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[vg.git] / vg_steam_networking.h
1 #ifndef VG_STEAM_NETWORKING_H
2 #define VG_STEAM_NETWORKING_H
3
4 #include "vg_steam.h"
5
6 #ifdef VALVE_CALLBACK_PACK_SMALL
7 ;
8 #pragma pack(push,4)
9 #else
10 #pragma pack(push,8)
11 #endif
12
13 enum ESteamNetworkingConfigScope
14 {
15 k_ESteamNetworkingConfig_Global = 1,
16 k_ESteamNetworkingConfig_SocketsInterface = 2,
17 k_ESteamNetworkingConfig_ListenSocket = 3,
18 k_ESteamNetworkingConfig_Connection = 4,
19 k_ESteamNetworkingConfigScope__Force32Bit = 0x7fffffff
20 };
21 typedef enum ESteamNetworkingConfigScope ESteamNetworkingConfigScope;
22
23 enum ESteamNetworkingConfigDataType
24 {
25 k_ESteamNetworkingConfig_Int32 = 1,
26 k_ESteamNetworkingConfig_Int64 = 2,
27 k_ESteamNetworkingConfig_Float = 3,
28 k_ESteamNetworkingConfig_String = 4,
29 k_ESteamNetworkingConfig_Ptr = 5,
30
31 k_ESteamNetworkingConfigDataType__Force32Bit = 0x7fffffff
32 };
33 typedef enum ESteamNetworkingConfigDataType ESteamNetworkingConfigDataType;
34
35 enum ESteamNetworkingConfigValue
36 {
37 k_ESteamNetworkingConfig_Invalid = 0,
38 k_ESteamNetworkingConfig_TimeoutInitial = 24,
39 k_ESteamNetworkingConfig_TimeoutConnected = 25,
40 k_ESteamNetworkingConfig_SendBufferSize = 9,
41 k_ESteamNetworkingConfig_ConnectionUserData = 40,
42 k_ESteamNetworkingConfig_SendRateMin = 10,
43 k_ESteamNetworkingConfig_SendRateMax = 11,
44 k_ESteamNetworkingConfig_NagleTime = 12,
45 k_ESteamNetworkingConfig_IP_AllowWithoutAuth = 23,
46 k_ESteamNetworkingConfig_MTU_PacketSize = 32,
47 k_ESteamNetworkingConfig_MTU_DataSize = 33,
48 k_ESteamNetworkingConfig_Unencrypted = 34,
49 k_ESteamNetworkingConfig_SymmetricConnect = 37,
50 k_ESteamNetworkingConfig_LocalVirtualPort = 38,
51 k_ESteamNetworkingConfig_DualWifi_Enable = 39,
52 k_ESteamNetworkingConfig_EnableDiagnosticsUI = 46,
53 k_ESteamNetworkingConfig_FakePacketLoss_Send = 2,
54 k_ESteamNetworkingConfig_FakePacketLoss_Recv = 3,
55 k_ESteamNetworkingConfig_FakePacketLag_Send = 4,
56 k_ESteamNetworkingConfig_FakePacketLag_Recv = 5,
57 k_ESteamNetworkingConfig_FakePacketReorder_Send = 6,
58 k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7,
59 k_ESteamNetworkingConfig_FakePacketReorder_Time = 8,
60 k_ESteamNetworkingConfig_FakePacketDup_Send = 26,
61 k_ESteamNetworkingConfig_FakePacketDup_Recv = 27,
62 k_ESteamNetworkingConfig_FakePacketDup_TimeMax = 28,
63 k_ESteamNetworkingConfig_PacketTraceMaxBytes = 41,
64 k_ESteamNetworkingConfig_FakeRateLimit_Send_Rate = 42,
65 k_ESteamNetworkingConfig_FakeRateLimit_Send_Burst = 43,
66 k_ESteamNetworkingConfig_FakeRateLimit_Recv_Rate = 44,
67 k_ESteamNetworkingConfig_FakeRateLimit_Recv_Burst = 45,
68 k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged = 201,
69 k_ESteamNetworkingConfig_Callback_AuthStatusChanged = 202,
70 k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged = 203,
71 k_ESteamNetworkingConfig_Callback_MessagesSessionRequest = 204,
72 k_ESteamNetworkingConfig_Callback_MessagesSessionFailed = 205,
73 k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling = 206,
74 k_ESteamNetworkingConfig_Callback_FakeIPResult = 207,
75 k_ESteamNetworkingConfig_P2P_STUN_ServerList = 103,
76 k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable = 104,
77 k_ESteamNetworkingConfig_P2P_Transport_ICE_Penalty = 105,
78 k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty = 106,
79 k_ESteamNetworkingConfig_SDRClient_ConsecutitivePingTimeoutsFailInitial = 19,
80 k_ESteamNetworkingConfig_SDRClient_ConsecutitivePingTimeoutsFail = 20,
81 k_ESteamNetworkingConfig_SDRClient_MinPingsBeforePingAccurate = 21,
82 k_ESteamNetworkingConfig_SDRClient_SingleSocket = 22,
83 k_ESteamNetworkingConfig_SDRClient_ForceRelayCluster = 29,
84 k_ESteamNetworkingConfig_SDRClient_DebugTicketAddress = 30,
85 k_ESteamNetworkingConfig_SDRClient_ForceProxyAddr = 31,
86 k_ESteamNetworkingConfig_SDRClient_FakeClusterPing = 36,
87 k_ESteamNetworkingConfig_LogLevel_AckRTT = 13,
88 k_ESteamNetworkingConfig_LogLevel_PacketDecode = 14,
89 k_ESteamNetworkingConfig_LogLevel_Message = 15,
90 k_ESteamNetworkingConfig_LogLevel_PacketGaps = 16,
91 k_ESteamNetworkingConfig_LogLevel_P2PRendezvous = 17,
92 k_ESteamNetworkingConfig_LogLevel_SDRRelayPings = 18,
93 k_ESteamNetworkingConfig_DELETED_EnumerateDevVars = 35,
