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);