Update to sdk 1.48

This commit is contained in:
Mr_Goldberg 2020-03-25 13:43:23 -04:00
parent a0b66407bf
commit 5c41ba020c
No known key found for this signature in database
GPG key ID: 8597D87419DEF278
32 changed files with 4617 additions and 2410 deletions

View file

@ -50,6 +50,7 @@ class Steam_Networking_Sockets :
public ISteamNetworkingSockets001,
public ISteamNetworkingSockets002,
public ISteamNetworkingSockets003,
public ISteamNetworkingSockets006,
public ISteamNetworkingSockets
{
class Settings *settings;
@ -980,6 +981,64 @@ ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStat
PRINT_DEBUG("Steam_Networking_Sockets::GetAuthenticationStatus\n");
}
/// Create a new poll group.
///
/// You should destroy the poll group when you are done using DestroyPollGroup
HSteamNetPollGroup CreatePollGroup()
{
PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n");
}
/// Destroy a poll group created with CreatePollGroup().
///
/// If there are any connections in the poll group, they are removed from the group,
/// and left in a state where they are not part of any poll group.
/// Returns false if passed an invalid poll group handle.
bool DestroyPollGroup( HSteamNetPollGroup hPollGroup )
{
PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n");
}
/// Assign a connection to a poll group. Note that a connection may only belong to a
/// single poll group. Adding a connection to a poll group implicitly removes it from
/// any other poll group it is in.
///
/// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current
/// poll group without adding it to a new poll group.
///
/// If there are received messages currently pending on the connection, an attempt
/// is made to add them to the queue of messages for the poll group in approximately
/// the order that would have applied if the connection was already part of the poll
/// group at the time that the messages were received.
///
/// Returns false if the connection handle is invalid, or if the poll group handle
/// is invalid (and not k_HSteamNetPollGroup_Invalid).
bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup )
{
PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup\n");
}
/// Same as ReceiveMessagesOnConnection, but will return the next messages available
/// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn
/// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also
/// be useful.)
///
/// Delivery order of messages among different connections will usually match the
/// order that the last packet was received which completed the message. But this
/// is not a strong guarantee, especially for packets received right as a connection
/// is being assigned to poll group.
///
/// Delivery order of messages on the same connection is well defined and the
/// same guarantees are present as mentioned in ReceiveMessagesOnConnection.
/// (But the messages are not grouped by connection, so they will not necessarily
/// appear consecutively in the list; they may be interleaved with messages for
/// other connections.)
int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
{
PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup\n");
}
//#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
//
@ -1345,6 +1404,29 @@ bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCusto
PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n");
}
//
// Certificate provision by the application. On Steam, we normally handle all this automatically
// and you will not need to use these advanced functions.
//
/// Get blob that describes a certificate request. You can send this to your game coordinator.
/// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will
/// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required
/// size. (256 bytes is a very conservative estimate.)
///
/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg )
{
PRINT_DEBUG("Steam_Networking_Sockets::GetCertificateRequest\n");
}
/// Set the certificate. The certificate blob should be the output of
/// SteamDatagram_CreateCert.
bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg )
{
PRINT_DEBUG("Steam_Networking_Sockets::SetCertificate\n");
}
// TEMP KLUDGE Call to invoke all queued callbacks.
// Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks.
// You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks