the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1/******************************************************** 2* * 3* Copyright (C) Microsoft. All rights reserved. * 4* * 5********************************************************/ 6 7// Sentient Client Main API 8// 9// Include this to get access to all core Sentient features. 10 11#pragma once 12 13#include "SenClientTypes.h" 14 15 16namespace Sentient 17{ 18 //=======================// 19 // // 20 // Main Data Types // 21 // // 22 //=======================// 23 24 // None at the moment. 25 26 27 //======================// 28 // // 29 // Main Functions // 30 // // 31 //======================// 32 33 /// @brief Initialize and start Sentient. 34 /// 35 /// @param[in] titleID 36 /// Tells Sentient what our titleID is. 37 /// 38 /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: 39 /// E_FAIL (and other E_* codes): Failed to initialize. 40 /// S_OK: Initialized successfully. 41 /// 42 /// @details Call this on startup to set up networking system and initialize internal buffers. 43 /// 44 HRESULT SentientInitialize( 45 SenSysTitleID titleID ); 46 47 /// @brief Update Sentient's internal state. 48 /// 49 /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine overall success. 50 /// The return code contains information about the status of the connection to sentient, including: 51 /// S_OK: we have a working connection to the Sentient server. 52 /// SENTIENT_S_NOT_SIGNED_IN_TO_LIVE: no live enabled user user is currently signed in to live. 53 /// SENTIENT_S_INITIALIZING_CONNECTION: a user has signed in, and we have started first connection attempt, but we have neither succeeded nor failed yet. 54 /// SENTIENT_S_SERVER_CONNECTION_FAILED: a connection attempt has failed, or that an existing connection was lost. 55 /// 56 /// @details Call this every frame to handle network message pumping and to trigger asynchronous callbacks on completed ( or failed ) tasks. 57 /// 58 HRESULT SentientUpdate(); 59 60 /// @brief Stop and uninitialize Sentient. 61 /// 62 /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: 63 /// E_FAIL (and other E_* codes): Failed to shut down. 64 /// S_OK: Shut down successfully. 65 /// Note that one should consider the library shut down even if an error code is returned. 66 /// 67 /// @details Call this on app/game shutdown. (not necessary on X360) 68 /// 69 HRESULT SentientShutdown(); 70 71 /// @brief Cancel an asynchronous task. 72 /// 73 /// @param[in] task 74 /// The task to cancel. 75 /// 76 /// @return Check SUCCEEDED( hresult ) or FAILED( hresult ) to determine success. Specific values include: 77 /// E_FAIL (and other E_* codes): Failed to cancel task. 78 /// S_OK: Task cancelled successfully. 79 /// 80 /// @detail Call this to immediately cancel any task that exposes a SenHandle. 81 /// The completion callback will be invoked on a successful cancel. 82 /// 83 HRESULT SentientCancel( SenHandle task ); 84 85} // namespace Sentient