mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-06 22:42:19 +08:00
SDK 1.50
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@ -254,10 +254,23 @@ public:
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bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
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bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
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bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
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bool SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val );
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bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
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bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
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bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
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//
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// Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
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// want to use the same callback on all (or most) listen sockets and connections, then
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// simply install these callbacks first thing, and you are good to go.
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// See ISteamNetworkingSockets::RunCallbacks
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//
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bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback );
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bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback );
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bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback );
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bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback );
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bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback );
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/// Set a configuration value.
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/// - eValue: which value is being set
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/// - eScope: Onto what type of object are you applying the setting?
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@ -266,7 +279,7 @@ public:
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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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/// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
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/// Your argument should be a pointer to a function pointer.
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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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@ -400,13 +413,22 @@ inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToD
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inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); }
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inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); }
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inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); }
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inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val ); } // Note: passing pointer to pointer.
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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::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); }
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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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// NOTE: for pointer values, we pass a pointer to the pointer,
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// we do not pass the pointer directly.
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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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