public static bool SteamNetworkingIPAddr_ParseString(out SteamNetworkingIPAddr pAddr, string pszStr) { InteropHelp.TestIfAvailableClient(); using (var pszStr2 = new InteropHelp.UTF8StringHandle(pszStr)) { return(NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString(CSteamAPIContext.GetSteamNetworkingUtils(), out pAddr, pszStr2)); } }
/// <summary> /// <para> String conversions. You'll usually access these using the respective</para> /// <para> inline methods.</para> /// </summary> public static void SteamNetworkingIPAddr_ToString(ref SteamNetworkingIPAddr addr, out string buf, uint cbBuf, bool bWithPort) { InteropHelp.TestIfAvailableClient(); IntPtr buf2 = Marshal.AllocHGlobal((int)cbBuf); NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString(CSteamAPIContext.GetSteamNetworkingUtils(), ref addr, buf2, cbBuf, bWithPort); buf = InteropHelp.PtrToStringUTF8(buf2); Marshal.FreeHGlobal(buf2); }
// Set to specified IP:port public void SetIPAddr(SteamNetworkingIPAddr addr) { NativeMethods.SteamAPI_SteamNetworkingIdentity_SetIPAddr(ref this, ref addr); }
public static HSteamNetConnection ConnectByIPAddress(ref SteamNetworkingIPAddr address, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return((HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectByIPAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref address, nOptions, pOptions)); }
public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return((HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateListenSocketIP(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref localAddress, nOptions, pOptions)); }
public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions) => default; // 0x0000000180957610-0x00000001809576D0 public static HSteamNetConnection ConnectByIPAddress(ref SteamNetworkingIPAddr address, int nOptions, SteamNetworkingConfigValue_t[] pOptions) => default; // 0x0000000180957220-0x00000001809572E0
public static bool GetListenSocketAddress(HSteamListenSocket hSocket, out SteamNetworkingIPAddr address) { InteropHelp.TestIfAvailableGameServer(); return(NativeMethods.ISteamNetworkingSockets_GetListenSocketAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hSocket, out address)); }
// Methods public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions) => default; // 0x0000000180957610-0x00000001809576D0
public bool ParseString(string pszStr) => default; // 0x000000018002BFF0-0x000000018002C000 public bool Equals(SteamNetworkingIPAddr x) => default; // 0x000000018002BF80-0x000000018002BFB0
public static ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType(ref SteamNetworkingIPAddr addr) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingUtils_SteamNetworkingIPAddr_GetFakeIPType(CSteamAPIContext.GetSteamNetworkingUtils(), ref addr)); }
/// <summary> /// <para>/ Get the real identity associated with a given FakeIP.</para> /// <para>/</para> /// <para>/ On failure, returns:</para> /// <para>/ - k_EResultInvalidParam: the IP is not a FakeIP.</para> /// <para>/ - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.</para> /// <para>/</para> /// <para>/ FakeIP's used by active connections, or the FakeIPs assigned to local identities,</para> /// <para>/ will always work. FakeIPs for recently destroyed connections will continue to</para> /// <para>/ return results for a little while, but not forever. At some point, we will forget</para> /// <para>/ FakeIPs to save space. It's reasonably safe to assume that you can read back the</para> /// <para>/ real identity of a connection very soon after it is destroyed. But do not wait</para> /// <para>/ indefinitely.</para> /// </summary> public static EResult GetRealIdentityForFakeIP(ref SteamNetworkingIPAddr fakeIP, out SteamNetworkingIdentity pOutRealIdentity) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamNetworkingUtils_GetRealIdentityForFakeIP(CSteamAPIContext.GetSteamNetworkingUtils(), ref fakeIP, out pOutRealIdentity)); }
public ulong GetSteamID64() => default; // 0x000000018002C370-0x000000018002C380 public void SetIPAddr(SteamNetworkingIPAddr addr) { } // 0x000000018002C430-0x000000018002C460