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include/steam/isteamnetworkingsockets.h

Lines changed: 30 additions & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -43,7 +43,7 @@ class ISteamNetworkingSockets
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{
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public:
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/// Creates a "server" socket that listens for clients to connect to by
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/// Creates a "server" socket that listens for clients to connect to by
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/// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6)
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///
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/// You must select a specific local port to listen on and set it
@@ -240,18 +240,18 @@ class ISteamNetworkingSockets
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/// the chunks of data written will not necessarily match up to
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/// the sizes of the chunks that are returned by the reads on
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/// the other end. The remote host might read a partial chunk,
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/// or chunks might be coalesced. For the message semantics
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/// used here, however, the sizes WILL match. Each send call
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/// will match a successful read call on the remote host
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/// one-for-one. If you are porting existing stream-oriented
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/// code to the semantics of reliable messages, your code should
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/// work the same, since reliable message semantics are more
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/// strict than stream semantics. The only caveat is related to
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/// performance: there is per-message overhead to retain the
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/// message sizes, and so if your code sends many small chunks
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/// of data, performance will suffer. Any code based on stream
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/// sockets that does not write excessively small chunks will
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/// work without any changes.
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/// or chunks might be coalesced. For the message semantics
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/// used here, however, the sizes WILL match. Each send call
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/// will match a successful read call on the remote host
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/// one-for-one. If you are porting existing stream-oriented
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/// code to the semantics of reliable messages, your code should
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/// work the same, since reliable message semantics are more
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/// strict than stream semantics. The only caveat is related to
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/// performance: there is per-message overhead to retain the
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/// message sizes, and so if your code sends many small chunks
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/// of data, performance will suffer. Any code based on stream
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/// sockets that does not write excessively small chunks will
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/// work without any changes.
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///
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/// The pOutMessageNumber is an optional pointer to receive the
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/// message number assigned to the message, if sending was successful.
@@ -304,7 +304,7 @@ class ISteamNetworkingSockets
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/// Flush any messages waiting on the Nagle timer and send them
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/// at the next transmission opportunity (often that means right now).
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///
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/// If Nagle is enabled (it's on by default) then when calling
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/// If Nagle is enabled (it's on by default) then when calling
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/// SendMessageToConnection the message will be buffered, up to the Nagle time
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/// before being sent, to merge small messages into the same packet.
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/// (See k_ESteamNetworkingConfig_NagleTime)
@@ -331,22 +331,22 @@ class ISteamNetworkingSockets
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/// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each
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/// of them free up resources after you are done. It is safe to keep the object alive for
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/// a little while (put it into some queue, etc), and you may call Release() from any thread.
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virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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/// Returns basic information about the high-level state of the connection.
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virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
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/// Returns a small set of information about the real-time state of the connection
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/// and the queue status of each lane.
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///
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///
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/// - pStatus may be NULL if the information is not desired. (E.g. you are only interested
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/// in the lane information.)
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/// - On entry, nLanes specifies the length of the pLanes array. This may be 0
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/// if you do not wish to receive any lane data. It's OK for this to be smaller than
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/// the total number of configured lanes.
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/// - pLanes points to an array that will receive lane-specific info. It can be NULL
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/// if this is not needed.
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///
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///
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/// Return value:
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/// - k_EResultNoConnection - connection handle is invalid or connection has been closed.
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/// - k_EResultInvalidParam - nLanes is bad
@@ -400,7 +400,7 @@ class ISteamNetworkingSockets
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/// Each lane has a "priority". Lanes with higher numeric values will only be processed
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/// when all lanes with lower number values are empty. The magnitudes of the priority
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/// values are not relevant, only their sort order.
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///
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///
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/// Each lane also is assigned a weight, which controls the approximate proportion
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/// of the bandwidth that will be consumed by the lane, relative to other lanes
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/// of the same priority. (This is assuming the lane stays busy. An idle lane
@@ -409,7 +409,7 @@ class ISteamNetworkingSockets
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/// the same priority. For lanes with different priorities, the strict priority
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/// order will prevail, and their weights relative to each other are not relevant.
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/// Thus, if a lane has a unique priority value, the weight value for that lane is
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/// not relevant.
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/// not relevant.
