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lsteamclient: Support reference parameters
This commit is contained in:
parent
67316452df
commit
58860a6cc6
@ -48,7 +48,7 @@ void *cppISteamClient_SteamClient020_GetISteamGameServer(void *linux_side, HStea
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void cppISteamClient_SteamClient020_SetLocalIPBinding(void *linux_side, const SteamIPAddress_t * unIP, uint16 usPort)
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{
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((ISteamClient*)linux_side)->SetLocalIPBinding((const SteamIPAddress_t *)unIP, (uint16)usPort);
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((ISteamClient*)linux_side)->SetLocalIPBinding(*unIP, (uint16)usPort);
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}
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void *cppISteamClient_SteamClient020_GetISteamFriends(void *linux_side, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion)
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@ -14,27 +14,27 @@ extern "C" {
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#include "cppISteamNetworkingMessages_SteamNetworkingMessages002.h"
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EResult cppISteamNetworkingMessages_SteamNetworkingMessages002_SendMessageToUser(void *linux_side, const SteamNetworkingIdentity * identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel)
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{
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return ((ISteamNetworkingMessages*)linux_side)->SendMessageToUser((const SteamNetworkingIdentity *)identityRemote, (const void *)pubData, (uint32)cubData, (int)nSendFlags, (int)nRemoteChannel);
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return ((ISteamNetworkingMessages*)linux_side)->SendMessageToUser(*identityRemote, (const void *)pubData, (uint32)cubData, (int)nSendFlags, (int)nRemoteChannel);
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}
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bool cppISteamNetworkingMessages_SteamNetworkingMessages002_AcceptSessionWithUser(void *linux_side, const SteamNetworkingIdentity * identityRemote)
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{
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return ((ISteamNetworkingMessages*)linux_side)->AcceptSessionWithUser((const SteamNetworkingIdentity *)identityRemote);
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return ((ISteamNetworkingMessages*)linux_side)->AcceptSessionWithUser(*identityRemote);
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}
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bool cppISteamNetworkingMessages_SteamNetworkingMessages002_CloseSessionWithUser(void *linux_side, const SteamNetworkingIdentity * identityRemote)
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{
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return ((ISteamNetworkingMessages*)linux_side)->CloseSessionWithUser((const SteamNetworkingIdentity *)identityRemote);
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return ((ISteamNetworkingMessages*)linux_side)->CloseSessionWithUser(*identityRemote);
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}
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bool cppISteamNetworkingMessages_SteamNetworkingMessages002_CloseChannelWithUser(void *linux_side, const SteamNetworkingIdentity * identityRemote, int nLocalChannel)
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{
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return ((ISteamNetworkingMessages*)linux_side)->CloseChannelWithUser((const SteamNetworkingIdentity *)identityRemote, (int)nLocalChannel);
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return ((ISteamNetworkingMessages*)linux_side)->CloseChannelWithUser(*identityRemote, (int)nLocalChannel);
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}
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ESteamNetworkingConnectionState cppISteamNetworkingMessages_SteamNetworkingMessages002_GetSessionConnectionInfo(void *linux_side, const SteamNetworkingIdentity * identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus)
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{
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return ((ISteamNetworkingMessages*)linux_side)->GetSessionConnectionInfo((const SteamNetworkingIdentity *)identityRemote, (SteamNetConnectionInfo_t *)pConnectionInfo, (SteamNetworkingQuickConnectionStatus *)pQuickStatus);
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return ((ISteamNetworkingMessages*)linux_side)->GetSessionConnectionInfo(*identityRemote, (SteamNetConnectionInfo_t *)pConnectionInfo, (SteamNetworkingQuickConnectionStatus *)pQuickStatus);
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}
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#ifdef __cplusplus
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@ -14,12 +14,12 @@ extern "C" {
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#include "cppISteamNetworkingSockets_SteamNetworkingSockets009.h"
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HSteamListenSocket cppISteamNetworkingSockets_SteamNetworkingSockets009_CreateListenSocketIP(void *linux_side, const SteamNetworkingIPAddr * localAddress, int nOptions, const SteamNetworkingConfigValue_t * pOptions)
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{
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return ((ISteamNetworkingSockets*)linux_side)->CreateListenSocketIP((const SteamNetworkingIPAddr *)localAddress, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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return ((ISteamNetworkingSockets*)linux_side)->CreateListenSocketIP(*localAddress, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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}
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HSteamNetConnection cppISteamNetworkingSockets_SteamNetworkingSockets009_ConnectByIPAddress(void *linux_side, const SteamNetworkingIPAddr * address, int nOptions, const SteamNetworkingConfigValue_t * pOptions)
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{
