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MinecraftConsoles/Minecraft.Client/Xbox/Sentient/Include/SenClientMain.h
2026-03-01 12:16:08 +08:00

86 lines
3.4 KiB
C++

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