diff --git a/Facepunch.Steamworks/Interfaces/ISteamMatchmakingServers.cs b/Facepunch.Steamworks/Interfaces/ISteamMatchmakingServers.cs index 3f555e7..070ee12 100644 --- a/Facepunch.Steamworks/Interfaces/ISteamMatchmakingServers.cs +++ b/Facepunch.Steamworks/Interfaces/ISteamMatchmakingServers.cs @@ -8,6 +8,9 @@ namespace Steamworks { internal partial class ISteamMatchmakingServers { + // Cached offset of gameserveritem_t.m_bHadSuccessfulResponse + private static int hasSuccessfulResponseOffset; + /// /// Read gameserveritem_t.m_bHadSuccessfulResponse without allocating the struct on the heap /// @@ -21,8 +24,19 @@ internal bool HasServerResponded( HServerListRequest hRequest, int iServer ) // Return false if steam returned null if ( returnValue == IntPtr.Zero ) return false; - // first 8 bytes is IPAddress, next 4 bytes is ping, next 1 byte is m_bHadSuccessfulResponse - return Marshal.ReadByte( IntPtr.Add( returnValue, 12 ) ) == 1; + // Cache the offset of m_bHadSuccessfulResponse + if ( hasSuccessfulResponseOffset == 0 ) + { + hasSuccessfulResponseOffset = Marshal.OffsetOf( 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; } } }