flag)
            {
                flag = CSteamGameServerAPIContext.Init();
            }
            if (flag)
            {
                CallbackDispatcher.Initialize();
            }
            return(flag);
        }
コード例 #5
0
 public static bool RegisterSteamMusicRemote(string pchName)
 {
     InteropHelp.TestIfAvailableClient();
     using InteropHelp.UTF8StringHandle pchName2 = new InteropHelp.UTF8StringHandle(pchName);
     return(NativeMethods.ISteamMusicRemote_RegisterSteamMusicRemote(CSteamAPIContext.GetSteamMusicRemote(), pchName2));
 }
コード例 #6
0
 public static bool SetPlaylistEntry(int nID, int nPosition, string pchEntryText)
 {
     InteropHelp.TestIfAvailableClient();
     using InteropHelp.UTF8StringHandle pchEntryText2 = new InteropHelp.UTF8StringHandle(pchEntryText);
     return(NativeMethods.ISteamMusicRemote_SetPlaylistEntry(CSteamAPIContext.GetSteamMusicRemote(), nID, nPosition, pchEntryText2));
 }
コード例 #7
0
 public static bool UpdateCurrentEntryText(string pchText)
 {
     InteropHelp.TestIfAvailableClient();
     using InteropHelp.UTF8StringHandle pchText2 = new InteropHelp.UTF8StringHandle(pchText);
     return(NativeMethods.ISteamMusicRemote_UpdateCurrentEntryText(CSteamAPIContext.GetSteamMusicRemote(), pchText2));
 }
コード例 #8
0
 public static void SetMapName(string pszMapName)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pszMapName2 = new InteropHelp.UTF8StringHandle(pszMapName);
     NativeMethods.ISteamGameServer_SetMapName(CSteamGameServerAPIContext.GetSteamGameServer(), pszMapName2);
 }
コード例 #9
0
 public static void SetGameData(string pchGameData)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pchGameData2 = new InteropHelp.UTF8StringHandle(pchGameData);
     NativeMethods.ISteamGameServer_SetGameData(CSteamGameServerAPIContext.GetSteamGameServer(), pchGameData2);
 }
コード例 #10
0
 public static void SetGameDescription(string pszGameDescription)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pszGameDescription2 = new InteropHelp.UTF8StringHandle(pszGameDescription);
     NativeMethods.ISteamGameServer_SetGameDescription(CSteamGameServerAPIContext.GetSteamGameServer(), pszGameDescription2);
 }
コード例 #11
0
 public static bool GetHTTPResponseHeaderValue(HTTPRequestHandle hRequest, string pchHeaderName, byte[] pHeaderValueBuffer, uint unBufferSize)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pchHeaderName2 = new InteropHelp.UTF8StringHandle(pchHeaderName);
     return(NativeMethods.ISteamHTTP_GetHTTPResponseHeaderValue(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchHeaderName2, pHeaderValueBuffer, unBufferSize));
 }
コード例 #12
0
 public static HTTPRequestHandle CreateHTTPRequest(EHTTPMethod eHTTPRequestMethod, string pchAbsoluteURL)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pchAbsoluteURL2 = new InteropHelp.UTF8StringHandle(pchAbsoluteURL);
     return((HTTPRequestHandle)NativeMethods.ISteamHTTP_CreateHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), eHTTPRequestMethod, pchAbsoluteURL2));
 }
コード例 #13
0
 public static bool SetHTTPRequestUserAgentInfo(HTTPRequestHandle hRequest, string pchUserAgentInfo)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pchUserAgentInfo2 = new InteropHelp.UTF8StringHandle(pchUserAgentInfo);
     return(NativeMethods.ISteamHTTP_SetHTTPRequestUserAgentInfo(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchUserAgentInfo2));
 }
コード例 #14
0
 public static bool SetHTTPRequestRawPostBody(HTTPRequestHandle hRequest, string pchContentType, byte[] pubBody, uint unBodyLen)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pchContentType2 = new InteropHelp.UTF8StringHandle(pchContentType);
     return(NativeMethods.ISteamHTTP_SetHTTPRequestRawPostBody(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, pchContentType2, pubBody, unBodyLen));
 }
コード例 #15
0
		// Returns false if invalid length
		public bool SetGenericString(string pszString) {
			using (var pszString2 = new InteropHelp.UTF8StringHandle(pszString)) {
				return NativeMethods.SteamAPI_SteamNetworkingIdentity_SetGenericString(ref this, pszString2);
			}
		}
コード例 #16
0
		/// Parse back a string that was generated using ToString.  If we don't understand the
		/// string, but it looks "reasonable" (it matches the pattern type:<type-data> and doesn't
		/// have any funky characters, etc), then we will return true, and the type is set to
		/// k_ESteamNetworkingIdentityType_UnknownType.  false will only be returned if the string
		/// looks invalid.
		public bool ParseString(string pszStr) {
			using (var pszStr2 = new InteropHelp.UTF8StringHandle(pszStr)) {
				return NativeMethods.SteamAPI_SteamNetworkingIdentity_ParseString(ref this, pszStr2);
			}
		}
コード例 #17
0
 public static bool BUpdateUserData(CSteamID steamIDUser, string pchPlayerName, uint uScore)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pchPlayerName2 = new InteropHelp.UTF8StringHandle(pchPlayerName);
     return(NativeMethods.ISteamGameServer_BUpdateUserData(CSteamGameServerAPIContext.GetSteamGameServer(), steamIDUser, pchPlayerName2, uScore));
 }
コード例 #18
0
ファイル: Steam.cs プロジェクト: zsebastian/Steamworks.NET
		// Initialize ISteamGameServer interface object, and set server properties which may not be changed.
		//
		// After calling this function, you should set any additional server parameters, and then
		// call ISteamGameServer::LogOnAnonymous() or ISteamGameServer::LogOn()
		//
		// - usSteamPort is the local port used to communicate with the steam servers.
		// - usGamePort is the port that clients will connect to for gameplay.
		// - usQueryPort is the port that will manage server browser related duties and info
		//		pings from clients.  If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it
		//		will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving
		//		UDP packets for the master  server updater. See references to GameSocketShare in isteamgameserver.h.
		// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
		//		server is out of date.  (Only servers with the latest version will be listed.)
		public static bool Init(uint unIP, ushort usSteamPort, ushort usGamePort, ushort usQueryPort, EServerMode eServerMode, string pchVersionString) {
			InteropHelp.TestIfPlatformSupported();
			using(var pchVersionString2 = new InteropHelp.UTF8StringHandle(pchVersionString)) {
				return NativeMethods.SteamGameServer_Init(unIP, usSteamPort, usGamePort, usQueryPort, eServerMode, pchVersionString2);
			}
		}
コード例 #19
0
 public static void LogOn(string pszToken)
 {
     InteropHelp.TestIfAvailableGameServer();
     using InteropHelp.UTF8StringHandle pszToken2 = new InteropHelp.UTF8StringHandle(pszToken);
     NativeMethods.ISteamGameServer_LogOn(CSteamGameServerAPIContext.GetSteamGameServer(), pszToken2);
 }