mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
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490 lines
27 KiB
C++
490 lines
27 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Networking API similar to Berkeley sockets, but for games.
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// - connection-oriented API (like TCP, not UDP)
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// - but unlike TCP, it's message-oriented, not stream-oriented
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// - mix of reliable and unreliable messages
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// - fragmentation and reassembly
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// - Supports connectivity over plain UDPv4
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// - Also supports SDR ("Steam Datagram Relay") connections, which are
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// addressed by SteamID. There is a "P2P" use case and also a "hosted
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// dedicated server" use case.
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//
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//=============================================================================
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#ifndef ISTEAMNETWORKINGSOCKETS
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#define ISTEAMNETWORKINGSOCKETS
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steamnetworkingtypes.h"
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class ISteamNetworkingSocketsCallbacks;
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//-----------------------------------------------------------------------------
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/// Lower level networking interface that more closely mirrors the standard
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/// Berkeley sockets model. Sockets are hard! You should probably only use
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/// this interface under the existing circumstances:
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///
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/// - You have an existing socket-based codebase you want to port, or coexist with.
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/// - You want to be able to connect based on IP address, rather than (just) Steam ID.
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/// - You need low-level control of bandwidth utilization, when to drop packets, etc.
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///
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/// Note that neither of the terms "connection" and "socket" will correspond
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/// one-to-one with an underlying UDP socket. An attempt has been made to
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/// keep the semantics as similar to the standard socket model when appropriate,
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/// but some deviations do exist.
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class ISteamNetworkingSockets
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{
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public:
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/// Creates a "server" socket that listens for clients to connect to by
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/// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6)
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///
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/// You must select a specific local port to listen on and set it
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/// the port field of the local address.
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///
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/// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()).
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/// This means that you will not bind to any particular local interface. In addition,
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/// if possible the socket will be bound in "dual stack" mode, which means that it can
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/// accept both IPv4 and IPv6 clients. If you wish to bind a particular interface, then
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/// set the local address to the appropriate IPv4 or IPv6 IP.
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///
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/// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t
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/// will be posted. The connection will be in the connecting state.
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virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) = 0;
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/// Creates a connection and begins talking to a "server" over UDP at the
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/// given IPv4 or IPv6 address. The remote host must be listening with a
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/// matching call to CreateListenSocketIP on the specified port.
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///
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/// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start
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/// connecting, and then another one on either timeout or successful connection.
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///
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/// If the server does not have any identity configured, then their network address
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/// will be the only identity in use. Or, the network host may provide a platform-specific
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/// identity with or without a valid certificate to authenticate that identity. (These
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/// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's
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/// up to your application to decide whether to allow the connection.
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///
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/// By default, all connections will get basic encryption sufficient to prevent
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/// casual eavesdropping. But note that without certificates (or a shared secret
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/// distributed through some other out-of-band mechanism), you don't have any
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/// way of knowing who is actually on the other end, and thus are vulnerable to
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/// man-in-the-middle attacks.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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/// ConnectP2P. It's very common for applications to only have one listening socket;
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/// in that case, use zero. If you need to open multiple listen sockets and have clients
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/// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000)
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/// unique to each listen socket you create.
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///
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) = 0;
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/// Begin connecting to a server that is identified using a platform-specific identifier.
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/// This requires some sort of third party rendezvous service, and will depend on the
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/// platform and what other libraries and services you are integrating with.
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///
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/// At the time of this writing, there is only one supported rendezvous service: Steam.
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/// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the
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/// client is online and facilitate a relay connection. Note that all P2P connections on
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/// Steam are currently relayed.
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///
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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/// When a connection attempt is received (perhaps after a few basic handshake
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/// packets have been exchanged to prevent trivial spoofing), a connection interface
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/// object is created in the k_ESteamNetworkingConnectionState_Connecting state
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/// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your
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/// application MUST either accept or close the connection. (It may not ignore it.)
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/// Accepting the connection will transition it either into the connected state,
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/// or the finding route state, depending on the connection type.
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///
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/// You should take action within a second or two, because accepting the connection is
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/// what actually sends the reply notifying the client that they are connected. If you
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/// delay taking action, from the client's perspective it is the same as the network
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/// being unresponsive, and the client may timeout the connection attempt. In other
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/// words, the client cannot distinguish between a delay caused by network problems
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/// and a delay caused by the application.
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///
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/// This means that if your application goes for more than a few seconds without
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/// processing callbacks (for example, while loading a map), then there is a chance
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/// that a client may attempt to connect in that interval and fail due to timeout.
