internal NativeRealTimeRoom Room()
 {
     if (ResponseStatus() != CommonErrorStatus.UIStatus.VALID)
     {
         return(null);
     }
     return(new NativeRealTimeRoom(RealTimeMultiplayerManager.RealTimeMultiplayerManager_WaitingRoomUIResponse_GetRoom(SelfPtr())));
 }
 internal MultiplayerInvitation Invitation()
 {
     if (ResponseStatus() != CommonErrorStatus.UIStatus.VALID)
     {
         return(null);
     }
     return(new MultiplayerInvitation(RealTimeMultiplayerManager.RealTimeMultiplayerManager_RoomInboxUIResponse_GetInvitation(SelfPtr())));
 }
 internal NativeRealTimeRoom Room()
 {
     if (!RequestSucceeded())
     {
         return(null);
     }
     return(new NativeRealTimeRoom(RealTimeMultiplayerManager.RealTimeMultiplayerManager_RealTimeRoomResponse_GetRoom(SelfPtr())));
 }
 internal void ShowRoomInboxUI(Action <RoomInboxUIResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_ShowRoomInboxUI(mGameServices.AsHandle(), InternalRoomInboxUICallback, Callbacks.ToIntPtr(callback, RoomInboxUIResponse.FromPointer));
 }
 internal CommonErrorStatus.MultiplayerStatus ResponseStatus()
 {
     return(RealTimeMultiplayerManager.RealTimeMultiplayerManager_RealTimeRoomResponse_GetStatus(SelfPtr()));
 }
Пример #6
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 internal void ShowPlayerSelectUI(uint minimumPlayers, uint maxiumPlayers, bool allowAutomatching, Action <PlayerSelectUIResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_ShowPlayerSelectUI(this.mGameServices.AsHandle(), minimumPlayers, maxiumPlayers, allowAutomatching, new RealTimeMultiplayerManager.PlayerSelectUICallback(RealtimeManager.InternalPlayerSelectUIcallback), Callbacks.ToIntPtr <PlayerSelectUIResponse>(callback, new Func <IntPtr, PlayerSelectUIResponse>(PlayerSelectUIResponse.FromPointer)));
 }
 protected override void CallDispose(HandleRef selfPointer)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_RoomInboxUIResponse_Dispose(selfPointer);
 }
Пример #8
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 internal void ShowWaitingRoomUI(NativeRealTimeRoom room, uint minimumParticipantsBeforeStarting, Action <RealtimeManager.WaitingRoomUIResponse> callback)
 {
     Misc.CheckNotNull <NativeRealTimeRoom>(room);
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_ShowWaitingRoomUI(this.mGameServices.AsHandle(), room.AsPointer(), minimumParticipantsBeforeStarting, new RealTimeMultiplayerManager.WaitingRoomUICallback(RealtimeManager.InternalWaitingRoomUICallback), Callbacks.ToIntPtr <RealtimeManager.WaitingRoomUIResponse>(callback, new Func <IntPtr, RealtimeManager.WaitingRoomUIResponse>(RealtimeManager.WaitingRoomUIResponse.FromPointer)));
 }
 internal void SendUnreliableMessageToAll(NativeRealTimeRoom room, byte[] data)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendUnreliableMessageToOthers(mGameServices.AsHandle(), room.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data));
 }
Пример #10
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 internal void FetchInvitations(Action <FetchInvitationsResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_FetchInvitations(this.mGameServices.AsHandle(), new RealTimeMultiplayerManager.FetchInvitationsCallback(RealtimeManager.InternalFetchInvitationsCallback), Callbacks.ToIntPtr <FetchInvitationsResponse>(callback, new Func <IntPtr, FetchInvitationsResponse>(FetchInvitationsResponse.FromPointer)));
 }
 internal void LeaveRoom(NativeRealTimeRoom room, Action <CommonErrorStatus.ResponseStatus> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_LeaveRoom(mGameServices.AsHandle(), room.AsPointer(), InternalLeaveRoomCallback, Callbacks.ToIntPtr(callback));
 }
Пример #12
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 internal void CreateRoom(RealtimeRoomConfig config, GooglePlayGames.Native.PInvoke.RealTimeEventListenerHelper helper, Action <RealTimeRoomResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_CreateRealTimeRoom(this.mGameServices.AsHandle(), config.AsPointer(), helper.AsPointer(), new RealTimeMultiplayerManager.RealTimeRoomCallback(RealtimeManager.InternalRealTimeRoomCallback), ToCallbackPointer(callback));
 }
Пример #13
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 internal void DeclineInvitation(GooglePlayGames.Native.PInvoke.MultiplayerInvitation invitation)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_DeclineInvitation(this.mGameServices.AsHandle(), invitation.AsPointer());
 }
Пример #14
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 internal void AcceptInvitation(GooglePlayGames.Native.PInvoke.MultiplayerInvitation invitation, GooglePlayGames.Native.PInvoke.RealTimeEventListenerHelper listener, Action <RealTimeRoomResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_AcceptInvitation(this.mGameServices.AsHandle(), invitation.AsPointer(), listener.AsPointer(), new RealTimeMultiplayerManager.RealTimeRoomCallback(RealtimeManager.InternalRealTimeRoomCallback), ToCallbackPointer(callback));
 }
Пример #15
