Fix old steamnetworkingsockets headers.
parent
cfff531a23
commit
58b09d4f11
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@ -55,7 +55,6 @@ public:
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/// man-in-the-middle attacks.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -80,7 +79,6 @@ public:
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -292,8 +290,6 @@ public:
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/// even if they are not signed into Steam.)
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virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -365,8 +361,6 @@ public:
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/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
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virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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// So if you have code that is also targeting Steam, you should call this at about the
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@ -43,7 +43,6 @@ public:
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/// man-in-the-middle attacks.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -68,7 +67,6 @@ public:
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -331,8 +329,6 @@ public:
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#endif
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -447,8 +443,6 @@ public:
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/// and don't share it directly with clients.
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virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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// So if you have code that is also targeting Steam, you should call this at about the
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@ -43,7 +43,6 @@ public:
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/// man-in-the-middle attacks.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -68,7 +67,6 @@ public:
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -331,8 +329,6 @@ public:
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#endif
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -447,8 +443,6 @@ public:
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/// and don't share it directly with clients.
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virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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// So if you have code that is also targeting Steam, you should call this at about the
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@ -52,7 +52,6 @@ public:
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -81,7 +80,6 @@ public:
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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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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -370,8 +368,6 @@ public:
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/// details, pass non-NULL to receive them.
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virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -567,7 +563,6 @@ public:
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/// If you expect to be using relayed connections, then you probably want
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/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
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virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Certificate provision by the application. (On Steam, Steam will handle all this automatically)
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#ifndef STEAMNETWORKINGSOCKETS_STEAM
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