Unstable 1.1.14.0

This commit is contained in:
Markus Isberg
2023-10-02 16:43:54 +03:00
parent 94f5a93a0c
commit cf8f0de659
606 changed files with 21906 additions and 11456 deletions
@@ -11,13 +11,18 @@ namespace Steamworks.Data
/// You can override all the virtual functions to turn it into what you
/// want it to do.
/// </summary>
public struct Connection
public struct Connection : IEquatable<Connection>
{
public uint Id { get; set; }
public bool Equals( Connection other ) => Id == other.Id;
public override bool Equals( object obj ) => obj is Connection other && Id == other.Id;
public override int GetHashCode() => Id.GetHashCode();
public override string ToString() => Id.ToString();
public static implicit operator Connection( uint value ) => new Connection() { Id = value };
public static implicit operator uint( Connection value ) => value.Id;
public static bool operator ==( Connection value1, Connection value2 ) => value1.Equals( value2 );
public static bool operator !=( Connection value1, Connection value2 ) => !value1.Equals( value2 );
/// <summary>
/// Accept an incoming connection that has been received on a listen socket.
@@ -64,21 +69,41 @@ namespace Steamworks.Data
/// <summary>
/// This is the best version to use.
/// </summary>
public Result SendMessage( IntPtr ptr, int size, SendType sendType = SendType.Reliable )
public unsafe Result SendMessage( IntPtr ptr, int size, SendType sendType = SendType.Reliable, ushort laneIndex = 0 )
{
if ( ptr == IntPtr.Zero )
throw new ArgumentNullException( nameof( ptr ) );
if ( size == 0 )
throw new ArgumentException( "`size` cannot be zero", nameof( size ) );
var copyPtr = BufferManager.Get( size, 1 );
Buffer.MemoryCopy( (void*)ptr, (void*)copyPtr, size, size );
var message = SteamNetworkingUtils.AllocateMessage();
message->Connection = this;
message->Flags = sendType;
message->DataPtr = copyPtr;
message->DataSize = size;
message->FreeDataPtr = BufferManager.FreeFunctionPointer;
message->IdxLane = laneIndex;
long messageNumber = 0;
return SteamNetworkingSockets.Internal?.SendMessageToConnection( this, ptr, (uint) size, (int)sendType, ref messageNumber ) ?? Result.Fail;
SteamNetworkingSockets.Internal?.SendMessages( 1, &message, &messageNumber );
return messageNumber >= 0
? Result.OK
: (Result)(-messageNumber);
}
/// <summary>
/// Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and
/// you're not creating a new one every frame (like using .ToArray())
/// </summary>
public unsafe Result SendMessage( byte[] data, SendType sendType = SendType.Reliable )
public unsafe Result SendMessage( byte[] data, SendType sendType = SendType.Reliable, ushort laneIndex = 0 )
{
fixed ( byte* ptr = data )
{
return SendMessage( (IntPtr)ptr, data.Length, sendType );
return SendMessage( (IntPtr)ptr, data.Length, sendType, laneIndex );
}
}
@@ -86,21 +111,21 @@ namespace Steamworks.Data
/// Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and
/// you're not creating a new one every frame (like using .ToArray())
/// </summary>
public unsafe Result SendMessage( byte[] data, int offset, int length, SendType sendType = SendType.Reliable )
public unsafe Result SendMessage( byte[] data, int offset, int length, SendType sendType = SendType.Reliable, ushort laneIndex = 0 )
{
fixed ( byte* ptr = data )
{
return SendMessage( (IntPtr)ptr + offset, length, sendType );
return SendMessage( (IntPtr)ptr + offset, length, sendType, laneIndex );
}
}
/// <summary>
/// This creates a ton of garbage - so don't do anything with this beyond testing!
/// </summary>
public unsafe Result SendMessage( string str, SendType sendType = SendType.Reliable )
public unsafe Result SendMessage( string str, SendType sendType = SendType.Reliable, ushort laneIndex = 0 )
{
var bytes = System.Text.Encoding.UTF8.GetBytes( str );
return SendMessage( bytes, sendType );
return SendMessage( bytes, sendType, laneIndex );
}
/// <summary>
@@ -121,5 +146,27 @@ namespace Steamworks.Data
return strVal;
}
/// <summary>
/// Returns a small set of information about the real-time state of the connection.
/// </summary>
public ConnectionStatus QuickStatus()
{
ConnectionStatus connectionStatus = default( ConnectionStatus );
SteamNetworkingSockets.Internal?.GetConnectionRealTimeStatus( this, ref connectionStatus, 0, null );
return connectionStatus;
}
/// <summary>
/// Configure multiple outbound messages streams ("lanes") on a connection, and
/// control head-of-line blocking between them.
/// </summary>
public Result ConfigureConnectionLanes( int[] lanePriorities, ushort[] laneWeights )
{
return SteamNetworkingSockets.Internal?.ConfigureConnectionLanes( this, lanePriorities.Length, lanePriorities, laneWeights )
?? Result.Fail;
}
}
}