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https://github.com/ValveSoftware/GameNetworkingSockets.git
synced 2026-05-29 16:20:34 +00:00
Pass virtual port to ISteamNetworkingCustomSignalingRecvContext
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@@ -733,7 +733,7 @@ public:
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///
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/// After accepting a connection (through either means), the connection
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/// will transition into the "finding route" state.
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virtual ISteamNetworkingConnectionCustomSignaling *OnConnectRequest( HSteamNetConnection hConn, const SteamNetworkingIdentity &identityPeer ) = 0;
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virtual ISteamNetworkingConnectionCustomSignaling *OnConnectRequest( HSteamNetConnection hConn, const SteamNetworkingIdentity &identityPeer, int nLocalVirtualPort ) = 0;
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/// This is called actively communication rejection or failure
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/// to the incoming message. If you intend to ignore all incoming requests
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@@ -2461,7 +2461,7 @@ bool CSteamNetworkingSockets::InternalReceivedP2PSignal( const void *pMsg, int c
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}
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// Inform app about the incoming request, see what they want to do
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pConn->m_pSignaling = pContext->OnConnectRequest( pConn->m_hConnectionSelf, identityRemote );
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pConn->m_pSignaling = pContext->OnConnectRequest( pConn->m_hConnectionSelf, identityRemote, nLocalVirtualPort );
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// Already closed?
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switch ( pConn->GetState() )
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