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[raknet] Change RakPeer::vftable_20()
to RakPeer::Connect(...)
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@ -96,9 +96,28 @@ void RakPeer::GetIncomingPassword( char* passwordData, int *passwordDataLength
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memcpy(passwordData, incomingPassword, *passwordDataLength);
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}
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void RakPeer::vftable_20()
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// --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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// Description:
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// Call this to connect to the specified host (ip or domain name) and server port.
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// Calling Connect and not calling SetMaximumIncomingConnections acts as a dedicated client. Calling both acts as a true peer.
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// This is a non-blocking connection. You know the connection is successful when IsConnected() returns true
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// or receive gets a packet with the type identifier ID_CONNECTION_ACCEPTED. If the connection is not
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// successful, such as rejected connection or no response then neither of these things will happen.
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// Requires that you first call Initialize
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//
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// Parameters:
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// host: Either a dotted IP address or a domain name
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// remotePort: Which port to connect to on the remote machine.
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// passwordData: A data block that must match the data block on the server. This can be just a password, or can be a stream of data
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// passwordDataLength: The length in bytes of passwordData
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//
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// Returns:
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// True on successful initiation. False on incorrect parameters, internal error, or too many existing peers
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// --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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bool RakPeer::Connect( const char* host, unsigned short remotePort, char* passwordData, int passwordDataLength )
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{
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// TODO: RakPeer::vftable_20() (saco W: 10040550) (server W: 457B00 L: 806D230) (bot W: 40B2C0 L: 807306A)
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return false;
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}
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// --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -18,7 +18,6 @@ public:
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void vftable_4();
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void vftable_8();
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void vftable_C();
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void vftable_20();
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/// Sets how many incoming connections are allowed. If this is less than the number of players currently connected,
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/// no more players will be allowed to connect. If this is greater than the maximum number of peers allowed,
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@ -41,6 +40,19 @@ public:
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/// \param[in,out] passwordDataLength Maximum size of the array passwordData. Modified to hold the number of bytes actually written
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void GetIncomingPassword( char* passwordData, int *passwordDataLength );
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/// \brief Connect to the specified host (ip or domain name) and server port.
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/// Calling Connect and not calling SetMaximumIncomingConnections acts as a dedicated client.
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/// Calling both acts as a true peer. This is a non-blocking connection.
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/// You know the connection is successful when IsConnected() returns true or Receive() gets a message with the type identifier ID_CONNECTION_ACCEPTED.
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/// If the connection is not successful, such as a rejected connection or no response then neither of these things will happen.
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/// \pre Requires that you first call Initialize
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/// \param[in] host Either a dotted IP address or a domain name
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/// \param[in] remotePort Which port to connect to on the remote machine.
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/// \param[in] passwordData A data block that must match the data block on the server passed to SetIncomingPassword. This can be a string or can be a stream of data. Use 0 for no password.
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/// \param[in] passwordDataLength The length in bytes of passwordData
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/// \return True on successful initiation. False on incorrect parameters, internal error, or too many existing peers. Returning true does not mean you connected!
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bool Connect( const char* host, unsigned short remotePort, char* passwordData, int passwordDataLength );
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/// \brief Stops the network threads and closes all connections.
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/// \param[in] blockDuration How long you should wait for all remaining messages to go out, including ID_DISCONNECTION_NOTIFICATION. If 0, it doesn't wait at all.
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/// \param[in] orderingChannel If blockDuration > 0, ID_DISCONNECTION_NOTIFICATION will be sent on this channel
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@ -14,7 +14,6 @@ public:
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virtual void vftable_4()=0;
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virtual void vftable_8()=0;
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virtual void vftable_C()=0;
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virtual void vftable_20()=0;
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/// Sets how many incoming connections are allowed. If this is less than the number of players currently connected,
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/// no more players will be allowed to connect. If this is greater than the maximum number of peers allowed,
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@ -37,6 +36,19 @@ public:
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/// \param[in,out] passwordDataLength Maximum size of the array passwordData. Modified to hold the number of bytes actually written
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virtual void GetIncomingPassword( char* passwordData, int *passwordDataLength )=0;
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/// \brief Connect to the specified host (ip or domain name) and server port.
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/// Calling Connect and not calling SetMaximumIncomingConnections acts as a dedicated client.
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/// Calling both acts as a true peer. This is a non-blocking connection.
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/// You know the connection is successful when IsConnected() returns true or Receive() gets a message with the type identifier ID_CONNECTION_ACCEPTED.
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/// If the connection is not successful, such as a rejected connection or no response then neither of these things will happen.
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/// \pre Requires that you first call Initialize
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/// \param[in] host Either a dotted IP address or a domain name
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/// \param[in] remotePort Which port to connect to on the remote machine.
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/// \param[in] passwordData A data block that must match the data block on the server passed to SetIncomingPassword. This can be a string or can be a stream of data. Use 0 for no password.
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/// \param[in] passwordDataLength The length in bytes of passwordData
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/// \return True on successful initiation. False on incorrect parameters, internal error, or too many existing peers. Returning true does not mean you connected!
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virtual bool Connect( const char* host, unsigned short remotePort, char* passwordData, int passwordDataLength )=0;
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/// \brief Stops the network threads and closes all connections.
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/// \param[in] blockDuration How long you should wait for all remaining messages to go out, including ID_DISCONNECTION_NOTIFICATION. If 0, it doesn't wait at all.
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/// \param[in] orderingChannel If blockDuration > 0, ID_DISCONNECTION_NOTIFICATION will be sent on this channel
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