+++ /dev/null
-#ifndef VG_STEAM_NETWORKING_H
-#define VG_STEAM_NETWORKING_H
-
-#include "vg_steam.h"
-
-#ifdef VALVE_CALLBACK_PACK_SMALL
-;
- #pragma pack(push,4)
-#else
- #pragma pack(push,8)
-#endif
-
-enum ESteamNetworkingConfigScope
-{
- k_ESteamNetworkingConfig_Global = 1,
- k_ESteamNetworkingConfig_SocketsInterface = 2,
- k_ESteamNetworkingConfig_ListenSocket = 3,
- k_ESteamNetworkingConfig_Connection = 4,
- k_ESteamNetworkingConfigScope__Force32Bit = 0x7fffffff
-};
-typedef enum ESteamNetworkingConfigScope ESteamNetworkingConfigScope;
-
-enum ESteamNetworkingConfigDataType
-{
- k_ESteamNetworkingConfig_Int32 = 1,
- k_ESteamNetworkingConfig_Int64 = 2,
- k_ESteamNetworkingConfig_Float = 3,
- k_ESteamNetworkingConfig_String = 4,
- k_ESteamNetworkingConfig_Ptr = 5,
-
- k_ESteamNetworkingConfigDataType__Force32Bit = 0x7fffffff
-};
-typedef enum ESteamNetworkingConfigDataType ESteamNetworkingConfigDataType;
-
-enum ESteamNetworkingConfigValue
-{
- k_ESteamNetworkingConfig_Invalid = 0,
- k_ESteamNetworkingConfig_TimeoutInitial = 24,
- k_ESteamNetworkingConfig_TimeoutConnected = 25,
- k_ESteamNetworkingConfig_SendBufferSize = 9,
- k_ESteamNetworkingConfig_ConnectionUserData = 40,
- k_ESteamNetworkingConfig_SendRateMin = 10,
- k_ESteamNetworkingConfig_SendRateMax = 11,
- k_ESteamNetworkingConfig_NagleTime = 12,
- k_ESteamNetworkingConfig_IP_AllowWithoutAuth = 23,
- k_ESteamNetworkingConfig_MTU_PacketSize = 32,
- k_ESteamNetworkingConfig_MTU_DataSize = 33,
- k_ESteamNetworkingConfig_Unencrypted = 34,
- k_ESteamNetworkingConfig_SymmetricConnect = 37,
- k_ESteamNetworkingConfig_LocalVirtualPort = 38,
- k_ESteamNetworkingConfig_DualWifi_Enable = 39,
- k_ESteamNetworkingConfig_EnableDiagnosticsUI = 46,
- k_ESteamNetworkingConfig_FakePacketLoss_Send = 2,
- k_ESteamNetworkingConfig_FakePacketLoss_Recv = 3,
- k_ESteamNetworkingConfig_FakePacketLag_Send = 4,
- k_ESteamNetworkingConfig_FakePacketLag_Recv = 5,
- k_ESteamNetworkingConfig_FakePacketReorder_Send = 6,
- k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7,
- k_ESteamNetworkingConfig_FakePacketReorder_Time = 8,
- k_ESteamNetworkingConfig_FakePacketDup_Send = 26,
- k_ESteamNetworkingConfig_FakePacketDup_Recv = 27,
- k_ESteamNetworkingConfig_FakePacketDup_TimeMax = 28,
- k_ESteamNetworkingConfig_PacketTraceMaxBytes = 41,
- k_ESteamNetworkingConfig_FakeRateLimit_Send_Rate = 42,
- k_ESteamNetworkingConfig_FakeRateLimit_Send_Burst = 43,
- k_ESteamNetworkingConfig_FakeRateLimit_Recv_Rate = 44,
- k_ESteamNetworkingConfig_FakeRateLimit_Recv_Burst = 45,
- k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged = 201,
- k_ESteamNetworkingConfig_Callback_AuthStatusChanged = 202,
- k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged = 203,
- k_ESteamNetworkingConfig_Callback_MessagesSessionRequest = 204,
- k_ESteamNetworkingConfig_Callback_MessagesSessionFailed = 205,
- k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling = 206,
- k_ESteamNetworkingConfig_Callback_FakeIPResult = 207,
- k_ESteamNetworkingConfig_P2P_STUN_ServerList = 103,
- k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable = 104,
- k_ESteamNetworkingConfig_P2P_Transport_ICE_Penalty = 105,
- k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty = 106,
- k_ESteamNetworkingConfig_SDRClient_ConsecutitivePingTimeoutsFailInitial = 19,
- k_ESteamNetworkingConfig_SDRClient_ConsecutitivePingTimeoutsFail = 20,
- k_ESteamNetworkingConfig_SDRClient_MinPingsBeforePingAccurate = 21,
- k_ESteamNetworkingConfig_SDRClient_SingleSocket = 22,
- k_ESteamNetworkingConfig_SDRClient_ForceRelayCluster = 29,
- k_ESteamNetworkingConfig_SDRClient_DebugTicketAddress = 30,
- k_ESteamNetworkingConfig_SDRClient_ForceProxyAddr = 31,
- k_ESteamNetworkingConfig_SDRClient_FakeClusterPing = 36,
- k_ESteamNetworkingConfig_LogLevel_AckRTT = 13,
- k_ESteamNetworkingConfig_LogLevel_PacketDecode = 14,
- k_ESteamNetworkingConfig_LogLevel_Message = 15,
- k_ESteamNetworkingConfig_LogLevel_PacketGaps = 16,
- k_ESteamNetworkingConfig_LogLevel_P2PRendezvous = 17,
- k_ESteamNetworkingConfig_LogLevel_SDRRelayPings = 18,
- k_ESteamNetworkingConfig_DELETED_EnumerateDevVars = 35,
