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Diffstat (limited to 'lsteamclient/steamworks_sdk_133/isteamnetworking.h')
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+//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
+//
+// Purpose: interface to steam managing network connections between game clients & servers
+//
+//=============================================================================
+
+#ifndef ISTEAMNETWORKING
+#define ISTEAMNETWORKING
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "steamtypes.h"
+#include "steamclientpublic.h"
+
+
+// list of possible errors returned by SendP2PPacket() API
+// these will be posted in the P2PSessionConnectFail_t callback
+enum EP2PSessionError
+{
+ k_EP2PSessionErrorNone = 0,
+ k_EP2PSessionErrorNotRunningApp = 1, // target is not running the same game
+ k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
+ k_EP2PSessionErrorDestinationNotLoggedIn = 3, // target user isn't connected to Steam
+ k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
+ // corporate firewalls can also block this (NAT traversal is not firewall traversal)
+ // make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
+ k_EP2PSessionErrorMax = 5
+};
+
+// SendP2PPacket() send types
+// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
+enum EP2PSend
+{
+ // Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
+ // 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.
+ k_EP2PSendUnreliable = 0,
+
+ // As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
+ // packet sent to a remote host almost guarantees the packet will be dropped.
+ // This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
+ k_EP2PSendUnreliableNoDelay = 1,
+
+ // Reliable message send. Can send up to 1MB of data 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.
+ k_EP2PSendReliable = 2,
+
+ // As above, but applies the Nagle algorithm to the send - sends will accumulate
+ // until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
+ // Useful if you want to send a set of smaller messages but have the coalesced into a single packet
+ // Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
+ // do a normal k_EP2PSendReliable to force all the buffered data to be sent.
+ k_EP2PSendReliableWithBuffering = 3,
+
+};
+
+
+// connection state to a specified user, returned by GetP2PSessionState()
+// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
+#if defined( VALVE_CALLBACK_PACK_SMALL )
+#pragma pack( push, 4 )
+#elif defined( VALVE_CALLBACK_PACK_LARGE )
+#pragma pack( push, 8 )
+#else
+#error isteamclient.h must be included
+#endif
+struct P2PSessionState_t
+{
+ uint8 m_bConnectionActive; // true if we've got an active open connection
+ uint8 m_bConnecting; // true if we're currently trying to establish a connection
+ uint8 m_eP2PSessionError; // last error recorded (see enum above)
+ uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
+ int32 m_nBytesQueuedForSend;
+ int32 m_nPacketsQueuedForSend;
+ uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
+ uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
+};
+#pragma pack( pop )
+
+
+// handle to a socket
+typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
+typedef uint32 SNetListenSocket_t; // CreateListenSocket()
+
+// connection progress indicators, used by CreateP2PConnectionSocket()
+enum ESNetSocketState
+{
+ k_ESNetSocketStateInvalid = 0,
+
+ // communication is valid
+ k_ESNetSocketStateConnected = 1,
+
+ // states while establishing a connection
+ k_ESNetSocketStateInitiated = 10, // the connection state machine has started
+
+ // p2p connections
+ k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
+ k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
+
+ // direct connections
+ k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
+
+ // failure states
+ k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
+ k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
+ k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
+ k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
+ k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
+
+};
+
+// describes how the socket is currently connected
+enum ESNetSocketConnectionType
+{
+ k_ESNetSocketConnectionTypeNotConnected = 0,
+ k_ESNetSocketConnectionTypeUDP = 1,
+ k_ESNetSocketConnectionTypeUDPRelay = 2,
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Functions for making connections and sending data between clients,
+// traversing NAT's where possible
+//-----------------------------------------------------------------------------
+class ISteamNetworking
+{
+public:
+ ////////////////////////////////////////////////////////////////////////////////////////////
+ // Session-less connection functions
+ // automatically establishes NAT-traversing or Relay server connections
+
+ // Sends a P2P packet to the specified user
+ // UDP-like, unreliable and a max packet size of 1200 bytes
+ // the first packet send may be delayed as the NAT-traversal code runs
+ // if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
+ // see EP2PSend enum above for the descriptions of the different ways of sending packets
+ //
+ // nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
+ // with the same channel number in order to retrieve the data on the other end
+ // using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
+ virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
+
+ // returns true if any data is available for read, and the amount of data that will need to be read
+ virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
+
+ // reads in a packet that has been sent from another user via SendP2PPacket()
+ // returns the size of the message and the steamID of the user who sent it in the last two parameters
+ // if the buffer passed in is too small, the message will be truncated
+ // this call is not blocking, and will return false if no data is available
+ virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
+
+ // AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
+ // P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
+ // if you don't want to talk to the user, just ignore the request
+ // if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
+ // this may be called multiple times for a single user
+ // (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
+ virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
+
+ // call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
+ // if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
+ virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
+
+ // call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
+ // open channels to a user have been closed, the open session to the user will be closed and new data from this
+ // user will trigger a P2PSessionRequest_t callback
+ virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
+
+ // fills out P2PSessionState_t structure with details about the underlying connection to the user
+ // should only needed for debugging purposes
+ // returns false if no connection exists to the specified user
+ virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
+
+ // Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
+ // or NAT-traversal cannot be established. Only applies to connections created after setting this value,
+ // or to existing connections that need to automatically reconnect after this value is set.
