@@ -43,7 +43,7 @@ class ISteamNetworkingSockets
4343{
4444public:
4545
46- // / Creates a "server" socket that listens for clients to connect to by
46+ // / Creates a "server" socket that listens for clients to connect to by
4747 // / calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6)
4848 // /
4949 // / You must select a specific local port to listen on and set it
@@ -240,18 +240,18 @@ class ISteamNetworkingSockets
240240 // / the chunks of data written will not necessarily match up to
241241 // / the sizes of the chunks that are returned by the reads on
242242 // / the other end. The remote host might read a partial chunk,
243- // / or chunks might be coalesced. For the message semantics
244- // / used here, however, the sizes WILL match. Each send call
245- // / will match a successful read call on the remote host
246- // / one-for-one. If you are porting existing stream-oriented
247- // / code to the semantics of reliable messages, your code should
248- // / work the same, since reliable message semantics are more
249- // / strict than stream semantics. The only caveat is related to
250- // / performance: there is per-message overhead to retain the
251- // / message sizes, and so if your code sends many small chunks
252- // / of data, performance will suffer. Any code based on stream
253- // / sockets that does not write excessively small chunks will
254- // / work without any changes.
243+ // / or chunks might be coalesced. For the message semantics
244+ // / used here, however, the sizes WILL match. Each send call
245+ // / will match a successful read call on the remote host
246+ // / one-for-one. If you are porting existing stream-oriented
247+ // / code to the semantics of reliable messages, your code should
248+ // / work the same, since reliable message semantics are more
249+ // / strict than stream semantics. The only caveat is related to
250+ // / performance: there is per-message overhead to retain the
251+ // / message sizes, and so if your code sends many small chunks
252+ // / of data, performance will suffer. Any code based on stream
253+ // / sockets that does not write excessively small chunks will
254+ // / work without any changes.
255255 // /
256256 // / The pOutMessageNumber is an optional pointer to receive the
257257 // / message number assigned to the message, if sending was successful.
@@ -304,7 +304,7 @@ class ISteamNetworkingSockets
304304 // / Flush any messages waiting on the Nagle timer and send them
305305 // / at the next transmission opportunity (often that means right now).
306306 // /
307- // / If Nagle is enabled (it's on by default) then when calling
307+ // / If Nagle is enabled (it's on by default) then when calling
308308 // / SendMessageToConnection the message will be buffered, up to the Nagle time
309309 // / before being sent, to merge small messages into the same packet.
310310 // / (See k_ESteamNetworkingConfig_NagleTime)
@@ -331,22 +331,22 @@ class ISteamNetworkingSockets
331331 // / If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each
332332 // / of them free up resources after you are done. It is safe to keep the object alive for
333333 // / a little while (put it into some queue, etc), and you may call Release() from any thread.
334- virtual int ReceiveMessagesOnConnection ( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
334+ virtual int ReceiveMessagesOnConnection ( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
335335
336336 // / Returns basic information about the high-level state of the connection.
337337 virtual bool GetConnectionInfo ( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
338338
339339 // / Returns a small set of information about the real-time state of the connection
340340 // / and the queue status of each lane.
341- // /
341+ // /
342342 // / - pStatus may be NULL if the information is not desired. (E.g. you are only interested
343343 // / in the lane information.)
344344 // / - On entry, nLanes specifies the length of the pLanes array. This may be 0
345345 // / if you do not wish to receive any lane data. It's OK for this to be smaller than
346346 // / the total number of configured lanes.
347347 // / - pLanes points to an array that will receive lane-specific info. It can be NULL
348348 // / if this is not needed.
349- // /
349+ // /
350350 // / Return value:
351351 // / - k_EResultNoConnection - connection handle is invalid or connection has been closed.
352352 // / - k_EResultInvalidParam - nLanes is bad
@@ -400,7 +400,7 @@ class ISteamNetworkingSockets
400400 // / Each lane has a "priority". Lanes with higher numeric values will only be processed
401401 // / when all lanes with lower number values are empty. The magnitudes of the priority
402402 // / values are not relevant, only their sort order.
403- // /
403+ // /
404404 // / Each lane also is assigned a weight, which controls the approximate proportion
405405 // / of the bandwidth that will be consumed by the lane, relative to other lanes
406406 // / of the same priority. (This is assuming the lane stays busy. An idle lane
@@ -409,7 +409,7 @@ class ISteamNetworkingSockets
409409 // / the same priority. For lanes with different priorities, the strict priority
410410 // / order will prevail, and their weights relative to each other are not relevant.
411411 // / Thus, if a lane has a unique priority value, the weight value for that lane is
412- // / not relevant.
412+ // / not relevant.
413413 // /
414414 // / Example: 3 lanes, with priorities [ 0, 10, 10 ] and weights [ (NA), 20, 5 ].
