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Fix old steamnetworkingsockets headers.
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4 changed files with 0 additions and 23 deletions
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@ -52,7 +52,6 @@ public:
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -81,7 +80,6 @@ public:
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -370,8 +368,6 @@ public:
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/// details, pass non-NULL to receive them.
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virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -567,7 +563,6 @@ public:
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/// If you expect to be using relayed connections, then you probably want
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/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
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virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Certificate provision by the application. (On Steam, Steam will handle all this automatically)
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#ifndef STEAMNETWORKINGSOCKETS_STEAM
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