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///
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/// If the application does not respond to the connection attempt in a timely manner,
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/// and we stop receiving communication from the client, the connection attempt will
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/// be timed out locally, transitioning the connection to the
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/// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also
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/// close the connection before it is accepted, and a transition to the
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/// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact
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/// sequence of events.
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///
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/// Returns k_EResultInvalidParam if the handle is invalid.
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/// Returns k_EResultInvalidState if the connection is not in the appropriate state.
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/// (Remember that the connection state could change in between the time that the
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/// notification being posted to the queue and when it is received by the application.)
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virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0;
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/// Disconnects from the remote host and invalidates the connection handle.
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/// Any unread data on the connection is discarded.
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///
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/// nReason is an application defined code that will be received on the other
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/// end and recorded (when possible) in backend analytics. The value should
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/// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need
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/// to communicate any information to the remote host, and do not want analytics to
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/// be able to distinguish "normal" connection terminations from "exceptional" ones,
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/// You may pass zero, in which case the generic value of
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/// k_ESteamNetConnectionEnd_App_Generic will be used.
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///
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/// pszDebug is an optional human-readable diagnostic string that will be received
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/// by the remote host and recorded (when possible) in backend analytics.
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///
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/// If you wish to put the socket into a "linger" state, where an attempt is made to
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/// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data
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/// is not flushed.
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///
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/// If the connection has already ended and you are just freeing up the
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/// connection interface, the reason code, debug string, and linger flag are
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/// ignored.
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virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0;
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/// Destroy a listen socket. All the connections that were accepting on the listen
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/// socket are closed ungracefully.
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virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0;
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/// Set connection user data. the data is returned in the following places
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/// - You can query it using GetConnectionUserData.
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/// - The SteamNetworkingmessage_t structure.
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/// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.)
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///
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/// Returns false if the handle is invalid.
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virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0;
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/// Fetch connection user data. Returns -1 if handle is invalid
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/// or if you haven't set any userdata on the connection.
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virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0;
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/// Set a name for the connection, used mostly for debugging
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virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0;
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/// Fetch connection name. Returns false if handle is invalid
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virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0;
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/// Send a message to the remote host on the specified connection.
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///
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/// nSendFlags determines the delivery guarantees that will be provided,
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/// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable
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///
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/// Note that the semantics we use for messages are not precisely
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/// the same as the semantics of a standard "stream" socket.
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/// (SOCK_STREAM) For an ordinary stream socket, the boundaries
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/// between chunks are not considered relevant, and the sizes of
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/// the chunks of data written will not necessarily match up to
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/// the sizes of the chunks that are returned by the reads on
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/// the other end. The remote host might read a partial chunk,
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/// or chunks might be coalesced. For the message semantics
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/// used here, however, the sizes WILL match. Each send call
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/// will match a successful read call on the remote host
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/// one-for-one. If you are porting existing stream-oriented
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/// code to the semantics of reliable messages, your code should
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/// work the same, since reliable message semantics are more
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/// strict than stream semantics. The only caveat is related to
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/// performance: there is per-message overhead to retain the
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/// message sizes, and so if your code sends many small chunks
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/// of data, performance will suffer. Any code based on stream
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/// sockets that does not write excessively small chunks will
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/// work without any changes.
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///
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/// Returns:
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/// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big.
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/// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend)
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/// - k_EResultInvalidState: connection is in an invalid state
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/// - k_EResultNoConnection: connection has ended
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/// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because
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/// we were not ready to send it.
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/// - k_EResultLimitExceeded: there was already too much data queued to be sent.
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/// (See k_ESteamNetworkingConfig_SendBufferSize)
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virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) = 0;
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/// Flush any messages waiting on the Nagle timer and send them
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/// at the next transmission opportunity (often that means right now).
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///
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/// If Nagle is enabled (it's on by default) then when calling
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/// SendMessageToConnection the message will be buffered, up to the Nagle time
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/// before being sent, to merge small messages into the same packet.
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/// (See k_ESteamNetworkingConfig_NagleTime)
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///
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/// Returns:
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/// k_EResultInvalidParam: invalid connection handle
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/// k_EResultInvalidState: connection is in an invalid state
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/// k_EResultNoConnection: connection has ended
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/// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect.
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virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0;
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/// Fetch the next available message(s) from the connection, if any.
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/// Returns the number of messages returned into your array, up to nMaxMessages.
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/// If the connection handle is invalid, -1 is returned.
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///
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/// The order of the messages returned in the array is relevant.
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/// Reliable messages will be received in the order they were sent (and with the
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/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
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///
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/// Unreliable messages may be dropped, or delivered out of order withrespect to
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/// each other or with respect to reliable messages. The same unreliable message
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/// may be received multiple times.
