networking i guess
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82
engine/steamnetwork.cpp
Normal file
82
engine/steamnetwork.cpp
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#include "inetworkserver.h"
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#include "inetworkclient.h"
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#include "steam/isteamnetworkingsockets.h"
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class CSteamNetworkServer: public INetworkBase
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{
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public:
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CSteamNetworkServer( uint16_t uPort );
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virtual ~CSteamNetworkServer() override;
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virtual void NetThink() override;
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virtual uint32_t BHasUpdates() override;
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virtual NetPacket_t RecievePacket() override;
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virtual void SendPacket( NetPacket_t stPacket ) override;
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virtual uint64_t GetSteamID() override;
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virtual const char *GetIP() override;
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virtual uint16_t GetPort() override;
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HSteamListenSocket m_hSocket;
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};
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CSteamNetworkServer::CSteamNetworkServer( uint16_t uPort )
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{
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m_hSocket = SteamNetworkingSockets()->CreateListenSocketP2P(uPort, 0, NULL);
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}
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CSteamNetworkServer::~CSteamNetworkServer()
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{
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}
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void CSteamNetworkServer::NetThink()
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{
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}
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uint32_t CSteamNetworkServer::BHasUpdates()
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{
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}
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NetPacket_t CSteamNetworkServer::RecievePacket()
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{
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}
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void CSteamNetworkServer::SendPacket( NetPacket_t stPacket )
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{
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}
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uint64_t CSteamNetworkServer::GetSteamID()
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{
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return 0;
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}
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const char *CSteamNetworkServer::GetIP()
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{
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return NULL;
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}
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uint16_t CSteamNetworkServer::GetPort()
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{
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return 0;
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}
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INetworkBase *LaunchServerAtSteamRelay( uint16_t uPort )
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{
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INetworkBase *pBase = new CSteamNetworkServer(uPort);
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return pBase;
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}
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INetworkBase *ConnectBySteamID( uint64_t uID, uint16_t uPort )
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{
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return NULL;
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}
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