- k_ESteamNetworkingConfigValue__Force32Bit = 0x7fffffff
-};
-typedef enum ESteamNetworkingConfigValue ESteamNetworkingConfigValue;
-
-
-enum ESteamNetworkingConnectionState
-{
- k_ESteamNetworkingConnectionState_None = 0,
- k_ESteamNetworkingConnectionState_Connecting = 1,
- k_ESteamNetworkingConnectionState_FindingRoute = 2,
- k_ESteamNetworkingConnectionState_Connected = 3,
- k_ESteamNetworkingConnectionState_ClosedByPeer = 4,
- k_ESteamNetworkingConnectionState_ProblemDetectedLocally = 5,
- k_ESteamNetworkingConnectionState_FinWait = -1,
- k_ESteamNetworkingConnectionState_Linger = -2,
- k_ESteamNetworkingConnectionState_Dead = -3,
- k_ESteamNetworkingConnectionState__Force32Bit = 0x7fffffff
-};
-typedef enum ESteamNetworkingConnectionState ESteamNetworkingConnectionState;
-
-enum ESteamNetConnectionEnd
-{
- k_ESteamNetConnectionEnd_Invalid = 0,
- k_ESteamNetConnectionEnd_App_Min = 1000,
- k_ESteamNetConnectionEnd_App_Generic = k_ESteamNetConnectionEnd_App_Min,
- k_ESteamNetConnectionEnd_App_Max = 1999,
- k_ESteamNetConnectionEnd_AppException_Min = 2000,
- k_ESteamNetConnectionEnd_AppException_Generic =
- k_ESteamNetConnectionEnd_AppException_Min,
- k_ESteamNetConnectionEnd_AppException_Max = 2999,
- k_ESteamNetConnectionEnd_Local_Min = 3000,
- k_ESteamNetConnectionEnd_Local_OfflineMode = 3001,
- k_ESteamNetConnectionEnd_Local_ManyRelayConnectivity = 3002,
- k_ESteamNetConnectionEnd_Local_HostedServerPrimaryRelay = 3003,
- k_ESteamNetConnectionEnd_Local_NetworkConfig = 3004,
- k_ESteamNetConnectionEnd_Local_Rights = 3005,
- k_ESteamNetConnectionEnd_Local_P2P_ICE_NoPublicAddresses = 3006,
-
- k_ESteamNetConnectionEnd_Local_Max = 3999,
- k_ESteamNetConnectionEnd_Remote_Min = 4000,
- k_ESteamNetConnectionEnd_Remote_Timeout = 4001,
- k_ESteamNetConnectionEnd_Remote_BadCrypt = 4002,
- k_ESteamNetConnectionEnd_Remote_BadCert = 4003,
- k_ESteamNetConnectionEnd_Remote_BadProtocolVersion = 4006,
- k_ESteamNetConnectionEnd_Remote_P2P_ICE_NoPublicAddresses = 4007,
-
- k_ESteamNetConnectionEnd_Remote_Max = 4999,
-
- k_ESteamNetConnectionEnd_Misc_Min = 5000,
- k_ESteamNetConnectionEnd_Misc_Generic = 5001,
- k_ESteamNetConnectionEnd_Misc_InternalError = 5002,
- k_ESteamNetConnectionEnd_Misc_Timeout = 5003,
- k_ESteamNetConnectionEnd_Misc_SteamConnectivity = 5005,
- k_ESteamNetConnectionEnd_Misc_NoRelaySessionsToClient = 5006,
- k_ESteamNetConnectionEnd_Misc_P2P_Rendezvous = 5008,
- k_ESteamNetConnectionEnd_Misc_P2P_NAT_Firewall = 5009,
- k_ESteamNetConnectionEnd_Misc_PeerSentNoConnection = 5010,
-
- k_ESteamNetConnectionEnd_Misc_Max = 5999,
- k_ESteamNetConnectionEnd__Force32Bit = 0x7fffffff
-};
-typedef enum ESteamNetConnectionEnd ESteamNetConnectionEnd;
-
-enum ESteamNetworkingIdentityType
-{
- k_ESteamNetworkingIdentityType_Invalid = 0,
- k_ESteamNetworkingIdentityType_SteamID = 16,
- k_ESteamNetworkingIdentityType_IPAddress = 1,
- k_ESteamNetworkingIdentityType_GenericString = 2,
- k_ESteamNetworkingIdentityType_GenericBytes = 3,
- k_ESteamNetworkingIdentityType_UnknownType = 4,
- k_ESteamNetworkingIdentityType__Force32bit = 0x7fffffff,
-};
-typedef enum ESteamNetworkingIdentityType ESteamNetworkingIdentityType;
-
-enum ESteamNetworkingAvailability
-{
- k_ESteamNetworkingAvailability_CannotTry = -102,
- k_ESteamNetworkingAvailability_Failed = -101,
- k_ESteamNetworkingAvailability_Previously = -100,
- k_ESteamNetworkingAvailability_Retrying = -10,
- k_ESteamNetworkingAvailability_NeverTried = 1,
- k_ESteamNetworkingAvailability_Waiting = 2,
- k_ESteamNetworkingAvailability_Attempting = 3,
- k_ESteamNetworkingAvailability_Current = 100,
- k_ESteamNetworkingAvailability_Unknown = 0,
- k_ESteamNetworkingAvailability__Force32bit = 0x7fffffff,
-};
-typedef enum ESteamNetworkingAvailability ESteamNetworkingAvailability;
-
-/* Handle used to identify a connection to a remote host. */
-typedef u32 HSteamNetConnection;
-HSteamNetConnection const k_HSteamNetConnection_Invalid = 0;
-
-/*
- * Handle used to identify a "listen socket". Unlike traditional
- * Berkeley sockets, a listen socket and a connection are two
- * different abstractions.