+ //
+ // P2P packet relay is allowed by default
+ virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
+
+
+ ////////////////////////////////////////////////////////////////////////////////////////////
+ // LISTEN / CONNECT style interface functions
+ //
+ // This is an older set of functions designed around the Berkeley TCP sockets model
+ // it's preferential that you use the above P2P functions, they're more robust
+ // and these older functions will be removed eventually
+ //
+ ////////////////////////////////////////////////////////////////////////////////////////////
+
+
+ // creates a socket and listens others to connect
+ // will trigger a SocketStatusCallback_t callback on another client connecting
+ // nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
+ // this can usually just be 0 unless you want multiple sets of connections
+ // unIP is the local IP address to bind to
+ // pass in 0 if you just want the default local IP
+ // unPort is the port to use
+ // pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
+ virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
+
+ // creates a socket and begin connection to a remote destination
+ // can connect via a known steamID (client or game server), or directly to an IP
+ // on success will trigger a SocketStatusCallback_t callback
+ // on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
+ virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
+ virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
+
+ // disconnects the connection to the socket, if any, and invalidates the handle
+ // any unread data on the socket will be thrown away
+ // if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
+ virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
+ // destroying a listen socket will automatically kill all the regular sockets generated from it
+ virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
+
+ // sending data
+ // must be a handle to a connected socket
+ // data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
+ // use the reliable flag with caution; although the resend rate is pretty aggressive,
+ // it can still cause stalls in receiving data (like TCP)
+ virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
+
+ // receiving data
+ // returns false if there is no data remaining
+ // fills out *pcubMsgSize with the size of the next message, in bytes
+ virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
+
+ // fills in pubDest with the contents of the message
+ // messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
+ // if *pcubMsgSize < cubDest, only partial data is written
+ // returns false if no data is available
+ virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
+
+ // checks for data from any socket that has been connected off this listen socket
+ // returns false if there is no data remaining
+ // fills out *pcubMsgSize with the size of the next message, in bytes
+ // fills out *phSocket with the socket that data is available on
+ virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
+
+ // retrieves data from any socket that has been connected off this listen socket
+ // fills in pubDest with the contents of the message
+ // messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
+ // if *pcubMsgSize < cubDest, only partial data is written
+ // returns false if no data is available
+ // fills out *phSocket with the socket that data is available on
+ virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
+
+ // returns information about the specified socket, filling out the contents of the pointers
+ virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
+
+ // returns which local port the listen socket is bound to
+ // *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
+ virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
+
+ // returns true to describe how the socket ended up connecting
+ virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
+
+ // max packet size, in bytes
+ virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
+};
+#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking005"
+
+// callbacks
+#if defined( VALVE_CALLBACK_PACK_SMALL )
+#pragma pack( push, 4 )
+#elif defined( VALVE_CALLBACK_PACK_LARGE )
+#pragma pack( push, 8 )
+#else
+#error isteamclient.h must be included
+#endif
+
+// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
+// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
+struct P2PSessionRequest_t
+{
+ enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
+ CSteamID m_steamIDRemote; // user who wants to talk to us
+};
+
+
+// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
+// all packets queued packets unsent at this point will be dropped
+// further attempts to send will retry making the connection (but will be dropped if we fail again)
+struct P2PSessionConnectFail_t
+{
+ enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
+ CSteamID m_steamIDRemote; // user we were sending packets to
+ uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
+};
+
+
+// callback notification - status of a socket has changed
+// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
+struct SocketStatusCallback_t
+{
+ enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
+ SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
+ SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
+ CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
+ int m_eSNetSocketState; // socket state, ESNetSocketState
+};
+
+#pragma pack( pop )
+
+#endif // ISTEAMNETWORKING