Refactor, GLFW->SDL
[vg.git] / vg_steam_networking.h
diff --git a/vg_steam_networking.h b/vg_steam_networking.h
new file mode 100644 (file)
index 0000000..6eb0599
--- /dev/null
@@ -0,0 +1,1010 @@
+#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 */