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steamnetworkingtypes.h
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steamnetworkingtypes.h
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//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Purpose: misc networking utilities
//
//=============================================================================
#ifndef STEAMNETWORKINGTYPES
#define STEAMNETWORKINGTYPES
#pragma once
#include <string.h>
#include <stdint.h>
#include "steamtypes.h"
#include "steamclientpublic.h"
//----------------------------------------
// SteamNetworkingSockets library config
// Opensource version
//
#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
#define STEAMNETWORKINGSOCKETS_OPENSOURCE
#endif
#define STEAMNETWORKINGSOCKETS_STANDALONELIB
//#define STEAMNETWORKINGSOCKETS_STEAMAPI // Comment this in to support linking with steam_api.h as well
// End SteamNetworkingSockets config.
//-----------------------------------------------------------------------------
#ifdef NN_NINTENDO_SDK // We always static link on Nintendo
#define STEAMNETWORKINGSOCKETS_STATIC_LINK
#endif
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK )
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C"
#elif defined( STEAMNETWORKINGSOCKETS_FOREXPORT )
#if defined( _WIN32 ) || defined( __ORBIS__ ) || defined( __PROSPERO__ )
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllexport )
#else
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __attribute__((visibility("default")))
#endif
#else
#ifdef _WIN32
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllimport )
#else
#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C"
#endif
#endif
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error "Must define VALVE_CALLBACK_PACK_SMALL or VALVE_CALLBACK_PACK_LARGE"
#endif
struct SteamDatagramRelayAuthTicket;
struct SteamDatagramHostedAddress;
struct SteamDatagramGameCoordinatorServerLogin;
struct SteamNetConnectionStatusChangedCallback_t;
struct SteamNetAuthenticationStatus_t;
struct SteamRelayNetworkStatus_t;
struct SteamNetworkingMessagesSessionRequest_t;
struct SteamNetworkingMessagesSessionFailed_t;
struct SteamNetworkingFakeIPResult_t;
typedef void (*FnSteamNetConnectionStatusChanged)( SteamNetConnectionStatusChangedCallback_t * );
typedef void (*FnSteamNetAuthenticationStatusChanged)( SteamNetAuthenticationStatus_t * );
typedef void (*FnSteamRelayNetworkStatusChanged)(SteamRelayNetworkStatus_t *);
typedef void (*FnSteamNetworkingMessagesSessionRequest)(SteamNetworkingMessagesSessionRequest_t *);
typedef void (*FnSteamNetworkingMessagesSessionFailed)(SteamNetworkingMessagesSessionFailed_t *);
typedef void (*FnSteamNetworkingFakeIPResult)(SteamNetworkingFakeIPResult_t *);
/// Handle used to identify a connection to a remote host.
typedef uint32 HSteamNetConnection;
const HSteamNetConnection k_HSteamNetConnection_Invalid = 0;
/// Handle used to identify a "listen socket". Unlike traditional
/// Berkeley sockets, a listen socket and a connection are two
/// different abstractions.
typedef uint32 HSteamListenSocket;
const HSteamListenSocket k_HSteamListenSocket_Invalid = 0;
/// Handle used to identify a poll group, used to query many
/// connections at once efficiently.
typedef uint32 HSteamNetPollGroup;
const HSteamNetPollGroup k_HSteamNetPollGroup_Invalid = 0;
/// Max length of diagnostic error message
const int k_cchMaxSteamNetworkingErrMsg = 1024;
/// Used to return English-language diagnostic error messages to caller.
/// (For debugging or spewing to a console, etc. Not intended for UI.)
typedef char SteamNetworkingErrMsg[ k_cchMaxSteamNetworkingErrMsg ];
/// Identifier used for a network location point of presence. (E.g. a Valve data center.)
/// Typically you won't need to directly manipulate these.
typedef uint32 SteamNetworkingPOPID;
/// A local timestamp. You can subtract two timestamps to get the number of elapsed
/// microseconds. This is guaranteed to increase over time during the lifetime
/// of a process, but not globally across runs. You don't need to worry about
/// the value wrapping around. Note that the underlying clock might not actually have
/// microsecond resolution.
typedef int64 SteamNetworkingMicroseconds;
/// Describe the status of a particular network resource
enum ESteamNetworkingAvailability
{
// Negative values indicate a problem.
