SteamNetworkingMessage_t
Struct[Serializable]
public struct SteamNetworkingMessage_tA message that has been received.
View sourceMethods
Convert an IntPtr received from ISteamNetworkingSockets.ReceiveMessagesOnPollGroup into our structure. This is a Steamworks.NET extension.
public static SteamNetworkingMessage_t FromIntPtr(nint pointer)- pointernint
You MUST call this when you're done with the object, to free up memory, etc.
public void Release()You MUST call this when you're done with the object, to free up memory, etc. This is a Steamworks.NET extension.
public static void Release(nint pointer)- pointernint
Fields
For messages received on connections: what connection did this come from? For outgoing messages: what connection to send it to? Not used when using the ISteamNetworkingMessages interface
public HSteamNetConnection m_connFor inbound messages: Who sent this to us? For outbound messages on connections: not used. For outbound messages on the ad-hoc ISteamNetworkingMessages interface: who should we send this to?
public SteamNetworkingIdentity m_identityPeerFor outbound messages, which lane to use? See ISteamNetworkingSockets::ConfigureConnectionLanes. For inbound messages, what lane was the message received on?
public ushort m_idxLaneWhen using ISteamNetworkingMessages, the channel number the message was received on (Not used for messages sent or received on "connections")
public int m_nChannelFor messages received on connections, this is the user data associated with the connection. This is *usually* the same as calling GetConnection() and then fetching the user data associated with that connection, but for the following subtle differences: - This user data will match the connection's user data at the time is captured at the time the message is returned by the API. If you subsequently change the userdata on the connection, this won't be updated. - This is an inline call, so it's *much* faster. - You might have closed the connection, so fetching the user data would not be possible. Not used when sending messages.
public long m_nConnUserDataBitmask of k_nSteamNetworkingSend_xxx flags. For received messages, only the k_nSteamNetworkingSend_Reliable bit is valid. For outbound messages, all bits are relevant
public int m_nFlagsMessage number assigned by the sender. This is not used for outbound messages. Note that if multiple lanes are used, each lane has its own message numbers, which are assigned sequentially, so messages from different lanes will share the same numbers.
public long m_nMessageNumberArbitrary user data that you can use when sending messages using ISteamNetworkingUtils::AllocateMessage and ISteamNetworkingSockets::SendMessage. (The callback you set in m_pfnFreeData might use this field.) Not used for received messages.
public long m_nUserDataFunction used to free up m_pData. This mechanism exists so that apps can create messages with buffers allocated from their own heap, and pass them into the library. This function will usually be something like: free( pMsg->m_pData );
public nint m_pfnFreeDataLocal timestamp when the message was received Not used for outbound messages.
public SteamNetworkingMicroseconds m_usecTimeReceived