public void RefreshQuery(HServerListRequest hRequest)
 {
     _RefreshQuery(Self, hRequest);
 }
示例#2
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 public static void CancelQuery(HServerListRequest hRequest)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamMatchmakingServers_CancelQuery(hRequest);
 }
示例#3
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 public static int GetServerCount(HServerListRequest hRequest)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamMatchmakingServers_GetServerCount(hRequest));
 }
 private void InternalOnRefreshComplete(HServerListRequest hRequest, EMatchMakingServerResponse response)
 {
     this.m_RefreshComplete(hRequest, response);
 }
示例#5
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 public static void ReleaseRequest(HServerListRequest hServerListRequest)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamMatchmakingServers_ReleaseRequest(hServerListRequest);
 }
 private static extern void _RefreshServer(IntPtr self, HServerListRequest hRequest, int iServer);
 private static extern void _ReleaseRequest(IntPtr self, HServerListRequest hServerListRequest);
 /// <summary>
 /// <para> Ping every server in your list again but don't update the list of servers</para>
 /// <para> Query callback installed when the server list was requested will be used</para>
 /// <para> again to post notifications and RefreshComplete, so the callback must remain</para>
 /// <para> valid until another RefreshComplete is called on it or the request</para>
 /// <para> is released with ReleaseRequest( hRequest )</para>
 /// </summary>
 public static void RefreshQuery(HServerListRequest hRequest)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamMatchmakingServers_RefreshQuery(CSteamAPIContext.GetSteamMatchmakingServers(), hRequest);
 }
 private static extern IntPtr _GetServerDetails(IntPtr self, HServerListRequest hRequest, int iServer);
示例#10
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        }         // 0x0000000180004FE0-0x0000000180004FF0

        static HServerListRequest()
        {
            Invalid = default;
        }         // 0x00000001807CD7C0-0x00000001807CD800
示例#11
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 public static explicit operator IntPtr(HServerListRequest that) => default;            // 0x00000001802A78B0-0x00000001802A78C0
 public bool Equals(HServerListRequest other) => default;                               // 0x000000018002F1A0-0x000000018002F1B0
 private void InternalOnServerFailedToRespond(IntPtr thisptr, HServerListRequest hRequest, int iServer)
 {
     m_ServerFailedToRespond(hRequest, iServer);
 }
 /* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
  *
  *      "map"
  *              - Server passes the filter if the server is playing the specified map.
  *      "gamedataand"
  *              - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
  *              specified strings.  The value field is a comma-delimited list of strings to match.
  *      "gamedataor"
  *              - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
  *              specified strings.  The value field is a comma-delimited list of strings to match.
  *      "gamedatanor"
  *              - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
  *              of the specified strings.  The value field is a comma-delimited list of strings to check.
  *      "gametagsand"
  *              - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
  *              of the specified strings.  The value field is a comma-delimited list of strings to check.
  *      "gametagsnor"
  *              - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
  *              of the specified strings.  The value field is a comma-delimited list of strings to check.
  *      "and" (x1 && x2 && ... && xn)
  *      "or" (x1 || x2 || ... || xn)
  *      "nand" !(x1 && x2 && ... && xn)
  *      "nor" !(x1 || x2 || ... || xn)
  *              - Performs Boolean operation on the following filters.  The operand to this filter specifies
  *              the "size" of the Boolean inputs to the operation, in Key/value pairs.  (The keyvalue
  *              pairs must immediately follow, i.e. this is a prefix logical operator notation.)
  *              In the simplest case where Boolean expressions are not nested, this is simply
  *              the number of operands.
  *
  *              For example, to match servers on a particular map or with a particular tag, would would
  *              use these filters.
  *
  *                      ( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
  *                      "or", "2"
  *                      "map", "cp_dustbowl"
  *                      "gametagsand", "payload"
  *
  *              If logical inputs are nested, then the operand specifies the size of the entire
  *              "length" of its operands, not the number of immediate children.
  *
  *                      ( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
  *                      "or", "4"
  *                      "map", "cp_dustbowl"
  *                      "and", "2"
  *                      "gametagsand", "payload"
  *                      "gametagsnor", "payloadrace"
  *
  *              Unary NOT can be achieved using either "nand" or "nor" with a single operand.
  *
  *      "addr"
  *              - Server passes the filter if the server's query address matches the specified IP or IP:port.
  *      "gameaddr"
  *              - Server passes the filter if the server's game address matches the specified IP or IP:port.
  *
  *      The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
  *
  *      "dedicated"
  *              - Server passes the filter if it passed true to SetDedicatedServer.
  *      "secure"
  *              - Server passes the filter if the server is VAC-enabled.
  *      "notfull"
  *              - Server passes the filter if the player count is less than the reported max player count.
  *      "hasplayers"
  *              - Server passes the filter if the player count is greater than zero.
  *      "noplayers"
  *              - Server passes the filter if it doesn't have any players.
  *      "linux"
  *              - Server passes the filter if it's a linux server
  */
 // Get details on a given server in the list, you can get the valid range of index
 // values by calling GetServerCount().  You will also receive index values in
 // ISteamMatchmakingServerListResponse::ServerResponded() callbacks
 public static IntPtr GetServerDetails(HServerListRequest hRequest, int iServer)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamMatchmakingServers_GetServerDetails(hRequest, iServer));
 }
 public void ReleaseRequest(HServerListRequest hServerListRequest)
 {
     _ReleaseRequest(Self, hServerListRequest);
 }
 private static extern int _GetServerCount(IntPtr self, HServerListRequest hRequest);
        internal gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer)
        {
            var returnValue = _GetServerDetails(Self, hRequest, iServer);

