public static bool SteamNetworkingIPAddr_ParseString(out SteamNetworkingIPAddr pAddr, string pszStr)
 {
     InteropHelp.TestIfAvailableClient();
     using (var pszStr2 = new InteropHelp.UTF8StringHandle(pszStr)) {
         return(NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString(CSteamAPIContext.GetSteamNetworkingUtils(), out pAddr, pszStr2));
     }
 }
        /// <summary>
        /// <para> String conversions.  You'll usually access these using the respective</para>
        /// <para> inline methods.</para>
        /// </summary>
        public static void SteamNetworkingIPAddr_ToString(ref SteamNetworkingIPAddr addr, out string buf, uint cbBuf, bool bWithPort)
        {
            InteropHelp.TestIfAvailableClient();
            IntPtr buf2 = Marshal.AllocHGlobal((int)cbBuf);

            NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString(CSteamAPIContext.GetSteamNetworkingUtils(), ref addr, buf2, cbBuf, bWithPort);
            buf = InteropHelp.PtrToStringUTF8(buf2);
            Marshal.FreeHGlobal(buf2);
        }
 // Set to specified IP:port
 public void SetIPAddr(SteamNetworkingIPAddr addr)
 {
     NativeMethods.SteamAPI_SteamNetworkingIdentity_SetIPAddr(ref this, ref addr);
 }
 public static HSteamNetConnection ConnectByIPAddress(ref SteamNetworkingIPAddr address, int nOptions, SteamNetworkingConfigValue_t[] pOptions)
 {
     InteropHelp.TestIfAvailableGameServer();
     return((HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectByIPAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref address, nOptions, pOptions));
 }
 public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions)
 {
     InteropHelp.TestIfAvailableGameServer();
     return((HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateListenSocketIP(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref localAddress, nOptions, pOptions));
 }
Exemplo n.º 6
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 public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions) => default;              // 0x0000000180957610-0x00000001809576D0
 public static HSteamNetConnection ConnectByIPAddress(ref SteamNetworkingIPAddr address, int nOptions, SteamNetworkingConfigValue_t[] pOptions) => default;                    // 0x0000000180957220-0x00000001809572E0
 public static bool GetListenSocketAddress(HSteamListenSocket hSocket, out SteamNetworkingIPAddr address)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingSockets_GetListenSocketAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hSocket, out address));
 }
Exemplo n.º 8
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 // Methods
 public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions) => default;              // 0x0000000180957610-0x00000001809576D0
 public bool ParseString(string pszStr) => default;      // 0x000000018002BFF0-0x000000018002C000
 public bool Equals(SteamNetworkingIPAddr x) => default; // 0x000000018002BF80-0x000000018002BFB0
 public static ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType(ref SteamNetworkingIPAddr addr)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_GetFakeIPType(CSteamAPIContext.GetSteamNetworkingUtils(), ref addr));
 }
 /// <summary>
 /// <para>/ Get the real identity associated with a given FakeIP.</para>
 /// <para>/</para>
 /// <para>/ On failure, returns:</para>
 /// <para>/ - k_EResultInvalidParam: the IP is not a FakeIP.</para>
 /// <para>/ - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.</para>
 /// <para>/</para>
 /// <para>/ FakeIP's used by active connections, or the FakeIPs assigned to local identities,</para>
 /// <para>/ will always work.  FakeIPs for recently destroyed connections will continue to</para>
 /// <para>/ return results for a little while, but not forever.  At some point, we will forget</para>
 /// <para>/ FakeIPs to save space.  It's reasonably safe to assume that you can read back the</para>
 /// <para>/ real identity of a connection very soon after it is destroyed.  But do not wait</para>
 /// <para>/ indefinitely.</para>
 /// </summary>
 public static EResult GetRealIdentityForFakeIP(ref SteamNetworkingIPAddr fakeIP, out SteamNetworkingIdentity pOutRealIdentity)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworkingUtils_GetRealIdentityForFakeIP(CSteamAPIContext.GetSteamNetworkingUtils(), ref fakeIP, out pOutRealIdentity));
 }
Exemplo n.º 12
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        public ulong GetSteamID64() => default;         // 0x000000018002C370-0x000000018002C380

        public void SetIPAddr(SteamNetworkingIPAddr addr)
        {
        }                                                            // 0x000000018002C430-0x000000018002C460