/// destroying a listen socket will automatically kill all the regular sockets generated from it public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) { return(false); }
/// checks for data from any socket that has been connected off this listen socket /// returns false if there is no data remaining /// fills out *pcubMsgSize with the size of the next message, in bytes /// fills out *phSocket with the socket that data is available on public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) { pcubMsgSize = (uint)0; phSocket = (SNetSocket_t)0; return(false); }
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 bool Equals(SNetListenSocket_t other) => default; // 0x0000000180016320-0x0000000180016330 public int CompareTo(SNetListenSocket_t other) => default; // 0x000000018002CB20-0x000000018002CB30
internal bool RetrieveData(SNetListenSocket_t hListenSocket, [In, Out] IntPtr[] pubDest, uint cubDest, ref uint pcubMsgSize, ref SNetSocket_t phSocket) { return(_RetrieveData(Self, hListenSocket, pubDest, cubDest, ref pcubMsgSize, ref phSocket)); }
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)); }
internal bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, ref uint pnIP, ref ushort pnPort) { var returnValue = _GetListenSocketInfo(Self, hListenSocket, ref pnIP, ref pnPort); return(returnValue); }
internal bool DestroyListenSocket(SNetListenSocket_t hSocket, [MarshalAs(UnmanagedType.U1)] bool bNotifyRemoteEnd) { return(_DestroyListenSocket(Self, hSocket, bNotifyRemoteEnd)); }
private static extern bool _GetListenSocketInfo(IntPtr self, SNetListenSocket_t hListenSocket, ref SteamIPAddress pnIP, ref ushort pnPort);
internal bool IsDataAvailable(SNetListenSocket_t hListenSocket, ref uint pcubMsgSize, ref SNetSocket_t phSocket) { var returnValue = _IsDataAvailable(Self, hListenSocket, ref pcubMsgSize, ref phSocket); return(returnValue); }
private static extern bool _RetrieveData(IntPtr self, SNetListenSocket_t hListenSocket, [In, Out] IntPtr[] pubDest, uint cubDest, ref uint pcubMsgSize, ref SNetSocket_t phSocket);
private static extern bool _IsDataAvailable(IntPtr self, SNetListenSocket_t hListenSocket, ref uint pcubMsgSize, ref SNetSocket_t phSocket);
private static extern bool _DestroyListenSocket(IntPtr self, SNetListenSocket_t hSocket, [MarshalAs(UnmanagedType.U1)] bool 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, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { pcubMsgSize = (uint)0; phSocket = (SNetSocket_t)0; return(false); }
/// <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.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_IsDataAvailable(CSteamAPIContext.GetSteamNetworking(), hListenSocket, out pcubMsgSize, out phSocket)); }
/// returns which local port the listen socket is bound to /// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort) { pnIP = (uint)0; pnPort = (ushort)0; return(false); }
/// <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.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort)); }
internal bool IsDataAvailable(SNetListenSocket_t hListenSocket, ref uint pcubMsgSize, ref SNetSocket_t phSocket) { return(_IsDataAvailable(Self, hListenSocket, ref pcubMsgSize, ref 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 SteamIPAddress_t pnIP, out ushort pnPort) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort)); }
internal bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, ref uint pnIP, ref ushort pnPort) { return(_GetListenSocketInfo(Self, hListenSocket, ref pnIP, ref 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.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_DestroyListenSocket(hSocket, bNotifyRemoteEnd)); }
public static bool RetrieveData(SNetListenSocket_t hListenSocket, IntPtr pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket)); }
/// <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.TestIfAvailableClient(); return(NativeMethods.ISteamNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket)); }
/// <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.ISteamNetworking_DestroyListenSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd)); }
public static explicit operator uint(SNetListenSocket_t that) => default; // 0x0000000180322710-0x00000001803232A0 public bool Equals(SNetListenSocket_t other) => default; // 0x0000000180016320-0x0000000180016330