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return ((ISteamNetworkingSockets*)linux_side)->ConnectByIPAddress((const SteamNetworkingIPAddr *)address, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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return ((ISteamNetworkingSockets*)linux_side)->ConnectByIPAddress(*address, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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}
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HSteamListenSocket cppISteamNetworkingSockets_SteamNetworkingSockets009_CreateListenSocketP2P(void *linux_side, int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions)
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@ -29,7 +29,7 @@ HSteamListenSocket cppISteamNetworkingSockets_SteamNetworkingSockets009_CreateLi
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HSteamNetConnection cppISteamNetworkingSockets_SteamNetworkingSockets009_ConnectP2P(void *linux_side, const SteamNetworkingIdentity * identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions)
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{
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return ((ISteamNetworkingSockets*)linux_side)->ConnectP2P((const SteamNetworkingIdentity *)identityRemote, (int)nRemoteVirtualPort, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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return ((ISteamNetworkingSockets*)linux_side)->ConnectP2P(*identityRemote, (int)nRemoteVirtualPort, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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}
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EResult cppISteamNetworkingSockets_SteamNetworkingSockets009_AcceptConnection(void *linux_side, HSteamNetConnection hConn)
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@ -139,12 +139,12 @@ bool cppISteamNetworkingSockets_SteamNetworkingSockets009_ReceivedRelayAuthTicke
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int cppISteamNetworkingSockets_SteamNetworkingSockets009_FindRelayAuthTicketForServer(void *linux_side, const SteamNetworkingIdentity * identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket)
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{
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return ((ISteamNetworkingSockets*)linux_side)->FindRelayAuthTicketForServer((const SteamNetworkingIdentity *)identityGameServer, (int)nRemoteVirtualPort, (SteamDatagramRelayAuthTicket *)pOutParsedTicket);
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return ((ISteamNetworkingSockets*)linux_side)->FindRelayAuthTicketForServer(*identityGameServer, (int)nRemoteVirtualPort, (SteamDatagramRelayAuthTicket *)pOutParsedTicket);
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}
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HSteamNetConnection cppISteamNetworkingSockets_SteamNetworkingSockets009_ConnectToHostedDedicatedServer(void *linux_side, const SteamNetworkingIdentity * identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions)
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{
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return ((ISteamNetworkingSockets*)linux_side)->ConnectToHostedDedicatedServer((const SteamNetworkingIdentity *)identityTarget, (int)nRemoteVirtualPort, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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return ((ISteamNetworkingSockets*)linux_side)->ConnectToHostedDedicatedServer(*identityTarget, (int)nRemoteVirtualPort, (int)nOptions, (const SteamNetworkingConfigValue_t *)pOptions);
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}
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uint16 cppISteamNetworkingSockets_SteamNetworkingSockets009_GetHostedDedicatedServerPort(void *linux_side)
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@ -184,12 +184,12 @@ bool cppISteamNetworkingSockets_SteamNetworkingSockets009_ReceivedP2PCustomSigna
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bool cppISteamNetworkingSockets_SteamNetworkingSockets009_GetCertificateRequest(void *linux_side, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg * errMsg)
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{
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return ((ISteamNetworkingSockets*)linux_side)->GetCertificateRequest((int *)pcbBlob, (void *)pBlob, (SteamNetworkingErrMsg *)errMsg);
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return ((ISteamNetworkingSockets*)linux_side)->GetCertificateRequest((int *)pcbBlob, (void *)pBlob, *errMsg);
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}
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bool cppISteamNetworkingSockets_SteamNetworkingSockets009_SetCertificate(void *linux_side, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg * errMsg)
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{
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return ((ISteamNetworkingSockets*)linux_side)->SetCertificate((const void *)pCertificate, (int)cbCertificate, (SteamNetworkingErrMsg *)errMsg);
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return ((ISteamNetworkingSockets*)linux_side)->SetCertificate((const void *)pCertificate, (int)cbCertificate, *errMsg);
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}
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void cppISteamNetworkingSockets_SteamNetworkingSockets009_RunCallbacks(void *linux_side)
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@ -19,27 +19,27 @@ ESteamNetworkingAvailability cppISteamNetworkingUtils_SteamNetworkingUtils003_Ge
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float cppISteamNetworkingUtils_SteamNetworkingUtils003_GetLocalPingLocation(void *linux_side, SteamNetworkPingLocation_t * result)
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{
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return ((ISteamNetworkingUtils*)linux_side)->GetLocalPingLocation((SteamNetworkPingLocation_t *)result);
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return ((ISteamNetworkingUtils*)linux_side)->GetLocalPingLocation(*result);
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}
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int cppISteamNetworkingUtils_SteamNetworkingUtils003_EstimatePingTimeBetweenTwoLocations(void *linux_side, const SteamNetworkPingLocation_t * location1, const SteamNetworkPingLocation_t * location2)
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{
