projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
working? interpolation
[carveJwlIkooP6JGAAIwe30JlM.git]
/
network.h
diff --git
a/network.h
b/network.h
index 6121f0fb8b22a460df51483aa1caf4ca4bb141af..bb019fb7b9e39bb3ec0683d9bcaa3b191e58ae0e 100644
(file)
--- a/
network.h
+++ b/
network.h
@@
-11,7
+11,7
@@
#include "network_msg.h"
#include "highscores.h"
#include "network_msg.h"
#include "highscores.h"
-
VG_STATIC
int network_scores_updated = 0;
+
static
int network_scores_updated = 0;
/*
* Interface
/*
* Interface
@@
-19,50
+19,43
@@
VG_STATIC int network_scores_updated = 0;
//#define SR_USE_LOCALHOST
/* Call it at start; Connects us to the gameserver */
//#define SR_USE_LOCALHOST
/* Call it at start; Connects us to the gameserver */
-
VG_STATIC
void network_init(void);
+
static
void network_init(void);
/* Run this from main loop */
/* Run this from main loop */
-
VG_STATIC
void network_update(void);
+
static
void network_update(void);
/* Call it at shutdown */
/* Call it at shutdown */
-
VG_STATIC
void network_end(void);
+
static
void network_end(void);
/*
* Can buffer up a bunch of these by calling many times, they will be
* sent at the next connection
*/
/*
* Can buffer up a bunch of these by calling many times, they will be
* sent at the next connection
*/
-
VG_STATIC
void network_submit_highscore( u32 trackid, u16 points, u16 time );
+
static
void network_submit_highscore( u32 trackid, u16 points, u16 time );
/*
* Game endpoints are provided with the same names to allow running without a
* network connection.
*/
/*
* Game endpoints are provided with the same names to allow running without a
* network connection.
*/
-#ifdef SR_NETWORKED
struct {
u8 app_symmetric_key[ 1024 ];
u32 app_key_length;
EServerMode auth_mode;
struct {
u8 app_symmetric_key[ 1024 ];
u32 app_key_length;
EServerMode auth_mode;
-
- int name_update;
HSteamNetConnection remote;
ESteamNetworkingConnectionState state;
f64 last_attempt, last_frame;
u32 retries;
HSteamNetConnection remote;
ESteamNetworkingConnectionState state;
f64 last_attempt, last_frame;
u32 retries;
+
+ i32 network_info;
}
static network_client = {
.state = k_ESteamNetworkingConnectionState_None,
.auth_mode = eServerModeAuthentication,
}
static network_client = {
.state = k_ESteamNetworkingConnectionState_None,
.auth_mode = eServerModeAuthentication,
- .name_update = 1
};
};
-#else /* SR_NETWORKED */
-
-VG_STATIC void network_init(void){}
-VG_STATIC void network_update(void){}
-VG_STATIC void network_end(void){}
+static int packet_minsize( SteamNetworkingMessage_t *msg, u32 size );
-#endif /* SR_NETWORKED */
#endif /* NETWORK_H */
#endif /* NETWORK_H */