Update to sdk 1.51

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Mr_Goldberg 2021-01-17 22:46:00 -05:00
parent 4cb55c52e2
commit 294c8e8124
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25 changed files with 1002 additions and 151 deletions

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@ -2,11 +2,10 @@
#ifndef ISTEAMNETWORKINGMESSAGES
#define ISTEAMNETWORKINGMESSAGES
#ifdef STEAM_WIN32
#pragma once
#endif
#include "steamnetworkingtypes.h"
#include "steam_api_common.h"
//-----------------------------------------------------------------------------
/// The non-connection-oriented interface to send and receive messages
@ -58,7 +57,7 @@ public:
///
/// It is guaranteed that reliable messages to the same host on the same channel
/// will be be received by the remote host (if they are received at all) exactly once,
/// and in the same order that they were send.
/// and in the same order that they were sent.
///
/// NO other order guarantees exist! In particular, unreliable messages may be dropped,
/// received out of order with respect to each other and with respect to reliable data,
@ -75,52 +74,55 @@ public:
/// Returns:
/// - k_EREsultOK on success.
/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession is not used. (You can use
/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
/// and start a new one, you must call CloseSessionWithUser
/// - See SendMessageToConnection::SendMessageToConnection for more
/// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values
virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0;
/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
///
/// When you're done with the message object(s), make sure and call Release()!
/// When you're done with the message object(s), make sure and call SteamNetworkingMessage_t::Release()!
virtual int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
/// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback
/// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't
/// tried to talk to them. If you don't want to talk to them, just ignore the request.
/// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to
/// be posted periodically. This may be called multiple times for a single user.
/// Call this in response to a SteamNetworkingMessagesSessionRequest_t callback.
/// SteamNetworkingMessagesSessionRequest_t are posted when a user tries to send you a message,
/// and you haven't tried to talk to them first. If you don't want to talk to them, just ignore
/// the request. If the user continues to send you messages, SteamNetworkingMessagesSessionRequest_t
/// callbacks will continue to be posted periodically.
///
/// Calling SendMessage() on the other user, this implicitly accepts any pending session request.
/// Returns false if there is no session with the user pending or otherwise. If there is an
/// existing active session, this function will return true, even if it is not pending.
///
/// Calling SendMessageToUser() will implicitly accepts any pending session request to that user.
virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
/// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will
/// be posted.
/// If the remote user tries to send data to you again, another SteamNetworkingMessagesSessionRequest_t
/// callback will be posted.
///
/// Note that sessions that go unused for a few minutes are automatically timed out.
virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
/// Call this when you're done talking to a user on a specific channel. Once all
/// open channels to a user have been closed, the open session to the user will be
/// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t
/// callback
/// closed, and any new data from this user will trigger a
/// SteamSteamNetworkingMessagesSessionRequest_t callback
virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0;
/// Returns information about the latest state of a connection, if any, with the given peer.
/// Primarily intended for debugging purposes, but can also be used to get more detailed
/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.)
/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.)
///
/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
/// if no connection exists with specified peer. You may pass nullptr for either parameter if
/// you do not need the corresponding details. Note that sessions time out after a while,
/// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait
/// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait
/// indefinitely to obtain the reason for failure.
virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0;
};
#define STEAMNETWORKINGMESSAGES_VERSION "SteamNetworkingMessages002"
#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002"
//
// Callbacks
@ -141,7 +143,7 @@ struct SteamNetworkingMessagesSessionRequest_t
/// SteamNetworkingMessages is primarily intended to make porting UDP code easy.)
///
/// Remember: callbacks are asynchronous. See notes on SendMessageToUser,
/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession in particular.
/// and k_nSteamNetworkingSend_AutoRestartBrokenSession in particular.
///
/// Also, if a session times out due to inactivity, no callbacks will be posted. The only
/// way to detect that this is happening is that querying the session state may return
@ -150,37 +152,48 @@ struct SteamNetworkingMessagesSessionFailed_t
{
enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 };
/// Detailed info about the connection. This will include the
/// Detailed info about the session that failed.
/// SteamNetConnectionInfo_t::m_identityRemote indicates who this session
/// was with.
SteamNetConnectionInfo_t m_info;
};
#pragma pack(pop)
//
// Global accessor
//
// Global accessors
// Using standalone lib
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
#if defined( STEAMNETWORKINGSOCKETS_PARTNER )
// Standalone lib.
static_assert( STEAMNETWORKINGMESSAGES_INTERFACE_VERSION[25] == '2', "Version mismatch" );
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_LibV2();
inline ISteamNetworkingMessages *SteamNetworkingMessages_Lib() { return SteamNetworkingMessages_LibV2(); }
// Standalone lib. Use different symbol name, so that we can dynamically switch between steamclient.dll
// and the standalone lib
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_Lib();
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib();
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_Lib(); }
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_Lib(); }
// If running in context of steam, we also define a gameserver instance.
#ifdef STEAMNETWORKINGSOCKETS_STEAM
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_LibV2();
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); }
#endif
#elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE )
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_LibV2(); }
#ifdef STEAMNETWORKINGSOCKETS_STEAM
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_LibV2(); }
#endif
#endif
#endif
// Opensource GameNetworkingSockets
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages();
#else
// Using Steamworks SDK
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
// Steamworks SDK
inline ISteamNetworkingMessages *SteamNetworkingMessages();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION );
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages();
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION );
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION );
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION );
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_SteamAPI(); }
inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_SteamAPI(); }
#endif
#endif
#endif // ISTEAMNETWORKINGMESSAGES