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SocketInterface/ConnectionInterface
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68
Facepunch.Steamworks/Classes/ConnectionInterface.cs
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68
Facepunch.Steamworks/Classes/ConnectionInterface.cs
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using System.Collections.Generic;
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using Steamworks.Data;
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namespace Steamworks
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{
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public class ConnectionInterface
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{
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public NetConnection Connection;
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public bool Connected = false;
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public string ConnectionName
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{
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get => Connection.ConnectionName;
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set => Connection.ConnectionName = value;
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}
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public long UserData
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{
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get => Connection.UserData;
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set => Connection.UserData = value;
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}
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public void Close() => Connection.Close();
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public override string ToString() => Connection.ToString();
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public virtual void OnConnectionChanged( ConnectionInfo data )
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{
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switch ( data.State )
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{
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case ConnectionState.Connecting:
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OnConnecting( data );
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break;
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case ConnectionState.Connected:
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OnConnected( data );
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break;
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case ConnectionState.ClosedByPeer:
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case ConnectionState.ProblemDetectedLocally:
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OnDisconnected( data );
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break;
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}
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}
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/// <summary>
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/// We're trying to connect!
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/// </summary>
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public virtual void OnConnecting( ConnectionInfo data )
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{
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}
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/// <summary>
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/// Client is connected. They move from connecting to Connections
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/// </summary>
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public virtual void OnConnected( ConnectionInfo data )
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{
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Connected = true;
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}
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/// <summary>
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/// The connection has been closed remotely or disconnected locally. Check data.State for details.
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/// </summary>
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public virtual void OnDisconnected( ConnectionInfo data )
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{
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Connected = false;
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}
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}
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}
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62
Facepunch.Steamworks/Classes/SocketInterface.cs
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62
Facepunch.Steamworks/Classes/SocketInterface.cs
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using System.Collections.Generic;
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using Steamworks.Data;
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namespace Steamworks
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{
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public class SocketInterface
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{
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public List<NetConnection> Connecting = new List<NetConnection>();
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public List<NetConnection> Connected = new List<NetConnection>();
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public Socket Socket { get; internal set; }
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public bool Close() => Socket.Close();
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public override string ToString() => Socket.ToString();
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public virtual void OnConnectionChanged( NetConnection connection, ConnectionInfo data )
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{
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switch ( data.State )
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{
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case ConnectionState.Connecting:
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OnConnecting( connection, data );
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break;
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case ConnectionState.Connected:
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OnConnected( connection, data );
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break;
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case ConnectionState.ClosedByPeer:
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case ConnectionState.ProblemDetectedLocally:
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OnDisconnected( connection, data );
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break;
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}
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}
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/// <summary>
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/// Default behaviour is to accept every connection
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/// </summary>
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public virtual void OnConnecting( NetConnection connection, ConnectionInfo data )
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{
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connection.Accept();
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Connecting.Add( connection );
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}
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/// <summary>
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/// Client is connected. They move from connecting to Connections
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/// </summary>
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public virtual void OnConnected( NetConnection connection, ConnectionInfo data )
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{
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Connecting.Remove( connection );
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Connected.Add( connection );
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}
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/// <summary>
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/// The connection has been closed remotely or disconnected locally. Check data.State for details.
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/// </summary>
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public virtual void OnDisconnected( NetConnection connection, ConnectionInfo data )
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{
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connection.Close();
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Connecting.Remove( connection );
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Connected.Remove( connection );
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}
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}
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}
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