//
// In general, we will not automatically retry unless you take some action that
// depends on of requests this resource, such as querying the status, attempting
// to initiate a connection, receive a connection, etc. If you do not take any
// action at all, we do not automatically retry in the background.
k_ESteamNetworkingAvailability_CannotTry = -102, // A dependent resource is missing, so this service is unavailable. (E.g. we cannot talk to routers because Internet is down or we don't have the network config.)
k_ESteamNetworkingAvailability_Failed = -101, // We have tried for enough time that we would expect to have been successful by now. We have never been successful
k_ESteamNetworkingAvailability_Previously = -100, // We tried and were successful at one time, but now it looks like we have a problem
k_ESteamNetworkingAvailability_Retrying = -10, // We previously failed and are currently retrying
// Not a problem, but not ready either
k_ESteamNetworkingAvailability_NeverTried = 1, // We don't know because we haven't ever checked/tried
k_ESteamNetworkingAvailability_Waiting = 2, // We're waiting on a dependent resource to be acquired. (E.g. we cannot obtain a cert until we are logged into Steam. We cannot measure latency to relays until we have the network config.)
k_ESteamNetworkingAvailability_Attempting = 3, // We're actively trying now, but are not yet successful.
k_ESteamNetworkingAvailability_Current = 100, // Resource is online/available
k_ESteamNetworkingAvailability_Unknown = 0, // Internal dummy/sentinel, or value is not applicable in this context
k_ESteamNetworkingAvailability__Force32bit = 0x7fffffff,
};
//
// Describing network hosts
//
/// Different methods of describing the identity of a network host
enum ESteamNetworkingIdentityType
{
// Dummy/empty/invalid.
// Please note that if we parse a string that we don't recognize
// but that appears reasonable, we will NOT use this type. Instead
// we'll use k_ESteamNetworkingIdentityType_UnknownType.
k_ESteamNetworkingIdentityType_Invalid = 0,
//
// Basic platform-specific identifiers.
//
k_ESteamNetworkingIdentityType_SteamID = 16, // 64-bit CSteamID
k_ESteamNetworkingIdentityType_XboxPairwiseID = 17, // Publisher-specific user identity, as string
k_ESteamNetworkingIdentityType_SonyPSN = 18, // 64-bit ID
//
// Special identifiers.
//
// Use their IP address (and port) as their "identity".
// These types of identities are always unauthenticated.
// They are useful for porting plain sockets code, and other
// situations where you don't care about authentication. In this
// case, the local identity will be "localhost",
// and the remote address will be their network address.
//
// We use the same type for either IPv4 or IPv6, and
// the address is always store as IPv6. We use IPv4
// mapped addresses to handle IPv4.
k_ESteamNetworkingIdentityType_IPAddress = 1,
// Generic string/binary blobs. It's up to your app to interpret this.
// This library can tell you if the remote host presented a certificate
// signed by somebody you have chosen to trust, with this identity on it.
// It's up to you to ultimately decide what this identity means.
k_ESteamNetworkingIdentityType_GenericString = 2,
k_ESteamNetworkingIdentityType_GenericBytes = 3,
// This identity type is used when we parse a string that looks like is a
// valid identity, just of a kind that we don't recognize. In this case, we
// can often still communicate with the peer! Allowing such identities
// for types we do not recognize useful is very useful for forward
// compatibility.
k_ESteamNetworkingIdentityType_UnknownType = 4,
// Make sure this enum is stored in an int.
k_ESteamNetworkingIdentityType__Force32bit = 0x7fffffff,
};
/// "Fake IPs" are assigned to hosts, to make it easier to interface with
/// older code that assumed all hosts will have an IPv4 address
enum ESteamNetworkingFakeIPType
{
k_ESteamNetworkingFakeIPType_Invalid, // Error, argument was not even an IP address, etc.
k_ESteamNetworkingFakeIPType_NotFake, // Argument was a valid IP, but was not from the reserved "fake" range
k_ESteamNetworkingFakeIPType_GlobalIPv4, // Globally unique (for a given app) IPv4 address. Address space managed by Steam
k_ESteamNetworkingFakeIPType_LocalIPv4, // Locally unique IPv4 address. Address space managed by the local process. For internal use only; should not be shared!
