internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant, byte[] data, Action <Status.MultiplayerStatus> callback) { C.RealTimeMultiplayerManager_SendReliableMessage(mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data), InternalSendReliableMessageCallback, Callbacks.ToIntPtr(callback)); }
internal void LeaveRoom(NativeRealTimeRoom room, Action <Status.ResponseStatus> callback) { C.RealTimeMultiplayerManager_LeaveRoom(mGameServices.AsHandle(), room.AsPointer(), InternalLeaveRoomCallback, Callbacks.ToIntPtr(callback)); }
internal void ShowWaitingRoomUI(NativeRealTimeRoom room, uint minimumParticipantsBeforeStarting, Action<WaitingRoomUIResponse> callback) { Misc.CheckNotNull(room); C.RealTimeMultiplayerManager_ShowWaitingRoomUI(mGameServices.AsHandle(), room.AsPointer(), minimumParticipantsBeforeStarting, InternalWaitingRoomUICallback, Callbacks.ToIntPtr(callback, WaitingRoomUIResponse.FromPointer)); }
internal void ShowWaitingRoomUI(NativeRealTimeRoom room, uint minimumParticipantsBeforeStarting, Action <WaitingRoomUIResponse> callback) { Misc.CheckNotNull(room); C.RealTimeMultiplayerManager_ShowWaitingRoomUI(mGameServices.AsHandle(), room.AsPointer(), minimumParticipantsBeforeStarting, InternalWaitingRoomUICallback, Callbacks.ToIntPtr(callback, WaitingRoomUIResponse.FromPointer)); }
internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room, List <MultiplayerParticipant> recipients, byte[] data) { C.RealTimeMultiplayerManager_SendUnreliableMessage( mGameServices.AsHandle(), room.AsPointer(), recipients.Select(r => r.AsPointer()).ToArray(), new UIntPtr((ulong)recipients.LongCount()), data, PInvokeUtilities.ArrayToSizeT(data)); }
internal void SendUnreliableMessageToAll(NativeRealTimeRoom room, byte[] data) { C.RealTimeMultiplayerManager_SendUnreliableMessageToOthers(mGameServices.AsHandle(), room.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data)); }
internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room, List<MultiplayerParticipant> recipients, byte[] data) { C.RealTimeMultiplayerManager_SendUnreliableMessage( mGameServices.AsHandle(), room.AsPointer(), recipients.Select(r => r.AsPointer()).ToArray(), new UIntPtr((ulong) recipients.LongCount()), data, PInvokeUtilities.ArrayToSizeT(data)); }
internal void SendReliableMessage(NativeRealTimeRoom room, MultiplayerParticipant participant, byte[] data, Action<Status.MultiplayerStatus> callback) { C.RealTimeMultiplayerManager_SendReliableMessage(mGameServices.AsHandle(), room.AsPointer(), participant.AsPointer(), data, PInvokeUtilities.ArrayToSizeT(data), InternalSendReliableMessageCallback, Callbacks.ToIntPtr(callback)); }
internal void LeaveRoom(NativeRealTimeRoom room, Action<Status.ResponseStatus> callback) { C.RealTimeMultiplayerManager_LeaveRoom(mGameServices.AsHandle(), room.AsPointer(), InternalLeaveRoomCallback, Callbacks.ToIntPtr(callback)); }
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)); }
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 <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))); }