mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-26 06:35:49 +03:00
Networking Cleanup
This commit is contained in:
parent
4871c634fb
commit
e7a6a00675
@ -38,7 +38,7 @@ public async Task LocalPingLocation()
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[TestMethod]
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public void PingLocationParse()
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{
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var pl = Data.PingLocation.TryParseFromString( GarrysLocation );
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var pl = Data.NetPingLocation.TryParseFromString( GarrysLocation );
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Assert.IsTrue( pl.HasValue );
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@ -50,7 +50,7 @@ public async Task GetEstimatedPing()
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{
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await SteamNetworkingUtils.WaitForPingDataAsync();
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var garrysping = Data.PingLocation.TryParseFromString( GarrysLocation );
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var garrysping = Data.NetPingLocation.TryParseFromString( GarrysLocation );
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Assert.IsTrue( garrysping.HasValue );
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var ping = SteamNetworkingUtils.EstimatePingTo( garrysping.Value );
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@ -448,10 +448,10 @@ internal bool ReceivedP2PCustomSignal( IntPtr pMsg, int cbMsg, IntPtr pContext )
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingSockets_GetCertificateRequest", CallingConvention = Platform.CC)]
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[return: MarshalAs( UnmanagedType.I1 )]
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private static extern bool _GetCertificateRequest( IntPtr self, ref int pcbBlob, IntPtr pBlob, ref SteamNetworkingErrMsg errMsg );
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private static extern bool _GetCertificateRequest( IntPtr self, ref int pcbBlob, IntPtr pBlob, ref NetErrorMessage errMsg );
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#endregion
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internal bool GetCertificateRequest( ref int pcbBlob, IntPtr pBlob, ref SteamNetworkingErrMsg errMsg )
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internal bool GetCertificateRequest( ref int pcbBlob, IntPtr pBlob, ref NetErrorMessage errMsg )
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{
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var returnValue = _GetCertificateRequest( Self, ref pcbBlob, pBlob, ref errMsg );
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return returnValue;
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@ -460,10 +460,10 @@ internal bool GetCertificateRequest( ref int pcbBlob, IntPtr pBlob, ref SteamNet
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingSockets_SetCertificate", CallingConvention = Platform.CC)]
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[return: MarshalAs( UnmanagedType.I1 )]
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private static extern bool _SetCertificate( IntPtr self, IntPtr pCertificate, int cbCertificate, ref SteamNetworkingErrMsg errMsg );
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private static extern bool _SetCertificate( IntPtr self, IntPtr pCertificate, int cbCertificate, ref NetErrorMessage errMsg );
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#endregion
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internal bool SetCertificate( IntPtr pCertificate, int cbCertificate, ref SteamNetworkingErrMsg errMsg )
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internal bool SetCertificate( IntPtr pCertificate, int cbCertificate, ref NetErrorMessage errMsg )
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{
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var returnValue = _SetCertificate( Self, pCertificate, cbCertificate, ref errMsg );
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return returnValue;
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@ -54,10 +54,10 @@ internal SteamNetworkingAvailability GetRelayNetworkStatus( ref SteamRelayNetwor
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_GetLocalPingLocation", CallingConvention = Platform.CC)]
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private static extern float _GetLocalPingLocation( IntPtr self, ref PingLocation result );
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private static extern float _GetLocalPingLocation( IntPtr self, ref NetPingLocation result );
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#endregion
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internal float GetLocalPingLocation( ref PingLocation result )
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internal float GetLocalPingLocation( ref NetPingLocation result )
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{
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var returnValue = _GetLocalPingLocation( Self, ref result );
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return returnValue;
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@ -65,10 +65,10 @@ internal float GetLocalPingLocation( ref PingLocation result )
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_EstimatePingTimeBetweenTwoLocations", CallingConvention = Platform.CC)]
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private static extern int _EstimatePingTimeBetweenTwoLocations( IntPtr self, ref PingLocation location1, ref PingLocation location2 );
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private static extern int _EstimatePingTimeBetweenTwoLocations( IntPtr self, ref NetPingLocation location1, ref NetPingLocation location2 );
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#endregion
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internal int EstimatePingTimeBetweenTwoLocations( ref PingLocation location1, ref PingLocation location2 )
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internal int EstimatePingTimeBetweenTwoLocations( ref NetPingLocation location1, ref NetPingLocation location2 )
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{
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var returnValue = _EstimatePingTimeBetweenTwoLocations( Self, ref location1, ref location2 );
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return returnValue;
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@ -76,10 +76,10 @@ internal int EstimatePingTimeBetweenTwoLocations( ref PingLocation location1, re
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_EstimatePingTimeFromLocalHost", CallingConvention = Platform.CC)]
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private static extern int _EstimatePingTimeFromLocalHost( IntPtr self, ref PingLocation remoteLocation );
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private static extern int _EstimatePingTimeFromLocalHost( IntPtr self, ref NetPingLocation remoteLocation );
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#endregion
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internal int EstimatePingTimeFromLocalHost( ref PingLocation remoteLocation )
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internal int EstimatePingTimeFromLocalHost( ref NetPingLocation remoteLocation )
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{
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var returnValue = _EstimatePingTimeFromLocalHost( Self, ref remoteLocation );
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return returnValue;
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@ -87,10 +87,10 @@ internal int EstimatePingTimeFromLocalHost( ref PingLocation remoteLocation )
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_ConvertPingLocationToString", CallingConvention = Platform.CC)]
