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SDK 1.50
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f6a2c0e5ef
commit
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16 changed files with 1797 additions and 166 deletions
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@ -51,6 +51,7 @@ 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 ISteamNetworkingSockets008,
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public ISteamNetworkingSockets
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{
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class Settings *settings;
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@ -1421,11 +1422,18 @@ EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *
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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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HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling old\n");
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return ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, 0, nOptions, pOptions);
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}
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HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n");
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return k_HSteamNetConnection_Invalid;
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}
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/// Called when custom signaling has received a message. When your
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/// signaling channel receives a message, it should save off whatever
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/// routing information was in the envelope into the context object,
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