94 k_ESteamNetworkingConfigValue__Force32Bit = 0x7fffffff
95 };
96 typedef enum ESteamNetworkingConfigValue ESteamNetworkingConfigValue;
97
98
99 enum ESteamNetworkingConnectionState
100 {
101 k_ESteamNetworkingConnectionState_None = 0,
102 k_ESteamNetworkingConnectionState_Connecting = 1,
103 k_ESteamNetworkingConnectionState_FindingRoute = 2,
104 k_ESteamNetworkingConnectionState_Connected = 3,
105 k_ESteamNetworkingConnectionState_ClosedByPeer = 4,
106 k_ESteamNetworkingConnectionState_ProblemDetectedLocally = 5,
107 k_ESteamNetworkingConnectionState_FinWait = -1,
108 k_ESteamNetworkingConnectionState_Linger = -2,
109 k_ESteamNetworkingConnectionState_Dead = -3,
110 k_ESteamNetworkingConnectionState__Force32Bit = 0x7fffffff
111 };
112 typedef enum ESteamNetworkingConnectionState ESteamNetworkingConnectionState;
113
114 enum ESteamNetConnectionEnd
115 {
116 k_ESteamNetConnectionEnd_Invalid = 0,
117 k_ESteamNetConnectionEnd_App_Min = 1000,
118 k_ESteamNetConnectionEnd_App_Generic = k_ESteamNetConnectionEnd_App_Min,
119 k_ESteamNetConnectionEnd_App_Max = 1999,
120 k_ESteamNetConnectionEnd_AppException_Min = 2000,
121 k_ESteamNetConnectionEnd_AppException_Generic =
122 k_ESteamNetConnectionEnd_AppException_Min,
123 k_ESteamNetConnectionEnd_AppException_Max = 2999,
124 k_ESteamNetConnectionEnd_Local_Min = 3000,
125 k_ESteamNetConnectionEnd_Local_OfflineMode = 3001,
126 k_ESteamNetConnectionEnd_Local_ManyRelayConnectivity = 3002,
127 k_ESteamNetConnectionEnd_Local_HostedServerPrimaryRelay = 3003,
128 k_ESteamNetConnectionEnd_Local_NetworkConfig = 3004,
129 k_ESteamNetConnectionEnd_Local_Rights = 3005,
130 k_ESteamNetConnectionEnd_Local_P2P_ICE_NoPublicAddresses = 3006,
131
132 k_ESteamNetConnectionEnd_Local_Max = 3999,
133 k_ESteamNetConnectionEnd_Remote_Min = 4000,
134 k_ESteamNetConnectionEnd_Remote_Timeout = 4001,
135 k_ESteamNetConnectionEnd_Remote_BadCrypt = 4002,
136 k_ESteamNetConnectionEnd_Remote_BadCert = 4003,
137 k_ESteamNetConnectionEnd_Remote_BadProtocolVersion = 4006,
138 k_ESteamNetConnectionEnd_Remote_P2P_ICE_NoPublicAddresses = 4007,
139
140 k_ESteamNetConnectionEnd_Remote_Max = 4999,
141
142 k_ESteamNetConnectionEnd_Misc_Min = 5000,
143 k_ESteamNetConnectionEnd_Misc_Generic = 5001,
144 k_ESteamNetConnectionEnd_Misc_InternalError = 5002,
145 k_ESteamNetConnectionEnd_Misc_Timeout = 5003,
146 k_ESteamNetConnectionEnd_Misc_SteamConnectivity = 5005,
147 k_ESteamNetConnectionEnd_Misc_NoRelaySessionsToClient = 5006,
148 k_ESteamNetConnectionEnd_Misc_P2P_Rendezvous = 5008,
149 k_ESteamNetConnectionEnd_Misc_P2P_NAT_Firewall = 5009,
150 k_ESteamNetConnectionEnd_Misc_PeerSentNoConnection = 5010,
151
152 k_ESteamNetConnectionEnd_Misc_Max = 5999,
153 k_ESteamNetConnectionEnd__Force32Bit = 0x7fffffff
154 };
155 typedef enum ESteamNetConnectionEnd ESteamNetConnectionEnd;
156
157 enum ESteamNetworkingIdentityType
158 {
159 k_ESteamNetworkingIdentityType_Invalid = 0,
160 k_ESteamNetworkingIdentityType_SteamID = 16,
161 k_ESteamNetworkingIdentityType_IPAddress = 1,
162 k_ESteamNetworkingIdentityType_GenericString = 2,
163 k_ESteamNetworkingIdentityType_GenericBytes = 3,
164 k_ESteamNetworkingIdentityType_UnknownType = 4,
165 k_ESteamNetworkingIdentityType__Force32bit = 0x7fffffff,
166 };
167 typedef enum ESteamNetworkingIdentityType ESteamNetworkingIdentityType;
168
169 enum ESteamNetworkingAvailability
170 {
171 k_ESteamNetworkingAvailability_CannotTry = -102,
172 k_ESteamNetworkingAvailability_Failed = -101,
173 k_ESteamNetworkingAvailability_Previously = -100,
174 k_ESteamNetworkingAvailability_Retrying = -10,
175 k_ESteamNetworkingAvailability_NeverTried = 1,
176 k_ESteamNetworkingAvailability_Waiting = 2,
177 k_ESteamNetworkingAvailability_Attempting = 3,
178 k_ESteamNetworkingAvailability_Current = 100,
179 k_ESteamNetworkingAvailability_Unknown = 0,
180 k_ESteamNetworkingAvailability__Force32bit = 0x7fffffff,
181 };
182 typedef enum ESteamNetworkingAvailability ESteamNetworkingAvailability;
183
184 /* Handle used to identify a connection to a remote host. */
185 typedef u32 HSteamNetConnection;
186 HSteamNetConnection const k_HSteamNetConnection_Invalid = 0;
187
188 /*
189 * Handle used to identify a "listen socket". Unlike traditional
190 * Berkeley sockets, a listen socket and a connection are two
191 * different abstractions.
