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990a0eb71f
...
bfa1e95f7b
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@ -769,7 +769,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteam
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/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
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/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
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/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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{
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PRINT_DEBUG("%s\n", __FUNCTION__);
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std::queue<struct cb_data> *q = NULL;
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@ -829,7 +829,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPip
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/// Return the call result for the specified call on the specified pipe. You really should
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/// only call this in a handler for SteamAPICallCompleted_t callback.
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STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
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STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
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{
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PRINT_DEBUG("SteamAPI_ManualDispatch_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected);
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Steam_Client *steam_client = get_steam_client();
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@ -961,7 +961,7 @@ SteamMasterServerUpdater
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*/
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STEAMCLIENT_API steam_bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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STEAMCLIENT_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
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{
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PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe);
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SteamAPI_ManualDispatch_Init();
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@ -976,7 +976,7 @@ STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe )
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SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe );
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}
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STEAMCLIENT_API steam_bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed )
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STEAMCLIENT_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed )
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{
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PRINT_DEBUG("Steam_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected);
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return SteamAPI_ManualDispatch_GetAPICallResult(hSteamPipe, hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed);
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@ -125,20 +125,6 @@ message Networking_Sockets {
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bytes data = 5;
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}
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message Networking_Messages {
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enum Types {
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CONNECTION_NEW = 0;
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CONNECTION_ACCEPT = 1;
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CONNECTION_END = 2;
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DATA = 3;
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}
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Types type = 1;
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uint32 channel = 2;
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uint32 id_from = 3;
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bytes data = 5;
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}
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message Gameserver {
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uint64 id = 1;
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bytes game_description = 2;
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@ -226,7 +212,6 @@ message Common_Message {
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Network_Old network_old = 12;
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Networking_Sockets networking_sockets = 13;
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Steam_Messages steam_messages = 14;
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Networking_Messages networking_messages = 15;
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}
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uint32 source_ip = 128;
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@ -554,11 +554,6 @@ void Networking::do_callbacks_message(Common_Message *msg)
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PRINT_DEBUG("has_steam_messages\n");
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run_callbacks(CALLBACK_ID_STEAM_MESSAGES, msg);
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}
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if (msg->has_networking_messages()) {
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PRINT_DEBUG("has_networking_messages\n");
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run_callbacks(CALLBACK_ID_NETWORKING_MESSAGES, msg);
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}
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}
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bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket)
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@ -56,7 +56,6 @@ enum Callback_Ids {
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CALLBACK_ID_FRIEND_MESSAGES,
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CALLBACK_ID_NETWORKING_SOCKETS,
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CALLBACK_ID_STEAM_MESSAGES,
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CALLBACK_ID_NETWORKING_MESSAGES,
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CALLBACK_IDS_MAX
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};
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@ -17,22 +17,6 @@
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#include "base.h"
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#define NETWORKING_MESSAGES_TIMEOUT 30.0
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struct Steam_Message_Connection {
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SteamNetworkingIdentity remote_identity;
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std::map<int, std::queue<std::string>> data;
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std::list<int> channels;
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bool accepted = false;
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bool dead = false;
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unsigned id;
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unsigned remote_id = 0;
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std::chrono::high_resolution_clock::time_point created = std::chrono::high_resolution_clock::now();
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};
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class Steam_Networking_Messages :
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public ISteamNetworkingMessages
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{
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@ -42,13 +26,7 @@ public ISteamNetworkingMessages
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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std::map<CSteamID, Steam_Message_Connection> connections;
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std::list<Common_Message> incoming_data;
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unsigned id_counter = 0;
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std::chrono::steady_clock::time_point created;
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public:
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static void steam_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_networking_messages_callback\n");
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@ -70,14 +48,11 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
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this->settings = settings;
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this->network = network;
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this->run_every_runcb = run_every_runcb;
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this->network->setCallback(CALLBACK_ID_NETWORKING_MESSAGES, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
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this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this);
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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this->created = std::chrono::steady_clock::now();