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return ((ISteamNetworkingUtils*)linux_side)->EstimatePingTimeBetweenTwoLocations((const SteamNetworkPingLocation_t *)location1, (const SteamNetworkPingLocation_t *)location2);
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return ((ISteamNetworkingUtils*)linux_side)->EstimatePingTimeBetweenTwoLocations(*location1, *location2);
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}
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int cppISteamNetworkingUtils_SteamNetworkingUtils003_EstimatePingTimeFromLocalHost(void *linux_side, const SteamNetworkPingLocation_t * remoteLocation)
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{
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return ((ISteamNetworkingUtils*)linux_side)->EstimatePingTimeFromLocalHost((const SteamNetworkPingLocation_t *)remoteLocation);
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return ((ISteamNetworkingUtils*)linux_side)->EstimatePingTimeFromLocalHost(*remoteLocation);
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}
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void cppISteamNetworkingUtils_SteamNetworkingUtils003_ConvertPingLocationToString(void *linux_side, const SteamNetworkPingLocation_t * location, char * pszBuf, int cchBufSize)
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{
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((ISteamNetworkingUtils*)linux_side)->ConvertPingLocationToString((const SteamNetworkPingLocation_t *)location, (char *)pszBuf, (int)cchBufSize);
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((ISteamNetworkingUtils*)linux_side)->ConvertPingLocationToString(*location, (char *)pszBuf, (int)cchBufSize);
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}
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bool cppISteamNetworkingUtils_SteamNetworkingUtils003_ParsePingLocationString(void *linux_side, const char * pszString, SteamNetworkPingLocation_t * result)
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{
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return ((ISteamNetworkingUtils*)linux_side)->ParsePingLocationString((const char *)pszString, (SteamNetworkPingLocation_t *)result);
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return ((ISteamNetworkingUtils*)linux_side)->ParsePingLocationString((const char *)pszString, *result);
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}
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bool cppISteamNetworkingUtils_SteamNetworkingUtils003_CheckPingDataUpToDate(void *linux_side, float flMaxAgeSeconds)
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@ -95,7 +95,7 @@ ESteamNetworkingConfigValue cppISteamNetworkingUtils_SteamNetworkingUtils003_Get
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void cppISteamNetworkingUtils_SteamNetworkingUtils003_SteamNetworkingIPAddr_ToString(void *linux_side, const SteamNetworkingIPAddr * addr, char * buf, size_t cbBuf, bool bWithPort)
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{
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((ISteamNetworkingUtils*)linux_side)->SteamNetworkingIPAddr_ToString((const SteamNetworkingIPAddr *)addr, (char *)buf, (size_t)cbBuf, (bool)bWithPort);
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((ISteamNetworkingUtils*)linux_side)->SteamNetworkingIPAddr_ToString(*addr, (char *)buf, (size_t)cbBuf, (bool)bWithPort);
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}
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bool cppISteamNetworkingUtils_SteamNetworkingUtils003_SteamNetworkingIPAddr_ParseString(void *linux_side, SteamNetworkingIPAddr * pAddr, const char * pszStr)
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@ -105,7 +105,7 @@ bool cppISteamNetworkingUtils_SteamNetworkingUtils003_SteamNetworkingIPAddr_Pars
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void cppISteamNetworkingUtils_SteamNetworkingUtils003_SteamNetworkingIdentity_ToString(void *linux_side, const SteamNetworkingIdentity * identity, char * buf, size_t cbBuf)
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{
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((ISteamNetworkingUtils*)linux_side)->SteamNetworkingIdentity_ToString((const SteamNetworkingIdentity *)identity, (char *)buf, (size_t)cbBuf);
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((ISteamNetworkingUtils*)linux_side)->SteamNetworkingIdentity_ToString(*identity, (char *)buf, (size_t)cbBuf);
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}
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bool cppISteamNetworkingUtils_SteamNetworkingUtils003_SteamNetworkingIdentity_ParseString(void *linux_side, SteamNetworkingIdentity * pIdentity, const char * pszStr)
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@ -701,7 +701,10 @@ def handle_method(cfile, classname, winclassname, cppname, method, cpp, cpp_h, e
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parambytes = 4 #_this
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for param in list(method.get_children()):
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if param.kind == clang.cindex.CursorKind.PARM_DECL:
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parambytes += int(math.ceil(param.type.get_size()/4.0) * 4)
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if param.type.kind == clang.cindex.TypeKind.LVALUEREFERENCE:
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parambytes += 4
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else:
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parambytes += int(math.ceil(param.type.get_size()/4.0) * 4)
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if cppname in manually_handled_methods and \
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used_name in manually_handled_methods[cppname]:
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#just don't write the cpp function
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@ -752,6 +755,8 @@ def handle_method(cfile, classname, winclassname, cppname, method, cpp, cpp_h, e
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elif param.spelling in manual_param_converters:
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manual_convert.append(param)
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win_name = win_name.replace('&', '*')
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if param.spelling == "":
