示例#1
0
		private void InternalOnServerResponded(IntPtr thisptr, gameserveritem_t server) {
			m_ServerResponded(server);
		}
        }                                           // 0x00000001807CEB40-0x00000001807CEC40

        private void InternalOnServerResponded(IntPtr thisptr, gameserveritem_t server)
        {
        }                                                                                          // 0x00000001807CEC40-0x00000001807CEC70
 private void InternalOnServerResponded(IntPtr thisptr, gameserveritem_t server)
 {
     m_ServerResponded(server);
 }
示例#4
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		private void InternalOnServerResponded(gameserveritem_t server) {
			m_ServerResponded(server);
		}
示例#5
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        void SteamMatchmakingServerListResponse_OnRefreshComplete(HServerListRequest request, EMatchMakingServerResponse response, EServerList type)
        {
            Debug.Log("Test2");
            _ServerListRequest = request;
            Debug.LogFormat("Request: {0} Response: {1}", request, response);

            if (MatchmakingListRefresh != null)
            {
                gameserveritem_t[] servers = new gameserveritem_t[0];
                if (response != EMatchMakingServerResponse.eServerResponded)
                     servers = new gameserveritem_t[SteamMatchmakingServers.GetServerCount(request)];

                MatchmakingListRefresh(request, response, servers, type);
            }
        }
 private void InternalOnServerResponded(gameserveritem_t server)
 {
     m_ServerResponded(server);
 }
 internal void ServerResponded(ref gameserveritem_t server)
 {
     _ServerResponded(Self, ref server);
 }
示例#8
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        private void MatchmakingPing_ServerResponded(gameserveritem_t gameServer)
        {
            Debug.Log("ServerResponded");
            if (MatchmakingServerResponded != null)
                MatchmakingServerResponded(gameServer);

            ConnectTo(gameServer.m_steamID);
        }
	// ISteamMatchmakingPingResponse
	private void OnServerResponded(gameserveritem_t gsi) {
		Debug.Log("OnServerResponded: " + gsi + "\n" + GameServerItemFormattedString(gsi));
	}
 private static extern void _ServerResponded(IntPtr self, ref gameserveritem_t server);
	private string GameServerItemFormattedString(gameserveritem_t gsi) {
		return	"m_NetAdr: " + gsi.m_NetAdr.GetConnectionAddressString() + "\n" +
				"m_nPing: " + gsi.m_nPing + "\n" +
				"m_bHadSuccessfulResponse: " + gsi.m_bHadSuccessfulResponse + "\n" +
				"m_bDoNotRefresh: " + gsi.m_bDoNotRefresh + "\n" +
				"m_szGameDir: " + gsi.GetGameDir() + "\n" +
				"m_szMap: " + gsi.GetMap() + "\n" +
				"m_szGameDescription: " + gsi.GetGameDescription() + "\n" +
				"m_nAppID: " + gsi.m_nAppID + "\n" +
				"m_nPlayers: " + gsi.m_nPlayers + "\n" +
				"m_nMaxPlayers: " + gsi.m_nMaxPlayers + "\n" +
				"m_nBotPlayers: " + gsi.m_nBotPlayers + "\n" +
				"m_bPassword: "******"\n" +
				"m_bSecure: " + gsi.m_bSecure + "\n" +
				"m_ulTimeLastPlayed: " + gsi.m_ulTimeLastPlayed + "\n" +
				"m_nServerVersion: " + gsi.m_nServerVersion + "\n" +
				"m_szServerName: " + gsi.GetServerName() + "\n" +
				"m_szGameTags: " + gsi.GetGameTags() + "\n" +
				"m_steamID: " + gsi.m_steamID + "\n";
	}
示例#12
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 private void GameClient_MatchmakingListFoundServer(HServerListRequest request, gameserveritem_t server)
 {
     servers.Add(server);
 }
示例#13
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        /// the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
        ///         "map"
        ///             - Server passes the filter if the server is playing the specified map.
        ///         "gamedataand"
        ///             - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
        ///             specified strings.  The value field is a comma-delimited list of strings to match.
        ///         "gamedataor"
        ///             - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
        ///             specified strings.  The value field is a comma-delimited list of strings to match.
        ///         "gamedatanor"
        ///             - Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
        ///             of the specified strings.  The value field is a comma-delimited list of strings to check.
        ///         "gametagsand"
        ///             - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
        ///             of the specified strings.  The value field is a comma-delimited list of strings to check.
        ///         "gametagsnor"
        ///             - Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
        ///             of the specified strings.  The value field is a comma-delimited list of strings to check.
        ///         "and" (x1 && x2 && ... && xn)
        ///         "or" (x1 || x2 || ... || xn)
        ///         "nand" !(x1 && x2 && ... && xn)
        ///         "nor" !(x1 || x2 || ... || xn)
        ///             - Performs Boolean operation on the following filters.  The operand to this filter specifies
        ///             the "size" of the Boolean inputs to the operation, in Key/value pairs.  (The keyvalue
        ///             pairs must immediately follow, i.e. this is a prefix logical operator notation.)
        ///             In the simplest case where Boolean expressions are not nested, this is simply
        ///             the number of operands.
        ///             For example, to match servers on a particular map or with a particular tag, would would
        ///             use these filters.
        ///                 ( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
        ///                 "or", "2"
        ///                 "map", "cp_dustbowl"
        ///                 "gametagsand", "payload"
        ///             If logical inputs are nested, then the operand specifies the size of the entire
        ///             "length" of its operands, not the number of immediate children.
        ///                 ( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
        ///                 "or", "4"
        ///                 "map", "cp_dustbowl"
        ///                 "and", "2"
        ///                 "gametagsand", "payload"
        ///                 "gametagsnor", "payloadrace"
        ///             Unary NOT can be achieved using either "nand" or "nor" with a single operand.
        ///         "addr"
        ///             - Server passes the filter if the server's query address matches the specified IP or IP:port.
        ///         "gameaddr"
        ///             - Server passes the filter if the server's game address matches the specified IP or IP:port.
        ///         The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
        ///         "dedicated"
        ///             - Server passes the filter if it passed true to SetDedicatedServer.
        ///         "secure"
        ///             - Server passes the filter if the server is VAC-enabled.
        ///         "notfull"
        ///             - Server passes the filter if the player count is less than the reported max player count.
        ///         "hasplayers"
        ///             - Server passes the filter if the player count is greater than zero.
        ///         "noplayers"
        ///             - Server passes the filter if it doesn't have any players.
        ///         "linux"
        ///             - Server passes the filter if it's a linux server
        /// Get details on a given server in the list, you can get the valid range of index
        /// values by calling GetServerCount().  You will also receive index values in
        /// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
        public static gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer)
        {
            gameserveritem_t ret = new gameserveritem_t();

            return(ret);
        }
 public void ServerResponded(ref gameserveritem_t server)
 {
     _ServerResponded(Self, ref server);
 }
        internal gameserveritem_t GetServerDetails(HServerListRequest hRequest, int iServer)
        {
            gameserveritem_t gameserveritemT = gameserveritem_t.Fill(this._GetServerDetails(this.Self, hRequest, iServer));

            return(gameserveritemT);
        }