コード例 #1
0
 public static void SetLocalIPBinding(ref SteamIPAddress_t unIP, ushort usPort)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamClient_SetLocalIPBinding(CSteamAPIContext.GetSteamClient(), ref unIP, usPort);
 }
コード例 #2
0
 /// <summary>
 /// <para> returns which local port the listen socket is bound to</para>
 /// <para> *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only</para>
 /// </summary>
 public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out SteamIPAddress_t pnIP, out ushort pnPort)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort));
 }
コード例 #3
0
 public static SNetSocket_t CreateConnectionSocket(SteamIPAddress_t nIP, ushort nPort, int nTimeoutSec)
 {
     InteropHelp.TestIfAvailableClient();
     return((SNetSocket_t)NativeMethods.ISteamNetworking_CreateConnectionSocket(CSteamAPIContext.GetSteamNetworking(), nIP, nPort, nTimeoutSec));
 }
コード例 #4
0
 /// <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 SteamIPAddress_t punIPRemote, out ushort punPortRemote)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworking_GetSocketInfo(CSteamAPIContext.GetSteamNetworking(), hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote));
 }
コード例 #5
0
 /// <summary>
 /// <para>//////////////////////////////////////////////////////////////////////////////////////////</para>
 /// <para> LISTEN / CONNECT connection-oriented interface functions</para>
 /// <para> These functions are more like a client-server TCP API.  One side is the "server"</para>
 /// <para> and "listens" for incoming connections, which then must be "accepted."  The "client"</para>
 /// <para> initiates a connection by "connecting."  Sending and receiving is done through a</para>
 /// <para> connection handle.</para>
 /// <para> For a more UDP-style interface, where you do not track connection handles but</para>
 /// <para> simply send messages to a SteamID, use the UDP-style functions above.</para>
 /// <para> Both methods can send both reliable and unreliable methods.</para>
 /// <para>//////////////////////////////////////////////////////////////////////////////////////////</para>
 /// <para> creates a socket and listens others to connect</para>
 /// <para> will trigger a SocketStatusCallback_t callback on another client connecting</para>
 /// <para> nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports</para>
 /// <para>		this can usually just be 0 unless you want multiple sets of connections</para>
 /// <para> unIP is the local IP address to bind to</para>
 /// <para>		pass in 0 if you just want the default local IP</para>
 /// <para> unPort is the port to use</para>
 /// <para>		pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only</para>
 /// </summary>
 public static SNetListenSocket_t CreateListenSocket(int nVirtualP2PPort, SteamIPAddress_t nIP, ushort nPort, bool bAllowUseOfPacketRelay)
 {
     InteropHelp.TestIfAvailableClient();
     return((SNetListenSocket_t)NativeMethods.ISteamNetworking_CreateListenSocket(CSteamAPIContext.GetSteamNetworking(), nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay));
 }