public bool SendSignal(HSteamNetConnection hConn, ref SteamNetConnectionInfo_t info, IntPtr pMsg, int cbMsg) { return(NativeMethods.SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal(ref this, hConn, ref info, pMsg, cbMsg)); }
/// <summary> /// <para>/ Returns information about the latest state of a connection, if any, with the given peer.</para> /// <para>/ Primarily intended for debugging purposes, but can also be used to get more detailed</para> /// <para>/ failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.)</para> /// <para>/</para> /// <para>/ Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None</para> /// <para>/ if no connection exists with specified peer. You may pass nullptr for either parameter if</para> /// <para>/ you do not need the corresponding details. Note that sessions time out after a while,</para> /// <para>/ so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait</para> /// <para>/ indefinitely to obtain the reason for failure.</para> /// </summary> public static ESteamNetworkingConnectionState GetSessionConnectionInfo(ref SteamNetworkingIdentity identityRemote, out SteamNetConnectionInfo_t pConnectionInfo, out SteamNetConnectionRealTimeStatus_t pQuickStatus) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingMessages_GetSessionConnectionInfo(CSteamAPIContext.GetSteamNetworkingMessages(), ref identityRemote, out pConnectionInfo, out pQuickStatus)); }
public static bool GetConnectionInfo(HSteamNetConnection hConn, out SteamNetConnectionInfo_t pInfo) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworkingSockets_GetConnectionInfo(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, out pInfo)); }
// Methods public bool SendSignal(HSteamNetConnection hConn, ref SteamNetConnectionInfo_t info, IntPtr pMsg, int cbMsg) => default; // 0x0000000180004B90-0x0000000180004D00