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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 12:28:07 +01:00
Don't memset the whole connection status structs to zero.
Some games pass smaller versions of the struct.
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parent
19015c097c
commit
b8eae2b709
1 changed files with 14 additions and 3 deletions
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@ -882,17 +882,20 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn
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auto connect_socket = connect_sockets.find(hConn);
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if (connect_socket == connect_sockets.end()) return false;
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memset(pInfo, 0, sizeof(SteamNetConnectionInfo_t));
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pInfo->m_identityRemote = connect_socket->second.remote_identity;
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pInfo->m_nUserData = connect_socket->second.user_data;
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pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
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//pInfo->m_addrRemote; //TODO
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pInfo->m_addrRemote.Clear(); //TODO
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pInfo->m_idPOPRemote = 0;
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pInfo->m_idPOPRelay = 0;
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pInfo->m_eState = convert_status(connect_socket->second.status);
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pInfo->m_eEndReason = 0; //TODO
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pInfo->m_szEndDebug[0] = 0;
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sprintf(pInfo->m_szConnectionDescription, "%u", hConn);
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//Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t
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//keep this in mind in future interface updates
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return true;
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}
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@ -954,13 +957,21 @@ bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickCo
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto connect_socket = connect_sockets.find(hConn);
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if (connect_socket == connect_sockets.end()) return false;
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memset(pStats, 0, sizeof(SteamNetworkingQuickConnectionStatus));
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pStats->m_eState = convert_status(connect_socket->second.status);
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pStats->m_nPing = 10; //TODO: calculate real numbers?
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pStats->m_flConnectionQualityLocal = 1.0;
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pStats->m_flConnectionQualityRemote = 1.0;
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//TODO: rest
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pStats->m_flOutPacketsPerSec = 0.0;
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pStats->m_flOutBytesPerSec = 0.0;
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pStats->m_flInPacketsPerSec = 0.0;
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pStats->m_flInBytesPerSec = 0.0;
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pStats->m_cbSentUnackedReliable = 0.0;
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pStats->m_usecQueueTime = 0.0;
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//Note some games (volcanoids) might not allocate a struct the whole size of SteamNetworkingQuickConnectionStatus
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//keep this in mind in future interface updates
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return true;
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}
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