192 */
193 typedef u32 HSteamListenSocket;
194 HSteamListenSocket const k_HSteamListenSocket_Invalid = 0;
195
196 typedef u32 SteamNetworkingPOPID;
197 typedef i64 SteamNetworkingMicroseconds;
198
199 #pragma pack(push,1)
200 /* Store an IP and port. IPv6 is always used; IPv4 is represented using
201 * "IPv4-mapped" addresses: IPv4 aa.bb.cc.dd => IPv6 ::ffff:aabb:ccdd
202 * (RFC 4291 section 2.5.5.2.)
203 */
204 typedef struct SteamNetworkingIPAddr SteamNetworkingIPAddr;
205 struct SteamNetworkingIPAddr
206 {
207 union
208 {
209 u8 m_ipv6[ 16 ];
210
211 /* RFC4038, section 4.2 */
212 struct IPv4MappedAddress
213 {
214 u64 m_8zeros;
215 u16 m_0000;
216 u16 m_ffff;
217 u8 m_ip[ 4 ]; /* NOTE: As bytes, i.e. network byte order */
218 }
219 m_ipv4;
220 };
221
222 u16 m_port; // Host byte order
223 };
224
225 typedef struct SteamNetworkingIdentity SteamNetworkingIdentity;
226 struct SteamNetworkingIdentity
227 {
228 ESteamNetworkingIdentityType m_eType;
229
230 int m_cbSize;
231 union
232 {
233 u64 m_steamID64;
234 char m_szGenericString[ 32 ];
235 u8 m_genericBytes[ 32 ];
236 char m_szUnknownRawString[ 128 ];
237 SteamNetworkingIPAddr m_ip;
238 u32 m_reserved[ 32 ];
239 };
240 };
241
242 #pragma pack(pop)
243
244 /*
245 * "Fake IPs" are assigned to hosts, to make it easier to interface with
246 * older code that assumed all hosts will have an IPv4 address
247 */
248 enum ESteamNetworkingFakeIPType
249 {
250 k_ESteamNetworkingFakeIPType_Invalid,
251 k_ESteamNetworkingFakeIPType_NotFake,
252 k_ESteamNetworkingFakeIPType_GlobalIPv4,
253 k_ESteamNetworkingFakeIPType_LocalIPv4,
254 k_ESteamNetworkingFakeIPType__Force32Bit = 0x7fffffff
255 };
256 typedef enum ESteamNetworkingFakeIPType ESteamNetworkingFakeIPType;
257
258 /* Set everything to zero. E.g. [::]:0 */
259 void SteamAPI_SteamNetworkingIPAddr_Clear( SteamNetworkingIPAddr* self );
260
261 /* Returns true if the IP is ::0. (Doesn't check port.) */
262 int SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros(
263 SteamNetworkingIPAddr* self );
264
265 /*
266 * Set IPv6 address. IP is interpreted as bytes, so there are no endian issues.
267 * (Same as inaddr_in6.) The IP can be a mapped IPv4 address
268 */
269 void SteamAPI_SteamNetworkingIPAddr_SetIPv6( SteamNetworkingIPAddr* self,
270 u8 *ipv6, u16 nPort );
271
272 /* Sets to IPv4 mapped address. IP and port are in host byte order. */
273 void SteamAPI_SteamNetworkingIPAddr_SetIPv4( SteamNetworkingIPAddr* self,
274 u32 nIP, u16 nPort );
275
276 /* Return true if IP is mapped IPv4 */
277 int SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self );
278
279 /*
280 * Returns IP in host byte order (e.g. aa.bb.cc.dd as 0xaabbccdd).
281 * Returns 0 if IP is not mapped IPv4.
282 */
283 u32 SteamAPI_SteamNetworkingIPAddr_GetIPv4( SteamNetworkingIPAddr* self );
284
285 /* Set to the IPv6 localhost address ::1, and the specified port. */
286 void SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost(
287 SteamNetworkingIPAddr* self, u16 nPort );
288
289 /*
290 * Return true if this identity is localhost.
