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https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-06 22:42:19 +08:00
Update to sdk 1.47
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@ -22,6 +22,35 @@ struct SteamRelayNetworkStatus_t;
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class ISteamNetworkingUtils
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{
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public:
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//
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// Efficient message sending
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//
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/// Allocate and initialize a message object. Usually the reason
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/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
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/// The returned object will have all of the relevant fields cleared to zero.
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///
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/// Optionally you can also request that this system allocate space to
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/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
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/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
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/// m_pData will point to the allocated buffer, m_cbSize will be set to the
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/// size, and m_pfnFreeData will be set to the proper function to free up
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/// the buffer.
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///
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/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
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/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
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/// set each of these.
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///
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/// You can use SteamNetworkingMessage_t::Release to free up the message
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/// bookkeeping object and any associated buffer. See
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/// ISteamNetworkingSockets::SendMessages for details on reference
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/// counting and ownership.
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virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0;
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//
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// Access to Steam Datagram Relay (SDR) network
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//
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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@ -203,8 +232,9 @@ public:
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///
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/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
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/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
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/// request a high detail level and then filter out messages in your callback. Instead,
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/// call function function to adjust the desired level of detail.
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/// request a high detail level and then filter out messages in your callback. This incurs
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/// all of the expense of formatting the messages, which are then discarded. Setting a high
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/// priority value (low numeric value) here allows the library to avoid doing this work.
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///
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/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
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/// Your output function must be threadsafe and fast! Do not make any other
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@ -228,7 +258,7 @@ public:
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/// - eScope: Onto what type of object are you applying the setting?
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/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
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/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
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/// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope,
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/// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
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/// causing the value for that object to use global defaults. Or at global scope, passing NULL
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/// will reset any custom value and restore it to the system default.
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/// NOTE: When setting callback functions, do not pass the function pointer directly.
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@ -236,6 +266,12 @@ public:
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virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0;
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/// Set a configuration value, using a struct to pass the value.
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/// (This is just a convenience shortcut; see below for the implementation and
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/// a little insight into how SteamNetworkingConfigValue_t is used when
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/// setting config options during listen socket and connection creation.)
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bool SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj );
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/// Get a configuration value.
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/// - eValue: which value to fetch
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/// - eScopeType: query setting on what type of object
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@ -250,6 +286,9 @@ public:
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/// pOutNextValue can be used to iterate through all of the known configuration values.
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/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
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/// Any of the output parameters can be NULL if you do not need that information.
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///
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/// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables,
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/// which are usually excluded from the set of variables enumerated using this function.
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virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0;
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/// Return the lowest numbered configuration value available in the current environment.
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@ -265,7 +304,7 @@ public:
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protected:
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// ~ISteamNetworkingUtils(); // Silence some warnings
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};
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#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils002"
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#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003"
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// Global accessor.
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#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
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@ -281,7 +320,13 @@ protected:
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#ifndef STEAM_API_EXPORTS
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// Steamworks SDK
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inline ISteamNetworkingUtils *SteamNetworkingUtils();
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STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) );
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STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils,
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/* Prefer user version of the interface. But if it isn't found, then use
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gameserver one. Yes, this is a completely terrible hack */
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SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ?
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SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) :
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SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION )
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)
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#else
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inline ISteamNetworkingUtils *SteamNetworkingUtils() { return (ISteamNetworkingUtils *)SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION );}
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#endif
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@ -337,6 +382,13 @@ inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingC
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inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); }
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inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); }
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inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); }
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inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj )
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{
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// Locate the argument. Strings are a special case, since the
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// "value" (the whole string buffer) doesn't fit in the struct
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const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val;
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return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal );
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}
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#if !defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) && defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT )
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inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); }
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