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https://github.com/ValveSoftware/GameNetworkingSockets.git
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Update comments.
To reflect the new potential use case with SDR hosted dedicated server. P4:6176909
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@@ -83,7 +83,7 @@ public:
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P.
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///
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/// nLocalVirtualPort specifies how clients can connect to this socket using
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/// ConnectP2P. It's very common for applications to only have one listening socket;
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@@ -92,7 +92,16 @@ public:
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/// integer (<1000) unique to each listen socket you create.
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///
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
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/// when your app initializes
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/// when your app initializes.
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///
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/// If you are listening on a dedicated servers in known data center,
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/// then you can listen using this function instead of CreateHostedDedicatedServerListenSocket,
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/// to allow clients to connect without a ticket. Any user that owns
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/// the app and is signed into Steam will be able to attempt to connect to
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/// your server. Also, a connection attempt may require the client to
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/// be connected to Steam, which is one more moving part that may fail. When
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/// tickets are used, then once a ticket is obtained, a client can connect to
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/// your server even if they got disconnected from Steam or Steam is offline.
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///
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/// If you need to set any initial config options, pass them here. See
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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@@ -442,7 +451,9 @@ public:
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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// using tickets issued by your game coordinator. If you are not
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// issuing your own tickets to restrict who can attempt to connect
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// to your server, then you won't use these functions.
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//
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/// Call this when you receive a ticket from your backend / matchmaking system. Puts the
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@@ -460,7 +471,10 @@ public:
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virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
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/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
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/// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail!
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/// port. You must have placed a ticket for this server into the cache, or else this connect
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/// attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated
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/// server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow
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/// this type of connection by listening using CreateListenSocketP2P.)
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///
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/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
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/// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses
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@@ -523,7 +537,11 @@ public:
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/// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not
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/// configured, this call will fail.
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///
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/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
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/// This call MUST be made through the SteamGameServerNetworkingSockets() interface.
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///
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/// This function should be used when you are using the ticket generator library
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/// to issue your own tickets. Clients connecting to the server on this virtual
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/// port will need a ticket, and they must connect using ConnectToHostedDedicatedServer.
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///
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/// If you need to set any initial config options, pass them here. See
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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