/*
* Interface
*/
-//#define SR_USE_LOCALHOST
+#define SR_USE_LOCALHOST
/* Call it at start; Connects us to the gameserver */
-static void network_init(void);
+static int network_init(void);
/* Run this from main loop */
static void network_update(void);
/* Call it at shutdown */
-static void network_end(void);
+static void network_end(void*_);
/*
* Can buffer up a bunch of these by calling many times, they will be
/* We dont need to stay on the server currently */
SteamAPI_ISteamNetworkingSockets_CloseConnection(
hSteamNetworkingSockets, cremote, 0, NULL, 1 );
+
+ network_scores_updated = 1;
}
static void poll_connection(void)
}
else
{
- vg_log( "Not making remote connection; app ticket not gotten\n" );
+ vg_low( "Not making remote connection; app ticket not gotten\n" );
}
}
}
}
-static void network_init(void)
+static int network_init(void)
{
if( steam_ready )
{
on_server_connect_status );
request_auth_ticket();
}
+
+ return 1;
}
-static void network_end(void)
+static void network_end(void*_)
{
/* TODO: Fire off any buffered highscores that need to be setn */
if( cremote_state == k_ESteamNetworkingConnectionState_Connected ||
#else /* SR_NETWORKED */
-static void network_init(void){}
+static int network_init(void){ return 1; }
static void network_update(void){}
-static void network_end(void){}
+static void network_end(void*_){}
#endif /* SR_NETWORKED */
#endif /* NETWORK_H */