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Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h
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85
Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h
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/********************************************************
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* *
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* Copyright (C) Microsoft. All rights reserved. *
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* *
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********************************************************/
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// Sentient Client Main API
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//
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// Include this to get access to all core Sentient features.
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#pragma once
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#include "SenClientTypes.h"
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namespace Sentient
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{
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//=======================//
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// //
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// Main Data Types //
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// //
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//=======================//
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// None at the moment.
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//======================//
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// //
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// Main Functions //
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// //
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//======================//
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/// @brief Initialize and start Sentient.
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///
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/// @param[in] titleID
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/// Tells Sentient what our titleID is.
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///
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/// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include:
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/// E_FAIL (and other E_* codes): Failed to initialize.
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/// S_OK: Initialized successfully.
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///
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/// @details Call this on startup to set up networking system and initialize internal buffers.
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///
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HRESULT SentientInitialize(
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SenSysTitleID titleID );
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/// @brief Update Sentient's internal state.
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///
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/// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine overall success.
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/// The return code contains information about the status of the connection to sentient, including:
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/// S_OK: we have a working connection to the Sentient server.
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/// SENTIENT_S_NOT_SIGNED_IN_TO_LIVE: no live enabled user user is currently signed in to live.
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/// SENTIENT_S_INITIALIZING_CONNECTION: a user has signed in, and we have started first connection attempt, but we have neither succeeded nor failed yet.
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/// SENTIENT_S_SERVER_CONNECTION_FAILED: a connection attempt has failed, or that an existing connection was lost.
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///
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/// @details Call this every frame to handle network message pumping and to trigger asynchronous callbacks on completed ( or failed ) tasks.
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///
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HRESULT SentientUpdate();
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/// @brief Stop and uninitialize Sentient.
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///
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/// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include:
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/// E_FAIL (and other E_* codes): Failed to shut down.
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/// S_OK: Shut down successfully.
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/// Note that one should consider the library shut down even if an error code is returned.
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///
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/// @details Call this on app/game shutdown. (not necessary on X360)
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///
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HRESULT SentientShutdown();
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/// @brief Cancel an asynchronous task.
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///
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/// @param[in] task
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/// The task to cancel.
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///
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/// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include:
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/// E_FAIL (and other E_* codes): Failed to cancel task.
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/// S_OK: Task cancelled successfully.
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///
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/// @detail Call this to immediately cancel any task that exposes a SenHandle.
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/// The completion callback will be invoked on a successful cancel.
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///
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HRESULT SentientCancel( SenHandle task );
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} // namespace Sentient
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