mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-12 23:58:07 +01:00
Fix some header issues that broke some interfaces.
This commit is contained in:
parent
9a63cf868d
commit
5873398790
3 changed files with 0 additions and 9 deletions
|
@ -52,7 +52,6 @@ public:
|
|||
/// setting the options "immediately" after creation.
|
||||
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
||||
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
|
||||
///
|
||||
/// nVirtualPort specifies how clients can connect to this socket using
|
||||
|
@ -81,7 +80,6 @@ public:
|
|||
/// SteamNetworkingConfigValue_t for more about why this is preferable to
|
||||
/// setting the options "immediately" after creation.
|
||||
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
||||
#endif
|
||||
|
||||
/// Accept an incoming connection that has been received on a listen socket.
|
||||
///
|
||||
|
@ -411,8 +409,6 @@ public:
|
|||
/// other connections.)
|
||||
virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
|
||||
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Clients connecting to dedicated servers hosted in a data center,
|
||||
// using central-authority-granted tickets.
|
||||
|
@ -608,7 +604,6 @@ public:
|
|||
/// If you expect to be using relayed connections, then you probably want
|
||||
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
|
||||
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
|
||||
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Certificate provision by the application. On Steam, we normally handle all this automatically
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
class ISteamNetworkingUtils001
|
||||
{
|
||||
public:
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Initialization
|
||||
|
@ -149,7 +148,6 @@ public:
|
|||
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
||||
/// your list.
|
||||
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
|
||||
#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Misc
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
class ISteamNetworkingUtils002
|
||||
{
|
||||
public:
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Initialization and status check
|
||||
|
@ -152,7 +151,6 @@ public:
|
|||
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
||||
/// your list.
|
||||
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
|
||||
#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Misc
|
||||
|
|
Loading…
Reference in a new issue