k_ESteamNetworkingFakeIPType__Force32Bit = 0x7fffffff
};
#pragma pack(push,1)
/// Store an IP and port. IPv6 is always used; IPv4 is represented using
/// "IPv4-mapped" addresses: IPv4 aa.bb.cc.dd => IPv6 ::ffff:aabb:ccdd
/// (RFC 4291 section 2.5.5.2.)
struct SteamNetworkingIPAddr
{
void Clear(); // Set everything to zero. E.g. [::]:0
bool IsIPv6AllZeros() const; // Return true if the IP is ::0. (Doesn't check port.)
void SetIPv6( const uint8 *ipv6, uint16 nPort ); // Set IPv6 address. IP is interpreted as bytes, so there are no endian issues. (Same as inaddr_in6.) The IP can be a mapped IPv4 address
void SetIPv4( uint32 nIP, uint16 nPort ); // Sets to IPv4 mapped address. IP and port are in host byte order.
bool IsIPv4() const; // Return true if IP is mapped IPv4
uint32 GetIPv4() const; // Returns IP in host byte order (e.g. aa.bb.cc.dd as 0xaabbccdd). Returns 0 if IP is not mapped IPv4.
void SetIPv6LocalHost( uint16 nPort = 0); // Set to the IPv6 localhost address ::1, and the specified port.
bool IsLocalHost() const; // Return true if this identity is localhost. (Either IPv6 ::1, or IPv4 127.0.0.1)
// Max length of the buffer needed to hold IP formatted using ToString, including '\0'
// ([0123:4567:89ab:cdef:0123:4567:89ab:cdef]:12345)
enum { k_cchMaxString = 48 };
/// Print to a string, with or without the port. Mapped IPv4 addresses are printed
/// as dotted decimal (12.34.56.78), otherwise this will print the canonical
/// form according to RFC5952. If you include the port, IPv6 will be surrounded by
/// brackets, e.g. [::1:2]:80. Your buffer should be at least k_cchMaxString bytes
/// to avoid truncation
///
/// See also SteamNetworkingIdentityRender
inline void ToString( char *buf, size_t cbBuf, bool bWithPort ) const;
/// Parse an IP address and optional port. If a port is not present, it is set to 0.
/// (This means that you cannot tell if a zero port was explicitly specified.)
inline bool ParseString( const char *pszStr );
/// RFC4038, section 4.2
struct IPv4MappedAddress {
uint64 m_8zeros;
uint16 m_0000;
uint16 m_ffff;
uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order
};
union
{
uint8 m_ipv6[ 16 ];
IPv4MappedAddress m_ipv4;
};
uint16 m_port; // Host byte order
/// See if two addresses are identical
bool operator==(const SteamNetworkingIPAddr &x ) const;
/// Classify address as FakeIP. This function never returns
/// k_ESteamNetworkingFakeIPType_Invalid.
ESteamNetworkingFakeIPType GetFakeIPType() const;
/// Return true if we are a FakeIP
bool IsFakeIP() const { return GetFakeIPType() > k_ESteamNetworkingFakeIPType_NotFake; }
};
/// An abstract way to represent the identity of a network host. All identities can
/// be represented as simple string. Furthermore, this string representation is actually
/// used on the wire in several places, even though it is less efficient, in order to
/// facilitate forward compatibility. (Old client code can handle an identity type that
/// it doesn't understand.)
struct SteamNetworkingIdentity
{
/// Type of identity.
ESteamNetworkingIdentityType m_eType;
//
// Get/Set in various formats.
//
void Clear();
bool IsInvalid() const; // Return true if we are the invalid type. Does not make any other validity checks (e.g. is SteamID actually valid)
void SetSteamID( CSteamID steamID );
CSteamID GetSteamID() const; // Return black CSteamID (!IsValid()) if identity is not a SteamID
void SetSteamID64( uint64 steamID ); // Takes SteamID as raw 64-bit number
uint64 GetSteamID64() const; // Returns 0 if identity is not SteamID
bool SetXboxPairwiseID( const char *pszString ); // Returns false if invalid length
const char *GetXboxPairwiseID() const; // Returns nullptr if not Xbox ID
void SetPSNID( uint64 id );
uint64 GetPSNID() const; // Returns 0 if not PSN
void SetIPAddr( const SteamNetworkingIPAddr &addr ); // Set to specified IP:port
const SteamNetworkingIPAddr *GetIPAddr() const; // returns null if we are not an IP address.
void SetIPv4Addr( uint32 nIPv4, uint16 nPort ); // Set to specified IPv4:port
uint32 GetIPv4() const; // returns 0 if we are not an IPv4 address.
ESteamNetworkingFakeIPType GetFakeIPType() const;
bool IsFakeIP() const { return GetFakeIPType() > k_ESteamNetworkingFakeIPType_NotFake; }
// "localhost" is equivalent for many purposes to "anonymous." Our remote
// will identify us by the network address we use.
void SetLocalHost(); // Set to localhost. (We always use IPv6 ::1 for this, not 127.0.0.1)
bool IsLocalHost() const; // Return true if this identity is localhost.
bool SetGenericString( const char *pszString ); // Returns false if invalid length
const char *GetGenericString() const; // Returns nullptr if not generic string type
bool SetGenericBytes( const void *data, size_t cbLen ); // Returns false if invalid size.
const uint8 *GetGenericBytes( int &cbLen ) const; // Returns null if not generic bytes type
/// See if two identities are identical
bool operator==(const SteamNetworkingIdentity &x ) const;
/// Print to a human-readable string. This is suitable for debug messages
/// or any other time you need to encode the identity as a string. It has a
/// URL-like format (type:<type-data>). Your buffer should be at least
/// k_cchMaxString bytes big to avoid truncation.
///
/// See also SteamNetworkingIPAddrRender
void ToString( char *buf, size_t cbBuf ) const;
/// Parse back a string that was generated using ToString. If we don't understand the
/// string, but it looks "reasonable" (it matches the pattern type:<type-data> and doesn't
/// have any funky characters, etc), then we will return true, and the type is set to
/// k_ESteamNetworkingIdentityType_UnknownType. false will only be returned if the string
/// looks invalid.
bool ParseString( const char *pszStr );
// Max sizes
enum {
k_cchMaxString = 128, // Max length of the buffer needed to hold any identity, formatted in string format by ToString
k_cchMaxGenericString = 32, // Max length of the string for generic string identities. Including terminating '\0'
k_cchMaxXboxPairwiseID = 33, // Including terminating '\0'
k_cbMaxGenericBytes = 32,
};
//
// Internal representation. Don't access this directly, use the accessors!
//
// Number of bytes that are relevant below. This MUST ALWAYS be
// set. (Use the accessors!) This is important to enable old code to work
// with new identity types.
int m_cbSize;
union {
uint64 m_steamID64;
uint64 m_PSNID;
char m_szGenericString[ k_cchMaxGenericString ];
char m_szXboxPairwiseID[ k_cchMaxXboxPairwiseID ];
uint8 m_genericBytes[ k_cbMaxGenericBytes ];
char m_szUnknownRawString[ k_cchMaxString ];
SteamNetworkingIPAddr m_ip;
uint32 m_reserved[ 32 ]; // Pad structure to leave easy room for future expansion
};
};
#pragma pack(pop)
//
// Connection status
//
/// High level connection status
enum ESteamNetworkingConnectionState
{
/// Dummy value used to indicate an error condition in the API.
/// Specified connection doesn't exist or has already been closed.
k_ESteamNetworkingConnectionState_None = 0,
/// We are trying to establish whether peers can talk to each other,
/// whether they WANT to talk to each other, perform basic auth,
/// and exchange crypt keys.
///
/// - For connections on the "client" side (initiated locally):
/// We're in the process of trying to establish a connection.
/// Depending on the connection type, we might not know who they are.
/// Note that it is not possible to tell if we are waiting on the
/// network to complete handshake packets, or for the application layer
/// to accept the connection.
///
/// - For connections on the "server" side (accepted through listen socket):
/// We have completed some basic handshake and the client has presented
/// some proof of identity. The connection is ready to be accepted
/// using AcceptConnection().
///
/// In either case, any unreliable packets sent now are almost certain
/// to be dropped. Attempts to receive packets are guaranteed to fail.
/// You may send messages if the send mode allows for them to be queued.
/// but if you close the connection before the connection is actually
/// established, any queued messages will be discarded immediately.
