Unstable v0.19.5.0
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@@ -23,17 +23,17 @@ namespace Steamworks.ServerList
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/// <summary>
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/// When a new server is added, this function will get called
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/// </summary>
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public event Action OnChanges;
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public Action OnChanges;
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/// <summary>
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/// Called for every responsive server
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/// </summary>
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public event Action<ServerInfo> OnResponsiveServer;
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public Action<ServerInfo> OnResponsiveServer;
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/// <summary>
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/// Called for every unresponsive server
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/// </summary>
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public event Action<ServerInfo> OnUnresponsiveServer;
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public Action<ServerInfo> OnUnresponsiveServer;
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/// <summary>
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/// A list of servers that responded. If you're only interested in servers that responded since you
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@@ -65,14 +65,14 @@ namespace Steamworks.ServerList
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var thisRequest = request;
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while ( IsRefreshing )
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while ( true )
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{
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await Task.Delay( 33 );
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//
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// The request has been cancelled or changed in some way
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//
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if ( request.Value == IntPtr.Zero || thisRequest.Value != request.Value )
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if ( request.Value == IntPtr.Zero || thisRequest.Value != request.Value || !IsRefreshing )
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return false;
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if ( !SteamClient.IsValid )
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@@ -114,9 +114,9 @@ namespace Steamworks
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public struct FriendGameInfo
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{
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internal ulong GameID; // m_gameID class CGameID
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internal uint GameIP; // m_unGameIP uint32
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internal ulong SteamIDLobby; // m_steamIDLobby class CSteamID
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public ulong GameID; // m_gameID class CGameID
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public uint GameIP; // m_unGameIP uint32
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public ulong SteamIDLobby; // m_steamIDLobby class CSteamID
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public int ConnectionPort;
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public int QueryPort;
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@@ -153,13 +153,13 @@ namespace Steamworks.Data
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}
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/// <summary>
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/// Refreshes metadata for a lobby you're not necessarily in right now
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/// you never do this for lobbies you're a member of, only if your
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/// this will send down all the metadata associated with a lobby
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/// this is an asynchronous call
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/// returns false if the local user is not connected to the Steam servers
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/// results will be returned by a LobbyDataUpdate_t callback
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/// if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
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/// Refreshes metadata for a lobby you're not necessarily in right now.
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/// You never do this for lobbies you're a member of, only if your
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/// this will send down all the metadata associated with a lobby.
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/// This is an asynchronous call.
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/// Returns false if the local user is not connected to the Steam servers.
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/// Results will be returned by a LobbyDataUpdate_t callback.
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/// If the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false.
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/// </summary>
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public bool Refresh()
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{
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