/// <summary> /// <para> checks for data from any socket that has been connected off this listen socket</para> /// <para> returns false if there is no data remaining</para> /// <para> fills out *pcubMsgSize with the size of the next message, in bytes</para> /// <para> fills out *phSocket with the socket that data is available on</para> /// </summary> public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamGameServerNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket); }
public static extern bool ISteamGameServerNetworking_GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort);
/// <summary> /// <para> destroying a listen socket will automatically kill all the regular sockets generated from it</para> /// </summary> public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamGameServerNetworking_DestroyListenSocket(hSocket, bNotifyRemoteEnd); }
public static extern bool ISteamGameServerNetworking_IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket);
public static extern bool ISteamGameServerNetworking_RetrieveData(SNetListenSocket_t hListenSocket, [In, Out] byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket);
public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket)); }
public static extern bool ISteamGameServerNetworking_DestroyListenSocket(SNetListenSocket_t hSocket, [MarshalAs(UnmanagedType.I1)] bool bNotifyRemoteEnd);
public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_DestroyListenSocket(CSteamAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd)); }
// retrieves data from any socket that has been connected off this listen socket // fills in pubDest with the contents of the message // messages are always complete, of the same size as was sent (i.e. packetized, not streaming) // if *pcubMsgSize < cubDest, only partial data is written // returns false if no data is available // fills out *phSocket with the socket that data is available on public static bool RetrieveData(SNetListenSocket_t hListenSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableClient(); return NativeMethods.ISteamNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket); }
public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_RetrieveData(CSteamAPIContext.GetSteamNetworking(), hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket)); }
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)); }
public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_IsDataAvailable(CSteamAPIContext.GetSteamNetworking(), hListenSocket, out pcubMsgSize, out phSocket)); }
/// <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 uint pnIP, out ushort pnPort) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort)); }
public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerNetworking_DestroyListenSocket(hSocket, bNotifyRemoteEnd)); }
/// <summary> /// <para> retrieves data from any socket that has been connected off this listen socket</para> /// <para> fills in pubDest with the contents of the message</para> /// <para> messages are always complete, of the same size as was sent (i.e. packetized, not streaming)</para> /// <para> if *pcubMsgSize < cubDest, only partial data is written</para> /// <para> returns false if no data is available</para> /// <para> fills out *phSocket with the socket that data is available on</para> /// </summary> public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket); }
public static extern bool ISteamNetworking_RetrieveData(SNetListenSocket_t hListenSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket);
/// <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 uint pnIP, out ushort pnPort) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamGameServerNetworking_GetListenSocketInfo(hListenSocket, out pnIP, out pnPort); }
public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket)); }