This commit is contained in:
Mr_Goldberg 2021-12-06 16:51:17 -05:00
parent 19dc4f468a
commit 98b149b9b6
No known key found for this signature in database
GPG key ID: 8597D87419DEF278
32 changed files with 2416 additions and 257 deletions

View file

@ -19,10 +19,13 @@ class ISteamNetworkingSignalingRecvContext;
/// Lower level networking API.
///
/// - Connection-oriented API (like TCP, not UDP). When sending and receiving
/// messages, a connection handle is used. (For a UDP-style interface, see
/// ISteamNetworkingMessages.) In this TCP-style interface, the "server" will
/// "listen" on a "listen socket." A "client" will "connect" to the server,
/// and the server will "accept" the connection.
/// messages, a connection handle is used. (For a UDP-style interface, where
/// the peer is identified by their address with each send/recv call, see
/// ISteamNetworkingMessages.) The typical pattern is for a "server" to "listen"
/// on a "listen socket." A "client" will "connect" to the server, and the
/// server will "accept" the connection. If you have a symmetric situation
/// where either peer may initiate the connection and server/client roles are
/// not clearly defined, check out k_ESteamNetworkingConfig_SymmetricConnect.
/// - But unlike TCP, it's message-oriented, not stream-oriented.
/// - Mix of reliable and unreliable messages
/// - Fragmentation and reassembly
@ -196,7 +199,23 @@ public:
/// Set connection user data. the data is returned in the following places
/// - You can query it using GetConnectionUserData.
/// - The SteamNetworkingmessage_t structure.
/// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.)
/// - The SteamNetConnectionInfo_t structure.
/// (Which is a member of SteamNetConnectionStatusChangedCallback_t -- but see WARNINGS below!!!!)
///
/// Do you need to set this atomically when the connection is created?
/// See k_ESteamNetworkingConfig_ConnectionUserData.
///
/// WARNING: Be *very careful* when using the value provided in callbacks structs.
/// Callbacks are queued, and the value that you will receive in your
/// callback is the userdata that was effective at the time the callback
/// was queued. There are subtle race conditions that can happen if you
/// don't understand this!
///
/// If any incoming messages for this connection are queued, the userdata
/// field is updated, so that when when you receive messages (e.g. with
/// ReceiveMessagesOnConnection), they will always have the very latest
/// userdata. So the tricky race conditions that can happen with callbacks
/// do not apply to retrieving messages.
///
/// Returns false if the handle is invalid.
virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0;
@ -262,7 +281,7 @@ public:
/// m_pData at your buffer and set the callback to the appropriate function
/// to free it. Note that if you use your own buffer, it MUST remain valid
/// until the callback is executed. And also note that your callback can be
/// invoked at ant time from any thread (perhaps even before SendMessages
/// invoked at any time from any thread (perhaps even before SendMessages
/// returns!), so it MUST be fast and threadsafe.
///
/// You MUST also fill in:
@ -658,15 +677,15 @@ public:
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
//
// Certificate provision by the application. On Steam, we normally handle all this automatically
// and you will not need to use these advanced functions.
//
//
// 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.)
/// size. (512 bytes is a conservative estimate.)
///
/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0;