- */
-typedef u32 HSteamListenSocket;
-HSteamListenSocket const k_HSteamListenSocket_Invalid = 0;
-
-typedef u32 SteamNetworkingPOPID;
-typedef i64 SteamNetworkingMicroseconds;
-
-#pragma pack(push,1)
-/* Store an IP and port. IPv6 is always used; IPv4 is represented using
- * "IPv4-mapped" addresses: IPv4 aa.bb.cc.dd => IPv6 ::ffff:aabb:ccdd
- * (RFC 4291 section 2.5.5.2.)
- */
-typedef struct SteamNetworkingIPAddr SteamNetworkingIPAddr;
-struct SteamNetworkingIPAddr
-{
- union
- {
- u8 m_ipv6[ 16 ];
-
- /* RFC4038, section 4.2 */
- struct IPv4MappedAddress
- {
- u64 m_8zeros;
- u16 m_0000;
- u16 m_ffff;
- u8 m_ip[ 4 ]; /* NOTE: As bytes, i.e. network byte order */
- }
- m_ipv4;
- };
-
- u16 m_port; // Host byte order
-};
-
-typedef struct SteamNetworkingIdentity SteamNetworkingIdentity;
-struct SteamNetworkingIdentity
-{
- ESteamNetworkingIdentityType m_eType;
-
- int m_cbSize;
- union
- {
- u64 m_steamID64;
- char m_szGenericString[ 32 ];
- u8 m_genericBytes[ 32 ];
- char m_szUnknownRawString[ 128 ];
- SteamNetworkingIPAddr m_ip;
- u32 m_reserved[ 32 ];
- };
-};
-
-#pragma pack(pop)
-
-/*
- * "Fake IPs" are assigned to hosts, to make it easier to interface with
- * older code that assumed all hosts will have an IPv4 address
- */
-enum ESteamNetworkingFakeIPType
-{
- k_ESteamNetworkingFakeIPType_Invalid,
- k_ESteamNetworkingFakeIPType_NotFake,
- k_ESteamNetworkingFakeIPType_GlobalIPv4,
- k_ESteamNetworkingFakeIPType_LocalIPv4,
- k_ESteamNetworkingFakeIPType__Force32Bit = 0x7fffffff
-};
-typedef enum ESteamNetworkingFakeIPType ESteamNetworkingFakeIPType;
-
-/* Set everything to zero. E.g. [::]:0 */
-void SteamAPI_SteamNetworkingIPAddr_Clear( SteamNetworkingIPAddr* self );
-
-/* Returns true if the IP is ::0. (Doesn't check port.) */
-int SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros(
- SteamNetworkingIPAddr* self );
-
-/*
- * Set IPv6 address. IP is interpreted as bytes, so there are no endian issues.
- * (Same as inaddr_in6.) The IP can be a mapped IPv4 address
- */
-void SteamAPI_SteamNetworkingIPAddr_SetIPv6( SteamNetworkingIPAddr* self,
- u8 *ipv6, u16 nPort );
-
-/* Sets to IPv4 mapped address. IP and port are in host byte order. */
-void SteamAPI_SteamNetworkingIPAddr_SetIPv4( SteamNetworkingIPAddr* self,
- u32 nIP, u16 nPort );
-
-/* Return true if IP is mapped IPv4 */
-int SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self );
-
-/*
- * Returns IP in host byte order (e.g. aa.bb.cc.dd as 0xaabbccdd).
- * Returns 0 if IP is not mapped IPv4.
- */
-u32 SteamAPI_SteamNetworkingIPAddr_GetIPv4( SteamNetworkingIPAddr* self );
-
-/* Set to the IPv6 localhost address ::1, and the specified port. */
-void SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost(
- SteamNetworkingIPAddr* self, u16 nPort );
-
-/*
- * Return true if this identity is localhost.
