コード例 #1
0
 public static bool GetHTTPResponseBodyData(HTTPRequestHandle hRequest, byte[] pBodyDataBuffer, uint unBufferSize)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerHTTP_GetHTTPResponseBodyData(hRequest, pBodyDataBuffer, unBufferSize));
 }
コード例 #2
0
 // Token: 0x06000883 RID: 2179 RVA: 0x0000556E File Offset: 0x0000376E
 public static bool GetHTTPRequestWasTimedOut(HTTPRequestHandle hRequest, out bool pbWasTimedOut)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_GetHTTPRequestWasTimedOut(hRequest, out pbWasTimedOut));
 }
コード例 #3
0
 // Token: 0x0600086E RID: 2158 RVA: 0x00005441 File Offset: 0x00003641
 public static bool SetHTTPRequestHeaderValue(HTTPRequestHandle hRequest, string pchHeaderName, string pchHeaderValue)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestHeaderValue(hRequest, pchHeaderName, pchHeaderValue));
 }
コード例 #4
0
 // Token: 0x0600086C RID: 2156 RVA: 0x00005425 File Offset: 0x00003625
 public static bool SetHTTPRequestContextValue(HTTPRequestHandle hRequest, ulong ulContextValue)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestContextValue(hRequest, ulContextValue));
 }
コード例 #5
0
 // Token: 0x06000881 RID: 2177 RVA: 0x00005552 File Offset: 0x00003752
 public static bool SetHTTPRequestRequiresVerifiedCertificate(HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(hRequest, bRequireVerifiedCertificate));
 }
コード例 #6
0
 // Token: 0x06000879 RID: 2169 RVA: 0x000054E1 File Offset: 0x000036E1
 public static bool ReleaseHTTPRequest(HTTPRequestHandle hRequest)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_ReleaseHTTPRequest(hRequest));
 }
コード例 #7
0
 // Token: 0x0600087B RID: 2171 RVA: 0x000054FC File Offset: 0x000036FC
 public static bool SetHTTPRequestRawPostBody(HTTPRequestHandle hRequest, string pchContentType, byte[] pubBody, uint unBodyLen)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestRawPostBody(hRequest, pchContentType, pubBody, unBodyLen));
 }
コード例 #8
0
 /// <summary>
 /// <para> Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the</para>
 /// <para> handle is invalid.</para>
 /// </summary>
 public static bool GetHTTPResponseBodySize(HTTPRequestHandle hRequest, out uint unBodySize)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_GetHTTPResponseBodySize(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out unBodySize));
 }
コード例 #9
0
 /// <summary>
 /// <para> Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the</para>
 /// <para> handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset</para>
 /// <para> do not match the size and offset sent in HTTPRequestDataReceived_t.</para>
 /// </summary>
 public static bool GetHTTPStreamingResponseBodyData(HTTPRequestHandle hRequest, uint cOffset, byte[] pBodyDataBuffer, uint unBufferSize)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_GetHTTPStreamingResponseBodyData(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, cOffset, pBodyDataBuffer, unBufferSize));
 }
コード例 #10
0
ファイル: isteamhttp.cs プロジェクト: pavadik/Steamworks.NET
 /// <summary>
 /// <para> Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the</para>
 /// <para> handle is invalid or is to a streaming response, or if the provided buffer is not the correct size.  Use BGetHTTPResponseBodySize first to find out</para>
 /// <para> the correct buffer size to use.</para>
 /// </summary>
 public static bool GetHTTPResponseBodyData(HTTPRequestHandle hRequest, byte[] pBodyDataBuffer, uint unBufferSize)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_GetHTTPResponseBodyData(CSteamAPIContext.GetSteamHTTP(), hRequest, pBodyDataBuffer, unBufferSize));
 }
コード例 #11
0
ファイル: isteamhttp.cs プロジェクト: pavadik/Steamworks.NET
 /// <summary>
 /// <para> Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on</para>
 /// <para> asynchronous response via callback.</para>
 /// <para> Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control</para>
 /// <para> header and only do a local cache lookup rather than sending any actual remote request.</para>
 /// </summary>
 public static bool SendHTTPRequest(HTTPRequestHandle hRequest, out SteamAPICall_t pCallHandle)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SendHTTPRequest(CSteamAPIContext.GetSteamHTTP(), hRequest, out pCallHandle));
 }
コード例 #12
0
ファイル: isteamhttp.cs プロジェクト: pavadik/Steamworks.NET
 /// <summary>
 /// <para> Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move</para>
 /// <para> the specified request to the head of the queue.  Returns false on invalid handle, or if the request is not yet sent.</para>
 /// </summary>
 public static bool PrioritizeHTTPRequest(HTTPRequestHandle hRequest)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_PrioritizeHTTPRequest(CSteamAPIContext.GetSteamHTTP(), hRequest));
 }
コード例 #13
0
 public static bool PrioritizeHTTPRequest(HTTPRequestHandle hRequest)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerHTTP_PrioritizeHTTPRequest(hRequest));
 }
コード例 #14
0
 public static bool SendHTTPRequest(HTTPRequestHandle hRequest, out SteamAPICall_t pCallHandle)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerHTTP_SendHTTPRequest(hRequest, out pCallHandle));
 }
コード例 #15
0
 /// <summary>
 /// <para> Set a timeout in seconds for the HTTP request, must be called prior to sending the request.  Default</para>
 /// <para> timeout is 60 seconds if you don't call this.  Returns false if the handle is invalid, or the request</para>
 /// <para> has already been sent.</para>
 /// </summary>
 public static bool SetHTTPRequestNetworkActivityTimeout(HTTPRequestHandle hRequest, uint unTimeoutSeconds)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, unTimeoutSeconds));