415415 // / Messages sent on the first will always be sent first, before messages in the
@@ -450,12 +450,12 @@ class ISteamNetworkingSockets
450450 // / *reliable* messages on the *same lane* will be delivered in the order they are sent.
451451 // / - Each host configures the lanes for the packets they send; the lanes for the flow
452452 // / in one direction are completely unrelated to the lanes in the opposite direction.
453- // /
453+ // /
454454 // / Return value:
455455 // / - k_EResultNoConnection - bad hConn
456456 // / - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes
457457 // / - k_EResultInvalidState - Connection is already dead, etc
458- // /
458+ // /
459459 // / See also:
460460 // / SteamNetworkingMessage_t::m_idxLane
461461 virtual EResult ConfigureConnectionLanes ( HSteamNetConnection hConn, int nNumLanes, const int *pLanePriorities, const uint16 *pLaneWeights ) = 0;
@@ -554,7 +554,7 @@ class ISteamNetworkingSockets
554554 // / (But the messages are not grouped by connection, so they will not necessarily
555555 // / appear consecutively in the list; they may be interleaved with messages for
556556 // / other connections.)
557- virtual int ReceiveMessagesOnPollGroup ( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
557+ virtual int ReceiveMessagesOnPollGroup ( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
558558
559559 //
560560 // Clients connecting to dedicated servers hosted in a data center,
@@ -645,7 +645,7 @@ class ISteamNetworkingSockets
645645 // / configured, this call will fail.
646646 // /
647647 // / This call MUST be made through the SteamGameServerNetworkingSockets() interface.
648- // /
648+ // /
649649 // / This function should be used when you are using the ticket generator library
650650 // / to issue your own tickets. Clients connecting to the server on this virtual
651651 // / port will need a ticket, and they must connect using ConnectToHostedDedicatedServer.
@@ -720,7 +720,7 @@ class ISteamNetworkingSockets
720720 // / If you know the identity of the peer that you expect to be on the other end,
721721 // / you can pass their identity to improve debug output or just detect bugs.
722722 // / If you don't know their identity yet, you can pass NULL, and their
723- // / identity will be established in the connection handshake.
723+ // / identity will be established in the connection handshake.
724724 // /
725725 // / If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
726726 // / when your app initializes
@@ -856,7 +856,7 @@ class ISteamNetworkingSockets
856856 // / we know the real identity. Then it will be the real identity. If the
857857 // / SteamNetConnectionInfo_t::m_addrRemote is valid, it will be a real IPv4
858858 // / address of a NAT-punched connection. Otherwise, it will not be valid.
859- // /
859+ // /
860860 // / To communicate using an ad-hoc sendto/recv from (UDP-style) API,
861861 // / use CreateFakeUDPPort.
862862 virtual bool BeginAsyncRequestFakeIP ( int nNumPorts ) = 0;
@@ -883,7 +883,7 @@ class ISteamNetworkingSockets
883883 // / function will return that global IP. Otherwise, a FakeIP that is
884884 // / unique locally will be allocated from the local FakeIP address space,
885885 // / and that will be returned.
886- // /
886+ // /
887887 // / The allocation of local FakeIPs attempts to assign addresses in
888888 // / a consistent manner. If multiple connections are made to the
889889 // / same remote host, they *probably* will return the same FakeIP.
@@ -897,7 +897,7 @@ class ISteamNetworkingSockets
897897 // / Get an interface that can be used like a UDP port to send/receive
898898 // / datagrams to a FakeIP address. This is intended to make it easy
899899 // / to port existing UDP-based code to take advantage of SDR.
900- // /
900+ // /
901901 // / idxFakeServerPort refers to the *index* of the port allocated using
902902 // / BeginAsyncRequestFakeIP and is used to create "server" ports. You may
903903 // / call this before the allocation has completed. However, any attempts
@@ -906,7 +906,7 @@ class ISteamNetworkingSockets
906906 // / of the packet will be the globally-unique FakeIP. If you call this
907907 // / function multiple times and pass the same (nonnegative) fake port index,
908908 // / the same object will be returned, and this object is not reference counted.
909- // /
909+ // /
910910 // / To create a "client" port (e.g. the equivalent of an ephemeral UDP port)
911911 // / pass -1. In this case, a distinct object will be returned for each call.
912912 // / When the peer receives packets sent from this interface, the peer will
@@ -992,7 +992,7 @@ class ISteamNetworkingSockets
992992// /
993993// / Also note that callbacks will be posted when connections are created and destroyed by your own API calls.
994994struct SteamNetConnectionStatusChangedCallback_t
995- {
995+ {
996996 enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 1 };
997997
998998 // / Connection handle
@@ -1014,7 +1014,7 @@ struct SteamNetConnectionStatusChangedCallback_t
10141014// /
10151015// / This callback is posted whenever the state of our readiness changes.
10161016struct SteamNetAuthenticationStatus_t
1017- {
1017+ {
10181018 enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 2 };
10191019
10201020 // / Status
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