using System; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; using Facepunch.Steamworks.Data; namespace Facepunch.Steamworks { internal class ISteamNetworkingCustomSignalingRecvContext : SteamInterface { internal ISteamNetworkingCustomSignalingRecvContext( bool IsGameServer ) { SetupInterface( IsGameServer ); } #region FunctionMeta [DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingCustomSignalingRecvContext_OnConnectRequest", CallingConvention = Platform.CC)] private static extern IntPtr _OnConnectRequest( IntPtr self, Connection hConn, ref NetIdentity identityPeer ); #endregion internal IntPtr OnConnectRequest( Connection hConn, ref NetIdentity identityPeer ) { var returnValue = _OnConnectRequest( Self, hConn, ref identityPeer ); return returnValue; } #region FunctionMeta [DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendRejectionSignal", CallingConvention = Platform.CC)] private static extern void _SendRejectionSignal( IntPtr self, ref NetIdentity identityPeer, IntPtr pMsg, int cbMsg ); #endregion internal void SendRejectionSignal( ref NetIdentity identityPeer, IntPtr pMsg, int cbMsg ) { _SendRejectionSignal( Self, ref identityPeer, pMsg, cbMsg ); } } }