 }
コード例 #16
0
 /// <summary>
 /// <para> Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t</para>
 /// <para> callback and finishing using the response.</para>
 /// </summary>
 public static bool ReleaseHTTPRequest(HTTPRequestHandle hRequest)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_ReleaseHTTPRequest(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest));
 }
コード例 #17
0
 /// <summary>
 /// <para> Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on</para>
 /// <para> asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and</para>
 /// <para> HTTPRequestDataReceived_t callbacks while streaming.</para>
 /// </summary>
 public static bool SendHTTPRequestAndStreamResponse(HTTPRequestHandle hRequest, out SteamAPICall_t pCallHandle)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_SendHTTPRequestAndStreamResponse(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pCallHandle));
 }
コード例 #18
0
 /// <summary>
 /// <para> Gets progress on downloading the body for the request.  This will be zero unless a response header has already been</para>
 /// <para> received which included a content-length field.  For responses that contain no content-length it will report</para>
 /// <para> zero for the duration of the request as the size is unknown until the connection closes.</para>
 /// </summary>
 public static bool GetHTTPDownloadProgressPct(HTTPRequestHandle hRequest, out float pflPercentOut)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_GetHTTPDownloadProgressPct(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pflPercentOut));
 }
コード例 #19
0
 // Token: 0x0600087A RID: 2170 RVA: 0x000054EE File Offset: 0x000036EE
 public static bool GetHTTPDownloadProgressPct(HTTPRequestHandle hRequest, out float pflPercentOut)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_GetHTTPDownloadProgressPct(hRequest, out pflPercentOut));
 }
コード例 #20
0
 /// <summary>
 /// <para> Set the cookie container to use for a HTTP request</para>
 /// </summary>
 public static bool SetHTTPRequestCookieContainer(HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestCookieContainer(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, hCookieContainer));
 }
コード例 #21
0
 // Token: 0x0600087F RID: 2175 RVA: 0x00005536 File Offset: 0x00003736
 public static bool SetHTTPRequestCookieContainer(HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestCookieContainer(hRequest, hCookieContainer));
 }
コード例 #22
0
 /// <summary>
 /// <para> Disable or re-enable verification of SSL/TLS certificates.</para>
 /// <para> By default, certificates are checked for all HTTPS requests.</para>
 /// </summary>
 public static bool SetHTTPRequestRequiresVerifiedCertificate(HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, bRequireVerifiedCertificate));
 }
コード例 #23
0
 // Token: 0x06000880 RID: 2176 RVA: 0x00005544 File Offset: 0x00003744
 public static bool SetHTTPRequestUserAgentInfo(HTTPRequestHandle hRequest, string pchUserAgentInfo)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestUserAgentInfo(hRequest, pchUserAgentInfo));
 }
コード例 #24
0
 /// <summary>
 /// <para> Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout</para>
 /// <para> which can bump everytime we get more data</para>
 /// </summary>
 public static bool SetHTTPRequestAbsoluteTimeoutMS(HTTPRequestHandle hRequest, uint unMilliseconds)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, unMilliseconds));
 }
コード例 #25
0
 // Token: 0x06000882 RID: 2178 RVA: 0x00005560 File Offset: 0x00003760
 public static bool SetHTTPRequestAbsoluteTimeoutMS(HTTPRequestHandle hRequest, uint unMilliseconds)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(hRequest, unMilliseconds));
 }
コード例 #26
0
 /// <summary>
 /// <para> Check if the reason the request failed was because we timed it out (rather than some harder failure)</para>
 /// </summary>
 public static bool GetHTTPRequestWasTimedOut(HTTPRequestHandle hRequest, out bool pbWasTimedOut)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_GetHTTPRequestWasTimedOut(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, out pbWasTimedOut));
 }
コード例 #27
0
 // Token: 0x0600086D RID: 2157 RVA: 0x00005433 File Offset: 0x00003633
 public static bool SetHTTPRequestNetworkActivityTimeout(HTTPRequestHandle hRequest, uint unTimeoutSeconds)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(hRequest, unTimeoutSeconds));
 }
コード例 #28
0
 /// <summary>
 /// <para> Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after</para>
 /// <para> sending the request.  This is just so the caller can easily keep track of which callbacks go with which request data.</para>
 /// </summary>
 public static bool SetHTTPRequestContextValue(HTTPRequestHandle hRequest, ulong ulContextValue)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestContextValue(CSteamGameServerAPIContext.GetSteamHTTP(), hRequest, ulContextValue));
 }
コード例 #29
0
 // Token: 0x0600086F RID: 2159 RVA: 0x00005450 File Offset: 0x00003650
 public static bool SetHTTPRequestGetOrPostParameter(HTTPRequestHandle hRequest, string pchParamName, string pchParamValue)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamHTTP_SetHTTPRequestGetOrPostParameter(hRequest, pchParamName, pchParamValue));
 }
コード例 #30
0
 // Token: 0x060007EB RID: 2027 RVA: 0x00004CE5 File Offset: 0x00002EE5
 public static bool GetHTTPResponseHeaderValue(HTTPRequestHandle hRequest, string pchHeaderName, byte[] pHeaderValueBuffer, uint unBufferSize)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamGameServerHTTP_GetHTTPResponseHeaderValue(hRequest, pchHeaderName, pHeaderValueBuffer, unBufferSize));
 }