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Sync up with Steam
No functional changes for opensource version of code. P4:6571046
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src/steamnetworkingsockets/clientlib/steamnetworkingsockets_lowlevel.cpp

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@@ -2037,7 +2037,7 @@ IBoundUDPSocket *OpenUDPSocketBoundToHost( const netadr_t &adrRemote, CRecvPacke
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// Select local address to use.
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// Since we know the remote host, let's just always use a single-stack socket
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// with the specified family
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int nAddressFamilies = ( adrRemote.GetType() == NA_IPV6 ) ? k_nAddressFamily_IPv6 : k_nAddressFamily_IPv4;
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int nAddressFamilies = ( adrRemote.GetType() == k_EIPTypeV6 ) ? k_nAddressFamily_IPv6 : k_nAddressFamily_IPv4;
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// Create a socket, bind it to the desired local address
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CDedicatedBoundSocket *pTempContext = nullptr; // don't yet know the context

src/steamnetworkingsockets/steamnetworkingsockets_thinker.cpp

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Original file line numberDiff line numberDiff line change
@@ -58,7 +58,12 @@ IThinker::~IThinker()
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#pragma GCC diagnostic ignored "-Wstrict-overflow"
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#endif
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#ifdef IS_STEAMDATAGRAMROUTER
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struct ShortDurationLock { inline void lock() {}; inline void unlock() {}; };
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static ShortDurationLock s_mutexThinkerTable;
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#else
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static ShortDurationLock s_mutexThinkerTable( "thinker" );
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#endif
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// Base class isn't lockable
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bool IThinker::TryLock() const { return true; }

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