using System; using System.Runtime.InteropServices; namespace Steamworks; public static class SteamGameServerNetworkingSockets { public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateListenSocketIP(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref localAddress, nOptions, pOptions); } public static HSteamNetConnection ConnectByIPAddress(ref SteamNetworkingIPAddr address, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectByIPAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref address, nOptions, pOptions); } public static HSteamListenSocket CreateListenSocketP2P(int nLocalVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateListenSocketP2P(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), nLocalVirtualPort, nOptions, pOptions); } public static HSteamNetConnection ConnectP2P(ref SteamNetworkingIdentity identityRemote, int nRemoteVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectP2P(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref identityRemote, nRemoteVirtualPort, nOptions, pOptions); } public static EResult AcceptConnection(HSteamNetConnection hConn) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_AcceptConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn); } public static bool CloseConnection(HSteamNetConnection hPeer, int nReason, string pszDebug, bool bEnableLinger) { InteropHelp.TestIfAvailableGameServer(); using InteropHelp.UTF8StringHandle pszDebug2 = new InteropHelp.UTF8StringHandle(pszDebug); return NativeMethods.ISteamNetworkingSockets_CloseConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, nReason, pszDebug2, bEnableLinger); } public static bool CloseListenSocket(HSteamListenSocket hSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_CloseListenSocket(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hSocket); } public static bool SetConnectionUserData(HSteamNetConnection hPeer, long nUserData) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SetConnectionUserData(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, nUserData); } public static long GetConnectionUserData(HSteamNetConnection hPeer) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetConnectionUserData(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer); } public static void SetConnectionName(HSteamNetConnection hPeer, string pszName) { InteropHelp.TestIfAvailableGameServer(); using InteropHelp.UTF8StringHandle pszName2 = new InteropHelp.UTF8StringHandle(pszName); NativeMethods.ISteamNetworkingSockets_SetConnectionName(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, pszName2); } public static bool GetConnectionName(HSteamNetConnection hPeer, out string pszName, int nMaxLen) { InteropHelp.TestIfAvailableGameServer(); IntPtr intPtr = Marshal.AllocHGlobal(nMaxLen); bool flag = NativeMethods.ISteamNetworkingSockets_GetConnectionName(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, intPtr, nMaxLen); pszName = (flag ? InteropHelp.PtrToStringUTF8(intPtr) : null); Marshal.FreeHGlobal(intPtr); return flag; } public static EResult SendMessageToConnection(HSteamNetConnection hConn, IntPtr pData, uint cbData, int nSendFlags, out long pOutMessageNumber) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SendMessageToConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, pData, cbData, nSendFlags, out pOutMessageNumber); } public static void SendMessages(int nMessages, SteamNetworkingMessage_t[] pMessages, long[] pOutMessageNumberOrResult) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamNetworkingSockets_SendMessages(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), nMessages, pMessages, pOutMessageNumberOrResult); } public static EResult FlushMessagesOnConnection(HSteamNetConnection hConn) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_FlushMessagesOnConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn); } public static int ReceiveMessagesOnConnection(HSteamNetConnection hConn, IntPtr[] ppOutMessages, int nMaxMessages) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceiveMessagesOnConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, ppOutMessages, nMaxMessages); } public static bool GetConnectionInfo(HSteamNetConnection hConn, out SteamNetConnectionInfo_t pInfo) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetConnectionInfo(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, out pInfo); } public static bool GetQuickConnectionStatus(HSteamNetConnection hConn, out SteamNetworkingQuickConnectionStatus pStats) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetQuickConnectionStatus(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, out pStats); } public static int GetDetailedConnectionStatus(HSteamNetConnection hConn, out string pszBuf, int cbBuf) { InteropHelp.TestIfAvailableGameServer(); IntPtr intPtr = Marshal.AllocHGlobal(cbBuf); int num = NativeMethods.ISteamNetworkingSockets_GetDetailedConnectionStatus(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, intPtr, cbBuf); pszBuf = ((num != -1) ? InteropHelp.PtrToStringUTF8(intPtr) : null); Marshal.FreeHGlobal(intPtr); return num; } public static bool GetListenSocketAddress(HSteamListenSocket hSocket, out SteamNetworkingIPAddr address) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetListenSocketAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hSocket, out address); } public static bool CreateSocketPair(out HSteamNetConnection pOutConnection1, out