- * (Either IPv6 ::1, or IPv4 127.0.0.1)
- */
-int SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self );
-
-/*
- * Print to a string, with or without the port. Mapped IPv4 addresses are
- * printed as dotted decimal (12.34.56.78), otherwise this will print the
- * canonical form according to RFC5952. If you include the port, IPv6 will be
- * surrounded by brackets, e.g. [::1:2]:80. Your buffer should be at least
- * k_cchMaxString bytes to avoid truncation
- *
- * See also SteamNetworkingIdentityRender
- */
-void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr* self,
- char *buf, u32 cbBuf, int bWithPort );
-
-/*
- * Parse an IP address and optional port. If a port is not present, it is set
- * to 0.
- * (This means that you cannot tell if a zero port was explicitly specified.)
- */
-int SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self,
- const char *pszStr );
-
-/* See if two addresses are identical */
-int SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self,
- SteamNetworkingIPAddr *x );
-
-/*
- * Classify address as FakeIP. This function never returns
- * k_ESteamNetworkingFakeIPType_Invalid.
- */
-ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIPAddr_GetFakeIPType(
- SteamNetworkingIPAddr* self );
-
-/* Return true if we are a FakeIP */
-int SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self );
-
-/*
- * In a few places we need to set configuration options on listen sockets and
- * connections, and have them take effect *before* the listen socket or
- * connection really starts doing anything. Creating the object and then setting
- * the options "immediately" after creation doesn't work completely, because
- * network packets could be received between the time the object is created and
- * when the options are applied. To set options at creation time in a reliable
- * way, they must be passed to the creation function. This structure is used to
- * pass those options.
- *
- * For the meaning of these fields, see ISteamNetworkingUtils::SetConfigValue.
- * Basically when the object is created, we just iterate over the list of
- * options and call ISteamNetworkingUtils::SetConfigValueStruct, where the scope
- * arguments are supplied by the object being created.
- */
-typedef struct SteamNetworkingConfigValue_t SteamNetworkingConfigValue_t;
-struct SteamNetworkingConfigValue_t
-{
- /* Which option is being set */
- ESteamNetworkingConfigValue m_eValue;
-
- /// Which field below did you fill in?
- ESteamNetworkingConfigDataType m_eDataType;
-
- /// Option value
- union
- {
- i32 m_int32;
- i64 m_int64;
- float m_float;
- const char *m_string; // Points to your '\0'-terminated buffer
- void *m_ptr;
- } m_val;
-};
-
-void SteamAPI_SteamNetworkingConfigValue_t_SetInt32(
- SteamNetworkingConfigValue_t* self,
- ESteamNetworkingConfigValue eVal, i32 data );
-
-void SteamAPI_SteamNetworkingConfigValue_t_SetInt64(
- SteamNetworkingConfigValue_t* self,
- ESteamNetworkingConfigValue eVal, i64 data );
-
-void SteamAPI_SteamNetworkingConfigValue_t_SetFloat(
- SteamNetworkingConfigValue_t* self,
- ESteamNetworkingConfigValue eVal, float data );
-
-void SteamAPI_SteamNetworkingConfigValue_t_SetPtr(
- SteamNetworkingConfigValue_t* self,
- ESteamNetworkingConfigValue eVal, void *data );
-
-void SteamAPI_SteamNetworkingConfigValue_t_SetString(
- SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal,
- const char * data );
-
-typedef void ISteamNetworkingSockets;
-typedef struct SteamNetworkingMessage_t SteamNetworkingMessage_t;
-typedef struct SteamNetConnectionInfo_t SteamNetConnectionInfo_t;
-
-
-/*
- * Handle used to identify a poll group, used to query many
- * connections at once efficiently.
- */
-typedef u32 HSteamNetPollGroup;
-HSteamNetPollGroup const k_HSteamNetPollGroup_Invalid = 0;
-
-ISteamNetworkingSockets
-*SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012(void);
-
-ISteamNetworkingSockets
-*SteamAPI_SteamGameServerNetworkingSockets_SteamAPI(void)
-{
- return SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012();
-}
-
-
-ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v012();
-ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI()
-{
- return SteamAPI_SteamNetworkingSockets_SteamAPI_v012();
-}
-
-
-/*
- * Send the message unreliably. Can be lost. Messages *can* be larger than a
- * single MTU (UDP packet), but there is no retransmission, so if any piece
- * of the message is lost, the entire message will be dropped.
-
- * The sending API does have some knowledge of the underlying connection, so
- * if there is no NAT-traversal accomplished or there is a recognized adjustment
- * happening on the connection, the packet will be batched until the connection
- * is open again.
-
- * Migration note: This is not exactly the same as k_EP2PSendUnreliable! You
- * probably want k_ESteamNetworkingSendType_UnreliableNoNagle
- */
-const int k_nSteamNetworkingSend_Unreliable = 0;
-
-/*
- * Disable Nagle's algorithm.
