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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