291 * (Either IPv6 ::1, or IPv4 127.0.0.1)
292 */
293 int SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self );
294
295 /*
296 * Print to a string, with or without the port. Mapped IPv4 addresses are
297 * printed as dotted decimal (12.34.56.78), otherwise this will print the
298 * canonical form according to RFC5952. If you include the port, IPv6 will be
299 * surrounded by brackets, e.g. [::1:2]:80. Your buffer should be at least
300 * k_cchMaxString bytes to avoid truncation
301 *
302 * See also SteamNetworkingIdentityRender
303 */
304 void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr* self,
305 char *buf, u32 cbBuf, int bWithPort );
306
307 /*
308 * Parse an IP address and optional port. If a port is not present, it is set
309 * to 0.
310 * (This means that you cannot tell if a zero port was explicitly specified.)
311 */
312 int SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self,
313 const char *pszStr );
314
315 /* See if two addresses are identical */
316 int SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self,
317 SteamNetworkingIPAddr *x );
318
319 /*
320 * Classify address as FakeIP. This function never returns
321 * k_ESteamNetworkingFakeIPType_Invalid.
322 */
323 ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIPAddr_GetFakeIPType(
324 SteamNetworkingIPAddr* self );
325
326 /* Return true if we are a FakeIP */
327 int SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self );
328
329 /*
330 * In a few places we need to set configuration options on listen sockets and
331 * connections, and have them take effect *before* the listen socket or
332 * connection really starts doing anything. Creating the object and then setting
333 * the options "immediately" after creation doesn't work completely, because
334 * network packets could be received between the time the object is created and
335 * when the options are applied. To set options at creation time in a reliable
336 * way, they must be passed to the creation function. This structure is used to
337 * pass those options.
338 *
339 * For the meaning of these fields, see ISteamNetworkingUtils::SetConfigValue.
340 * Basically when the object is created, we just iterate over the list of
341 * options and call ISteamNetworkingUtils::SetConfigValueStruct, where the scope
342 * arguments are supplied by the object being created.
343 */
344 typedef struct SteamNetworkingConfigValue_t SteamNetworkingConfigValue_t;
345 struct SteamNetworkingConfigValue_t
346 {
347 /* Which option is being set */
348 ESteamNetworkingConfigValue m_eValue;
349
350 /// Which field below did you fill in?
351 ESteamNetworkingConfigDataType m_eDataType;
352
353 /// Option value
354 union
355 {
356 i32 m_int32;
357 i64 m_int64;
358 float m_float;
359 const char *m_string; // Points to your '\0'-terminated buffer
360 void *m_ptr;
361 } m_val;
362 };
363
364 void SteamAPI_SteamNetworkingConfigValue_t_SetInt32(
365 SteamNetworkingConfigValue_t* self,
366 ESteamNetworkingConfigValue eVal, i32 data );
367
368 void SteamAPI_SteamNetworkingConfigValue_t_SetInt64(
369 SteamNetworkingConfigValue_t* self,
370 ESteamNetworkingConfigValue eVal, i64 data );
371
372 void SteamAPI_SteamNetworkingConfigValue_t_SetFloat(
373 SteamNetworkingConfigValue_t* self,
374 ESteamNetworkingConfigValue eVal, float data );
375
376 void SteamAPI_SteamNetworkingConfigValue_t_SetPtr(
377 SteamNetworkingConfigValue_t* self,
378 ESteamNetworkingConfigValue eVal, void *data );
379
380 void SteamAPI_SteamNetworkingConfigValue_t_SetString(
381 SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal,
382 const char * data );
383
384 typedef void ISteamNetworkingSockets;
385 typedef struct SteamNetworkingMessage_t SteamNetworkingMessage_t;
386 typedef struct SteamNetConnectionInfo_t SteamNetConnectionInfo_t;
387
388
389 /*
390 * Handle used to identify a poll group, used to query many
391 * connections at once efficiently.
392 */
393 typedef u32 HSteamNetPollGroup;
394 HSteamNetPollGroup const k_HSteamNetPollGroup_Invalid = 0;
395
396 ISteamNetworkingSockets
397 *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012(void);
398
399 ISteamNetworkingSockets
400 *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI(void)
401 {
402 return SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012();
403 }
404
405
406 ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v012();
407 ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI()
408 {
409 return SteamAPI_SteamNetworkingSockets_SteamAPI_v012();
410 }
411
412
413 /*
414 * Send the message unreliably. Can be lost. Messages *can* be larger than a
415 * single MTU (UDP packet), but there is no retransmission, so if any piece
416 * of the message is lost, the entire message will be dropped.
417
418 * The sending API does have some knowledge of the underlying connection, so
419 * if there is no NAT-traversal accomplished or there is a recognized adjustment
420 * happening on the connection, the packet will be batched until the connection
421 * is open again.
422
423 * Migration note: This is not exactly the same as k_EP2PSendUnreliable! You
424 * probably want k_ESteamNetworkingSendType_UnreliableNoNagle
425 */
426 const int k_nSteamNetworkingSend_Unreliable = 0;
427
428 /*
429 * Disable Nagle's algorithm.