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}
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~Steam_Networking_Messages()
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@ -86,45 +61,6 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
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this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this);
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}
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std::map<CSteamID, Steam_Message_Connection>::iterator find_or_create_message_connection(SteamNetworkingIdentity identityRemote, bool incoming, bool restartbroken)
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{
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end() || (conn->second.dead && restartbroken)) {
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++id_counter;
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struct Steam_Message_Connection con;
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con.remote_identity = identityRemote;
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con.id = id_counter;
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connections[identityRemote.GetSteamID()] = con;
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Common_Message msg;
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(con.remote_identity.GetSteamID64());
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msg.set_allocated_networking_messages(new Networking_Messages);
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if (incoming) {
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msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_ACCEPT);
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} else {
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msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_NEW);
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}
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msg.mutable_networking_messages()->set_channel(0);
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msg.mutable_networking_messages()->set_id_from(con.id);
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network->sendTo(&msg, true);
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conn = connections.find(identityRemote.GetSteamID());
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if (incoming) {
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SteamNetworkingMessagesSessionRequest_t data;
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data.m_identityRemote = con.remote_identity;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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if (!incoming) {
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conn->second.accepted = true;
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}
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return conn;
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}
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/// Sends a message to the specified host. If we don't already have a session with that user,
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/// a session is implicitly created. There might be some handshaking that needs to happen
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/// before we can actually begin sending message data. If this handshaking fails and we can't
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@ -170,57 +106,7 @@ std::map<CSteamID, Steam_Message_Connection>::iterator find_or_create_message_co
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EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel )
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{
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PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr();
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bool reliable = false;
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if (nSendFlags & k_nSteamNetworkingSend_Reliable) {
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reliable = true;
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}
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bool restart_broken = false;
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if (nSendFlags & k_nSteamNetworkingSend_AutoRestartBrokenSession) {
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restart_broken = true;
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}
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if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) {
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PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %llu\n", identityRemote.GetSteamID64());
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//steam id identity
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} else if (ip) {
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PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4());
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//ip addr
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return k_EResultNoConnection; //TODO
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} else {
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return k_EResultNoConnection;
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}
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auto conn = find_or_create_message_connection(identityRemote, false, restart_broken);
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if (conn->second.dead) {
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return k_EResultNoConnection;
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}
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Common_Message msg;
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(conn->second.remote_identity.GetSteamID64());
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msg.set_allocated_networking_messages(new Networking_Messages);
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msg.mutable_networking_messages()->set_type(Networking_Messages::DATA);
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msg.mutable_networking_messages()->set_channel(nRemoteChannel);
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msg.mutable_networking_messages()->set_id_from(conn->second.id);
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msg.mutable_networking_messages()->set_data(pubData, cubData);
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network->sendTo(&msg, reliable);
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return k_EResultOK;
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}
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static void free_steam_message_data(SteamNetworkingMessage_t *pMsg)
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{
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free(pMsg->m_pData);
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pMsg->m_pData = NULL;
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}
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static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
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{
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if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg);
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delete pMsg;
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return k_EResultNoConnection;
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}
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/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
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@ -230,42 +116,7 @@ static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
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int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
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{
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PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int message_counter = 0;
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for (auto & conn : connections) {
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auto chan = conn.second.data.find(nLocalChannel);
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if (chan != conn.second.data.end()) {
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while (!chan->second.empty() && message_counter <= nMaxMessages) {
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SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); //TODO size is wrong
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unsigned long size = chan->second.front().size();
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pMsg->m_pData = malloc(size);
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pMsg->m_cbSize = size;
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memcpy(pMsg->m_pData, chan->second.front().data(), size);
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pMsg->m_conn = conn.second.id;
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pMsg->m_identityPeer = conn.second.remote_identity;
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pMsg->m_nConnUserData = -1;
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pMsg->m_usecTimeReceived = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - created).count();
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//TODO: messagenumber?
