Fix GetPublicIp() now retrun struct SteamIPAddress_t
parent
dc95076faa
commit
2b2d3ba075
11
dll/flat.cpp
11
dll/flat.cpp
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@ -5843,14 +5843,9 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( IStea
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return self->GetServerReputation();
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return self->GetServerReputation();
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}
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}
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STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible )
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STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self )
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{
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{
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//TODO: check if this actually works (ret value changed from uint32 to struct)
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return self->GetPublicIP();
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if (steamclient_has_ipv6_functions()) {
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return ((ISteamGameServer012 *)instancePtr_possible)->GetPublicIP_old();
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} else {
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return ((ISteamGameServer012 *)instancePtr)->GetPublicIP_old();
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}
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}
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}
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STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort )
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STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort )
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@ -189,6 +189,8 @@ public:
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// behind NAT and you want to advertise its IP in a lobby for other clients to directly
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// behind NAT and you want to advertise its IP in a lobby for other clients to directly
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// connect to
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// connect to
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virtual uint32 GetPublicIP_old() = 0;
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virtual uint32 GetPublicIP_old() = 0;
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virtual SteamIPAddress_t GetPublicIP() = 0;
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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@ -1011,7 +1011,7 @@ STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicens
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STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup );
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STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup );
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STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self );
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STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self );
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STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self );
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STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self );
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//STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self );
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STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self );
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STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort );
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STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort );
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STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort );
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STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort );
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STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive );
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STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive );
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