- * By default, Nagle's algorithm is applied to all outbound messages. This means
- * that the message will NOT be sent immediately, in case further messages are
- * sent soon after you send this, which can be grouped together. Any time there
- * is enough buffered data to fill a packet, the packets will be pushed out
- * immediately, but partially-full packets not be sent until the Nagle timer
- * expires. See ISteamNetworkingSockets::FlushMessagesOnConnection,
- * ISteamNetworkingMessages::FlushMessagesToUser
- *
- * NOTE: Don't just send every message without Nagle because you want packets to
- * get there quicker. Make sure you understand the problem that Nagle is
- * solving before disabling it. If you are sending small messages, often many at
- * the same time, then it is very likely that it will be more efficient to leave
- * Nagle enabled. A typical proper use of this flag is when you are sending
- * what you know will be the last message sent for a while (e.g. the last in the
- * server simulation tick to a particular client), and you use this flag to
- * flush all messages.
- */
-const int k_nSteamNetworkingSend_NoNagle = 1;
-
-/*
- * Send a message unreliably, bypassing Nagle's algorithm for this message and
- * any messages currently pending on the Nagle timer. This is equivalent to
- * using k_ESteamNetworkingSend_Unreliable and then immediately flushing the
- * messages using ISteamNetworkingSockets::FlushMessagesOnConnection or
- * ISteamNetworkingMessages::FlushMessagesToUser. (But using this flag is more
- * efficient since you only make one API call.)
- */
-const int k_nSteamNetworkingSend_UnreliableNoNagle =
- k_nSteamNetworkingSend_Unreliable |
- k_nSteamNetworkingSend_NoNagle;
-/*
- * If the message cannot be sent very soon (because the connection is still
- * doing some initial handshaking, route negotiations, etc), then just drop it.
- * This is only applicable for unreliable messages. Using this flag on reliable
- * messages is invalid.
- */
-const int k_nSteamNetworkingSend_NoDelay = 4;
-
-/*
- * Send an unreliable message, but if it cannot be sent relatively quickly, just
- * drop it instead of queuing it. This is useful for messages that are not
- * useful if they are excessively delayed, such as voice data.
- * NOTE: The Nagle algorithm is not used, and if the message is not dropped, any
- * messages waiting on the Nagle timer are immediately flushed.
- *
- * A message will be dropped under the following circumstances:
- * - the connection is not fully connected. (E.g. the "Connecting" or
- * "FindingRoute" states)
- * - there is a sufficiently large number of messages queued up already such
- * that the current message will not be placed on the wire in the next
- * ~200ms or so.
- *
- * If a message is dropped for these reasons, k_EResultIgnored will be returned.
- */
-const int k_nSteamNetworkingSend_UnreliableNoDelay =
- k_nSteamNetworkingSend_Unreliable |
- k_nSteamNetworkingSend_NoDelay |
- k_nSteamNetworkingSend_NoNagle;
-
-/*
- * Reliable message send. Can send up to
- * k_cbMaxSteamNetworkingSocketsMessageSizeSend bytes in a single message.
- * Does fragmentation/re-assembly of messages under the hood, as well as a
- * sliding window for efficient sends of large chunks of data.
- * The Nagle algorithm is used. See notes on
- * k_ESteamNetworkingSendType_Unreliable for more details.
- * See k_ESteamNetworkingSendType_ReliableNoNagle,
- * ISteamNetworkingSockets::FlushMessagesOnConnection,
- * ISteamNetworkingMessages::FlushMessagesToUser
- *
- * Migration note: This is NOT the same as k_EP2PSendReliable, it's more like
- * k_EP2PSendReliableWithBuffering
- */
-const int k_nSteamNetworkingSend_Reliable = 8;
-
-/*
- * Send a message reliably, but bypass Nagle's algorithm.
- *
- * Migration note: This is equivalent to k_EP2PSendReliable
- */
-const int k_nSteamNetworkingSend_ReliableNoNagle =
- k_nSteamNetworkingSend_Reliable |
- k_nSteamNetworkingSend_NoNagle;
-
-
-HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketIP(
- ISteamNetworkingSockets *self,
- SteamNetworkingIPAddr *localAddress, int nOptions,
- SteamNetworkingConfigValue_t *pOptions );
-
-HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
- ISteamNetworkingSockets *self,
- SteamNetworkingIPAddr *address, int nOptions,
- SteamNetworkingConfigValue_t *pOptions );
-
-
-EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection(
- ISteamNetworkingSockets *self,
- HSteamNetConnection hConn );
-
-int SteamAPI_ISteamNetworkingSockets_CloseConnection(
- ISteamNetworkingSockets *self,
- HSteamNetConnection hPeer, int nReason, const char *pszDebug,
- int bEnableLinger );
-
-int SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
- ISteamNetworkingSockets *self, HSteamListenSocket hSocket,
- SteamNetworkingIPAddr *address );
-
-int SteamAPI_ISteamNetworkingSockets_CloseConnection(
- ISteamNetworkingSockets *self,
- HSteamNetConnection hPeer, int nReason, const char *pszDebug,
- int bEnableLinger );
-
-int SteamAPI_ISteamNetworkingSockets_CloseListenSocket(
- ISteamNetworkingSockets *self, HSteamListenSocket hSocket );
-
-EResult SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
- ISteamNetworkingSockets* self,
- HSteamNetConnection hConn, const void *pData, u32 cbData, int nSendFlags,
- i64 * pOutMessageNumber );
-
-void SteamAPI_ISteamNetworkingSockets_SendMessages(
- ISteamNetworkingSockets* self,
- int nMessages, SteamNetworkingMessage_t *const *pMessages,
- i64 *pOutMessageNumberOrResult );
-
-EResult SteamAPI_ISteamNetworkingSockets_FlushMessagesOnConnection(
- ISteamNetworkingSockets* self,
- HSteamNetConnection hConn );
-
-int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
- ISteamNetworkingSockets* self,
- HSteamNetConnection hConn,
- SteamNetworkingMessage_t **ppOutMessages,
- int nMaxMessages );
-
-/*
- * Poll Groups
- */
-
-HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup(
- ISteamNetworkingSockets *self );
-
-int SteamAPI_ISteamNetworkingSockets_DestroyPollGroup(
- ISteamNetworkingSockets *self,
- HSteamNetPollGroup hPollGroup );
-
-int SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup(
- ISteamNetworkingSockets *self,
- HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup );
-
-int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup(
- ISteamNetworkingSockets *self,
- HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages,
- int nMaxMessages );
-/*
- * Returns basic information about the high-level state of the connection.
