private void OnLobbyEntered(LobbyEnter_t result, bool failure) { //IL_001e: Unknown result type (might be due to invalid IL or missing references) //IL_002c: Unknown result type (might be due to invalid IL or missing references) //IL_0082: Unknown result type (might be due to invalid IL or missing references) //IL_0094: Unknown result type (might be due to invalid IL or missing references) //IL_00a4: Unknown result type (might be due to invalid IL or missing references) //IL_00b2: Unknown result type (might be due to invalid IL or missing references) //IL_00ca: Unknown result type (might be due to invalid IL or missing references) //IL_00db: Unknown result type (might be due to invalid IL or missing references) //IL_0127: Unknown result type (might be due to invalid IL or missing references) WeGameHelper.WriteDebugString(" OnLobbyEntered"); SteamNetworking.AllowP2PPacketRelay(true); SendAuthTicket(_lobby.Owner); int num = 0; P2PSessionState_t val = default(P2PSessionState_t); while (SteamNetworking.GetP2PSessionState(_lobby.Owner, ref val) && val.m_bConnectionActive != 1) { switch (val.m_eP2PSessionError) { case 2: ClearAuthTicket(); return; case 1: ClearAuthTicket(); return; case 3: ClearAuthTicket(); return; case 5: ClearAuthTicket(); return; case 4: if (++num > 5) { ClearAuthTicket(); return; } SteamNetworking.CloseP2PSessionWithUser(_lobby.Owner); SendAuthTicket(_lobby.Owner); break; } } _connectionStateMap[_lobby.Owner] = ConnectionState.Connected; SteamFriends.SetPlayedWith(_lobby.Owner); SteamFriends.SetRichPresence("status", Language.GetTextValue("Social.StatusInGame")); Main.clrInput(); Netplay.ServerPassword = ""; Main.GetInputText(""); Main.autoPass = false; Main.netMode = 1; Netplay.OnConnectedToSocialServer(new SocialSocket(new SteamAddress(_lobby.Owner))); }
private void OnLobbyEntered(LobbyEnter_t result, bool failure) { SteamNetworking.AllowP2PPacketRelay(true); this.SendAuthTicket(this._lobby.Owner); var num = 0; P2PSessionState_t p2PsessionStateT; while (SteamNetworking.GetP2PSessionState(this._lobby.Owner, out p2PsessionStateT) && p2PsessionStateT.m_bConnectionActive != 1) { switch ((byte)p2PsessionStateT.m_eP2PSessionError) { case 1: this.ClearAuthTicket(); return; case 2: this.ClearAuthTicket(); return; case 3: this.ClearAuthTicket(); return; case 4: if (++num > 5) { this.ClearAuthTicket(); return; } SteamNetworking.CloseP2PSessionWithUser(this._lobby.Owner); this.SendAuthTicket(this._lobby.Owner); continue; case 5: this.ClearAuthTicket(); return; default: continue; } } this._connectionStateMap[this._lobby.Owner] = NetSocialModule.ConnectionState.Connected; SteamFriends.SetPlayedWith(this._lobby.Owner); SteamFriends.SetRichPresence("status", Language.GetTextValue("Social.StatusInGame")); Main.clrInput(); Netplay.ServerPassword = ""; Main.GetInputText(""); Main.autoPass = false; Main.netMode = 1; Netplay.OnConnectedToSocialServer( (ISocket) new SocialSocket((RemoteAddress) new SteamAddress(this._lobby.Owner))); }
