bad char
[vg.git] / vg_steam_networking.h
index a2745758d5b8b18340c08add692a8a4d2d38f042..5abb7b651afed22dbe9f38437ff1438e0617282d 100644 (file)
@@ -1,6 +1,4 @@
-#ifndef VG_STEAM_NETWORKING_H
-#define VG_STEAM_NETWORKING_H
-
+#pragma once
 #include "vg_steam.h"
 
 #ifdef VALVE_CALLBACK_PACK_SMALL
@@ -183,7 +181,7 @@ typedef enum ESteamNetworkingAvailability ESteamNetworkingAvailability;
 
 /* Handle used to identify a connection to a remote host. */
 typedef u32 HSteamNetConnection;
-HSteamNetConnection const k_HSteamNetConnection_Invalid = 0;
+static HSteamNetConnection const k_HSteamNetConnection_Invalid = 0;
 
 /* 
  * Handle used to identify a "listen socket".  Unlike traditional
@@ -191,7 +189,7 @@ HSteamNetConnection const k_HSteamNetConnection_Invalid = 0;
  * different abstractions.
  */
 typedef u32 HSteamListenSocket;
-HSteamListenSocket const k_HSteamListenSocket_Invalid = 0;
+static HSteamListenSocket const k_HSteamListenSocket_Invalid = 0;
 
 typedef u32 SteamNetworkingPOPID;
 typedef i64 SteamNetworkingMicroseconds;
@@ -393,12 +391,12 @@ typedef struct SteamNetConnectionInfo_t SteamNetConnectionInfo_t;
  * connections at once efficiently.
  */
 typedef u32 HSteamNetPollGroup;
-HSteamNetPollGroup const k_HSteamNetPollGroup_Invalid = 0;
+static HSteamNetPollGroup const k_HSteamNetPollGroup_Invalid = 0;
 
 ISteamNetworkingSockets 
 *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012(void);
 
-ISteamNetworkingSockets 
+static inline ISteamNetworkingSockets 
 *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI(void) 
 { 
    return SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012(); 
@@ -406,6 +404,7 @@ ISteamNetworkingSockets
 
 
 ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v012();
+static inline 
 ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI() 
 { 
    return SteamAPI_SteamNetworkingSockets_SteamAPI_v012(); 
@@ -425,7 +424,7 @@ ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI()
  * Migration note: This is not exactly the same as k_EP2PSendUnreliable!  You
  * probably want k_ESteamNetworkingSendType_UnreliableNoNagle
  */
-const int k_nSteamNetworkingSend_Unreliable = 0;
+static const int k_nSteamNetworkingSend_Unreliable = 0;
 
 /* 
  * Disable Nagle's algorithm.
@@ -446,7 +445,7 @@ const int k_nSteamNetworkingSend_Unreliable = 0;
  * server simulation tick to a particular client), and you use this flag to
  * flush all messages.
  */
-const int k_nSteamNetworkingSend_NoNagle = 1;
+static const int k_nSteamNetworkingSend_NoNagle = 1;
 
 /* 
  * Send a message unreliably, bypassing Nagle's algorithm for this message and 
@@ -456,7 +455,7 @@ const int k_nSteamNetworkingSend_NoNagle = 1;
  * ISteamNetworkingMessages::FlushMessagesToUser. (But using this flag is more 
  * efficient since you only make one API call.)
  */
-const int k_nSteamNetworkingSend_UnreliableNoNagle = 
+static const int k_nSteamNetworkingSend_UnreliableNoNagle = 
             k_nSteamNetworkingSend_Unreliable | 
             k_nSteamNetworkingSend_NoNagle;
 /*
@@ -465,7 +464,7 @@ const int k_nSteamNetworkingSend_UnreliableNoNagle =
  * This is only applicable for unreliable messages. Using this flag on reliable 
  * messages is invalid.
  */
-const int k_nSteamNetworkingSend_NoDelay = 4;
+static const int k_nSteamNetworkingSend_NoDelay = 4;
 
 /* 
  * Send an unreliable message, but if it cannot be sent relatively quickly, just
@@ -483,7 +482,7 @@ const int k_nSteamNetworkingSend_NoDelay = 4;
  *
  * If a message is dropped for these reasons, k_EResultIgnored will be returned.
  */
-const int k_nSteamNetworkingSend_UnreliableNoDelay = 
+static const int k_nSteamNetworkingSend_UnreliableNoDelay = 
             k_nSteamNetworkingSend_Unreliable |
             k_nSteamNetworkingSend_NoDelay | 
             k_nSteamNetworkingSend_NoNagle;
@@ -502,14 +501,14 @@ const int k_nSteamNetworkingSend_UnreliableNoDelay =
  * Migration note: This is NOT the same as k_EP2PSendReliable, it's more like 
  * k_EP2PSendReliableWithBuffering
  */
-const int k_nSteamNetworkingSend_Reliable = 8;
+static const int k_nSteamNetworkingSend_Reliable = 8;
 
 /* 
  * Send a message reliably, but bypass Nagle's algorithm.
  *
  * Migration note: This is equivalent to k_EP2PSendReliable
  */
-const int k_nSteamNetworkingSend_ReliableNoNagle = 
+static const int k_nSteamNetworkingSend_ReliableNoNagle = 
             k_nSteamNetworkingSend_Reliable | 
             k_nSteamNetworkingSend_NoNagle;
 
@@ -933,12 +932,14 @@ void SteamAPI_SteamNetworkingMessage_t_Release(SteamNetworkingMessage_t* self);
  * Utility
  */
 
-static const char *string_ESteamNetworkingConnectionState( 
+static inline const char *string_ESteamNetworkingConnectionState( 
       ESteamNetworkingConnectionState s )
 {
    switch(s)
    {
-      case k_ESteamNetworkingConnectionState_None:       return "None"; break;
+      case k_ESteamNetworkingConnectionState_None:       
+         return "None"; 
+      break;
       case k_ESteamNetworkingConnectionState_Connecting: 
          return "Connecting";
       break;
@@ -971,7 +972,7 @@ static const char *string_ESteamNetworkingConnectionState(
    return "Error";
 }
 
-static const char *string_ESteamNetworkingAvailability( 
+static inline const char *string_ESteamNetworkingAvailability( 
       ESteamNetworkingAvailability s )
 {
    switch(s)
@@ -1008,5 +1009,3 @@ static const char *string_ESteamNetworkingAvailability(
       break;
    }
 }
-
-#endif /* VG_STEAM_NETWORKING_H */