/// (We will not attempt to flush the queue and confirm delivery to the
/// remote host, which ordinarily happens when a connection is closed.)
k_ESteamNetworkingConnectionState_Connecting = 1,
/// Some connection types use a back channel or trusted 3rd party
/// for earliest communication. If the server accepts the connection,
/// then these connections switch into the rendezvous state. During this
/// state, we still have not yet established an end-to-end route (through
/// the relay network), and so if you send any messages unreliable, they
/// are going to be discarded.
k_ESteamNetworkingConnectionState_FindingRoute = 2,
/// We've received communications from our peer (and we know
/// who they are) and are all good. If you close the connection now,
/// we will make our best effort to flush out any reliable sent data that
/// has not been acknowledged by the peer. (But note that this happens
/// from within the application process, so unlike a TCP connection, you are
/// not totally handing it off to the operating system to deal with it.)
k_ESteamNetworkingConnectionState_Connected = 3,
/// Connection has been closed by our peer, but not closed locally.
/// The connection still exists from an API perspective. You must close the
/// handle to free up resources. If there are any messages in the inbound queue,
/// you may retrieve them. Otherwise, nothing may be done with the connection
/// except to close it.
///
/// This stats is similar to CLOSE_WAIT in the TCP state machine.
k_ESteamNetworkingConnectionState_ClosedByPeer = 4,
/// A disruption in the connection has been detected locally. (E.g. timeout,
/// local internet connection disrupted, etc.)
///
/// The connection still exists from an API perspective. You must close the
/// handle to free up resources.
///
/// Attempts to send further messages will fail. Any remaining received messages
/// in the queue are available.
k_ESteamNetworkingConnectionState_ProblemDetectedLocally = 5,
//
// The following values are used internally and will not be returned by any API.
// We document them here to provide a little insight into the state machine that is used
// under the hood.
//
/// We've disconnected on our side, and from an API perspective the connection is closed.
/// No more data may be sent or received. All reliable data has been flushed, or else
/// we've given up and discarded it. We do not yet know for sure that the peer knows
/// the connection has been closed, however, so we're just hanging around so that if we do
/// get a packet from them, we can send them the appropriate packets so that they can
/// know why the connection was closed (and not have to rely on a timeout, which makes
/// it appear as if something is wrong).
k_ESteamNetworkingConnectionState_FinWait = -1,
/// We've disconnected on our side, and from an API perspective the connection is closed.
/// No more data may be sent or received. From a network perspective, however, on the wire,
/// we have not yet given any indication to the peer that the connection is closed.
/// We are in the process of flushing out the last bit of reliable data. Once that is done,
/// we will inform the peer that the connection has been closed, and transition to the
/// FinWait state.
///
/// Note that no indication is given to the remote host that we have closed the connection,
/// until the data has been flushed. If the remote host attempts to send us data, we will
/// do whatever is necessary to keep the connection alive until it can be closed properly.
/// But in fact the data will be discarded, since there is no way for the application to
/// read it back. Typically this is not a problem, as application protocols that utilize
/// the lingering functionality are designed for the remote host to wait for the response
/// before sending any more data.
k_ESteamNetworkingConnectionState_Linger = -2,
/// Connection is completely inactive and ready to be destroyed
k_ESteamNetworkingConnectionState_Dead = -3,
k_ESteamNetworkingConnectionState__Force32Bit = 0x7fffffff
};
/// Enumerate various causes of connection termination. These are designed to work similar
/// to HTTP error codes: the numeric range gives you a rough classification as to the source
/// of the problem.
enum ESteamNetConnectionEnd
{
// Invalid/sentinel value
k_ESteamNetConnectionEnd_Invalid = 0,
//
// Application codes. These are the values you will pass to
// ISteamNetworkingSockets::CloseConnection. You can use these codes if
// you want to plumb through application-specific reason codes. If you don't
// need this facility, feel free to always pass
// k_ESteamNetConnectionEnd_App_Generic.
//
// The distinction between "normal" and "exceptional" termination is
// one you may use if you find useful, but it's not necessary for you
// to do so. The only place where we distinguish between normal and
// exceptional is in connection analytics. If a significant
// proportion of connections terminates in an exceptional manner,
// this can trigger an alert.
//
// 1xxx: Application ended the connection in a "usual" manner.