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private static extern void _ConvertPingLocationToString( IntPtr self, ref PingLocation location, IntPtr pszBuf, int cchBufSize );
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private static extern void _ConvertPingLocationToString( IntPtr self, ref NetPingLocation location, IntPtr pszBuf, int cchBufSize );
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#endregion
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internal void ConvertPingLocationToString( ref PingLocation location, out string pszBuf )
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internal void ConvertPingLocationToString( ref NetPingLocation location, out string pszBuf )
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{
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IntPtr mempszBuf = Helpers.TakeMemory();
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_ConvertPingLocationToString( Self, ref location, mempszBuf, (1024 * 32) );
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@ -100,10 +100,10 @@ internal void ConvertPingLocationToString( ref PingLocation location, out string
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_ParsePingLocationString", CallingConvention = Platform.CC)]
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[return: MarshalAs( UnmanagedType.I1 )]
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private static extern bool _ParsePingLocationString( IntPtr self, [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pszString, ref PingLocation result );
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private static extern bool _ParsePingLocationString( IntPtr self, [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pszString, ref NetPingLocation result );
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#endregion
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internal bool ParsePingLocationString( [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pszString, ref PingLocation result )
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internal bool ParsePingLocationString( [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pszString, ref NetPingLocation result )
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{
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var returnValue = _ParsePingLocationString( Self, pszString, ref result );
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return returnValue;
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@ -178,10 +178,10 @@ internal long GetLocalTimestamp()
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#region FunctionMeta
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[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction", CallingConvention = Platform.CC)]
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private static extern void _SetDebugOutputFunction( IntPtr self, DebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc );
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private static extern void _SetDebugOutputFunction( IntPtr self, DebugOutputType eDetailLevel, NetDebugFunc pfnFunc );
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#endregion
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internal void SetDebugOutputFunction( DebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc )
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internal void SetDebugOutputFunction( DebugOutputType eDetailLevel, NetDebugFunc pfnFunc )
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{
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_SetDebugOutputFunction( Self, eDetailLevel, pfnFunc );
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}
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@ -526,7 +526,7 @@ internal enum MarketNotAllowedReasonFlags : int
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//
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// EDurationControlProgress
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//
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internal enum DurationControlProgress : int
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public enum DurationControlProgress : int
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{
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Progress_Full = 0,
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Progress_Half = 1,
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@ -1988,7 +1988,7 @@ public enum ConnectionState : int
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//
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// ESteamNetConnectionEnd
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//
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internal enum SteamNetConnectionEnd : int
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public enum NetConnectionEnd : int
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{
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Invalid = 0,
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App_Min = 1000,
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@ -178,6 +178,27 @@ internal struct SteamTVRegion_t
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}
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[StructLayout( LayoutKind.Sequential, Pack = Platform.StructPlatformPackSize )]
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internal struct SteamNetworkingQuickConnectionStatus
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{
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internal ConnectionState State; // m_eState ESteamNetworkingConnectionState
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internal int Ping; // m_nPing int
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internal float ConnectionQualityLocal; // m_flConnectionQualityLocal float
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internal float ConnectionQualityRemote; // m_flConnectionQualityRemote float
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internal float OutPacketsPerSec; // m_flOutPacketsPerSec float
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internal float OutBytesPerSec; // m_flOutBytesPerSec float
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internal float InPacketsPerSec; // m_flInPacketsPerSec float
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internal float InBytesPerSec; // m_flInBytesPerSec float
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internal int SendRateBytesPerSecond; // m_nSendRateBytesPerSecond int
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internal int CbPendingUnreliable; // m_cbPendingUnreliable int
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internal int CbPendingReliable; // m_cbPendingReliable int
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internal int CbSentUnackedReliable; // m_cbSentUnackedReliable int
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internal long EcQueueTime; // m_usecQueueTime SteamNetworkingMicroseconds
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16, ArraySubType = UnmanagedType.U4)]
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internal uint[] Reserved; // reserved uint32 [16]
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}
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[StructLayout( LayoutKind.Sequential, Pack = Platform.StructPlatformPackSize )]
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internal struct SteamDatagramHostedAddress
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{
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@ -3,6 +3,14 @@
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namespace Steamworks.Data
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{
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/// <summary>
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/// Used as a base to create your client connection. This creates a socket
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/// to a single connection.