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cfile.write(f", {win_name} _{unnamed}")
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cpp.write(f", {win_name} _{unnamed}")
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@ -857,6 +862,9 @@ def handle_method(cfile, classname, winclassname, cppname, method, cpp, cpp_h, e
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cpp.write(f"lin_{param.spelling}")
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else:
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cpp.write(f"&lin_{param.spelling}")
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elif param.type.kind == clang.cindex.TypeKind.LVALUEREFERENCE:
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cfile.write(f", {param.spelling}")
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cpp.write(f"*{param.spelling}")
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else:
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cfile.write(f", {param.spelling}")
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cpp.write(f"({param.type.spelling}){param.spelling}")
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@ -56,7 +56,7 @@ public:
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// set the local IP and Port to bind to
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// this must be set before CreateLocalUser()
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virtual void SetLocalIPBinding( const SteamIPAddress_t *unIP, uint16 usPort ) = 0;
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virtual void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort ) = 0;
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// returns the ISteamFriends interface
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virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0;
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/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
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/// and start a new one, you must call CloseSessionWithUser
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/// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values
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virtual EResult SendMessageToUser( const SteamNetworkingIdentity *identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0;
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virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0;
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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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/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
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@ -95,20 +95,20 @@ public:
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/// existing active session, this function will return true, even if it is not pending.
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///
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/// Calling SendMessageToUser() will implicitly accepts any pending session request to that user.
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virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity *identityRemote ) = 0;
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virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
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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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/// If the remote user tries to send data to you again, another SteamNetworkingMessagesSessionRequest_t
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/// callback will be posted.
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///
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/// Note that sessions that go unused for a few minutes are automatically timed out.
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virtual bool CloseSessionWithUser( const SteamNetworkingIdentity *identityRemote ) = 0;
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virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0;
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/// Call this when you're done talking to a user on a specific channel. Once all
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/// open channels to a user have been closed, the open session to the user will be
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/// closed, and any new data from this user will trigger a
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/// SteamSteamNetworkingMessagesSessionRequest_t callback
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virtual bool CloseChannelWithUser( const SteamNetworkingIdentity *identityRemote, int nLocalChannel ) = 0;
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virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0;
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/// Returns information about the latest state of a connection, if any, with the given peer.
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/// Primarily intended for debugging purposes, but can also be used to get more detailed
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@ -119,7 +119,7 @@ public:
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/// you do not need the corresponding details. Note that sessions time out after a while,
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/// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait
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/// indefinitely to obtain the reason for failure.
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virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity *identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0;
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virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0;
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};
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#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002"
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///
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/// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t
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/// will be posted. The connection will be in the connecting state.
