From 58b09d4f11323b809daf9d34941bd8fe1f2efb89 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 Jan 2021 16:47:22 -0500 Subject: [PATCH] Fix old steamnetworkingsockets headers. --- sdk_includes/isteamnetworkingsockets002.h | 6 ------ sdk_includes/isteamnetworkingsockets003.h | 6 ------ sdk_includes/isteamnetworkingsockets004.h | 6 ------ sdk_includes/isteamnetworkingsockets006.h | 5 ----- 4 files changed, 23 deletions(-) diff --git a/sdk_includes/isteamnetworkingsockets002.h b/sdk_includes/isteamnetworkingsockets002.h index 0bbbc3d..149827b 100644 --- a/sdk_includes/isteamnetworkingsockets002.h +++ b/sdk_includes/isteamnetworkingsockets002.h @@ -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 diff --git a/sdk_includes/isteamnetworkingsockets003.h b/sdk_includes/isteamnetworkingsockets003.h index dc452d7..3f074ae 100644 --- a/sdk_includes/isteamnetworkingsockets003.h +++ b/sdk_includes/isteamnetworkingsockets003.h @@ -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 diff --git a/sdk_includes/isteamnetworkingsockets004.h b/sdk_includes/isteamnetworkingsockets004.h index bab1478..85765f8 100644 --- a/sdk_includes/isteamnetworkingsockets004.h +++ b/sdk_includes/isteamnetworkingsockets004.h @@ -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 diff --git a/sdk_includes/isteamnetworkingsockets006.h b/sdk_includes/isteamnetworkingsockets006.h index 1d2698e..83fd0a4 100644 --- a/sdk_includes/isteamnetworkingsockets006.h +++ b/sdk_includes/isteamnetworkingsockets006.h @@ -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