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///
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/// You can override all the virtual functions to turn it into what you
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/// want it to do.
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/// </summary>
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public struct Connection
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{
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public uint Id { get; set; }
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@ -83,10 +91,16 @@ public unsafe Result SendMessage( string str, SendType sendType = SendType.Relia
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}
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/// <summary>
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/// Flush any messages waiting on the Nagle timer and send them at the next transmission opportunity (often that means right now).
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/// Flush any messages waiting on the Nagle timer and send them at the next transmission
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/// opportunity (often that means right now).
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/// </summary>
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public Result Flush() => SteamNetworkingSockets.Internal.FlushMessagesOnConnection( this );
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/// <summary>
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/// Returns detailed connection stats in text format. Useful
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/// for dumping to a log, etc.
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/// </summary>
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/// <returns>Plain text connection info</returns>
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public string DetailedStatus()
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{
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if ( SteamNetworkingSockets.Internal.GetDetailedConnectionStatus( this, out var strVal ) != 0 )
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@ -2,6 +2,9 @@
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namespace Steamworks.Data
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{
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/// <summary>
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/// Describe the state of a connection
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/// </summary>
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[StructLayout( LayoutKind.Sequential, Size = 696 )]
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public struct ConnectionInfo
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{
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@ -19,8 +22,19 @@ public struct ConnectionInfo
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[MarshalAs( UnmanagedType.ByValTStr, SizeConst = 128 )]
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internal string connectionDescription;
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/// <summary>
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/// High level state of the connection
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/// </summary>
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public ConnectionState State => state;
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/// <summary>
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/// Who is on the other end? Depending on the connection type and phase of the connection, we might not know
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/// </summary>
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public SteamId SteamId => identity.steamID;
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public int EndReason => endReason;
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/// <summary>
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/// Basic cause of the connection termination or problem.
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/// </summary>
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public NetConnectionEnd EndReason => (NetConnectionEnd)endReason;
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}
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}
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8
Facepunch.Steamworks/Networking/NetDebugFunc.cs
Normal file
8
Facepunch.Steamworks/Networking/NetDebugFunc.cs
Normal file
@ -0,0 +1,8 @@
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using Steamworks.Data;
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using System;
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using System.Runtime.InteropServices;
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namespace Steamworks.Data
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{
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delegate void NetDebugFunc( DebugOutputType nType, string pszMsg );
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}
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@ -3,8 +3,7 @@
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namespace Steamworks.Data
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{
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internal unsafe struct SteamNetworkingErrMsg
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internal unsafe struct NetErrorMessage
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{
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public fixed char Value[1024];
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}
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@ -20,11 +20,11 @@ namespace Steamworks.Data
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///
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/// </summary>
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[StructLayout( LayoutKind.Explicit, Size = 512 )]
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public struct PingLocation
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public struct NetPingLocation
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{
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public static PingLocation? TryParseFromString( string str )
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public static NetPingLocation? TryParseFromString( string str )
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{
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var result = default( PingLocation );
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var result = default( NetPingLocation );
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if ( !SteamNetworkingUtils.Internal.ParsePingLocationString( str, ref result ) )
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return null;
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@ -59,7 +59,7 @@ public override string ToString()
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///
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/// Do you need to be able to do this from a backend/matchmaking server?
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/// You are looking for the "ticketgen" library.
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public int EstimatePingTo( PingLocation target )
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public int EstimatePingTo( NetPingLocation target )
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{
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return SteamNetworkingUtils.Internal.EstimatePingTimeBetweenTwoLocations( ref this, ref target );
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}
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@ -5,6 +5,13 @@
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namespace Steamworks
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{
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/// <summary>
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/// Used as a base to create your networking server. This creates a socket
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/// and listens/communicates with multiple queries.
