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https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-06 22:42:19 +08:00
SDK 1.53 update.
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@ -20,6 +20,7 @@
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class Steam_Networking_Utils :
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public ISteamNetworkingUtils001,
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public ISteamNetworkingUtils002,
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public ISteamNetworkingUtils003,
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public ISteamNetworkingUtils
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{
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class Settings *settings;
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@ -275,6 +276,40 @@ void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel
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}
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}
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//
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// Fake IP
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//
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// Useful for interfacing with code that assumes peers are identified using an IPv4 address
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//
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/// Return true if an IPv4 address is one that might be used as a "fake" one.
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/// This function is fast; it just does some logical tests on the IP and does
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/// not need to do any lookup operations.
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// inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; }
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ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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return k_ESteamNetworkingFakeIPType_NotFake;
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}
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/// Get the real identity associated with a given FakeIP.
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///
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/// On failure, returns:
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/// - k_EResultInvalidParam: the IP is not a FakeIP.
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/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
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///
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/// FakeIP's used by active connections, or the FakeIPs assigned to local identities,
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/// will always work. FakeIPs for recently destroyed connections will continue to
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/// return results for a little while, but not forever. At some point, we will forget
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/// FakeIPs to save space. It's reasonably safe to assume that you can read back the
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/// real identity of a connection very soon after it is destroyed. But do not wait
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/// indefinitely.
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EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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return k_EResultNoMatch;
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}
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//
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// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
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@ -328,10 +363,20 @@ ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue
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/// Any of the output parameters can be NULL if you do not need that information.
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bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetConfigValueInfo\n");
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PRINT_DEBUG("TODO: Steam_Networking_Utils::GetConfigValueInfo old\n");
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//TODO flat api
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return false;
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}
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/// Get info about a configuration value. Returns the name of the value,
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/// or NULL if the value doesn't exist. Other output parameters can be NULL
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/// if you do not need them.
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const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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//TODO flat api
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return NULL;
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}
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/// Return the lowest numbered configuration value available in the current environment.
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ESteamNetworkingConfigValue GetFirstConfigValue()
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@ -340,6 +385,20 @@ ESteamNetworkingConfigValue GetFirstConfigValue()
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return k_ESteamNetworkingConfig_Invalid;
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}
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/// Iterate the list of all configuration values in the current environment that it might
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/// be possible to display or edit using a generic UI. To get the first iterable value,
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/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
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/// to signal end of list.
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///
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/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
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/// are recommended to only be editable in "debug" or "dev" mode and typically should not be
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/// shown in a retail environment where a malicious local user might use this to cheat.
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ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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return k_ESteamNetworkingConfig_Invalid;
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}
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// String conversions. You'll usually access these using the respective
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// inline methods.
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@ -501,6 +560,13 @@ bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char
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return valid;
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}
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ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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return k_ESteamNetworkingFakeIPType_NotFake;
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}
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void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n");
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