/// <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.ISteamGameServerNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket); }
/// <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 < 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.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket); }
/// <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); }
/// <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 < 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(hSocket, pubDest, cubDest, out pcubMsgSize); }
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); }
public static extern ESNetSocketConnectionType ISteamGameServerNetworking_GetSocketConnectionType(SNetSocket_t hSocket);
public static extern bool ISteamGameServerNetworking_RetrieveData(SNetListenSocket_t hListenSocket, [In, Out] byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket);
public static extern bool ISteamGameServerNetworking_RetrieveDataFromSocket(SNetSocket_t hSocket, [In, Out] byte[] pubDest, uint cubDest, out uint pcubMsgSize);
public static bool IsDataAvailableOnSocket(SNetSocket_t hSocket, out uint pcubMsgSize) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_IsDataAvailableOnSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, out pcubMsgSize)); }
public static bool SendDataOnSocket(SNetSocket_t hSocket, byte[] pubData, uint cubData, bool bReliable) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_SendDataOnSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, pubData, cubData, bReliable)); }
public static bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_DestroySocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd)); }
public static int GetMaxPacketSize(SNetSocket_t hSocket) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_GetMaxPacketSize(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket)); }
public static ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_GetSocketConnectionType(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket)); }
public static bool GetSocketInfo(SNetSocket_t hSocket, out CSteamID pSteamIDRemote, out int peSocketStatus, out SteamIPAddress_t punIPRemote, out ushort punPortRemote) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_GetSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote)); }
/// <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.ISteamGameServerNetworking_GetSocketConnectionType(hSocket); }
public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket)); }
public static bool RetrieveDataFromSocket(SNetSocket_t hSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_RetrieveDataFromSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, pubDest, cubDest, out pcubMsgSize)); }
public static extern bool ISteamGameServerNetworking_IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket);
// 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); }
public static extern bool ISteamGameServerNetworking_GetSocketInfo(SNetSocket_t hSocket, out CSteamID pSteamIDRemote, out int peSocketStatus, out uint punIPRemote, out ushort punPortRemote);
// 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); }
public static extern int ISteamGameServerNetworking_GetMaxPacketSize(SNetSocket_t hSocket);
public static extern bool ISteamNetworking_SendDataOnSocket(SNetSocket_t hSocket, IntPtr pubData, uint cubData, [MarshalAs(UnmanagedType.I1)] bool bReliable);
/// <summary> /// <para> receiving data</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> /// </summary> public static bool IsDataAvailableOnSocket(SNetSocket_t hSocket, out uint pcubMsgSize) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamNetworking_IsDataAvailableOnSocket(hSocket, out pcubMsgSize); }
public static extern bool ISteamNetworking_RetrieveDataFromSocket(SNetSocket_t hSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize);
/// <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.ISteamGameServerNetworking_DestroySocket(hSocket, bNotifyRemoteEnd); }
public static extern bool ISteamNetworking_RetrieveData(SNetListenSocket_t hListenSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket);
public static extern bool ISteamGameServerNetworking_DestroySocket(SNetSocket_t hSocket, [MarshalAs(UnmanagedType.I1)] bool bNotifyRemoteEnd);
public static extern bool ISteamGameServerNetworking_SendDataOnSocket(SNetSocket_t hSocket, [In, Out] byte[] pubData, uint cubData, [MarshalAs(UnmanagedType.I1)] bool bReliable);
/// <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.ISteamGameServerNetworking_GetSocketInfo(hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote); }
public static extern bool ISteamGameServerNetworking_IsDataAvailableOnSocket(SNetSocket_t hSocket, out uint pcubMsgSize);
/// <summary> /// <para> max packet size, in bytes</para> /// </summary> public static int GetMaxPacketSize(SNetSocket_t hSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamGameServerNetworking_GetMaxPacketSize(hSocket); }
public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket)); }