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///
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/// You can override all the virtual functions to turn it into what you
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/// want it to do.
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/// </summary>
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public class SocketInterface
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{
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public List<Connection> Connecting = new List<Connection>();
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@ -87,7 +94,6 @@ public void Receive( int bufferSize = 32 )
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int processed = 0;
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IntPtr messageBuffer = Marshal.AllocHGlobal( IntPtr.Size * bufferSize );
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try
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{
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processed = SteamNetworkingSockets.Internal.ReceiveMessagesOnPollGroup( pollGroup, messageBuffer, bufferSize );
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@ -0,0 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Steamworks.Data
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{
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struct SteamDatagramRelayAuthTicket
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{
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// Not implemented, not used
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};
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}
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@ -66,11 +66,11 @@ public static void InitRelayNetworkAccess()
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/// This always return the most up-to-date information we have available
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/// right now, even if we are in the middle of re-calculating ping times.
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/// </summary>
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public static PingLocation? LocalPingLocation
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public static NetPingLocation? LocalPingLocation
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{
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get
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{
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PingLocation location = default;
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NetPingLocation location = default;
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var age = Internal.GetLocalPingLocation( ref location );
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if ( age < 0 )
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return null;
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@ -84,7 +84,7 @@ public static PingLocation? LocalPingLocation
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/// This is a bit faster, especially if you need to calculate a bunch of
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/// these in a loop to find the fastest one.
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/// </summary>
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public static int EstimatePingTo( PingLocation target )
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public static int EstimatePingTo( NetPingLocation target )
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{
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return Internal.EstimatePingTimeFromLocalHost( ref target );
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}
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@ -7,6 +7,12 @@
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namespace Steamworks
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{
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/// <summary>
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/// This API can be used to selectively advertise your multiplayer game session in a Steam chat room group.
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/// Tell Steam the number of player spots that are available for your party, and a join-game string, and it
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/// will show a beacon in the selected group and allow that many users to “follow” the beacon to your party.
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/// Adjust the number of open slots if other players join through alternate matchmaking methods.
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/// </summary>
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public class SteamParties : SteamClientClass<SteamParties>
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{
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internal static ISteamParties Internal => Interface as ISteamParties;
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@ -17,7 +23,7 @@ internal override void InitializeInterface( bool server )
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InstallEvents( server );
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}
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internal static void InstallEvents( bool server )
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internal void InstallEvents( bool server )
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{
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Dispatch.Install<AvailableBeaconLocationsUpdated_t>( x => OnBeaconLocationsUpdated?.Invoke(), server );
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Dispatch.Install<ActiveBeaconsUpdated_t>( x => OnActiveBeaconsUpdated?.Invoke(), server );
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@ -49,18 +55,5 @@ public static IEnumerable<PartyBeacon> ActiveBeacons
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}
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}
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}
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/// <summary>
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/// Create a new party beacon and activate it in the selected location.
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/// When people begin responding to your beacon, Steam will send you
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/// OnPartyReservation callbacks to let you know who is on the way.
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/// </summary>
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//public async Task<PartyBeacon?> CreateBeacon( int slots, string connectString, string meta )
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//{
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// var result = await Internal.CreateBeacon( (uint)slots, null, connectString, meta );
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// if ( !result.HasValue ) return null;
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//}
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// TODO - is this useful to anyone, or is it a load of shit?