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///
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/// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each
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/// of them free up resources after you are done. It is safe to keep the object alive for
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/// a little while (put it into some queue, etc), and you may call Release() from any thread.
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virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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/// Same as ReceiveMessagesOnConnection, but will return the next message available
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/// on any connection that was accepted through the specified listen socket. Examine
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/// SteamNetworkingMessage_t::m_conn to know which client connection.
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///
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/// Delivery order of messages among different clients is not defined. They may
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/// be returned in an order different from what they were actually received. (Delivery
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/// order of messages from the same client is well defined, and thus the order of the
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/// messages is relevant!)
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virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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/// Returns basic information about the high-level state of the connection.
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virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
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/// Returns a small set of information about the real-time state of the connection
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/// Returns false if the connection handle is invalid, or the connection has ended.
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virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0;
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/// Returns detailed connection stats in text format. Useful
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/// for dumping to a log, etc.
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///
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/// Returns:
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/// -1 failure (bad connection handle)
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/// 0 OK, your buffer was filled in and '\0'-terminated
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/// >0 Your buffer was either nullptr, or it was too small and the text got truncated.
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/// Try again with a buffer of at least N bytes.
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virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0;
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/// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to.
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///
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/// An IPv6 address of ::0 means "any IPv4 or IPv6"
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/// An IPv6 address of ::ffff:0000:0000 means "any IPv4"
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virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0;
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/// Create a pair of connections that are talking to each other, e.g. a loopback connection.
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/// This is very useful for testing, or so that your client/server code can work the same
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/// even when you are running a local "server".
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///
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/// The two connections will immediately be placed into the connected state, and no callbacks
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/// will be posted immediately. After this, if you close either connection, the other connection
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/// will receive a callback, exactly as if they were communicating over the network. You must
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/// close *both* sides in order to fully clean up the resources!
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///
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/// By default, internal buffers are used, completely bypassing the network, the chopping up of
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/// messages into packets, encryption, copying the payload, etc. This means that loopback
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/// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will
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/// cause the socket pair to send packets through the local network loopback device (127.0.0.1)
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/// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended
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/// to encrypt and decrypt.
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///
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/// If you wish to assign a specific identity to either connection, you may pass a particular
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/// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic
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/// "localhost" identity. If you use real network loopback, this might be translated to the
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/// actual bound loopback port. Otherwise, the port will be zero.
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virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0;
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/// Get the identity assigned to this interface.
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/// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned
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/// to the gameserver. Returns false and sets the result to an invalid identity if we don't know
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/// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID
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/// even if they are not signed into Steam.)
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virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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//
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/// Call this when you receive a ticket from your backend / matchmaking system. Puts the
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/// ticket into a persistent cache, and optionally returns the parsed ticket.
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///
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/// See stamdatagram_ticketgen.h for more details.
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virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
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/// Search cache for a ticket to talk to the server on the specified virtual port.
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/// If found, returns the number of seconds until the ticket expires, and optionally
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/// the complete cracked ticket. Returns 0 if we don't have a ticket.
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///
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/// Typically this is useful just to confirm that you have a ticket, before you
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/// call ConnectToHostedDedicatedServer to connect to the server.
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virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
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/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
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/// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail!
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///
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/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
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/// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses
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/// connection to Steam or the central backend, or the app is restarted or crashes, etc.
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///
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort ) = 0;
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//
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// Servers hosted in Valve data centers
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//
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/// Returns the value of the SDR_LISTEN_PORT environment variable. This
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/// is the UDP server your server will be listening on. This will
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/// configured automatically for you in production environments. (You
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/// should set it yourself for testing.)
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virtual uint16 GetHostedDedicatedServerPort() = 0;
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/// If you are running in a production data center, this will return the data
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/// center code. Returns 0 otherwise.
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virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0;
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/// Return info about the hosted server. You will need to send this information to your
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/// backend, and put it in tickets, so that the relays will know how to forward traffic from
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/// clients to your server. See SteamDatagramRelayAuthTicket for more info.
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///
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/// NOTE ABOUT DEVELOPMENT ENVIRONMENTS:
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/// In production in our data centers, these parameters are configured via environment variables.
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/// In development, the only one you need to set is SDR_LISTEN_PORT, which is the local port you
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/// want to listen on. Furthermore, if you are running your server behind a corporate firewall,
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/// you probably will not be able to put the routing information returned by this function into
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/// tickets. Instead, it should be a public internet address that the relays can use to send
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/// data to your server. So you might just end up hardcoding a public address and setup port
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/// forwarding on your corporate firewall. In that case, the port you put into the ticket
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/// needs to be the public-facing port opened on your firewall, if it is different from the
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/// actual server port.
