(61d00a474) v0.9.7.1
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@@ -0,0 +1,117 @@
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using System;
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using System.Collections.Generic;
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namespace Steamworks.Data
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{
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public struct Connection
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{
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internal uint Id;
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public override string ToString() => Id.ToString();
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/// <summary>
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/// Accept an incoming connection that has been received on a listen socket.
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/// </summary>
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public Result Accept()
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{
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return SteamNetworkingSockets.Internal.AcceptConnection( this );
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}
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/// <summary>
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/// Disconnects from the remote host and invalidates the connection handle. Any unread data on the connection is discarded..
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/// reasonCode is defined and used by you.
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/// </summary>
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public bool Close( bool linger = false, int reasonCode = 0, string debugString = "Closing Connection" )
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{
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return SteamNetworkingSockets.Internal.CloseConnection( this, reasonCode, debugString, linger );
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}
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/// <summary>
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/// Get/Set connection user data
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/// </summary>
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public long UserData
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{
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get => SteamNetworkingSockets.Internal.GetConnectionUserData( this );
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set => SteamNetworkingSockets.Internal.SetConnectionUserData( this, value );
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}
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/// <summary>
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/// A name for the connection, used mostly for debugging
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/// </summary>
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public string ConnectionName
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{
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get
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{
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if ( !SteamNetworkingSockets.Internal.GetConnectionName( this, out var strVal ) )
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return "ERROR";
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return strVal;
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}
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set => SteamNetworkingSockets.Internal.SetConnectionName( this, value );
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}
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public Result SendMessage( IntPtr ptr, int size, SendType sendType = SendType.Reliable )
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{
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return SteamNetworkingSockets.Internal.SendMessageToConnection( this, ptr, (uint) size, (int)sendType );
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}
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public unsafe Result SendMessage( byte[] data, SendType sendType = SendType.Reliable )
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{
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fixed ( byte* ptr = data )
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{
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return SendMessage( (IntPtr)ptr, data.Length, sendType );
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}
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}
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public unsafe Result SendMessage( byte[] data, int offset, int length, SendType sendType = SendType.Reliable )
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{
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fixed ( byte* ptr = data )
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{
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return SendMessage( (IntPtr)ptr + offset, length, sendType );
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}
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}
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public unsafe Result SendMessage( string str, SendType sendType = SendType.Reliable )
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{
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var bytes = System.Text.Encoding.UTF8.GetBytes( str );
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return SendMessage( bytes, sendType );
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}
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/// <summary>
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/// Flush any messages waiting on the Nagle timer and send them at the next transmission opportunity (often that means right now).
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/// </summary>
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public Result Flush() => SteamNetworkingSockets.Internal.FlushMessagesOnConnection( this );
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public string DetailedStatus()
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{
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if ( SteamNetworkingSockets.Internal.GetDetailedConnectionStatus( this, out var strVal ) != 0 )
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return null;
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return strVal;
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}
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/*
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[ThreadStatic]
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private static SteamNetworkingMessage_t[] messageBuffer;
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public IEnumerable<SteamNetworkingMessage_t> Messages
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{
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get
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{
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if ( messageBuffer == null )
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messageBuffer = new SteamNetworkingMessage_t[128];
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var num = SteamNetworkingSockets.Internal.ReceiveMessagesOnConnection( this, ref messageBuffer, messageBuffer.Length );
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for ( int i = 0; i < num; i++)
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{
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yield return messageBuffer[i];
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messageBuffer[i].Release();
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}
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}
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}*/
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}
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}
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