138 lines
6.6 KiB
C#
138 lines
6.6 KiB
C#
namespace Steamworks
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{
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public static class SteamGameServerNetworking
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{
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public static bool SendP2PPacket(CSteamID steamIDRemote, byte[] pubData, uint cubData, EP2PSend eP2PSendType, int nChannel = 0)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_SendP2PPacket(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, pubData, cubData, eP2PSendType, nChannel);
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}
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public static bool IsP2PPacketAvailable(out uint pcubMsgSize, int nChannel = 0)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_IsP2PPacketAvailable(CSteamGameServerAPIContext.GetSteamNetworking(), out pcubMsgSize, nChannel);
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}
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public static bool ReadP2PPacket(byte[] pubDest, uint cubDest, out uint pcubMsgSize, out CSteamID psteamIDRemote, int nChannel = 0)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_ReadP2PPacket(CSteamGameServerAPIContext.GetSteamNetworking(), pubDest, cubDest, out pcubMsgSize, out psteamIDRemote, nChannel);
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}
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public static bool AcceptP2PSessionWithUser(CSteamID steamIDRemote)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_AcceptP2PSessionWithUser(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote);
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}
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public static bool CloseP2PSessionWithUser(CSteamID steamIDRemote)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_CloseP2PSessionWithUser(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote);
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}
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public static bool CloseP2PChannelWithUser(CSteamID steamIDRemote, int nChannel)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_CloseP2PChannelWithUser(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, nChannel);
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}
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public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_GetP2PSessionState(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, out pConnectionState);
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}
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public static bool AllowP2PPacketRelay(bool bAllow)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_AllowP2PPacketRelay(CSteamGameServerAPIContext.GetSteamNetworking(), bAllow);
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}
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public static SNetListenSocket_t CreateListenSocket(int nVirtualP2PPort, uint nIP, ushort nPort, bool bAllowUseOfPacketRelay)
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{
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InteropHelp.TestIfAvailableGameServer();
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return (SNetListenSocket_t)NativeMethods.ISteamNetworking_CreateListenSocket(CSteamGameServerAPIContext.GetSteamNetworking(), nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay);
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}
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public static SNetSocket_t CreateP2PConnectionSocket(CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay)
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{
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InteropHelp.TestIfAvailableGameServer();
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return (SNetSocket_t)NativeMethods.ISteamNetworking_CreateP2PConnectionSocket(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDTarget, nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay);
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}
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public static SNetSocket_t CreateConnectionSocket(uint nIP, ushort nPort, int nTimeoutSec)
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{
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InteropHelp.TestIfAvailableGameServer();
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return (SNetSocket_t)NativeMethods.ISteamNetworking_CreateConnectionSocket(CSteamGameServerAPIContext.GetSteamNetworking(), nIP, nPort, nTimeoutSec);
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}
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public static bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_DestroySocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd);
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}
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public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_DestroyListenSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd);
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}
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public static bool SendDataOnSocket(SNetSocket_t hSocket, byte[] pubData, uint cubData, bool bReliable)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_SendDataOnSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, pubData, cubData, bReliable);
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}
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public static bool IsDataAvailableOnSocket(SNetSocket_t hSocket, out uint pcubMsgSize)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_IsDataAvailableOnSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, out pcubMsgSize);
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}
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public static bool RetrieveDataFromSocket(SNetSocket_t hSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_RetrieveDataFromSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, pubDest, cubDest, out pcubMsgSize);
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}
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public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_IsDataAvailable(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pcubMsgSize, out phSocket);
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}
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public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_RetrieveData(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket);
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}
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public static bool GetSocketInfo(SNetSocket_t hSocket, out CSteamID pSteamIDRemote, out int peSocketStatus, out uint punIPRemote, out ushort punPortRemote)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_GetSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote);
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}
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public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort);
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}
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public static ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_GetSocketConnectionType(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket);
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}
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public static int GetMaxPacketSize(SNetSocket_t hSocket)
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{
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InteropHelp.TestIfAvailableGameServer();
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return NativeMethods.ISteamNetworking_GetMaxPacketSize(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket);
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}
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}
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}
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