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// pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter;
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// ++connect_socket->second.packet_receive_counter;
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pMsg->m_pfnFreeData = &free_steam_message_data;
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pMsg->m_pfnRelease = &delete_steam_message;
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pMsg->m_nChannel = nLocalChannel;
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ppOutMessages[message_counter] = pMsg;
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++message_counter;
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chan->second.pop();
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}
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}
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if (message_counter >= nMaxMessages) {
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break;
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}
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}
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PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel got %u\n", message_counter);
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return message_counter;
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return 0;
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}
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/// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback
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@ -278,14 +129,7 @@ int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOu
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bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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{
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PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end()) {
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return false;
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}
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conn->second.accepted = true;
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return true;
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return false;
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}
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/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
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@ -296,23 +140,7 @@ bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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{
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PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end()) {
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return false;
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}
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Common_Message msg;
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(conn->second.remote_identity.GetSteamID64());
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msg.set_allocated_networking_messages(new Networking_Messages);
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msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_END);
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msg.mutable_networking_messages()->set_channel(0);
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msg.mutable_networking_messages()->set_id_from(conn->second.id);
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network->sendTo(&msg, true);
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connections.erase(conn);
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return true;
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return false;
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}
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/// Call this when you're done talking to a user on a specific channel. Once all
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@ -322,7 +150,6 @@ bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel )
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{
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PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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|
@ -338,62 +165,12 @@ bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nL
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ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus )
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{
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PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end()) {
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return k_ESteamNetworkingConnectionState_None;
|
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}
|
||||
|
||||
if (pConnectionInfo) {
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//TODO
|
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}
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||||
|
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if (pQuickStatus) {
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//TODO
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||||
}
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||||
|
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if (conn->second.remote_id == 0 || !conn->second.accepted) {
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return k_ESteamNetworkingConnectionState_Connecting;
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}
|
||||
|
||||
if (conn->second.dead) {
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return k_ESteamNetworkingConnectionState_ClosedByPeer;
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}
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||||
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return k_ESteamNetworkingConnectionState_Connected;
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return k_ESteamNetworkingConnectionState_None;
|
||||
}
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||||
|
||||
void end_connection(CSteamID steam_id)
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{
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auto conn = connections.find(steam_id);
|
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if (conn != connections.end()) {
|
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conn->second.dead = true;
|
||||
}
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||||
}
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||||
|
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void RunCallbacks()
|
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{
|
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auto msg = std::begin(incoming_data);
|
||||
while (msg != std::end(incoming_data)) {
|
||||
CSteamID source_id((uint64)msg->source_id());
|
||||
|
||||
auto conn = connections.find(source_id);
|
||||
if (conn != connections.end()) {
|
||||
if (conn->second.remote_id == msg->networking_messages().id_from())
|
||||
conn->second.data[msg->networking_messages().channel()].push(msg->networking_messages().data());
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||||
}
|
||||
|
||||
msg = incoming_data.erase(msg);
|
||||
}
|
||||
|
||||
auto conn = std::begin(connections);
|
||||
while (conn != std::end(connections)) {
|
||||
if (!conn->second.accepted && check_timedout(conn->second.created, NETWORKING_MESSAGES_TIMEOUT)) {
|
||||
conn = connections.erase(conn);
|
||||
} else {
|
||||
++conn;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Callback(Common_Message *msg)
|
||||
|
@ -404,33 +181,7 @@ void Callback(Common_Message *msg)
|
|||
}
|
||||
|
||||
if (msg->low_level().type() == Low_Level::DISCONNECT) {
|
||||
end_connection((uint64)msg->source_id());
|
||||
}
|
||||
}
|
||||
|
||||
if (msg->has_networking_messages()) {
|
||||
PRINT_DEBUG("Steam_Networking_Messages: got network socket msg %u\n", msg->networking_messages().type());
|
||||
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) {
|
||||
SteamNetworkingIdentity identity;
|
||||
identity.SetSteamID64(msg->source_id());
|
||||
auto conn = find_or_create_message_connection(identity, true, false);
|
||||
conn->second.remote_id = msg->networking_messages().id_from();
|
||||
conn->second.dead = false;
|
||||
}
|
||||
|
||||
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) {
|
||||
auto conn = connections.find((uint64)msg->source_id());
|
||||
if (conn != connections.end()) {
|
||||
conn->second.remote_id = msg->networking_messages().id_from();
|
||||
}
|
||||
}
|
||||
|
||||
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) {
|
||||
end_connection((uint64)msg->source_id());
|
||||
}
|
||||
|
||||
if (msg->networking_messages().type() == Networking_Messages::DATA) {
|
||||
incoming_data.push_back(Common_Message(*msg));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -311,14 +311,14 @@ S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe );
|
|||
/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
|
||||
/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
|
||||
/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
|
||||
S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
|
||||
|
||||
/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
|
||||
S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe );
|
||||
|
||||
/// Return the call result for the specified call on the specified pipe. You really should
|
||||
/// only call this in a handler for SteamAPICallCompleted_t callback.
|
||||
S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
|
||||
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
|
||||
//
|
||||
|
|
|
@ -10,12 +10,6 @@
|
|||
#pragma once
|
||||
#endif
|
||||
|
||||
/*
|
||||
for some dumb reason some games like carrion think a bool is an int and use the whole register as a return value
|
||||
instead of using just al like a normal program.
|
||||
*/
|
||||
typedef unsigned steam_bool;
|
||||
|
||||
#define S_CALLTYPE __cdecl
|
||||
|
||||
// Steam-specific types. Defined here so this header file can be included in other code bases.
|
||||
|
|
Loading…
Reference in New Issue