430 * By default, Nagle's algorithm is applied to all outbound messages. This means
431 * that the message will NOT be sent immediately, in case further messages are
432 * sent soon after you send this, which can be grouped together. Any time there
433 * is enough buffered data to fill a packet, the packets will be pushed out
434 * immediately, but partially-full packets not be sent until the Nagle timer
435 * expires. See ISteamNetworkingSockets::FlushMessagesOnConnection,
436 * ISteamNetworkingMessages::FlushMessagesToUser
437 *
438 * NOTE: Don't just send every message without Nagle because you want packets to
439 * get there quicker. Make sure you understand the problem that Nagle is
440 * solving before disabling it. If you are sending small messages, often many at
441 * the same time, then it is very likely that it will be more efficient to leave
442 * Nagle enabled. A typical proper use of this flag is when you are sending
443 * what you know will be the last message sent for a while (e.g. the last in the
444 * server simulation tick to a particular client), and you use this flag to
445 * flush all messages.
446 */
447 const int k_nSteamNetworkingSend_NoNagle = 1;
448
449 /*
450 * Send a message unreliably, bypassing Nagle's algorithm for this message and
451 * any messages currently pending on the Nagle timer. This is equivalent to
452 * using k_ESteamNetworkingSend_Unreliable and then immediately flushing the
453 * messages using ISteamNetworkingSockets::FlushMessagesOnConnection or
454 * ISteamNetworkingMessages::FlushMessagesToUser. (But using this flag is more
455 * efficient since you only make one API call.)
456 */
457 const int k_nSteamNetworkingSend_UnreliableNoNagle =
458 k_nSteamNetworkingSend_Unreliable |
459 k_nSteamNetworkingSend_NoNagle;
460 /*
461 * If the message cannot be sent very soon (because the connection is still
462 * doing some initial handshaking, route negotiations, etc), then just drop it.
463 * This is only applicable for unreliable messages. Using this flag on reliable
464 * messages is invalid.
465 */
466 const int k_nSteamNetworkingSend_NoDelay = 4;
467
468 /*
469 * Send an unreliable message, but if it cannot be sent relatively quickly, just
470 * drop it instead of queuing it. This is useful for messages that are not
471 * useful if they are excessively delayed, such as voice data.
472 * NOTE: The Nagle algorithm is not used, and if the message is not dropped, any
473 * messages waiting on the Nagle timer are immediately flushed.
474 *
475 * A message will be dropped under the following circumstances:
476 * - the connection is not fully connected. (E.g. the "Connecting" or
477 * "FindingRoute" states)
478 * - there is a sufficiently large number of messages queued up already such
479 * that the current message will not be placed on the wire in the next
480 * ~200ms or so.
481 *
482 * If a message is dropped for these reasons, k_EResultIgnored will be returned.
483 */
484 const int k_nSteamNetworkingSend_UnreliableNoDelay =
485 k_nSteamNetworkingSend_Unreliable |
486 k_nSteamNetworkingSend_NoDelay |
487 k_nSteamNetworkingSend_NoNagle;
488
489 /*
490 * Reliable message send. Can send up to
491 * k_cbMaxSteamNetworkingSocketsMessageSizeSend bytes in a single message.
492 * Does fragmentation/re-assembly of messages under the hood, as well as a
493 * sliding window for efficient sends of large chunks of data.
494 * The Nagle algorithm is used. See notes on
495 * k_ESteamNetworkingSendType_Unreliable for more details.
496 * See k_ESteamNetworkingSendType_ReliableNoNagle,
497 * ISteamNetworkingSockets::FlushMessagesOnConnection,
498 * ISteamNetworkingMessages::FlushMessagesToUser
499 *
500 * Migration note: This is NOT the same as k_EP2PSendReliable, it's more like
501 * k_EP2PSendReliableWithBuffering
502 */
503 const int k_nSteamNetworkingSend_Reliable = 8;
504
505 /*
506 * Send a message reliably, but bypass Nagle's algorithm.
507 *
508 * Migration note: This is equivalent to k_EP2PSendReliable
509 */
510 const int k_nSteamNetworkingSend_ReliableNoNagle =
511 k_nSteamNetworkingSend_Reliable |
512 k_nSteamNetworkingSend_NoNagle;
513
514
515 HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketIP(
516 ISteamNetworkingSockets *self,
517 SteamNetworkingIPAddr *localAddress, int nOptions,
518 SteamNetworkingConfigValue_t *pOptions );
519
520 HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
521 ISteamNetworkingSockets *self,
522 SteamNetworkingIPAddr *address, int nOptions,
523 SteamNetworkingConfigValue_t *pOptions );
524
525
526 EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection(
527 ISteamNetworkingSockets *self,
528 HSteamNetConnection hConn );
529
530 int SteamAPI_ISteamNetworkingSockets_CloseConnection(
531 ISteamNetworkingSockets *self,
532 HSteamNetConnection hPeer, int nReason, const char *pszDebug,
533 int bEnableLinger );
534
535 int SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
536 ISteamNetworkingSockets *self, HSteamListenSocket hSocket,
537 SteamNetworkingIPAddr *address );
538
539 int SteamAPI_ISteamNetworkingSockets_CloseConnection(
540 ISteamNetworkingSockets *self,
541 HSteamNetConnection hPeer, int nReason, const char *pszDebug,
542 int bEnableLinger );
543
544 int SteamAPI_ISteamNetworkingSockets_CloseListenSocket(
545 ISteamNetworkingSockets *self, HSteamListenSocket hSocket );
546
547 EResult SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
548 ISteamNetworkingSockets* self,
549 HSteamNetConnection hConn, const void *pData, u32 cbData, int nSendFlags,
550 i64 * pOutMessageNumber );
551
552 void SteamAPI_ISteamNetworkingSockets_SendMessages(
553 ISteamNetworkingSockets* self,
554 int nMessages, SteamNetworkingMessage_t *const *pMessages,
555 i64 *pOutMessageNumberOrResult );
556
557 EResult SteamAPI_ISteamNetworkingSockets_FlushMessagesOnConnection(
558 ISteamNetworkingSockets* self,
559 HSteamNetConnection hConn );
560
561 int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
562 ISteamNetworkingSockets* self,
563 HSteamNetConnection hConn,
564 SteamNetworkingMessage_t **ppOutMessages,
565 int nMaxMessages );
566
567 /*
568 * Poll Groups
569 */
570
571 HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup(
572 ISteamNetworkingSockets *self );
573
574 int SteamAPI_ISteamNetworkingSockets_DestroyPollGroup(
575 ISteamNetworkingSockets *self,
576 HSteamNetPollGroup hPollGroup );
577
578 int SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup(
579 ISteamNetworkingSockets *self,
580 HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup );
581
582 int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup(
583 ISteamNetworkingSockets *self,
584 HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages,
585 int nMaxMessages );
586 /*
587 * Returns basic information about the high-level state of the connection.