- * Returns false if the connection handle is invalid.
- */
-int SteamAPI_ISteamNetworkingSockets_GetConnectionInfo(
- ISteamNetworkingSockets* self,
- HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo );
-
-int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus(
- ISteamNetworkingSockets* self,
- HSteamNetConnection hConn, char *pszBuf, int cbBuf );
-
-int SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
- ISteamNetworkingSockets* self, HSteamNetConnection hPeer, i64 nUserData );
-
-i64 SteamAPI_ISteamNetworkingSockets_GetConnectionUserData(
- ISteamNetworkingSockets* self, HSteamNetConnection hPeer );
-
-int SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress(
- ISteamNetworkingSockets* self,
- HSteamListenSocket hSocket, SteamNetworkingIPAddr *address );
-
-enum{ k_cchSteamNetworkingMaxConnectionCloseReason = 128 };
-enum{ k_cchSteamNetworkingMaxConnectionDescription = 128 };
-enum{ k_cchSteamNetworkingMaxConnectionAppName = 32 };
-enum{ k_nSteamNetworkConnectionInfoFlags_Unauthenticated = 1 };
-enum{ k_nSteamNetworkConnectionInfoFlags_Unencrypted = 2 };
-enum{ k_nSteamNetworkConnectionInfoFlags_LoopbackBuffers = 4 };
-enum{ k_nSteamNetworkConnectionInfoFlags_Fast = 8 };
-enum{ k_nSteamNetworkConnectionInfoFlags_Relayed = 16 };
-enum{ k_nSteamNetworkConnectionInfoFlags_DualWifi = 32 };
-
-/* Describe the state of a connection. */
-struct SteamNetConnectionInfo_t
-{
- /*
- * Who is on the other end? Depending on the connection type and phase of the
- * connection, we might not know
- */
- SteamNetworkingIdentity m_identityRemote;
-
- /* Arbitrary user data set by the local application code */
- i64 m_nUserData;
-
- /*
- * Handle to listen socket this was connected on, or
- * k_HSteamListenSocket_Invalid if we initiated the connection
- */
- HSteamListenSocket m_hListenSocket;
-
- /*
- * Remote address. Might be all 0's if we don't know it, or if this is N/A.
- * (E.g. Basically everything except direct UDP connection.)
- */
- SteamNetworkingIPAddr m_addrRemote;
- u16 m__pad1;
-
- /* What data center is the remote host in? (0 if we don't know.) */
- SteamNetworkingPOPID m_idPOPRemote;
-
- /*
- * What relay are we using to communicate with the remote host?
- * (0 if not applicable.)
- */
- SteamNetworkingPOPID m_idPOPRelay;
-
- /* High level state of the connection */
- ESteamNetworkingConnectionState m_eState;
-
- /*
- * Basic cause of the connection termination or problem.
- * See ESteamNetConnectionEnd for the values used
- */
- int m_eEndReason;
-
- /*
- * Human-readable, but non-localized explanation for connection
- * termination or problem. This is intended for debugging /
- * diagnostic purposes only, not to display to users. It might
- * have some details specific to the issue.
- */
- char m_szEndDebug[ k_cchSteamNetworkingMaxConnectionCloseReason ];
-
- /*
- * Debug description. This includes the internal connection ID,
- * connection type (and peer information), and any name
- * given to the connection by the app. This string is used in various
- * internal logging messages.
- *
- * Note that the connection ID *usually* matches the HSteamNetConnection
- * handle, but in certain cases with symmetric connections it might not.
- */
- char m_szConnectionDescription
- [ k_cchSteamNetworkingMaxConnectionDescription ];
-
- /* Misc flags. Bitmask of k_nSteamNetworkConnectionInfoFlags_Xxxx */
- int m_nFlags;
-
- /* Internal stuff, room to change API easily */
- u32 reserved[63];
-};
-
-/*
- * Quick connection state, pared down to something you could call
- * more frequently without it being too big of a perf hit.
