using System; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; using Facepunch.Steamworks.Data; namespace Facepunch.Steamworks { internal class ISteamNetworkingConnectionCustomSignaling : SteamInterface { internal ISteamNetworkingConnectionCustomSignaling( bool IsGameServer ) { SetupInterface( IsGameServer ); } #region FunctionMeta [DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal", CallingConvention = Platform.CC)] [return: MarshalAs( UnmanagedType.I1 )] private static extern bool _SendSignal( IntPtr self, Connection hConn, ref ConnectionInfo info, IntPtr pMsg, int cbMsg ); #endregion internal bool SendSignal( Connection hConn, ref ConnectionInfo info, IntPtr pMsg, int cbMsg ) { var returnValue = _SendSignal( Self, hConn, ref info, pMsg, cbMsg ); return returnValue; } #region FunctionMeta [DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ISteamNetworkingConnectionCustomSignaling_Release", CallingConvention = Platform.CC)] private static extern void _Release( IntPtr self ); #endregion internal void Release() { _Release( Self ); } } }