/// <summary> /// <para>/ Call this in response to a SteamNetworkingMessagesSessionRequest_t callback.</para> /// <para>/ SteamNetworkingMessagesSessionRequest_t are posted when a user tries to send you a message,</para> /// <para>/ and you haven't tried to talk to them first. If you don't want to talk to them, just ignore</para> /// <para>/ the request. If the user continues to send you messages, SteamNetworkingMessagesSessionRequest_t</para> /// <para>/ callbacks will continue to be posted periodically.</para> /// <para>/</para> /// <para>/ Returns false if there is no session with the user pending or otherwise. If there is an</para> /// <para>/ existing active session, this function will return true, even if it is not pending.</para> /// <para>/</para> /// <para>/ Calling SendMessageToUser() will implicitly accepts any pending session request to that user.</para> /// </summary> public static bool AcceptSessionWithUser(ref SteamNetworkingIdentity identityRemote) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingMessages_AcceptSessionWithUser(CSteamAPIContext.GetSteamNetworkingMessages(), ref identityRemote)); }
/// <summary> /// <para>/ Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.</para> /// <para>/ Returns number of messages returned into your list. (0 if no message are available on that channel.)</para> /// <para>/</para> /// <para>/ When you're done with the message object(s), make sure and call SteamNetworkingMessage_t::Release()!</para> /// </summary> public static int ReceiveMessagesOnChannel(int nLocalChannel, IntPtr[] ppOutMessages, int nMaxMessages) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingMessages_ReceiveMessagesOnChannel(CSteamAPIContext.GetSteamNetworkingMessages(), nLocalChannel, ppOutMessages, nMaxMessages)); }
/// <summary> /// <para>/ Returns information about the latest state of a connection, if any, with the given peer.</para> /// <para>/ Primarily intended for debugging purposes, but can also be used to get more detailed</para> /// <para>/ failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.)</para> /// <para>/</para> /// <para>/ Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None</para> /// <para>/ if no connection exists with specified peer. You may pass nullptr for either parameter if</para> /// <para>/ you do not need the corresponding details. Note that sessions time out after a while,</para> /// <para>/ so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait</para> /// <para>/ indefinitely to obtain the reason for failure.</para> /// </summary> public static ESteamNetworkingConnectionState GetSessionConnectionInfo(ref SteamNetworkingIdentity identityRemote, out SteamNetConnectionInfo_t pConnectionInfo, out SteamNetConnectionRealTimeStatus_t pQuickStatus) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingMessages_GetSessionConnectionInfo(CSteamAPIContext.GetSteamNetworkingMessages(), ref identityRemote, out pConnectionInfo, out pQuickStatus)); }
/// <summary> /// <para>/ Sends a message to the specified host. If we don't already have a session with that user,</para> /// <para>/ a session is implicitly created. There might be some handshaking that needs to happen</para> /// <para>/ before we can actually begin sending message data. If this handshaking fails and we can't</para> /// <para>/ get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t.</para> /// <para>/ There is no notification when the operation succeeds. (You should have the peer send a reply</para> /// <para>/ for this purpose.)</para> /// <para>/</para> /// <para>/ Sending a message to a host will also implicitly accept any incoming connection from that host.</para> /// <para>/</para> /// <para>/ nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options</para> /// <para>/</para> /// <para>/ nRemoteChannel is a routing number you can use to help route message to different systems.</para> /// <para>/ You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve</para> /// <para>/ the data on the other end.</para> /// <para>/</para> /// <para>/ Using different channels to talk to the same user will still use the same underlying</para> /// <para>/ connection, saving on resources. If you don't need this feature, use 0.</para> /// <para>/ Otherwise, small integers are the most efficient.</para> /// <para>/</para> /// <para>/ It is guaranteed that reliable messages to the same host on the same channel</para> /// <para>/ will be be received by the remote host (if they are received at all) exactly once,</para> /// <para>/ and in the same order that they were sent.</para> /// <para>/</para> /// <para>/ NO other order guarantees exist! In particular, unreliable messages may be dropped,</para> /// <para>/ received out of order with respect to each other and with respect to reliable data,</para> /// <para>/ or may be received multiple times. Messages on different channels are *not* guaranteed</para> /// <para>/ to be received in the order they were sent.</para> /// <para>/</para> /// <para>/ A note for those familiar with TCP/IP ports, or converting an existing codebase that</para> /// <para>/ opened multiple sockets: You might notice that there is only one channel, and with</para> /// <para>/ TCP/IP each endpoint has a port number. You can think of the channel number as the</para> /// <para>/ *destination* port. If you need each message to also include a "source port" (so the</para> /// <para>/ recipient can route the reply), then just put that in your message. That is essentially</para> /// <para>/ how UDP works!</para> /// <para>/</para> /// <para>/ Returns:</para> /// <para>/ - k_EREsultOK on success.</para> /// <para>/ - k_EResultNoConnection, if the session has failed or was closed by the peer and</para> /// <para>/ k_nSteamNetworkingSend_AutoRestartBrokenSession was not specified. (You can</para> /// <para>/ use GetSessionConnectionInfo to get the details.) In order to acknowledge the</para> /// <para>/ broken session and start a new one, you must call CloseSessionWithUser, or you may</para> /// <para>/ repeat the call with k_nSteamNetworkingSend_AutoRestartBrokenSession. See</para> /// <para>/ k_nSteamNetworkingSend_AutoRestartBrokenSession for more details.</para> /// <para>/ - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values</para> /// </summary> public static EResult SendMessageToUser(ref SteamNetworkingIdentity identityRemote, IntPtr pubData, uint cubData, int nSendFlags, int nRemoteChannel) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingMessages_SendMessageToUser(CSteamAPIContext.GetSteamNetworkingMessages(), ref identityRemote, pubData, cubData, nSendFlags, nRemoteChannel)); }
/// <summary> /// <para>/ Call this when you're done talking to a user on a specific channel. Once all</para> /// <para>/ open channels to a user have been closed, the open session to the user will be</para> /// <para>/ closed, and any new data from this user will trigger a</para> /// <para>/ SteamSteamNetworkingMessagesSessionRequest_t callback</para> /// </summary> public static bool CloseChannelWithUser(ref SteamNetworkingIdentity identityRemote, int nLocalChannel) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingMessages_CloseChannelWithUser(CSteamAPIContext.GetSteamNetworkingMessages(), ref identityRemote, nLocalChannel)); }