u32 nIP, u16 nPort );
/* Return true if IP is mapped IPv4 */
-int SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self );
+steamapi_bool
+SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr *self );
/*
* Returns IP in host byte order (e.g. aa.bb.cc.dd as 0xaabbccdd).
* Return true if this identity is localhost.
* (Either IPv6 ::1, or IPv4 127.0.0.1)
*/
-int SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self );
+steamapi_bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost(
+ SteamNetworkingIPAddr* self );
/*
* Print to a string, with or without the port. Mapped IPv4 addresses are
* See also SteamNetworkingIdentityRender
*/
void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr* self,
- char *buf, u32 cbBuf, int bWithPort );
+ char *buf, u32 cbBuf, steamapi_bool bWithPort );
/*
* Parse an IP address and optional port. If a port is not present, it is set
* to 0.
* (This means that you cannot tell if a zero port was explicitly specified.)
*/
-int SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self,
- const char *pszStr );
+steamapi_bool SteamAPI_SteamNetworkingIPAddr_ParseString(
+ SteamNetworkingIPAddr* self, const char *pszStr );
/* See if two addresses are identical */
-int SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self,
- SteamNetworkingIPAddr *x );
+steamapi_bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo(
+ SteamNetworkingIPAddr *self, SteamNetworkingIPAddr *x );
/*
* Classify address as FakeIP. This function never returns
SteamNetworkingIPAddr* self );
/* Return true if we are a FakeIP */
-int SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self );
+steamapi_bool SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self );
/*
* In a few places we need to set configuration options on listen sockets and
ISteamNetworkingSockets *self,
HSteamNetConnection hConn );
-int SteamAPI_ISteamNetworkingSockets_CloseConnection(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_CloseConnection(
ISteamNetworkingSockets *self,
HSteamNetConnection hPeer, int nReason, const char *pszDebug,
- int bEnableLinger );
+ steamapi_bool bEnableLinger );
-int SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
ISteamNetworkingSockets *self, HSteamListenSocket hSocket,
SteamNetworkingIPAddr *address );
-int SteamAPI_ISteamNetworkingSockets_CloseConnection(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_CloseConnection(
ISteamNetworkingSockets *self,
HSteamNetConnection hPeer, int nReason, const char *pszDebug,
- int bEnableLinger );
+ steamapi_bool bEnableLinger );
-int SteamAPI_ISteamNetworkingSockets_CloseListenSocket(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket(
ISteamNetworkingSockets *self, HSteamListenSocket hSocket );
EResult SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup(
ISteamNetworkingSockets *self );
-int SteamAPI_ISteamNetworkingSockets_DestroyPollGroup(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup(
ISteamNetworkingSockets *self,
HSteamNetPollGroup hPollGroup );
-int SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup(
ISteamNetworkingSockets *self,
HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup );
* Returns basic information about the high-level state of the connection.
* Returns false if the connection handle is invalid.
*/
-int SteamAPI_ISteamNetworkingSockets_GetConnectionInfo(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo(
ISteamNetworkingSockets* self,
HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo );
ISteamNetworkingSockets* self,
HSteamNetConnection hConn, char *pszBuf, int cbBuf );
-int SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
ISteamNetworkingSockets* self, HSteamNetConnection hPeer, i64 nUserData );
i64 SteamAPI_ISteamNetworkingSockets_GetConnectionUserData(
ISteamNetworkingSockets* self, HSteamNetConnection hPeer );
-int SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
+steamapi_bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
ISteamNetworkingSockets* self,
HSteamListenSocket hSocket, SteamNetworkingIPAddr *address );
{
switch(s)
{
- case k_ESteamNetworkingConnectionState_None: return "None"; break;
+ case k_ESteamNetworkingConnectionState_None:
+ return "None";
+ break;
case k_ESteamNetworkingConnectionState_Connecting:
return "Connecting";
break;