588 * Returns false if the connection handle is invalid.
589 */
590 int SteamAPI_ISteamNetworkingSockets_GetConnectionInfo(
591 ISteamNetworkingSockets* self,
592 HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo );
593
594 int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus(
595 ISteamNetworkingSockets* self,
596 HSteamNetConnection hConn, char *pszBuf, int cbBuf );
597
598 int SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
599 ISteamNetworkingSockets* self, HSteamNetConnection hPeer, i64 nUserData );
600
601 i64 SteamAPI_ISteamNetworkingSockets_GetConnectionUserData(
602 ISteamNetworkingSockets* self, HSteamNetConnection hPeer );
603
604 int SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
605 ISteamNetworkingSockets* self,
606 HSteamListenSocket hSocket, SteamNetworkingIPAddr *address );
607
608 enum{ k_cchSteamNetworkingMaxConnectionCloseReason = 128 };
609 enum{ k_cchSteamNetworkingMaxConnectionDescription = 128 };
610 enum{ k_cchSteamNetworkingMaxConnectionAppName = 32 };
611 enum{ k_nSteamNetworkConnectionInfoFlags_Unauthenticated = 1 };
612 enum{ k_nSteamNetworkConnectionInfoFlags_Unencrypted = 2 };
613 enum{ k_nSteamNetworkConnectionInfoFlags_LoopbackBuffers = 4 };
614 enum{ k_nSteamNetworkConnectionInfoFlags_Fast = 8 };
615 enum{ k_nSteamNetworkConnectionInfoFlags_Relayed = 16 };
616 enum{ k_nSteamNetworkConnectionInfoFlags_DualWifi = 32 };
617
618 /* Describe the state of a connection. */
619 struct SteamNetConnectionInfo_t
620 {
621 /*
622 * Who is on the other end? Depending on the connection type and phase of the
623 * connection, we might not know
624 */
625 SteamNetworkingIdentity m_identityRemote;
626
627 /* Arbitrary user data set by the local application code */
628 i64 m_nUserData;
629
630 /*
631 * Handle to listen socket this was connected on, or
632 * k_HSteamListenSocket_Invalid if we initiated the connection
633 */
634 HSteamListenSocket m_hListenSocket;
635
636 /*
637 * Remote address. Might be all 0's if we don't know it, or if this is N/A.
638 * (E.g. Basically everything except direct UDP connection.)
639 */
640 SteamNetworkingIPAddr m_addrRemote;
641 u16 m__pad1;
642
643 /* What data center is the remote host in? (0 if we don't know.) */
644 SteamNetworkingPOPID m_idPOPRemote;
645
646 /*
647 * What relay are we using to communicate with the remote host?
648 * (0 if not applicable.)
649 */
650 SteamNetworkingPOPID m_idPOPRelay;
651
652 /* High level state of the connection */
653 ESteamNetworkingConnectionState m_eState;
654
655 /*
656 * Basic cause of the connection termination or problem.
657 * See ESteamNetConnectionEnd for the values used
658 */
659 int m_eEndReason;
660
661 /*
662 * Human-readable, but non-localized explanation for connection
663 * termination or problem. This is intended for debugging /
664 * diagnostic purposes only, not to display to users. It might
665 * have some details specific to the issue.
666 */
667 char m_szEndDebug[ k_cchSteamNetworkingMaxConnectionCloseReason ];
668
669 /*
670 * Debug description. This includes the internal connection ID,
671 * connection type (and peer information), and any name
672 * given to the connection by the app. This string is used in various
673 * internal logging messages.
674 *
675 * Note that the connection ID *usually* matches the HSteamNetConnection
676 * handle, but in certain cases with symmetric connections it might not.
677 */
678 char m_szConnectionDescription
679 [ k_cchSteamNetworkingMaxConnectionDescription ];
680
681 /* Misc flags. Bitmask of k_nSteamNetworkConnectionInfoFlags_Xxxx */
682 int m_nFlags;
683
684 /* Internal stuff, room to change API easily */
685 u32 reserved[63];
686 };
687
688 /*
689 * Quick connection state, pared down to something you could call
690 * more frequently without it being too big of a perf hit.