HSteamNetConnection pOutConnection2, bool bUseNetworkLoopback, ref SteamNetworkingIdentity pIdentity1, ref SteamNetworkingIdentity pIdentity2) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_CreateSocketPair(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pOutConnection1, out pOutConnection2, bUseNetworkLoopback, ref pIdentity1, ref pIdentity2); } public static bool GetIdentity(out SteamNetworkingIdentity pIdentity) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetIdentity(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pIdentity); } public static ESteamNetworkingAvailability InitAuthentication() { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_InitAuthentication(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } public static ESteamNetworkingAvailability GetAuthenticationStatus(out SteamNetAuthenticationStatus_t pDetails) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetAuthenticationStatus(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pDetails); } public static HSteamNetPollGroup CreatePollGroup() { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetPollGroup)NativeMethods.ISteamNetworkingSockets_CreatePollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } public static bool DestroyPollGroup(HSteamNetPollGroup hPollGroup) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_DestroyPollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPollGroup); } public static bool SetConnectionPollGroup(HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SetConnectionPollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, hPollGroup); } public static int ReceiveMessagesOnPollGroup(HSteamNetPollGroup hPollGroup, IntPtr[] ppOutMessages, int nMaxMessages) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceiveMessagesOnPollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPollGroup, ppOutMessages, nMaxMessages); } public static bool ReceivedRelayAuthTicket(IntPtr pvTicket, int cbTicket, out SteamDatagramRelayAuthTicket pOutParsedTicket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceivedRelayAuthTicket(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), pvTicket, cbTicket, out pOutParsedTicket); } public static int FindRelayAuthTicketForServer(ref SteamNetworkingIdentity identityGameServer, int nRemoteVirtualPort, out SteamDatagramRelayAuthTicket pOutParsedTicket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_FindRelayAuthTicketForServer(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref identityGameServer, nRemoteVirtualPort, out pOutParsedTicket); } public static HSteamNetConnection ConnectToHostedDedicatedServer(ref SteamNetworkingIdentity identityTarget, int nRemoteVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectToHostedDedicatedServer(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref identityTarget, nRemoteVirtualPort, nOptions, pOptions); } public static ushort GetHostedDedicatedServerPort() { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetHostedDedicatedServerPort(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } public static SteamNetworkingPOPID GetHostedDedicatedServerPOPID() { InteropHelp.TestIfAvailableGameServer(); return (SteamNetworkingPOPID)NativeMethods.ISteamNetworkingSockets_GetHostedDedicatedServerPOPID(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } public static EResult GetHostedDedicatedServerAddress(out SteamDatagramHostedAddress pRouting) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetHostedDedicatedServerAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pRouting); } public static HSteamListenSocket CreateHostedDedicatedServerListenSocket(int nLocalVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), nLocalVirtualPort, nOptions, pOptions); } public static EResult GetGameCoordinatorServerLogin(out SteamDatagramGameCoordinatorServerLogin pLoginInfo, out int pcbSignedBlob, IntPtr pBlob) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetGameCoordinatorServerLogin(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pLoginInfo, out pcbSignedBlob, pBlob); } public static HSteamNetConnection ConnectP2PCustomSignaling(out ISteamNetworkingConnectionSignaling pSignaling, ref SteamNetworkingIdentity pPeerIdentity, int nRemoteVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectP2PCustomSignaling(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pSignaling, ref pPeerIdentity, nRemoteVirtualPort, nOptions, pOptions); } public static bool ReceivedP2PCustomSignal(IntPtr pMsg, int cbMsg, out ISteamNetworkingSignalingRecvContext pContext) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceivedP2PCustomSignal(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), pMsg, cbMsg, out pContext); } public static bool GetCertificateRequest(out int pcbBlob, IntPtr pBlob, out SteamNetworkingErrMsg errMsg) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetCertificateRequest(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pcbBlob, pBlob, out errMsg); } public static bool SetCertificate(IntPtr pCertificate, int cbCertificate, out SteamNetworkingErrMsg errMsg) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SetCertificate(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), pCertificate, cbCertificate, out errMsg); } public static void RunCallbacks() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamNetworkingSockets_RunCallbacks(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } }