// Copyright Epic Games, Inc. All Rights Reserved. // This file is automatically generated. Changes to this file may be overwritten. namespace Epic.OnlineServices.AntiCheatServer { public class SetClientNetworkStateOptions { /// /// Locally unique value describing the remote user (e.g. a player object pointer) /// public System.IntPtr ClientHandle { get; set; } /// /// True if the network is functioning normally, false if temporarily interrupted /// public bool IsNetworkActive { get; set; } } [System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)] internal struct SetClientNetworkStateOptionsInternal : ISettable, System.IDisposable { private int m_ApiVersion; private System.IntPtr m_ClientHandle; private int m_IsNetworkActive; public System.IntPtr ClientHandle { set { m_ClientHandle = value; } } public bool IsNetworkActive { set { Helper.TryMarshalSet(ref m_IsNetworkActive, value); } } public void Set(SetClientNetworkStateOptions other) { if (other != null) { m_ApiVersion = AntiCheatServerInterface.SetclientnetworkstateApiLatest; ClientHandle = other.ClientHandle; IsNetworkActive = other.IsNetworkActive; } } public void Set(object other) { Set(other as SetClientNetworkStateOptions); } public void Dispose() { Helper.TryMarshalDispose(ref m_ClientHandle); } } }