Steamworks.SteamUser.InitiateGameConnection C# (CSharp) Method

InitiateGameConnection() public static method

Multiplayer Authentication functions

InitiateGameConnection() starts the state machine for authenticating the game client with the game server

It is the client portion of a three-way handshake between the client, the game server, and the steam servers

Parameters:

void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.

int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.

CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client

CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )

uint32 unIPServer, uint16 usPortServer - the IP address of the game server

bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)

return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed

The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.

public static InitiateGameConnection ( byte pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint unIPServer, ushort usPortServer, bool bSecure ) : int
pAuthBlob byte
cbMaxAuthBlob int
steamIDGameServer CSteamID
unIPServer uint
usPortServer ushort
bSecure bool
return int
		public static int InitiateGameConnection(byte[] pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint unIPServer, ushort usPortServer, bool bSecure) {
			InteropHelp.TestIfAvailableClient();
			return NativeMethods.ISteamUser_InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure);
		}