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ISteamNetworkingSockets004
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4 changed files with 498 additions and 1 deletions
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@ -53,6 +53,7 @@ class Steam_Networking_Sockets :
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public ISteamNetworkingSockets001,
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public ISteamNetworkingSockets002,
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public ISteamNetworkingSockets003,
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public ISteamNetworkingSockets004,
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public ISteamNetworkingSockets006,
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public ISteamNetworkingSockets008,
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public ISteamNetworkingSockets
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@ -255,6 +256,12 @@ HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddre
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return k_HSteamListenSocket_Invalid;
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}
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HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old1\n");
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return k_HSteamListenSocket_Invalid;
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}
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HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n");
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@ -285,6 +292,12 @@ HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address )
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return k_HSteamNetConnection_Invalid;
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}
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HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old1\n");
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return k_HSteamNetConnection_Invalid;
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}
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HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n");
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@ -349,6 +362,12 @@ HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, i
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return socket;
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}
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HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P old1\n");
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return ConnectP2P(*identityRemote, nVirtualPort);
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}
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HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %i\n", nVirtualPort);
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@ -1187,6 +1206,12 @@ int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatag
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///
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/// Typically this is useful just to confirm that you have a ticket, before you
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/// call ConnectToHostedDedicatedServer to connect to the server.
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int FindRelayAuthTicketForServer( const SteamNetworkingIdentity *identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old1\n");
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return 0;
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}
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int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer\n");
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@ -1208,6 +1233,12 @@ HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentit
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return k_HSteamListenSocket_Invalid;
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}
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HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity *identityTarget, int nVirtualPort )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old1\n");
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return k_HSteamListenSocket_Invalid;
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}
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/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
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/// port. You should have received a ticket for this server, or else this connect call will fail!
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///
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