public static bool GetQuickConnectionStatus(HSteamNetConnection hConn, out SteamNetworkingQuickConnectionStatus pStats)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamNetworkingSockets_GetQuickConnectionStatus(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, out pStats));
 }
        internal bool GetQuickConnectionStatus(Connection hConn, ref SteamNetworkingQuickConnectionStatus pStats)
        {
            var returnValue = _GetQuickConnectionStatus(Self, hConn, ref pStats);

            return(returnValue);
        }
 /// <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_AutoRestartBrokwnSession.)</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 SendMessageToUser, 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 SteamNetworkingQuickConnectionStatus pQuickStatus)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamNetworkingMessages_GetSessionConnectionInfo(CSteamAPIContext.GetSteamNetworkingMessages(), ref identityRemote, out pConnectionInfo, out pQuickStatus));
 }
 internal bool GetQuickConnectionStatus(Connection hConn, ref SteamNetworkingQuickConnectionStatus pStats)
 {
     return(_GetQuickConnectionStatus(Self, hConn, ref pStats));
 }
 private static extern bool _GetQuickConnectionStatus(IntPtr self, Connection hConn, ref SteamNetworkingQuickConnectionStatus pStats);