the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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