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///
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/// Example: 3 lanes, with priorities [ 0, 10, 10 ] and weights [ (NA), 20, 5 ].
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/// Messages sent on the first will always be sent first, before messages in the
@@ -450,12 +450,12 @@ class ISteamNetworkingSockets
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/// *reliable* messages on the *same lane* will be delivered in the order they are sent.
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/// - Each host configures the lanes for the packets they send; the lanes for the flow
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/// in one direction are completely unrelated to the lanes in the opposite direction.
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///
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///
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/// Return value:
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/// - k_EResultNoConnection - bad hConn
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/// - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes
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/// - k_EResultInvalidState - Connection is already dead, etc
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///
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///
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/// See also:
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/// SteamNetworkingMessage_t::m_idxLane
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virtual EResult ConfigureConnectionLanes( HSteamNetConnection hConn, int nNumLanes, const int *pLanePriorities, const uint16 *pLaneWeights ) = 0;
@@ -554,7 +554,7 @@ class ISteamNetworkingSockets
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/// (But the messages are not grouped by connection, so they will not necessarily
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/// appear consecutively in the list; they may be interleaved with messages for
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/// other connections.)
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virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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//
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// Clients connecting to dedicated servers hosted in a data center,
@@ -645,7 +645,7 @@ class ISteamNetworkingSockets
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/// configured, this call will fail.
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///
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/// This call MUST be made through the SteamGameServerNetworkingSockets() interface.
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///
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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.
@@ -720,7 +720,7 @@ class ISteamNetworkingSockets
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/// If you know the identity of the peer that you expect to be on the other end,
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/// you can pass their identity to improve debug output or just detect bugs.
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/// If you don't know their identity yet, you can pass NULL, and their
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/// identity will be established in the connection handshake.
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/// identity will be established in the connection handshake.
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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
@@ -856,7 +856,7 @@ class ISteamNetworkingSockets
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/// we know the real identity. Then it will be the real identity. If the
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/// SteamNetConnectionInfo_t::m_addrRemote is valid, it will be a real IPv4
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/// address of a NAT-punched connection. Otherwise, it will not be valid.
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///
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///
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/// To communicate using an ad-hoc sendto/recv from (UDP-style) API,
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/// use CreateFakeUDPPort.
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virtual bool BeginAsyncRequestFakeIP( int nNumPorts ) = 0;
@@ -883,7 +883,7 @@ class ISteamNetworkingSockets
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/// function will return that global IP. Otherwise, a FakeIP that is
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/// unique locally will be allocated from the local FakeIP address space,
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/// and that will be returned.
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///
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///
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/// The allocation of local FakeIPs attempts to assign addresses in
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/// a consistent manner. If multiple connections are made to the
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/// same remote host, they *probably* will return the same FakeIP.
@@ -897,7 +897,7 @@ class ISteamNetworkingSockets
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/// Get an interface that can be used like a UDP port to send/receive
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/// datagrams to a FakeIP address. This is intended to make it easy
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/// to port existing UDP-based code to take advantage of SDR.
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///
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///
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/// idxFakeServerPort refers to the *index* of the port allocated using
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/// BeginAsyncRequestFakeIP and is used to create "server" ports. You may
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/// call this before the allocation has completed. However, any attempts
@@ -906,7 +906,7 @@ class ISteamNetworkingSockets
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/// of the packet will be the globally-unique FakeIP. If you call this
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/// function multiple times and pass the same (nonnegative) fake port index,
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/// the same object will be returned, and this object is not reference counted.
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///
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///
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/// To create a "client" port (e.g. the equivalent of an ephemeral UDP port)
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/// pass -1. In this case, a distinct object will be returned for each call.
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/// When the peer receives packets sent from this interface, the peer will
@@ -992,7 +992,7 @@ class ISteamNetworkingSockets
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///
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/// Also note that callbacks will be posted when connections are created and destroyed by your own API calls.
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struct SteamNetConnectionStatusChangedCallback_t
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{
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{
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enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 1 };
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/// Connection handle
@@ -1014,7 +1014,7 @@ struct SteamNetConnectionStatusChangedCallback_t
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///
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/// This callback is posted whenever the state of our readiness changes.
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struct SteamNetAuthenticationStatus_t
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{
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{
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enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 2 };
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/// Status

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