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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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@ -271,7 +271,7 @@ public:
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/// pOutMessageNumberOrResult is an optional array that will receive,
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/// for each message, the message number that was assigned to the message
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/// if sending was successful. If sending failed, then a negative EResult
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/// valid is placed into the array. For example, the array will hold
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/// value is placed into the array. For example, the array will hold
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/// -k_EResultInvalidState if the connection was in an invalid state.
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/// See ISteamNetworkingSockets::SendMessageToConnection for possible
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/// failure codes.
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@ -300,7 +300,7 @@ public:
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/// Reliable messages will be received in the order they were sent (and with the
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/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
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///
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/// Unreliable messages may be dropped, or delivered out of order withrespect to
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/// Unreliable messages may be dropped, or delivered out of order with respect to
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/// each other or with respect to reliable messages. The same unreliable message
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/// may be received multiple times.
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///
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@ -309,16 +309,6 @@ public:
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/// a little while (put it into some queue, etc), and you may call Release() from any thread.
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virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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/// Same as ReceiveMessagesOnConnection, but will return the next message available
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/// on any connection that was accepted through the specified listen socket. Examine
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/// SteamNetworkingMessage_t::m_conn to know which client connection.
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///
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/// Delivery order of messages among different clients is not defined. They may
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/// be returned in an order different from what they were actually received. (Delivery
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/// order of messages from the same client is well defined, and thus the order of the
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/// messages is relevant!)
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virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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/// Returns basic information about the high-level state of the connection.
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virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
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@ -405,6 +395,57 @@ 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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//
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// Poll groups. A poll group is a set of connections that can be polled efficiently.
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// (In our API, to "poll" a connection means to retrieve all pending messages. We
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// actually don't have an API to "poll" the connection *state*, like BSD sockets.)
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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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virtual HSteamNetPollGroup CreatePollGroup() = 0;
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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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virtual bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) = 0;
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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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virtual bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) = 0;
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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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virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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@ -455,7 +496,7 @@ public:
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virtual uint16 GetHostedDedicatedServerPort() = 0;
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/// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server
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/// is running in. This will be k_SteamDatagramPOPID_dev in non-production envirionment.
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/// is running in. This will be k_SteamDatagramPOPID_dev in non-production environment.
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virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0;
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/// Return info about the hosted server. This contains the PoPID of the server,
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@ -604,8 +645,10 @@ public:
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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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//
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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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@ -618,7 +661,6 @@ public:
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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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virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0;
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#endif
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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@ -630,7 +672,7 @@ public:
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protected:
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// ~ISteamNetworkingSockets(); // Silence some warnings
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};
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#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets006"
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#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets008"
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/// Interface used to send signaling messages for a particular connection.
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/// You will need to construct one of these per connection.
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@ -709,8 +751,6 @@ public:
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};
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extern "C" {
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// Global accessor.
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#if defined( STEAMNETWORKINGSOCKETS_PARTNER )
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@ -816,6 +856,4 @@ struct SteamNetAuthenticationStatus_t
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#pragma pack( pop )
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}
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#endif // ISTEAMNETWORKINGSOCKETS
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