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Mr_Goldberg 2020-09-14 19:53:56 -04:00
parent f6a2c0e5ef
commit 747f178b56
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GPG key ID: 8597D87419DEF278
16 changed files with 1797 additions and 166 deletions

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@ -51,6 +51,7 @@ public ISteamNetworkingSockets001,
public ISteamNetworkingSockets002,
public ISteamNetworkingSockets003,
public ISteamNetworkingSockets006,
public ISteamNetworkingSockets008,
public ISteamNetworkingSockets
{
class Settings *settings;
@ -1421,11 +1422,18 @@ EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *
/// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation.
HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling old\n");
return ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, 0, nOptions, pOptions);
}
HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n");
return k_HSteamNetConnection_Invalid;
}
/// Called when custom signaling has received a message. When your
/// signaling channel receives a message, it should save off whatever
/// routing information was in the envelope into the context object,