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