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Diffstat (limited to 'lib/windows64/include/steam/isteamnetworking.h')
-rw-r--r-- | lib/windows64/include/steam/isteamnetworking.h | 306 |
1 files changed, 0 insertions, 306 deletions
diff --git a/lib/windows64/include/steam/isteamnetworking.h b/lib/windows64/include/steam/isteamnetworking.h deleted file mode 100644 index 8f70819..0000000 --- a/lib/windows64/include/steam/isteamnetworking.h +++ /dev/null @@ -1,306 +0,0 @@ -//====== 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 |