691 */
692 struct SteamNetConnectionRealTimeStatus_t
693 {
694 /* High level state of the connection */
695 ESteamNetworkingConnectionState m_eState;
696
697 /* Current ping (ms) */
698 int m_nPing;
699
700 /*
701 * Connection quality measured locally, 0...1.
702 * (Percentage of packets delivered end-to-end in order).
703 */
704 float m_flConnectionQualityLocal;
705
706 /* Packet delivery success rate as observed from remote host */
707 float m_flConnectionQualityRemote;
708
709 /* Current data rates from recent history. */
710 float m_flOutPacketsPerSec;
711 float m_flOutBytesPerSec;
712 float m_flInPacketsPerSec;
713 float m_flInBytesPerSec;
714
715 /*
716 * Estimate rate that we believe that we can send data to our peer.
717 * Note that this could be significantly higher than m_flOutBytesPerSec,
718 * meaning the capacity of the channel is higher than you are sending data.
719 * (That's OK!)
720 */
721 int m_nSendRateBytesPerSecond;
722
723 /*
724 * Number of bytes pending to be sent. This is data that you have recently
725 * requested to be sent but has not yet actually been put on the wire. The
726 * reliable number ALSO includes data that was previously placed on the wire,
727 * but has now been scheduled for re-transmission. Thus, it's possible to
728 * observe m_cbPendingReliable increasing between two checks, even if no
729 * calls were made to send reliable data between the checks. Data that is
730 * awaiting the Nagle delay will appear in these numbers.
731 */
732 int m_cbPendingUnreliable;
733 int m_cbPendingReliable;
734
735 /*
736 * Number of bytes of reliable data that has been placed the wire, but
737 * for which we have not yet received an acknowledgment, and thus we may
738 * have to re-transmit.
739 */
740 int m_cbSentUnackedReliable;
741
742 /*
743 * If you queued a message right now, approximately how long would that
744 * message wait in the queue before we actually started putting its data on
745 * the wire in a packet?
746 *
747 * In general, data that is sent by the application is limited by the
748 * bandwidth of the channel. If you send data faster than this, it must be
749 * queued and put on the wire at a metered rate. Even sending a small amount
750 * of data (e.g. a few MTU, say ~3k) will require some of the data to be
751 * delayed a bit.
752 *
753 * Ignoring multiple lanes,the estimated delay will be approximately equal to
754 *
755 * ( m_cbPendingUnreliable+m_cbPendingReliable ) /
756 * m_nSendRateBytesPerSecond
757 *
758 * plus or minus one MTU. It depends on how much time has elapsed since the
759 * last packet was put on the wire. For example, the queue might have *just*
760 * been emptied, and the last packet placed on the wire, and we are exactly
761 * up against the send rate limit. In that case we might need to wait for
762 * one packet's worth of time to elapse before we can send again. On the
763 * other extreme, the queue might have data in it waiting for Nagle. (This
764 * will always be less than one packet, because as soon as we have a complete
765 * packet we would send it.) In that case, we might be ready to send data
766 * now, and this value will be 0.
767 *
768 * This value is only valid if multiple lanes are not used. If multiple lanes
769 * are in use, then the queue time will be different for each lane, and you
770 * must use the value in SteamNetConnectionRealTimeLaneStatus_t.
771 *
772 * Nagle delay is ignored for the purposes of this calculation.
773 */
774 SteamNetworkingMicroseconds m_usecQueueTime;
775
776 // Internal stuff, room to change API easily
777 u32 reserved[16];
778 };
779
780 /*
781 * Callbacks
782 */
783
784 enum { k_iSteamNetConnectionStatusChangedCallBack =
785 k_iSteamNetworkingSocketsCallbacks + 1 };
786
787 typedef struct SteamNetConnectionStatusChangedCallback_t
788 SteamNetConnectionStatusChangedCallback_t;
789 struct SteamNetConnectionStatusChangedCallback_t
790 {
791 /// Connection handle
792 HSteamNetConnection m_hConn;
793
794 /// Full connection info
795 SteamNetConnectionInfo_t m_info;
796
797 /// Previous state. (Current state is in m_info.m_eState)
798 ESteamNetworkingConnectionState m_eOldState;
799 };
800
801 enum { k_iSteamNetAuthenticationStatus =
802 k_iSteamNetworkingSocketsCallbacks + 2 };
803
804 typedef struct SteamNetAuthenticationStatus_t SteamNetAuthenticationStatus_t;
805 struct SteamNetAuthenticationStatus_t
806 {
807 /// Status
808 ESteamNetworkingAvailability m_eAvail;
809
810 /// Non-localized English language status. For diagnostic/debugging
811 /// purposes only.
812 char m_debugMsg[ 256 ];
813 };
814
815 #pragma pack(pop)
816
817 /* This does not have packing specified in the steamnetworkingtypes.h, it seems
818 * to use default */
819 struct SteamNetworkingMessage_t
820 {
821 /*
822 * Message payload
823 */
824 void *m_pData;
825
826 /*
827 * Size of the payload.
828 */
829 int m_cbSize;
830
831 HSteamNetConnection m_conn;
832
833 /*
834 * For inbound messages: Who sent this to us?
835 * For outbound messages on connections: not used.
836 * For outbound messages on the ad-hoc ISteamNetworkingMessages interface:
837 * who should we send this to?
