(965c31410a) Unstable v0.10.4.0
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@@ -0,0 +1,95 @@
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using Steamworks.Data;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Steamworks
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{
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/// <summary>
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/// An awaitable version of a SteamAPICall_t
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/// </summary>
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internal struct CallResult<T> : INotifyCompletion where T : struct, ICallbackData
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{
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SteamAPICall_t call;
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ISteamUtils utils;
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bool server;
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public CallResult( SteamAPICall_t call, bool server )
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{
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this.call = call;
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this.server = server;
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utils = (server ? SteamUtils.InterfaceServer : SteamUtils.InterfaceClient) as ISteamUtils;
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if ( utils == null )
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utils = SteamUtils.Interface as ISteamUtils;
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}
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/// <summary>
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/// This gets called if IsComplete returned false on the first call.
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/// The Action "continues" the async call. We pass it to the Dispatch
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/// to be called when the callback returns.
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/// </summary>
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public void OnCompleted( Action continuation )
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{
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Dispatch.OnCallComplete<T>( call, continuation, server );
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}
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/// <summary>
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/// Gets the result. This is called internally by the async shit.
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/// </summary>
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public T? GetResult()
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{
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bool failed = false;
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if ( !utils.IsAPICallCompleted( call, ref failed ) || failed )
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return null;
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var t = default( T );
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var size = t.DataSize;
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var ptr = Marshal.AllocHGlobal( size );
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try
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{
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if ( !utils.GetAPICallResult( call, ptr, size, (int)t.CallbackType, ref failed ) || failed )
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{
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Dispatch.OnDebugCallback?.Invoke( t.CallbackType, "!GetAPICallResult or failed", server );
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return null;
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}
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Dispatch.OnDebugCallback?.Invoke( t.CallbackType, Dispatch.CallbackToString( t.CallbackType, ptr, size ), server );
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return ((T)Marshal.PtrToStructure( ptr, typeof( T ) ));
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}
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finally
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{
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Marshal.FreeHGlobal( ptr );
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}
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}
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/// <summary>
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/// Return true if complete or failed
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/// </summary>
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public bool IsCompleted
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{
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get
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{
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bool failed = false;
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if ( utils.IsAPICallCompleted( call, ref failed ) || failed )
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return true;
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return false;
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}
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}
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/// <summary>
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/// This is what makes this struct awaitable
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/// </summary>
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internal CallResult<T> GetAwaiter()
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{
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return this;
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}
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}
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}
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@@ -1,43 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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using Steamworks.Data;
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namespace Steamworks
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{
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[StructLayout( LayoutKind.Sequential )]
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internal partial class Callback
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{
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[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
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public delegate void Run( IntPtr thisptr, IntPtr pvParam );
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[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
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public delegate void RunCall( IntPtr thisptr, IntPtr pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall );
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[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
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public delegate int GetCallbackSizeBytes( IntPtr thisptr );
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internal enum Flags : byte
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{
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Registered = 0x01,
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GameServer = 0x02
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}
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public IntPtr vTablePtr;
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public byte CallbackFlags;
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public int CallbackId;
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//
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// These are functions that are on CCallback but are never called
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// We could just send a IntPtr.Zero but it's probably safer to throw a
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// big apeshit message if steam changes its behaviour at some point
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//
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[MonoPInvokeCallback]
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internal static void RunStub( IntPtr self, IntPtr param, bool failure, SteamAPICall_t call ) =>
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throw new System.Exception( "Something changed in the Steam API and now CCallbackBack is calling the CallResult function [Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall )]" );
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[MonoPInvokeCallback]
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internal static int SizeStub( IntPtr self ) =>
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throw new System.Exception( "Something changed in the Steam API and now CCallbackBack is calling the GetSize function [GetCallbackSizeBytes()]" );
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};
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}
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@@ -1,135 +0,0 @@
