Files
LuaCsForBarotraumaEP/Libraries/Facepunch.Steamworks/Structs/Connection.cs
2020-01-10 14:42:38 -03:00

117 lines
3.1 KiB
C#

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