838 */
839 SteamNetworkingIdentity m_identityPeer;
840
841 /*
842 * For messages received on connections, this is the user data
843 * associated with the connection.
844 *
845 * This is *usually* the same as calling GetConnection() and then
846 * fetching the user data associated with that connection, but for
847 * the following subtle differences:
848 *
849 * - This user data will match the connection's user data at the time
850 * is captured at the time the message is returned by the API.
851 * If you subsequently change the userdata on the connection,
852 * this won't be updated.
853 * - This is an inline call, so it's *much* faster.
854 * - You might have closed the connection, so fetching the user data
855 * would not be possible.
856 *
857 * Not used when sending messages.
858 */
859 i64 m_nConnUserData;
860
861 /*
862 * Local timestamp when the message was received
863 * Not used for outbound messages.
864 */
865 SteamNetworkingMicroseconds m_usecTimeReceived;
866
867 /*
868 * Message number assigned by the sender. This is not used for outbound
869 * messages. Note that if multiple lanes are used, each lane has its own
870 * message numbers, which are assigned sequentially, so messages from
871 * different lanes will share the same numbers.
872 */
873 i64 m_nMessageNumber;
874
875 /*
876 * Function used to free up m_pData. This mechanism exists so that
877 * apps can create messages with buffers allocated from their own
878 * heap, and pass them into the library. This function will
879 * usually be something like:
880 *
881 * free( pMsg->m_pData );
882 */
883 void (*m_pfnFreeData)( SteamNetworkingMessage_t *pMsg );
884
885 /*
886 * Function to used to decrement the internal reference count and, if
887 * it's zero, release the message. You should not set this function pointer,
888 * or need to access this directly! Use the Release() function instead!
889 */
890 void (*m_pfnRelease)( SteamNetworkingMessage_t *pMsg );
891
892 /*
893 * When using ISteamNetworkingMessages, the channel number the message was
894 * received on (Not used for messages sent or received on "connections")
895 */
896 int m_nChannel;
897
898 /*
899 * Bitmask of k_nSteamNetworkingSend_xxx flags.
900 * For received messages, only the k_nSteamNetworkingSend_Reliable bit is
901 * valid.
902 * For outbound messages, all bits are relevant
903 */
904 int m_nFlags;
905
906 /*
907 * Arbitrary user data that you can use when sending messages using
908 * ISteamNetworkingUtils::AllocateMessage and
909 * ISteamNetworkingSockets::SendMessage.
910 * (The callback you set in m_pfnFreeData might use this field.)
911 *
912 * Not used for received messages.
913 */
914 i64 m_nUserData;
915
916 /*
917 * For outbound messages, which lane to use? See
918 * ISteamNetworkingSockets::ConfigureConnectionLanes.
919 * For inbound messages, what lane was the message received on?
920 */
921 u16 m_idxLane;
922 u16 _pad1__;
923 };
924
925 void SteamAPI_SteamNetworkingMessage_t_Release(SteamNetworkingMessage_t* self);
926
927
928
929
930 /*
931 * Utility
932 */
933
934 static const char *string_ESteamNetworkingConnectionState(
935 ESteamNetworkingConnectionState s )
936 {
937 switch(s)
938 {
939 case k_ESteamNetworkingConnectionState_None: return "None"; break;
940 case k_ESteamNetworkingConnectionState_Connecting:
941 return "Connecting";
942 break;
943 case k_ESteamNetworkingConnectionState_FindingRoute:
944 return "Finding route";
945 break;
946 case k_ESteamNetworkingConnectionState_Connected:
947 return "Connected";
948 break;
949 case k_ESteamNetworkingConnectionState_ClosedByPeer:
950 return "Closed By Peer";
951 break;
952 case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
953 return "Problem detected locally";
954 break;
955 case k_ESteamNetworkingConnectionState_FinWait:
956 return "Finwait";
957 break;
958 case k_ESteamNetworkingConnectionState_Linger:
959 return "Linger";
960 break;
961 case k_ESteamNetworkingConnectionState_Dead:
962 return "Dead";
963 break;
964 case k_ESteamNetworkingConnectionState__Force32Bit:
965 return "Force 32 Bit";
966 break;
967 }
968
969 return "Error";
970 }
971
972 static const char *string_ESteamNetworkingAvailability(
973 ESteamNetworkingAvailability s )
974 {
975 switch(s)
976 {
977 case k_ESteamNetworkingAvailability_CannotTry:
978 return "Cannot Try";
979 break;
980 case k_ESteamNetworkingAvailability_Failed:
981 return "Failed";
982 break;
983 case k_ESteamNetworkingAvailability_Previously:
984 return "Previously";
985 break;
986 case k_ESteamNetworkingAvailability_Retrying:
987 return "Retrying";
988 break;
989 case k_ESteamNetworkingAvailability_NeverTried:
990 return "Never tried";
991 break;
992 case k_ESteamNetworkingAvailability_Waiting:
993 return "Waiting";
994 break;
995 case k_ESteamNetworkingAvailability_Attempting:
996 return "Attempting";
997 break;
998 case k_ESteamNetworkingAvailability_Current:
999 return "Current";
1000 break;
1001 case k_ESteamNetworkingAvailability_Unknown:
1002 return "Unknown";
1003 break;
1004 default:
1005 return "Error";
1006 break;
1007 }
1008 }
1009
1010 #endif /* VG_STEAM_NETWORKING_H */