// E.g.: user intentionally disconnected from the server,
// gameplay ended normally, etc
k_ESteamNetConnectionEnd_App_Min = 1000,
k_ESteamNetConnectionEnd_App_Generic = k_ESteamNetConnectionEnd_App_Min,
// Use codes in this range for "normal" disconnection
k_ESteamNetConnectionEnd_App_Max = 1999,
// 2xxx: Application ended the connection in some sort of exceptional
// or unusual manner that might indicate a bug or configuration
// issue.
//
k_ESteamNetConnectionEnd_AppException_Min = 2000,
k_ESteamNetConnectionEnd_AppException_Generic = k_ESteamNetConnectionEnd_AppException_Min,
// Use codes in this range for "unusual" disconnection
k_ESteamNetConnectionEnd_AppException_Max = 2999,
//
// System codes. These will be returned by the system when
// the connection state is k_ESteamNetworkingConnectionState_ClosedByPeer
// or k_ESteamNetworkingConnectionState_ProblemDetectedLocally. It is
// illegal to pass a code in this range to ISteamNetworkingSockets::CloseConnection
//
// 3xxx: Connection failed or ended because of problem with the
// local host or their connection to the Internet.
k_ESteamNetConnectionEnd_Local_Min = 3000,
// You cannot do what you want to do because you're running in offline mode.
k_ESteamNetConnectionEnd_Local_OfflineMode = 3001,
// We're having trouble contacting many (perhaps all) relays.
// Since it's unlikely that they all went offline at once, the best
// explanation is that we have a problem on our end. Note that we don't
// bother distinguishing between "many" and "all", because in practice,
// it takes time to detect a connection problem, and by the time
// the connection has timed out, we might not have been able to
// actively probe all of the relay clusters, even if we were able to
// contact them at one time. So this code just means that:
//
// * We don't have any recent successful communication with any relay.
// * We have evidence of recent failures to communicate with multiple relays.
k_ESteamNetConnectionEnd_Local_ManyRelayConnectivity = 3002,
// A hosted server is having trouble talking to the relay
// that the client was using, so the problem is most likely
// on our end
k_ESteamNetConnectionEnd_Local_HostedServerPrimaryRelay = 3003,
// We're not able to get the SDR network config. This is
// *almost* always a local issue, since the network config
// comes from the CDN, which is pretty darn reliable.
k_ESteamNetConnectionEnd_Local_NetworkConfig = 3004,
// Steam rejected our request because we don't have rights
// to do this.
k_ESteamNetConnectionEnd_Local_Rights = 3005,
// ICE P2P rendezvous failed because we were not able to
// determine our "public" address (e.g. reflexive address via STUN)
//
// If relay fallback is available (it always is on Steam), then
// this is only used internally and will not be returned as a high
// level failure.
k_ESteamNetConnectionEnd_Local_P2P_ICE_NoPublicAddresses = 3006,
k_ESteamNetConnectionEnd_Local_Max = 3999,
// 4xxx: Connection failed or ended, and it appears that the
// cause does NOT have to do with the local host or their
// connection to the Internet. It could be caused by the
// remote host, or it could be somewhere in between.
k_ESteamNetConnectionEnd_Remote_Min = 4000,
// The connection was lost, and as far as we can tell our connection
// to relevant services (relays) has not been disrupted. This doesn't
// mean that the problem is "their fault", it just means that it doesn't
// appear that we are having network issues on our end.
k_ESteamNetConnectionEnd_Remote_Timeout = 4001,
// Something was invalid with the cert or crypt handshake
// info you gave me, I don't understand or like your key types,
// etc.
k_ESteamNetConnectionEnd_Remote_BadCrypt = 4002,
// You presented me with a cert that was I was able to parse
// and *technically* we could use encrypted communication.
// But there was a problem that prevents me from checking your identity
// or ensuring that somebody int he middle can't observe our communication.
// E.g.: - the CA key was missing (and I don't accept unsigned certs)
// - The CA key isn't one that I trust,
// - The cert doesn't was appropriately restricted by app, user, time, data center, etc.
// - The cert wasn't issued to you.
// - etc
k_ESteamNetConnectionEnd_Remote_BadCert = 4003,
// These will never be returned
//k_ESteamNetConnectionEnd_Remote_NotLoggedIn_DEPRECATED = 4004,
//k_ESteamNetConnectionEnd_Remote_NotRunningApp_DEPRECATED = 4005,
// Something wrong with the protocol version you are using.