private void OnLobbyEntered(LobbyEnter_t result, bool failure) { SteamNetworking.AllowP2PPacketRelay(true); SendAuthTicket(_lobby.Owner); int num = 0; P2PSessionState_t pConnectionState; while (SteamNetworking.GetP2PSessionState(_lobby.Owner, out pConnectionState) && pConnectionState.m_bConnectionActive != 1) { switch (pConnectionState.m_eP2PSessionError) { case 2: ClearAuthTicket(); return; case 1: ClearAuthTicket(); return; case 3: ClearAuthTicket(); return; case 5: ClearAuthTicket(); return; case 4: if (++num > 5) { ClearAuthTicket(); return; } SteamNetworking.CloseP2PSessionWithUser(_lobby.Owner); SendAuthTicket(_lobby.Owner); break; } } _connectionStateMap[_lobby.Owner] = ConnectionState.Connected; SteamFriends.SetPlayedWith(_lobby.Owner); SteamFriends.SetRichPresence("status", "Playing online."); Main.clrInput(); Netplay.ServerPassword = ""; Main.GetInputText(""); Main.autoPass = false; Main.netMode = 1; Netplay.OnConnectedToSocialServer(new SocialSocket(new SteamAddress(_lobby.Owner))); }
private void OnAuthSuccess(RailID remote_peer) { if (_connectionStateMap.ContainsKey(remote_peer)) { _connectionStateMap[remote_peer] = ConnectionState.Connected; AsyncSetPlayWith(_inviter_id); AsyncSetMyMetaData("status", Language.GetTextValue("Social.StatusInGame")); AsyncSetMyMetaData(_serverIDMedataKey, ((RailComparableID)remote_peer).id_.ToString()); Main.clrInput(); Netplay.ServerPassword = ""; Main.GetInputText(""); Main.autoPass = false; Main.netMode = 1; Netplay.OnConnectedToSocialServer(new SocialSocket(new WeGameAddress(remote_peer, GetFriendNickname(_inviter_id)))); WeGameHelper.WriteDebugString("OnConnectToSocialServer server:" + ((RailComparableID)remote_peer).id_.ToString()); } }
private void OnAuthSuccess(RailID remote_peer) { if (!this._connectionStateMap.ContainsKey(remote_peer)) { return; } this._connectionStateMap[remote_peer] = NetSocialModule.ConnectionState.Connected; this.AsyncSetPlayWith(this._inviter_id); this.AsyncSetMyMetaData("status", Language.GetTextValue("Social.StatusInGame")); // ISSUE: explicit non-virtual call this.AsyncSetMyMetaData(this._serverIDMedataKey, __nonvirtual(((RailComparableID)remote_peer).id_.ToString())); Main.clrInput(); Netplay.ServerPassword = ""; Main.GetInputText("", false); Main.autoPass = false; Main.netMode = 1; Netplay.OnConnectedToSocialServer((ISocket) new SocialSocket((RemoteAddress) new WeGameAddress(remote_peer, this.GetFriendNickname(this._inviter_id)))); // ISSUE: explicit non-virtual call WeGameHelper.WriteDebugString("OnConnectToSocialServer server:" + __nonvirtual(((RailComparableID)remote_peer).id_.ToString())); }
private void OnLobbyEntered(LobbyEnter_t result, bool failure) { P2PSessionState_t p2PSessionStateT; SteamNetworking.AllowP2PPacketRelay(true); this.SendAuthTicket(this._lobby.Owner); int num = 0; while (SteamNetworking.GetP2PSessionState(this._lobby.Owner, out p2PSessionStateT) && p2PSessionStateT.m_bConnectionActive != 1) { switch (p2PSessionStateT.m_eP2PSessionError) { case 1: { this.ClearAuthTicket(); return; } case 2: { this.ClearAuthTicket(); return; } case 3: { this.ClearAuthTicket(); return; } case 4: { int num1 = num + 1; num = num1; if (num1 > 5) { this.ClearAuthTicket(); return; } SteamNetworking.CloseP2PSessionWithUser(this._lobby.Owner); this.SendAuthTicket(this._lobby.Owner); continue; } case 5: { this.ClearAuthTicket(); return; } default: { continue; } } } this._connectionStateMap[this._lobby.Owner] = NetSocialModule.ConnectionState.Connected; SteamFriends.SetPlayedWith(this._lobby.Owner); SteamFriends.SetRichPresence("status", "Playing online."); Main.netMode = 1; Netplay.OnConnectedToSocialServer(new SocialSocket(new SteamAddress(this._lobby.Owner))); }