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Fix old steamnetworkingsockets headers.

This commit is contained in:
Mr_Goldberg 2021-01-23 16:47:22 -05:00
parent cfff531a23
commit 58b09d4f11
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GPG key ID: 8597D87419DEF278
4 changed files with 0 additions and 23 deletions

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@ -55,7 +55,6 @@ public:
/// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -80,7 +79,6 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
/// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -292,8 +290,6 @@ public:
/// even if they are not signed into Steam.)
virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -365,8 +361,6 @@ public:
/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the

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@ -43,7 +43,6 @@ public:
/// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -68,7 +67,6 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -331,8 +329,6 @@ public:
#endif
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -447,8 +443,6 @@ public:
/// and don't share it directly with clients.
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the

View file

@ -43,7 +43,6 @@ public:
/// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -68,7 +67,6 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -331,8 +329,6 @@ public:
#endif
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -447,8 +443,6 @@ public:
/// and don't share it directly with clients.
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the

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@ -52,7 +52,6 @@ public:
/// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -81,7 +80,6 @@ public:
/// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -370,8 +368,6 @@ public:
/// details, pass non-NULL to receive them.
virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -567,7 +563,6 @@ public:
/// If you expect to be using relayed connections, then you probably want
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Certificate provision by the application. (On Steam, Steam will handle all this automatically)
#ifndef STEAMNETWORKINGSOCKETS_STEAM