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@ -52,7 +52,6 @@ public:
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -81,7 +80,6 @@ public:
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -411,8 +409,6 @@ public:
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/// other connections.)
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virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -608,7 +604,6 @@ public:
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/// If you expect to be using relayed connections, then you probably want
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/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
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virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Certificate provision by the application. On Steam, we normally handle all this automatically
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