// (Probably the code you are running is too old.)
k_ESteamNetConnectionEnd_Remote_BadProtocolVersion = 4006,
// NAT punch failed failed because we never received any public
// addresses from the remote host. (But we did receive some
// signals form them.)
//
// If relay fallback is available (it always is on Steam), then
// this is only used internally and will not be returned as a high
// level failure.
k_ESteamNetConnectionEnd_Remote_P2P_ICE_NoPublicAddresses = 4007,
k_ESteamNetConnectionEnd_Remote_Max = 4999,
// 5xxx: Connection failed for some other reason.
k_ESteamNetConnectionEnd_Misc_Min = 5000,
// A failure that isn't necessarily the result of a software bug,
// but that should happen rarely enough that it isn't worth specifically
// writing UI or making a localized message for.
// The debug string should contain further details.
k_ESteamNetConnectionEnd_Misc_Generic = 5001,
// Generic failure that is most likely a software bug.
k_ESteamNetConnectionEnd_Misc_InternalError = 5002,
// The connection to the remote host timed out, but we
// don't know if the problem is on our end, in the middle,
// or on their end.
k_ESteamNetConnectionEnd_Misc_Timeout = 5003,
//k_ESteamNetConnectionEnd_Misc_RelayConnectivity_DEPRECATED = 5004,
// There's some trouble talking to Steam.
k_ESteamNetConnectionEnd_Misc_SteamConnectivity = 5005,
// A server in a dedicated hosting situation has no relay sessions
// active with which to talk back to a client. (It's the client's
// job to open and maintain those sessions.)
k_ESteamNetConnectionEnd_Misc_NoRelaySessionsToClient = 5006,
// While trying to initiate a connection, we never received
// *any* communication from the peer.
//k_ESteamNetConnectionEnd_Misc_ServerNeverReplied = 5007,
// P2P rendezvous failed in a way that we don't have more specific
// information
k_ESteamNetConnectionEnd_Misc_P2P_Rendezvous = 5008,
// NAT punch failed, probably due to NAT/firewall configuration.
//
// If relay fallback is available (it always is on Steam), then
// this is only used internally and will not be returned as a high
// level failure.
k_ESteamNetConnectionEnd_Misc_P2P_NAT_Firewall = 5009,
// Our peer replied that it has no record of the connection.
// This should not happen ordinarily, but can happen in a few
// exception cases:
//
// - This is an old connection, and the peer has already cleaned
// up and forgotten about it. (Perhaps it timed out and they
// closed it and were not able to communicate this to us.)
// - A bug or internal protocol error has caused us to try to
// talk to the peer about the connection before we received
// confirmation that the peer has accepted the connection.
// - The peer thinks that we have closed the connection for some
// reason (perhaps a bug), and believes that is it is
// acknowledging our closure.
k_ESteamNetConnectionEnd_Misc_PeerSentNoConnection = 5010,
k_ESteamNetConnectionEnd_Misc_Max = 5999,
k_ESteamNetConnectionEnd__Force32Bit = 0x7fffffff
};
/// Max length, in bytes (including null terminator) of the reason string
/// when a connection is closed.
const int k_cchSteamNetworkingMaxConnectionCloseReason = 128;
/// Max length, in bytes (include null terminator) of debug description
/// of a connection.
const int k_cchSteamNetworkingMaxConnectionDescription = 128;
/// Max length of the app's part of the description
const int k_cchSteamNetworkingMaxConnectionAppName = 32;
const int k_nSteamNetworkConnectionInfoFlags_Unauthenticated = 1; // We don't have a certificate for the remote host.
const int k_nSteamNetworkConnectionInfoFlags_Unencrypted = 2; // Information is being sent out over a wire unencrypted (by this library)
const int k_nSteamNetworkConnectionInfoFlags_LoopbackBuffers = 4; // Internal loopback buffers. Won't be true for localhost. (You can check the address to determine that.) This implies k_nSteamNetworkConnectionInfoFlags_FastLAN
const int k_nSteamNetworkConnectionInfoFlags_Fast = 8; // The connection is "fast" and "reliable". Either internal/localhost (check the address to find out), or the peer is on the same LAN. (Probably. It's based on the address and the ping time, this is actually hard to determine unambiguously).
