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    Struct P2PSessionState_t

    connection state to a specified user, returned by GetP2PSessionState() this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Steamworks.Interop
    Assembly: Unity.Steamworks.Interop.dll
    Syntax
    [Serializable]
    public struct P2PSessionState_t

    Fields

    m_bConnecting

    true if we're currently trying to establish a connection

    Declaration
    public byte m_bConnecting
    Field Value
    Type Description
    byte

    m_bConnectionActive

    true if we've got an active open connection

    Declaration
    public byte m_bConnectionActive
    Field Value
    Type Description
    byte

    m_bUsingRelay

    true if it's going through a relay server (TURN)

    Declaration
    public byte m_bUsingRelay
    Field Value
    Type Description
    byte

    m_eP2PSessionError

    last error recorded (see enum above)

    Declaration
    public byte m_eP2PSessionError
    Field Value
    Type Description
    byte

    m_nBytesQueuedForSend

    The m_nBytesQueuedForSend field of P2PSessionState_t.

    Declaration
    public int m_nBytesQueuedForSend
    Field Value
    Type Description
    int

    m_nPacketsQueuedForSend

    The m_nPacketsQueuedForSend field of P2PSessionState_t.

    Declaration
    public int m_nPacketsQueuedForSend
    Field Value
    Type Description
    int

    m_nRemoteIP

    potential IP:Port of remote host. Could be TURN server.

    Declaration
    public uint m_nRemoteIP
    Field Value
    Type Description
    uint

    m_nRemotePort

    Only exists for compatibility with older authentication api's

    Declaration
    public ushort m_nRemotePort
    Field Value
    Type Description
    ushort
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