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virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Creates a connection and begins talking to a "server" over UDP at the
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/// given IPv4 or IPv6 address. The remote host must be listening with a
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@ -83,7 +83,7 @@ public:
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/// If you need to set any initial config options, pass them here. See
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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 ConnectByIPAddress( const SteamNetworkingIPAddr *address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P.
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///
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@ -121,7 +121,7 @@ public:
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/// To use your own signaling service, see:
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/// - ConnectP2PCustomSignaling
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/// - k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -486,7 +486,7 @@ public:
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///
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/// Typically this is useful just to confirm that you have a ticket, before you
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/// call ConnectToHostedDedicatedServer to connect to the server.
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virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity *identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
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virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
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/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
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/// port. You must have placed a ticket for this server into the cache, or else this connect
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@ -504,7 +504,7 @@ public:
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/// If you need to set any initial config options, pass them here. See
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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 ConnectToHostedDedicatedServer( const SteamNetworkingIdentity *identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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//
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// Servers hosted in data centers known to the Valve relay network
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@ -683,11 +683,11 @@ public:
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/// size. (512 bytes is a conservative estimate.)
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///
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/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
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virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg *errMsg ) = 0;
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virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0;
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/// Set the certificate. The certificate blob should be the output of
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/// SteamDatagram_CreateCert.
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virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg *errMsg ) = 0;
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virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0;
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/// Invoke all callback functions queued for this interface.
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/// See k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, etc
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@ -106,7 +106,7 @@ public:
|
||||
///
|
||||
/// This always return the most up-to-date information we have available
|
||||
/// right now, even if we are in the middle of re-calculating ping times.
|
||||
virtual float GetLocalPingLocation( SteamNetworkPingLocation_t *result ) = 0;
|
||||
virtual float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) = 0;
|
||||
|
||||
/// Estimate the round-trip latency between two arbitrary locations, in
|
||||
/// milliseconds. This is a conservative estimate, based on routing through
|
||||
@ -130,7 +130,7 @@ public:
|
||||
///
|
||||
/// Do you need to be able to do this from a backend/matchmaking server?
|
||||
/// You are looking for the "game coordinator" library.
|
||||
virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t *location1, const SteamNetworkPingLocation_t *location2 ) = 0;
|
||||
virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0;
|
||||
|
||||
/// Same as EstimatePingTime, but assumes that one location is the local host.
|
||||
/// This is a bit faster, especially if you need to calculate a bunch of
|
||||
@ -140,17 +140,17 @@ public:
|
||||
/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
|
||||
/// this function uses a slightly more complete set of information about what
|
||||
/// route would be taken.
|
||||
virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t *remoteLocation ) = 0;
|
||||
virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0;
|
||||
|
||||
/// Convert a ping location into a text format suitable for sending over the wire.
|
||||
/// The format is a compact and human readable. However, it is subject to change
|
||||
/// so please do not parse it yourself. Your buffer must be at least
|
||||
/// k_cchMaxSteamNetworkingPingLocationString bytes.
|
||||
virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t *location, char *pszBuf, int cchBufSize ) = 0;
|
||||
virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) = 0;
|
||||
|
||||
/// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
|
||||
/// the string.
|
||||
virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t *result ) = 0;
|
||||
virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) = 0;
|
||||
|
||||
/// Check if the ping data of sufficient recency is available, and if
|
||||
/// it's too old, start refreshing it.
|
||||
@ -282,7 +282,7 @@ public:
|
||||
/// (This is just a convenience shortcut; see below for the implementation and
|
||||
/// a little insight into how SteamNetworkingConfigValue_t is used when
|
||||
/// setting config options during listen socket and connection creation.)
|
||||
bool SetConfigValueStruct( const SteamNetworkingConfigValue_t *opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj );
|
||||
bool SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj );
|
||||
|
||||
/// Get a configuration value.
|
||||
/// - eValue: which value to fetch
|
||||
@ -308,9 +308,9 @@ public:
|
||||
|
||||
// String conversions. You'll usually access these using the respective
|
||||
// inline methods.
|
||||
virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *addr, char *buf, size_t cbBuf, bool bWithPort ) = 0;
|
||||
virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) = 0;
|
||||
virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0;
|
||||
virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *identity, char *buf, size_t cbBuf ) = 0;
|
||||
virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) = 0;
|
||||
virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0;
|
||||
|
||||
protected:
|
||||
|
Loading…
Reference in New Issue
Block a user