public static P2PSessionState?GetP2PSessionState(SteamId steamid) { P2PSessionState_t state = new P2PSessionState_t(); if (Internal.GetP2PSessionState(steamid, ref state)) { return(new P2PSessionState(state)); } return(null); }
internal P2PSessionState(P2PSessionState_t s) { this.ConnectionActive = s.ConnectionActive; this.Connecting = s.Connecting; this.P2PSessionError = (P2PSessionError)s.P2PSessionError; this.UsingRelay = s.UsingRelay; this.BytesQueuedForSend = s.BytesQueuedForSend; this.PacketsQueuedForSend = s.PacketsQueuedForSend; this.RemoteIP = s.RemoteIP; this.RemotePort = s.RemotePort; }
internal bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState) { if (Config.Os == OsType.Windows) { P2PSessionState_t.Pack8 pConnectionState_windows = pConnectionState; var retVal = _GetP2PSessionState_Windows(Self, steamIDRemote, ref pConnectionState_windows); pConnectionState = pConnectionState_windows; return(retVal); } return(_GetP2PSessionState(Self, steamIDRemote, ref pConnectionState)); }
public static void Dump(string tag, P2PSessionState_t s) { Debug.Log("##### " + tag + " #####"); Debug.Log("m_bConnecting: " + s.m_bConnecting); Debug.Log("m_bConnectionActive: " + s.m_bConnectionActive); Debug.Log("m_bUsingRelay: " + s.m_bUsingRelay); Debug.Log("m_eP2PSessionError: " + s.m_eP2PSessionError); Debug.Log("m_nBytesQueuedForSend: " + s.m_nBytesQueuedForSend); Debug.Log("m_nPacketsQueuedForSend: " + s.m_nPacketsQueuedForSend); Debug.Log("m_nRemoteIP: " + s.m_nRemoteIP); Debug.Log("m_nRemotePort: " + s.m_nRemotePort); }
internal bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState) { bool self; if (Config.Os != OsType.Windows) { self = this._GetP2PSessionState(this.Self, steamIDRemote, ref pConnectionState); } else { P2PSessionState_t.Pack8 pack8 = pConnectionState; bool _GetP2PSessionStateWindows = this._GetP2PSessionState_Windows(this.Self, steamIDRemote, ref pack8); pConnectionState = pack8; self = _GetP2PSessionStateWindows; } return(self); }
/// <summary> /// <para> fills out P2PSessionState_t structure with details about the underlying connection to the user</para> /// <para> should only needed for debugging purposes</para> /// <para> returns false if no connection exists to the specified user</para> /// </summary> public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_GetP2PSessionState(steamIDRemote, out pConnectionState)); }
/// <summary> /// <para> fills out P2PSessionState_t structure with details about the underlying connection to the user</para> /// <para> should only needed for debugging purposes</para> /// <para> returns false if no connection exists to the specified user</para> /// </summary> public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamGameServerNetworking_GetP2PSessionState(steamIDRemote, out pConnectionState); }
public static extern bool ISteamGameServerNetworking_GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState);
public bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState) { var returnValue = _GetP2PSessionState(Self, steamIDRemote, ref pConnectionState); return(returnValue); }
public static extern bool _GetP2PSessionState(IntPtr self, SteamId steamIDRemote, ref P2PSessionState_t pConnectionState);
/// <summary> /// <para> fills out P2PSessionState_t structure with details about the underlying connection to the user</para> /// <para> should only needed for debugging purposes</para> /// <para> returns false if no connection exists to the specified user</para> /// </summary> public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_GetP2PSessionState(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, out pConnectionState)); }
internal bool GetP2PSessionState(SteamId steamIDRemote, ref P2PSessionState_t pConnectionState) { return(_GetP2PSessionState(Self, steamIDRemote, ref pConnectionState)); }
/// fills out P2PSessionState_t structure with details about the underlying connection to the user /// should only needed for debugging purposes /// returns false if no connection exists to the specified user public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState) { pConnectionState = new P2PSessionState_t(); return(false); }