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///
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/// This function will fail if SteamDatagramServer_Init has not been called.
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///
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/// Returns false if the SDR_LISTEN_PORT environment variable is not set.
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virtual bool GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0;
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/// Create a listen socket on the specified virtual port. The physical UDP port to use
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/// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not
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/// configured, this call will fail.
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///
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/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
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virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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// So if you have code that is also targeting Steam, you should call this at about the
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// same time you would call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks.
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#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
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virtual void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) = 0;
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#endif
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protected:
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~ISteamNetworkingSockets(); // Silence some warnings
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};
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#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets002"
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extern "C" {
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// Global accessor.
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#if defined( STEAMNETWORKINGSOCKETS_PARTNER )
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// Standalone lib. Use different symbol name, so that we can dynamically switch between steamclient.dll
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// and the standalone lib
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STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_Lib();
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STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib();
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inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_Lib(); }
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inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_Lib(); }
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#elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE )
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// Opensource GameNetworkingSockets
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STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets();
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#else
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// Steamworks SDK
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inline ISteamNetworkingSockets *SteamNetworkingSockets();
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STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamNetworkingSockets, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION );
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inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets();
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STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamGameServerNetworkingSockets, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION );
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#endif
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/// Callback struct used to notify when a connection has changed state
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error "Must define VALVE_CALLBACK_PACK_SMALL or VALVE_CALLBACK_PACK_LARGE"
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#endif
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/// This callback is posted whenever a connection is created, destroyed, or changes state.
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/// The m_info field will contain a complete description of the connection at the time the
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/// change occurred and the callback was posted. In particular, m_eState will have the
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/// new connection state.
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///
|
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/// You will usually need to listen for this callback to know when:
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/// - A new connection arrives on a listen socket.
|
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/// m_info.m_hListenSocket will be set, m_eOldState = k_ESteamNetworkingConnectionState_None,
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/// and m_info.m_eState = k_ESteamNetworkingConnectionState_Connecting.
|
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/// See ISteamNetworkigSockets::AcceptConnection.
|
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/// - A connection you initiated has been accepted by the remote host.
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/// m_eOldState = k_ESteamNetworkingConnectionState_Connecting, and
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/// m_info.m_eState = k_ESteamNetworkingConnectionState_Connected.
|
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/// Some connections might transition to k_ESteamNetworkingConnectionState_FindingRoute first.
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/// - A connection has been actively rejected or closed by the remote host.
|
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/// m_eOldState = k_ESteamNetworkingConnectionState_Connecting or k_ESteamNetworkingConnectionState_Connected,
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/// and m_info.m_eState = k_ESteamNetworkingConnectionState_ClosedByPeer. m_info.m_eEndReason
|
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/// and m_info.m_szEndDebug will have for more details.
|
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/// NOTE: upon receiving this callback, you must still destroy the connection using
|
|
/// ISteamNetworkingSockets::CloseConnection to free up local resources. (The details
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|
/// passed to the function are not used in this case, since the connection is already closed.)
|
|
/// - A problem was detected with the connection, and it has been closed by the local host.
|
|
/// The most common failure is timeout, but other configuration or authentication failures
|
|
/// can cause this. m_eOldState = k_ESteamNetworkingConnectionState_Connecting or
|
|
/// k_ESteamNetworkingConnectionState_Connected, and m_info.m_eState = k_ESteamNetworkingConnectionState_ProblemDetectedLocally.
|
|
/// m_info.m_eEndReason and m_info.m_szEndDebug will have for more details.
|
|
/// NOTE: upon receiving this callback, you must still destroy the connection using
|
|
/// ISteamNetworkingSockets::CloseConnection to free up local resources. (The details
|
|
/// passed to the function are not used in this case, since the connection is already closed.)
|
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///
|
|
/// Remember that callbacks are posted to a queue, and networking connections can
|
|
/// change at any time. It is possible that the connection has already changed
|
|
/// state by the time you process this callback.
|
|
///
|
|
/// Also note that callbacks will be posted when connections are created and destroyed by your own API calls.
|
|
struct SteamNetConnectionStatusChangedCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 1 };
|
|
|
|
/// 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;
|
|
};
|
|
#pragma pack( pop )
|
|
|
|
}
|
|
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|
#endif // ISTEAMNETWORKINGSOCKETS
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