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 internal void SendReliableMessage(NativeRealTimeRoom room, GooglePlayGames.Native.PInvoke.MultiplayerParticipant participant, byte[] data, Action <GooglePlayGames.Native.Cwrapper.CommonErrorStatus.MultiplayerStatus> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendReliableMessage(this.mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT <byte>(data), new RealTimeMultiplayerManager.SendReliableMessageCallback(RealtimeManager.InternalSendReliableMessageCallback), Callbacks.ToIntPtr(callback));
 }
Пример #16
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 internal void LeaveRoom(NativeRealTimeRoom room, Action <GooglePlayGames.Native.Cwrapper.CommonErrorStatus.ResponseStatus> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_LeaveRoom(this.mGameServices.AsHandle(), room.AsPointer(), new RealTimeMultiplayerManager.LeaveRoomCallback(RealtimeManager.InternalLeaveRoomCallback), Callbacks.ToIntPtr(callback));
 }
 internal void ShowWaitingRoomUI(NativeRealTimeRoom room, uint minimumParticipantsBeforeStarting, Action <WaitingRoomUIResponse> callback)
 {
     Misc.CheckNotNull(room);
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_ShowWaitingRoomUI(mGameServices.AsHandle(), room.AsPointer(), minimumParticipantsBeforeStarting, InternalWaitingRoomUICallback, Callbacks.ToIntPtr(callback, WaitingRoomUIResponse.FromPointer));
 }
 internal void DeclineInvitation(MultiplayerInvitation invitation)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_DeclineInvitation(mGameServices.AsHandle(), invitation.AsPointer());
 }
 internal void FetchInvitations(Action <FetchInvitationsResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_FetchInvitations(mGameServices.AsHandle(), InternalFetchInvitationsCallback, Callbacks.ToIntPtr(callback, FetchInvitationsResponse.FromPointer));
 }
Пример #20
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 internal void ShowRoomInboxUI(Action <RealtimeManager.RoomInboxUIResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_ShowRoomInboxUI(this.mGameServices.AsHandle(), new RealTimeMultiplayerManager.RoomInboxUICallback(RealtimeManager.InternalRoomInboxUICallback), Callbacks.ToIntPtr <RealtimeManager.RoomInboxUIResponse>(callback, new Func <IntPtr, RealtimeManager.RoomInboxUIResponse>(RealtimeManager.RoomInboxUIResponse.FromPointer)));
 }
 internal void AcceptInvitation(MultiplayerInvitation invitation, RealTimeEventListenerHelper listener, Action <RealTimeRoomResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_AcceptInvitation(mGameServices.AsHandle(), invitation.AsPointer(), listener.AsPointer(), InternalRealTimeRoomCallback, ToCallbackPointer(callback));
 }
 internal CommonErrorStatus.ResponseStatus ResponseStatus()
 {
     return(RealTimeMultiplayerManager.RealTimeMultiplayerManager_FetchInvitationsResponse_GetStatus(SelfPtr()));
 }
 internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant, byte[] data, Action <CommonErrorStatus.MultiplayerStatus> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendReliableMessage(mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data), InternalSendReliableMessageCallback, Callbacks.ToIntPtr(callback));
 }
 internal IEnumerable <MultiplayerInvitation> Invitations()
 {
     return(PInvokeUtilities.ToEnumerable(RealTimeMultiplayerManager.RealTimeMultiplayerManager_FetchInvitationsResponse_GetInvitations_Length(SelfPtr()), (UIntPtr index) => new MultiplayerInvitation(RealTimeMultiplayerManager.RealTimeMultiplayerManager_FetchInvitationsResponse_GetInvitations_GetElement(SelfPtr(), index))));
 }
 internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room, List <MultiplayerParticipant> recipients, byte[] data)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendUnreliableMessage(mGameServices.AsHandle(), room.AsPointer(), (from r in recipients
                                                                                                                              select r.AsPointer()).ToArray(), new UIntPtr((ulong)recipients.LongCount()), data, PInvokeUtilities.ArrayToSizeT(data));
 }
 protected override void CallDispose(HandleRef selfPointer)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_FetchInvitationsResponse_Dispose(selfPointer);
 }
 internal void CreateRoom(RealtimeRoomConfig config, RealTimeEventListenerHelper helper, Action <RealTimeRoomResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_CreateRealTimeRoom(mGameServices.AsHandle(), config.AsPointer(), helper.AsPointer(), InternalRealTimeRoomCallback, ToCallbackPointer(callback));
 }
 internal void ShowPlayerSelectUI(uint minimumPlayers, uint maxiumPlayers, bool allowAutomatching, Action <PlayerSelectUIResponse> callback)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_ShowPlayerSelectUI(mGameServices.AsHandle(), minimumPlayers, maxiumPlayers, allowAutomatching, InternalPlayerSelectUIcallback, Callbacks.ToIntPtr(callback, PlayerSelectUIResponse.FromPointer));
 }
 internal CommonErrorStatus.UIStatus ResponseStatus()
 {
     return(RealTimeMultiplayerManager.RealTimeMultiplayerManager_WaitingRoomUIResponse_GetStatus(SelfPtr()));
 }
Пример #30
0
 internal CommonErrorStatus.UIStatus ResponseStatus()
 {
     return(RealTimeMultiplayerManager.RealTimeMultiplayerManager_RoomInboxUIResponse_GetStatus(this.SelfPtr()));
 }