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// Copyright Epic Games, Inc. All Rights Reserved.
// This file is automatically generated. Changes to this file may be overwritten.
namespace Epic.OnlineServices.P2P
{
/// <summary>
/// Structure containing information about who would like to accept a connection, and which connection.
/// </summary>
public class AcceptConnectionOptions
{
/// <summary>
/// The Product User ID of the local user who is accepting any pending or future connections with RemoteUserId
/// </summary>
public ProductUserId LocalUserId { get; set; }
/// <summary>
/// The Product User ID of the remote user who has either sent a connection request or is expected to in the future
/// </summary>
public ProductUserId RemoteUserId { get; set; }
/// <summary>
/// The socket ID of the connection to accept on
/// </summary>
public SocketId SocketId { get; set; }
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)]
internal struct AcceptConnectionOptionsInternal : ISettable, System.IDisposable
{
private int m_ApiVersion;
private System.IntPtr m_LocalUserId;
private System.IntPtr m_RemoteUserId;
private System.IntPtr m_SocketId;
public ProductUserId LocalUserId
{
set
{
Helper.TryMarshalSet(ref m_LocalUserId, value);
}
}
public ProductUserId RemoteUserId
{
set
{
Helper.TryMarshalSet(ref m_RemoteUserId, value);
}
}
public SocketId SocketId
{
set
{
Helper.TryMarshalSet<SocketIdInternal, SocketId>(ref m_SocketId, value);
}
}
public void Set(AcceptConnectionOptions other)
{
if (other != null)
{
m_ApiVersion = P2PInterface.AcceptconnectionApiLatest;
LocalUserId = other.LocalUserId;
RemoteUserId = other.RemoteUserId;
SocketId = other.SocketId;
}
}
public void Set(object other)
{
Set(other as AcceptConnectionOptions);
}
public void Dispose()
{
Helper.TryMarshalDispose(ref m_LocalUserId);
Helper.TryMarshalDispose(ref m_RemoteUserId);
Helper.TryMarshalDispose(ref m_SocketId);
}
}
}