mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-06 22:42:19 +08:00
Update to sdk 1.48
This commit is contained in:
@ -40,11 +40,6 @@ public:
|
||||
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
|
||||
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
|
||||
/// set each of these.
|
||||
///
|
||||
/// You can use SteamNetworkingMessage_t::Release to free up the message
|
||||
/// bookkeeping object and any associated buffer. See
|
||||
/// ISteamNetworkingSockets::SendMessages for details on reference
|
||||
/// counting and ownership.
|
||||
virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0;
|
||||
|
||||
//
|
||||
@ -57,11 +52,17 @@ public:
|
||||
// Initialization and status check
|
||||
//
|
||||
|
||||
/// If you know that you are going to be using the relay network, call
|
||||
/// this to initialize the relay network or check if that initialization
|
||||
/// has completed. If you do not call this, the initialization will
|
||||
/// happen the first time you use a feature that requires access to the
|
||||
/// relay network, and that use will be delayed.
|
||||
/// If you know that you are going to be using the relay network (for example,
|
||||
/// because you anticipate making P2P connections), call this to initialize the
|
||||
/// relay network. If you do not call this, the initialization will
|
||||
/// be delayed until the first time you use a feature that requires access
|
||||
/// to the relay network, which will delay that first access.
|
||||
///
|
||||
/// You can also call this to force a retry if the previous attempt has failed.
|
||||
/// Performing any action that requires access to the relay network will also
|
||||
/// trigger a retry, and so calling this function is never strictly necessary,
|
||||
/// but it can be useful to call it a program launch time, if access to the
|
||||
/// relay network is anticipated.
|
||||
///
|
||||
/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
||||
/// callbacks to know when initialization has completed.
|
||||
@ -317,7 +318,6 @@ protected:
|
||||
#ifdef NETWORKSOCKETS_DLL
|
||||
#define SteamNetworkingUtils() SteamNetworkingUtilsX()
|
||||
#endif
|
||||
#ifndef STEAM_API_EXPORTS
|
||||
// Steamworks SDK
|
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils();
|
||||
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils,
|
||||
@ -325,11 +325,10 @@ protected:
|
||||
gameserver one. Yes, this is a completely terrible hack */
|
||||
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ?
|
||||
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) :
|
||||
SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION )
|
||||
SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ),
|
||||
"global",
|
||||
STEAMNETWORKINGUTILS_INTERFACE_VERSION
|
||||
)
|
||||
#else
|
||||
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return (ISteamNetworkingUtils *)SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION );}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/// A struct used to describe our readiness to use the relay network.
|
||||
|
Reference in New Issue
Block a user