- */
-struct SteamNetConnectionRealTimeStatus_t
-{
- /* High level state of the connection */
- ESteamNetworkingConnectionState m_eState;
-
- /* Current ping (ms) */
- int m_nPing;
-
- /*
- * Connection quality measured locally, 0...1.
- * (Percentage of packets delivered end-to-end in order).
- */
- float m_flConnectionQualityLocal;
-
- /* Packet delivery success rate as observed from remote host */
- float m_flConnectionQualityRemote;
-
- /* Current data rates from recent history. */
- float m_flOutPacketsPerSec;
- float m_flOutBytesPerSec;
- float m_flInPacketsPerSec;
- float m_flInBytesPerSec;
-
- /*
- * Estimate rate that we believe that we can send data to our peer.
- * Note that this could be significantly higher than m_flOutBytesPerSec,
- * meaning the capacity of the channel is higher than you are sending data.
- * (That's OK!)
- */
- int m_nSendRateBytesPerSecond;
-
- /*
- * Number of bytes pending to be sent. This is data that you have recently
- * requested to be sent but has not yet actually been put on the wire. The
- * reliable number ALSO includes data that was previously placed on the wire,
- * but has now been scheduled for re-transmission. Thus, it's possible to
- * observe m_cbPendingReliable increasing between two checks, even if no
- * calls were made to send reliable data between the checks. Data that is
- * awaiting the Nagle delay will appear in these numbers.
- */
- int m_cbPendingUnreliable;
- int m_cbPendingReliable;
-
- /*
- * Number of bytes of reliable data that has been placed the wire, but
- * for which we have not yet received an acknowledgment, and thus we may
- * have to re-transmit.
- */
- int m_cbSentUnackedReliable;
-
- /*
- * If you queued a message right now, approximately how long would that
- * message wait in the queue before we actually started putting its data on
- * the wire in a packet?
- *
- * In general, data that is sent by the application is limited by the
- * bandwidth of the channel. If you send data faster than this, it must be
- * queued and put on the wire at a metered rate. Even sending a small amount
- * of data (e.g. a few MTU, say ~3k) will require some of the data to be
- * delayed a bit.
- *
- * Ignoring multiple lanes,the estimated delay will be approximately equal to
- *
- * ( m_cbPendingUnreliable+m_cbPendingReliable ) /
- * m_nSendRateBytesPerSecond
- *
- * plus or minus one MTU. It depends on how much time has elapsed since the
- * last packet was put on the wire. For example, the queue might have *just*
- * been emptied, and the last packet placed on the wire, and we are exactly
- * up against the send rate limit. In that case we might need to wait for
- * one packet's worth of time to elapse before we can send again. On the
- * other extreme, the queue might have data in it waiting for Nagle. (This
- * will always be less than one packet, because as soon as we have a complete
- * packet we would send it.) In that case, we might be ready to send data
- * now, and this value will be 0.
- *
- * This value is only valid if multiple lanes are not used. If multiple lanes
- * are in use, then the queue time will be different for each lane, and you
- * must use the value in SteamNetConnectionRealTimeLaneStatus_t.
- *
- * Nagle delay is ignored for the purposes of this calculation.
- */
- SteamNetworkingMicroseconds m_usecQueueTime;
-
- // Internal stuff, room to change API easily
- u32 reserved[16];
-};
-
-/*
- * Callbacks
- */
-
-enum { k_iSteamNetConnectionStatusChangedCallBack =
- k_iSteamNetworkingSocketsCallbacks + 1 };
-
-typedef struct SteamNetConnectionStatusChangedCallback_t
- SteamNetConnectionStatusChangedCallback_t;
-struct SteamNetConnectionStatusChangedCallback_t
-{
- /// Connection handle
- HSteamNetConnection m_hConn;
-
- /// Full connection info
- SteamNetConnectionInfo_t m_info;
-
- /// Previous state. (Current state is in m_info.m_eState)
- ESteamNetworkingConnectionState m_eOldState;
-};
-
-enum { k_iSteamNetAuthenticationStatus =
- k_iSteamNetworkingSocketsCallbacks + 2 };
-
-typedef struct SteamNetAuthenticationStatus_t SteamNetAuthenticationStatus_t;
-struct SteamNetAuthenticationStatus_t
-{
- /// Status
- ESteamNetworkingAvailability m_eAvail;
-
- /// Non-localized English language status. For diagnostic/debugging
- /// purposes only.
- char m_debugMsg[ 256 ];
-};
-
-#pragma pack(pop)
-
-/* This does not have packing specified in the steamnetworkingtypes.h, it seems
- * to use default */
-struct SteamNetworkingMessage_t
-{
- /*
- * Message payload
- */
- void *m_pData;
-
- /*
- * Size of the payload.
- */
- int m_cbSize;
-
- HSteamNetConnection m_conn;
-
- /*
- * For inbound messages: Who sent this to us?
- * For outbound messages on connections: not used.
