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Add relay init callback.
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f4cd015701
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@ -30,6 +30,7 @@ public ISteamNetworkingUtils
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std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
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FSteamNetworkingSocketsDebugOutput debug_function;
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bool relay_initialized = false;
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bool init_relay = false;
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public:
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static void steam_callback(void *object, Common_Message *msg)
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@ -95,8 +96,19 @@ SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer )
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bool InitializeRelayAccess()
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{
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PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n");
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relay_initialized = true;
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return true;
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init_relay = true;
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return relay_initialized;
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}
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SteamRelayNetworkStatus_t get_network_status()
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{
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SteamRelayNetworkStatus_t data = {};
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data.m_eAvail = k_ESteamNetworkingAvailability_Current;
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data.m_bPingMeasurementInProgress = 0;
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data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current;
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data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current;
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strcpy(data.m_debugMsg, "OK");
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return data;
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}
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/// Fetch current status of the relay network.
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@ -115,11 +127,7 @@ ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *p
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//TODO: check if this is how real steam returns it
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SteamRelayNetworkStatus_t data = {};
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if (relay_initialized) {
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data.m_eAvail = k_ESteamNetworkingAvailability_Current;
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data.m_bPingMeasurementInProgress = 0;
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data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current;
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data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current;
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strcpy(data.m_debugMsg, "OK");
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data = get_network_status();
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}
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if (pDetails) {
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@ -173,8 +181,8 @@ bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t
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bool CheckPingDataUpToDate( float flMaxAgeSeconds )
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{
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PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds);
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relay_initialized = true;
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return true;
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init_relay = true;
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return relay_initialized;
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}
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@ -628,6 +636,11 @@ bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, co
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void RunCallbacks()
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{
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if (init_relay && !relay_initialized) {
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relay_initialized = true;
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SteamRelayNetworkStatus_t data = get_network_status();
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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void Callback(Common_Message *msg)
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