internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant, byte[] data, Action <Status.MultiplayerStatus> callback) { C.RealTimeMultiplayerManager_SendReliableMessage(mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data), InternalSendReliableMessageCallback, Callbacks.ToIntPtr(callback)); }
internal void LeaveDuringMyTurn(NativeTurnBasedMatch match, MultiplayerParticipant nextParticipant, Action <MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringMyTurn( mGameServices.AsHandle(), match.AsPointer(), nextParticipant.AsPointer(), InternalMultiplayerStatusCallback, Callbacks.ToIntPtr(callback) ); }
internal void TakeTurn(NativeTurnBasedMatch match, byte[] data, MultiplayerParticipant nextParticipant, Action <TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_TakeMyTurn( mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), // Just pass along the old results. Technically the API allows updates here, but // we never need them. match.Results().AsPointer(), nextParticipant.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback)); }
internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant, byte[] data, Action<Status.MultiplayerStatus> callback) { C.RealTimeMultiplayerManager_SendReliableMessage(mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data), InternalSendReliableMessageCallback, Callbacks.ToIntPtr(callback)); }
internal void TakeTurn(NativeTurnBasedMatch match, byte[] data, MultiplayerParticipant nextParticipant, Action <TurnBasedManager.TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_TakeMyTurn(this.mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), match.Results().AsPointer(), nextParticipant.AsPointer(), new TurnBasedMultiplayerManager.TurnBasedMatchCallback(TurnBasedManager.InternalTurnBasedMatchCallback), TurnBasedManager.ToCallbackPointer(callback)); }
internal void LeaveDuringMyTurn(NativeTurnBasedMatch match, MultiplayerParticipant nextParticipant, Action <CommonErrorStatus.MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringMyTurn(this.mGameServices.AsHandle(), match.AsPointer(), nextParticipant.AsPointer(), new TurnBasedMultiplayerManager.MultiplayerStatusCallback(TurnBasedManager.InternalMultiplayerStatusCallback), Callbacks.ToIntPtr((Delegate)callback)); }
internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant, byte[] data, Action <CommonErrorStatus.MultiplayerStatus> callback) { RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendReliableMessage(this.mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT <byte>(data), new RealTimeMultiplayerManager.SendReliableMessageCallback(RealtimeManager.InternalSendReliableMessageCallback), Callbacks.ToIntPtr((Delegate)callback)); }