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Update to sdk 1.48
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32 changed files with 4617 additions and 2410 deletions
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@ -50,6 +50,7 @@ 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 ISteamNetworkingSockets006,
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public ISteamNetworkingSockets
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{
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class Settings *settings;
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@ -980,6 +981,64 @@ ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStat
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PRINT_DEBUG("Steam_Networking_Sockets::GetAuthenticationStatus\n");
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}
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/// Create a new poll group.
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///
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/// You should destroy the poll group when you are done using DestroyPollGroup
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HSteamNetPollGroup CreatePollGroup()
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n");
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}
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/// Destroy a poll group created with CreatePollGroup().
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///
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/// If there are any connections in the poll group, they are removed from the group,
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/// and left in a state where they are not part of any poll group.
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/// Returns false if passed an invalid poll group handle.
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bool DestroyPollGroup( HSteamNetPollGroup hPollGroup )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n");
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}
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/// Assign a connection to a poll group. Note that a connection may only belong to a
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/// single poll group. Adding a connection to a poll group implicitly removes it from
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/// any other poll group it is in.
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///
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/// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current
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/// poll group without adding it to a new poll group.
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///
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/// If there are received messages currently pending on the connection, an attempt
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/// is made to add them to the queue of messages for the poll group in approximately
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/// the order that would have applied if the connection was already part of the poll
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/// group at the time that the messages were received.
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///
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/// Returns false if the connection handle is invalid, or if the poll group handle
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/// is invalid (and not k_HSteamNetPollGroup_Invalid).
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bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup\n");
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}
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/// Same as ReceiveMessagesOnConnection, but will return the next messages available
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/// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn
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/// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also
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/// be useful.)
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///
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/// Delivery order of messages among different connections will usually match the
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/// order that the last packet was received which completed the message. But this
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/// is not a strong guarantee, especially for packets received right as a connection
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/// is being assigned to poll group.
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///
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/// Delivery order of messages on the same connection is well defined and the
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/// same guarantees are present as mentioned in ReceiveMessagesOnConnection.
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/// (But the messages are not grouped by connection, so they will not necessarily
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/// appear consecutively in the list; they may be interleaved with messages for
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/// other connections.)
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int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup\n");
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}
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//#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
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//
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@ -1345,6 +1404,29 @@ bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCusto
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PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n");
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}
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//
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// Certificate provision by the application. On Steam, we normally handle all this automatically
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// and you will not need to use these advanced functions.
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//
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/// Get blob that describes a certificate request. You can send this to your game coordinator.
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/// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will
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/// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required
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/// size. (256 bytes is a very conservative estimate.)
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///
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/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
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bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::GetCertificateRequest\n");
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}
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/// Set the certificate. The certificate blob should be the output of
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/// SteamDatagram_CreateCert.
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bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::SetCertificate\n");
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}
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// TEMP KLUDGE Call to invoke all queued callbacks.
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// Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks.
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// You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks
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