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}
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}
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@ -1,35 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Steamworks.Data
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{
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delegate void FSteamNetworkingSocketsDebugOutput (DebugOutputType nType, string pszMsg );
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[StructLayout( LayoutKind.Sequential )]
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public struct SteamNetworkingQuickConnectionStatus
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{
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public ConnectionState state;
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public int ping;
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public float connectionQualityLocal;
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public float connectionQualityRemote;
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public float outPacketsPerSecond;
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public float outBytesPerSecond;
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public float inPacketsPerSecond;
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public float inBytesPerSecond;
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public int sendRateBytesPerSecond;
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public int pendingUnreliable;
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public int pendingReliable;
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public int sentUnackedReliable;
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public long queueTime;
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[MarshalAs( UnmanagedType.ByValArray, SizeConst = 16 )]
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uint[] reserved;
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}
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struct SteamDatagramRelayAuthTicket
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{
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// Not implemented
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};
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}
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@ -1,5 +1,7 @@
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using System.Linq;
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#pragma warning disable 649
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namespace Steamworks.Data
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{
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public struct Ugc
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@ -7,3 +9,5 @@ public struct Ugc
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internal UGCHandle_t Handle;
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}
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}
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#pragma warning restore 649
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@ -44,7 +44,9 @@ public IntPtr MarshalManagedToNative(object managedObj)
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internal struct Utf8StringPointer
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{
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#pragma warning disable 649
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internal IntPtr ptr;
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#pragma warning restore 649
|
||||
|
||||
public unsafe static implicit operator string( Utf8StringPointer p )
|
||||
{
|
||||
|
@ -32,11 +32,14 @@ public static string ConvertType( string type )
|
||||
type = type.Replace( "SteamItemInstanceID_t", "InventoryItemId" );
|
||||
type = type.Replace( "SteamItemDef_t", "InventoryDefId" );
|
||||
type = type.Replace( "ChatRoomEnterResponse", "RoomEnter" );
|
||||
type = type.Replace( "SteamNetworkPingLocation_t", "PingLocation" );
|
||||
type = type.Replace( "SteamNetworkPingLocation_t", "NetPingLocation" );
|
||||
type = type.Replace( "SteamNetworkingConfigValue_t", "NetKeyValue" );
|
||||
type = type.Replace( "SteamNetworkingConfigValue", "NetConfig" );
|
||||
type = type.Replace( "SteamNetworkingConfigScope", "NetConfigScope" );
|
||||
type = type.Replace( "SteamNetworkingConfigDataType", "NetConfigType" );
|
||||
type = type.Replace( "FSteamNetworkingSocketsDebugOutput", "NetDebugFunc" );
|
||||
type = type.Replace( "SteamNetworkingErrMsg", "NetErrorMessage" );
|
||||
type = type.Replace( "SteamNetConnectionEnd", "NetConnectionEnd" );
|
||||
type = type.Replace( "HSteamNetConnection", "Connection" );
|
||||
type = type.Replace( "HSteamListenSocket", "Socket" );
|
||||
type = type.Replace( "SteamNetworkingIPAddr", "NetAddress" );
|
||||
@ -77,18 +80,17 @@ public static bool ShouldCreate( string type )
|
||||
if ( type == "Connection" ) return false;
|
||||
if ( type == "Socket" ) return false;
|
||||
if ( type == "SteamNetworkingMicroseconds" ) return false;
|
||||
if ( type == "FSteamNetworkingSocketsDebugOutput" ) return false;
|
||||
if ( type == "NetDebugFunc" ) return false;
|
||||
if ( type == "NetMsg" ) return false;
|
||||
if ( type == "SteamDatagramErrMsg" ) return false;
|
||||
if ( type == "ConnectionInfo" ) return false;
|
||||
if ( type == "SteamNetworkingIPAddr" ) return false;
|
||||
if ( type == "NetAddress" ) return false;
|
||||
if ( type == "NetIdentity" ) return false;
|
||||
if ( type == "SteamNetworkingQuickConnectionStatus" ) return false;
|
||||
if ( type == "SteamNetworkingErrMsg" ) return false;
|
||||
if ( type == "NetKeyValue" ) return false;
|
||||
if ( type == "SteamIPAddress" ) return false;
|
||||
if ( type == "PingLocation" ) return false;
|
||||
if ( type == "NetPingLocation" ) return false;
|
||||
if ( type == "CSteamID" ) return false;
|
||||
if ( type == "CSteamAPIContext" ) return false;
|
||||
if ( type == "CCallResult" ) return false;
|
||||
@ -126,11 +128,12 @@ internal static string Expose( string name )
|
||||
if ( name == "InputType" ) return "public";
|
||||
if ( name == "InputSourceMode" ) return "public";
|
||||
if ( name == "UserHasLicenseForAppResult" ) return "public";
|
||||
if ( name == "PingLocation" ) return "public";
|
||||
if ( name == "NetPingLocation" ) return "public";
|
||||
if ( name == "ConnectionState" ) return "public";
|
||||
if ( name == "SteamNetworkingAvailability" ) return "public";
|
||||
if ( name == "SteamDeviceFormFactor" ) return "public";
|
||||
if ( name == "DurationControlProgress" ) return "public";
|
||||
if ( name == "NetConnectionEnd" ) return "public";
|
||||
|
||||
return "internal";
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user