mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-06 22:42:19 +08:00
SDK 1.53 update.
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@ -73,10 +73,12 @@ public:
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///
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/// Returns:
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/// - k_EREsultOK on success.
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/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
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/// and k_nSteamNetworkingSend_AutoRestartBrokenSession is not used. (You can use
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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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/// - k_EResultNoConnection, if the session has failed or was closed by the peer and
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/// k_nSteamNetworkingSend_AutoRestartBrokenSession was not specified. (You can
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/// use GetSessionConnectionInfo to get the details.) In order to acknowledge the
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/// broken session and start a new one, you must call CloseSessionWithUser, or you may
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/// repeat the call with k_nSteamNetworkingSend_AutoRestartBrokenSession. See
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/// k_nSteamNetworkingSend_AutoRestartBrokenSession for more details.
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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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@ -120,7 +122,7 @@ 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, SteamNetConnectionRealTimeStatus_t *pQuickStatus ) = 0;
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};
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#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002"
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