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using Steamworks.Data;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Steamworks
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{
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//
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// Created on registration of a callback
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//
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internal class Event : IDisposable
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{
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internal static List<IDisposable> AllClient = new List<IDisposable>();
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internal static List<IDisposable> AllServer = new List<IDisposable>();
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internal static void DisposeAllClient()
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{
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foreach ( var a in AllClient.ToArray() )
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{
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a.Dispose();
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}
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AllClient.Clear();
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}
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internal static void DisposeAllServer()
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{
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foreach ( var a in AllServer.ToArray() )
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{
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a.Dispose();
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}
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AllServer.Clear();
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}
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internal static void Register( Callback.Run func, int size, int callbackId, bool gameserver )
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{
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var r = new Event();
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r.vTablePtr = BuildVTable( func, r.Allocations );
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//
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// Create the callback object
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//
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var cb = new Callback();
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cb.vTablePtr = r.vTablePtr;
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cb.CallbackFlags = gameserver ? (byte)0x02 : (byte)0;
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cb.CallbackId = callbackId;
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//
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// Pin the callback, so it doesn't get garbage collected and we can pass the pointer to native
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//
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r.PinnedCallback = GCHandle.Alloc( cb, GCHandleType.Pinned );
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//
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// Register the callback with Steam
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//
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SteamClient.RegisterCallback( r.PinnedCallback.AddrOfPinnedObject(), cb.CallbackId );
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r.IsAllocated = true;
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if ( gameserver )
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Event.AllServer.Add( r );
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else
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Event.AllClient.Add( r );
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}
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static IntPtr BuildVTable( Callback.Run run, List<GCHandle> allocations )
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{
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var RunStub = (Callback.RunCall)Callback.RunStub;
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var SizeStub = (Callback.GetCallbackSizeBytes)Callback.SizeStub;
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allocations.Add( GCHandle.Alloc( run ) );
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allocations.Add( GCHandle.Alloc( RunStub ) );
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allocations.Add( GCHandle.Alloc( SizeStub ) );
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var a = Marshal.GetFunctionPointerForDelegate<Callback.Run>( run );
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var b = Marshal.GetFunctionPointerForDelegate<Callback.RunCall>( RunStub );
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var c = Marshal.GetFunctionPointerForDelegate<Callback.GetCallbackSizeBytes>( SizeStub );
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var vt = Marshal.AllocHGlobal( IntPtr.Size * 3 );
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// Windows switches the function positions
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#if PLATFORM_WIN
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Marshal.WriteIntPtr( vt, IntPtr.Size * 0, b );
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Marshal.WriteIntPtr( vt, IntPtr.Size * 1, a );
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Marshal.WriteIntPtr( vt, IntPtr.Size * 2, c );
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#else
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Marshal.WriteIntPtr( vt, IntPtr.Size * 0, a );
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Marshal.WriteIntPtr( vt, IntPtr.Size * 1, b );
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Marshal.WriteIntPtr( vt, IntPtr.Size * 2, c );
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#endif
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return vt;
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}
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bool IsAllocated;
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List<GCHandle> Allocations = new List<GCHandle>();
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internal IntPtr vTablePtr;
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internal GCHandle PinnedCallback;
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public void Dispose()
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{
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if ( !IsAllocated ) return;
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IsAllocated = false;
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if ( !PinnedCallback.IsAllocated )
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throw new System.Exception( "Callback isn't allocated!?" );
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SteamClient.UnregisterCallback( PinnedCallback.AddrOfPinnedObject() );
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foreach ( var a in Allocations )
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{
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if ( a.IsAllocated )
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a.Free();
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}
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Allocations = null;
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PinnedCallback.Free();
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if ( vTablePtr != IntPtr.Zero )
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{
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Marshal.FreeHGlobal( vTablePtr );
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vTablePtr = IntPtr.Zero;
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}
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}
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~Event()
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{
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Dispose();
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}
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}
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}
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@@ -0,0 +1,17 @@
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using Steamworks.Data;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Threading.Tasks;
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namespace Steamworks
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{
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/// <summary>
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/// Gives us a generic way to get the CallbackId of structs
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/// </summary>
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internal interface ICallbackData
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{
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CallbackType CallbackType { get; }
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int DataSize { get; }
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}
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}
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