Files
LuaCsForBarotraumaEP/Libraries/Facepunch.Steamworks/Interfaces/ISteamMatchmakingServers.cs
2025-06-17 16:38:11 +03:00

43 lines
1.3 KiB
C#

using Steamworks.Data;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
namespace Steamworks
{
internal partial class ISteamMatchmakingServers
{
// Cached offset of gameserveritem_t.m_bHadSuccessfulResponse
private static int hasSuccessfulResponseOffset;
/// <summary>
/// Read gameserveritem_t.m_bHadSuccessfulResponse without allocating the struct on the heap
/// </summary>
/// <param name="hRequest"></param>
/// <param name="iServer"></param>
/// <returns></returns>
internal bool HasServerResponded( HServerListRequest hRequest, int iServer )
{
IntPtr returnValue = _GetServerDetails( Self, hRequest, iServer );
// Return false if steam returned null
if ( returnValue == IntPtr.Zero ) return false;
// Cache the offset of m_bHadSuccessfulResponse
if ( hasSuccessfulResponseOffset == 0 )
{
hasSuccessfulResponseOffset = Marshal.OffsetOf<gameserveritem_t>( nameof( gameserveritem_t.HadSuccessfulResponse ) ).ToInt32();
if ( hasSuccessfulResponseOffset == 0 )
{
throw new Exception( "Failed to get offset of gameserveritem_t.HadSuccessfulResponse" );
}
}
// Read byte m_bHadSuccessfulResponse
return Marshal.ReadByte( IntPtr.Add( returnValue, hasSuccessfulResponseOffset ) ) == 1;
}
}
}