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Function Summary |
void |
AllGameServer(out MMGameServer)
//======================== ========================
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void |
AllPlayerConnectedToMyGameServer(out MMPlayer) |
void |
CheckAccountValidity(string _Alias, string _Password) |
void |
CreatePlayerAccount(string _Alias, string _Password, string _FirstName, string _LastName, string _Email, string _Country)
// create a user account on Game Service network (before login)
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void |
IFinishMatch() |
void |
IStartMatch()
//======================== ========================
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bool |
IsAccountValidityChecked(out int) |
bool |
IsConnectionLostWithGS()
//======================== connection reset by GS ? ========================
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bool |
IsGameServerAdditionalInfoArrived(out int, out string) |
bool |
IsGameServerListComplete(out int) |
bool |
IsGameServerRefreshed(out int) |
bool |
IsJoinGameServerAcknowledged(out int, out string, out string, out int) |
bool |
IsMatchFinishedAcknowledged(out int) |
bool |
IsMatchStartedByGameServer()
//======================== ========================
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bool |
IsMyGameServerRegistered(out int) |
bool |
IsMyGameServerStillRegistered() |
bool |
IsMyGameServerUpdated(out int) |
bool |
IsPlayerAccountCreated(out int) |
bool |
IsPlayerAccountModified(out int) |
bool |
IsStartMatchAcknowledged(out int) |
void |
JoinGameServer(int _GameServerID, string _Password)
//======================== ========================
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void |
LeaveGameServer()
//======================== ========================
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void |
Login(string _Alias, string _Password)
//======================== Login ========================
// Send a request to log a player in the match making system. The name (_Alias) and password (_Password) are required.
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void |
Logout() |
void |
MatchFinished() |
void |
ModifyPlayerAccount(string _Password, string _FirstName, string _LastName, string _Email, string _Country)
// Modify user account
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int |
PSX2DNASAuthenticate()
// start DNAS authentication (asynchronous function)
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void |
PSX2DNASExit()
// exit DNAS stuff (load the proper overlay)
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int |
PSX2DNASInit(int ng)
// init DNAS stuff (load the proper overlay)
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int |
PSX2DNASProgress(out int, out int, out int)
// check authentication progress
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int |
PSX2McCheckPort(out int, out int)
// Check presence of memory card in each slot
// Return code:
// - <0 if error
// - >=0 if success
// Port0, Port1: contains 1 if a memory card is present in the corresponding slot, 0 otherwise
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void |
PSX2NetCnfExit()
// exit config choice
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void |
PSX2NetCnfGetCombination(int index, out PSX2NetCnfCombination)
// Iterate config list
// index: between 1 and the number of config obtained
// combination: a structure that contains info on the config
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int |
PSX2NetCnfGetCombinationList(string netdb)
// [Asynchronous operation] Get a list of config on a memory card
// netdb: media identifier (mc0 or mc1 for memory card)
// return value: <0 if error, else operation started successfully
// When the operation is over, PSX2NetCnfGetResult() will give:
// - number of config on the media (6 max for a memory card, 0 if none)
// - <0 if error
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int |
PSX2NetCnfGetDefault()
// Get default config
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int |
PSX2NetCnfGetResult()
// Get the result of an asynchronous operation (once over)
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int |
PSX2NetCnfGetState()
// Wait for the end of an asynchronous operation
// return value:
// 1 - still executing
// 0 - operation over. The result can be obtained with PS2NetCnfGetResult()
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void |
PSX2NetCnfInit()
// init config choice
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int |
PSX2NetCnfSelectCombination(int index)
// [Asynchronous operation] Select a config
// index: index of the config to use
// return value: <0 if error, else operation started successfully
// When the operation is over, PSX2NetCnfGetResult() will give:
// - <0 if error
// - >=0 if success
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int |
PSX2NetCtlBind()
// [Asynchronous operation] Attach config to the network interface
// When the operation is over, PSX2NetCnfGetResult() will give:
// - <0 if error
// - >=0 if success
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int |
PSX2NetCtlDown()
// End network connection
// Return code:
// - <0 if error
// - >=0 if success
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void |
PSX2NetCtlExit()
// exit network activation
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int |
PSX2NetCtlGetStatus(out PSX2NetCnfStatus)
// Test the state of the connection
// return code: possible errors
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void |
PSX2NetCtlInit()
// init network activation
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int |
PSX2NetCtlUp()
// Start network connection
// Return code:
// - <0 if error
// - >=0 if success
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void |
PSX2SwitchToOfflineMode() |
int |
PSX2SwitchToOnlineMode()
//
//
// A more PS2-specific interface
//
//
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void |
RefreshGameServer(int _GameServerID) |
void |
RegisterMyGameServer(string _Name, int _MaxPlayers, int _MaxSpectators, string _Password, string _Info, string _AdditionalInfo, int _Port, bool _IsDedicated) |
void |
RequestGameServerAdditionalInfo(int _GameServerID)
//======================== ========================
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void |
RequestGameServerList()
//======================== ========================
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void |
StartMatch() |
void |
UnregisterMyGameServer() |
void |
UpdateMyGameServer(int _MaxPlayers, int _MaxSpectators, string _Password, string _Info, string _AdditionalInfo, int _Port) |