- * For outbound messages on the ad-hoc ISteamNetworkingMessages interface:
- * who should we send this to?
- */
- SteamNetworkingIdentity m_identityPeer;
-
- /*
- * For messages received on connections, this is the user data
- * associated with the connection.
- *
- * This is *usually* the same as calling GetConnection() and then
- * fetching the user data associated with that connection, but for
- * the following subtle differences:
- *
- * - This user data will match the connection's user data at the time
- * is captured at the time the message is returned by the API.
- * If you subsequently change the userdata on the connection,
- * this won't be updated.
- * - This is an inline call, so it's *much* faster.
- * - You might have closed the connection, so fetching the user data
- * would not be possible.
- *
- * Not used when sending messages.
- */
- i64 m_nConnUserData;
-
- /*
- * Local timestamp when the message was received
- * Not used for outbound messages.
- */
- SteamNetworkingMicroseconds m_usecTimeReceived;
-
- /*
- * Message number assigned by the sender. This is not used for outbound
- * messages. Note that if multiple lanes are used, each lane has its own
- * message numbers, which are assigned sequentially, so messages from
- * different lanes will share the same numbers.
- */
- i64 m_nMessageNumber;
-
- /*
- * Function used to free up m_pData. This mechanism exists so that
- * apps can create messages with buffers allocated from their own
- * heap, and pass them into the library. This function will
- * usually be something like:
- *
- * free( pMsg->m_pData );
- */
- void (*m_pfnFreeData)( SteamNetworkingMessage_t *pMsg );
-
- /*
- * Function to used to decrement the internal reference count and, if
- * it's zero, release the message. You should not set this function pointer,
- * or need to access this directly! Use the Release() function instead!
- */
- void (*m_pfnRelease)( SteamNetworkingMessage_t *pMsg );
-
- /*
- * When using ISteamNetworkingMessages, the channel number the message was
- * received on (Not used for messages sent or received on "connections")
- */
- int m_nChannel;
-
- /*
- * Bitmask of k_nSteamNetworkingSend_xxx flags.
- * For received messages, only the k_nSteamNetworkingSend_Reliable bit is
- * valid.
- * For outbound messages, all bits are relevant
- */
- int m_nFlags;
-
- /*
- * Arbitrary user data that you can use when sending messages using
- * ISteamNetworkingUtils::AllocateMessage and
- * ISteamNetworkingSockets::SendMessage.
- * (The callback you set in m_pfnFreeData might use this field.)
- *
- * Not used for received messages.
- */
- i64 m_nUserData;
-
- /*
- * For outbound messages, which lane to use? See
- * ISteamNetworkingSockets::ConfigureConnectionLanes.
- * For inbound messages, what lane was the message received on?
- */
- u16 m_idxLane;
- u16 _pad1__;
-};
-
-void SteamAPI_SteamNetworkingMessage_t_Release(SteamNetworkingMessage_t* self);
-
-
-
-
-/*
- * Utility
- */
-
-static const char *string_ESteamNetworkingConnectionState(
- ESteamNetworkingConnectionState s )
-{
- switch(s)
- {
- case k_ESteamNetworkingConnectionState_None: return "None"; break;
- case k_ESteamNetworkingConnectionState_Connecting:
- return "Connecting";
- break;
- case k_ESteamNetworkingConnectionState_FindingRoute:
- return "Finding route";
- break;
- case k_ESteamNetworkingConnectionState_Connected:
- return "Connected";
- break;
- case k_ESteamNetworkingConnectionState_ClosedByPeer:
- return "Closed By Peer";
- break;
- case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
- return "Problem detected locally";
- break;
- case k_ESteamNetworkingConnectionState_FinWait:
- return "Finwait";
- break;
- case k_ESteamNetworkingConnectionState_Linger:
- return "Linger";
- break;
- case k_ESteamNetworkingConnectionState_Dead:
- return "Dead";
- break;
- case k_ESteamNetworkingConnectionState__Force32Bit:
- return "Force 32 Bit";
- break;
- }
-
- return "Error";
-}
-
-static const char *string_ESteamNetworkingAvailability(
- ESteamNetworkingAvailability s )
-{
- switch(s)
- {
- case k_ESteamNetworkingAvailability_CannotTry:
- return "Cannot Try";
- break;
- case k_ESteamNetworkingAvailability_Failed:
- return "Failed";
- break;
- case k_ESteamNetworkingAvailability_Previously:
- return "Previously";
- break;
- case k_ESteamNetworkingAvailability_Retrying:
- return "Retrying";
- break;
- case k_ESteamNetworkingAvailability_NeverTried:
- return "Never tried";
- break;
- case k_ESteamNetworkingAvailability_Waiting:
- return "Waiting";
- break;
- case k_ESteamNetworkingAvailability_Attempting:
- return "Attempting";
- break;
- case k_ESteamNetworkingAvailability_Current:
- return "Current";
- break;
- case k_ESteamNetworkingAvailability_Unknown:
- return "Unknown";
- break;
- default:
- return "Error";
- break;
- }
-}
-
-#endif /* VG_STEAM_NETWORKING_H */