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