            return(returnValue.ToType <gameserveritem_t>());
        }
        internal int GetServerCount(HServerListRequest hRequest)
        {
            var returnValue = _GetServerCount(Self, hRequest);

            return(returnValue);
        }
 private static extern void _CancelQuery(IntPtr self, HServerListRequest hRequest);
 internal void RefreshServer(HServerListRequest hRequest, int iServer)
 {
     _RefreshServer(Self, hRequest, iServer);
 }
 internal void CancelQuery(HServerListRequest hRequest)
 {
     _CancelQuery(Self, hRequest);
 }
 internal void ReleaseRequest(HServerListRequest hServerListRequest)
 {
     _ReleaseRequest(Self, hServerListRequest);
 }
 private static extern void _RefreshQuery(IntPtr self, HServerListRequest hRequest);
 private void InternalOnServerResponded(HServerListRequest hRequest, int iServer)
 {
     this.m_ServerResponded(hRequest, iServer);
 }
 internal void RefreshQuery(HServerListRequest hRequest)
 {
     _RefreshQuery(Self, hRequest);
 }
示例#25
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 public static gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer)
 {
     InteropHelp.TestIfAvailableClient();
     return((gameserveritem_t)Marshal.PtrToStructure(NativeMethods.ISteamMatchmakingServers_GetServerDetails(hRequest, iServer), typeof(gameserveritem_t)));
 }
 private static extern bool _IsRefreshing(IntPtr self, HServerListRequest hRequest);
示例#27
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 public static bool IsRefreshing(HServerListRequest hRequest)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamMatchmakingServers_IsRefreshing(hRequest));
 }
        internal bool IsRefreshing(HServerListRequest hRequest)
        {
            var returnValue = _IsRefreshing(Self, hRequest);

            return(returnValue);
        }
示例#29
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 public static void RefreshServer(HServerListRequest hRequest, int iServer)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamMatchmakingServers_RefreshServer(hRequest, iServer);
 }
 public void CancelQuery(HServerListRequest hRequest)
 {
     _CancelQuery(Self, hRequest);
 }