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Update to sdk 1.47
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82eaf4f684
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42 changed files with 2581 additions and 175 deletions
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@ -65,6 +65,32 @@ Steam_Networking_Utils(class Settings *settings, class Networking *network, clas
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this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this);
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}
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/// Allocate and initialize a message object. Usually the reason
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/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
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/// The returned object will have all of the relevant fields cleared to zero.
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///
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/// Optionally you can also request that this system allocate space to
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/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
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/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
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/// m_pData will point to the allocated buffer, m_cbSize will be set to the
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/// size, and m_pfnFreeData will be set to the proper function to free up
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/// the buffer.
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///
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/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
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/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
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/// set each of these.
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///
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/// You can use SteamNetworkingMessage_t::Release to free up the message
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/// bookkeeping object and any associated buffer. See
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/// ISteamNetworkingSockets::SendMessages for details on reference
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/// counting and ownership.
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SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer )
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{
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PRINT_DEBUG("Steam_Networking_Utils::AllocateMessage\n");
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//TODO
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return NULL;
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}
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bool InitializeRelayAccess()
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{
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PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n");
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