const int k_nSteamNetworkConnectionInfoFlags_Relayed = 16; // The connection is relayed somehow (SDR or TURN).
const int k_nSteamNetworkConnectionInfoFlags_DualWifi = 32; // We're taking advantage of dual-wifi multi-path
/// Describe the state of a connection.
struct SteamNetConnectionInfo_t
{
/// Who is on the other end? Depending on the connection type and phase of the connection, we might not know
SteamNetworkingIdentity m_identityRemote;
/// Arbitrary user data set by the local application code
int64 m_nUserData;
/// Handle to listen socket this was connected on, or k_HSteamListenSocket_Invalid if we initiated the connection
HSteamListenSocket m_hListenSocket;
/// Remote address. Might be all 0's if we don't know it, or if this is N/A.
/// (E.g. Basically everything except direct UDP connection.)
SteamNetworkingIPAddr m_addrRemote;
uint16 m__pad1;
/// What data center is the remote host in? (0 if we don't know.)
SteamNetworkingPOPID m_idPOPRemote;
/// What relay are we using to communicate with the remote host?
/// (0 if not applicable.)
SteamNetworkingPOPID m_idPOPRelay;
/// High level state of the connection
ESteamNetworkingConnectionState m_eState;
/// Basic cause of the connection termination or problem.
/// See ESteamNetConnectionEnd for the values used
int m_eEndReason;
/// Human-readable, but non-localized explanation for connection
/// termination or problem. This is intended for debugging /
/// diagnostic purposes only, not to display to users. It might
/// have some details specific to the issue.
char m_szEndDebug[ k_cchSteamNetworkingMaxConnectionCloseReason ];
/// Debug description. This includes the internal connection ID,
/// connection type (and peer information), and any name
/// given to the connection by the app. This string is used in various
/// internal logging messages.
char m_szConnectionDescription[ k_cchSteamNetworkingMaxConnectionDescription ];
/// Misc flags. Bitmask of k_nSteamNetworkConnectionInfoFlags_Xxxx
int m_nFlags;
/// Internal stuff, room to change API easily
uint32 reserved[63];
};
/// Quick connection state, pared down to something you could call
/// more frequently without it being too big of a perf hit.
struct SteamNetConnectionRealTimeStatus_t
{
/// High level state of the connection
ESteamNetworkingConnectionState m_eState;
/// Current ping (ms)
int m_nPing;
/// Connection quality measured locally, 0...1. (Percentage of packets delivered
/// end-to-end in order).
float m_flConnectionQualityLocal;
/// Packet delivery success rate as observed from remote host
float m_flConnectionQualityRemote;
/// Current data rates from recent history.
float m_flOutPacketsPerSec;
float m_flOutBytesPerSec;
float m_flInPacketsPerSec;
float m_flInBytesPerSec;
/// Estimate rate that we believe that we can send data to our peer.
/// Note that this could be significantly higher than m_flOutBytesPerSec,
/// meaning the capacity of the channel is higher than you are sending data.
/// (That's OK!)
int m_nSendRateBytesPerSecond;
/// Number of bytes pending to be sent. This is data that you have recently
/// requested to be sent but has not yet actually been put on the wire. The
/// reliable number ALSO includes data that was previously placed on the wire,
/// but has now been scheduled for re-transmission. Thus, it's possible to
/// observe m_cbPendingReliable increasing between two checks, even if no
/// calls were made to send reliable data between the checks. Data that is
/// awaiting the Nagle delay will appear in these numbers.
int m_cbPendingUnreliable;
int m_cbPendingReliable;
/// Number of bytes of reliable data that has been placed the wire, but
/// for which we have not yet received an acknowledgment, and thus we may
/// have to re-transmit.
int m_cbSentUnackedReliable;
/// If you queued a message right now, approximately how long would that message
/// wait in the queue before we actually started putting its data on the wire in
/// a packet?
///
/// In general, data that is sent by the application is limited by the bandwidth
/// of the channel. If you send data faster than this, it must be queued and
/// put on the wire at a metered rate. Even sending a small amount of data (e.g.
/// a few MTU, say ~3k) will require some of the data to be delayed a bit.
///
/// Ignoring multiple lanes, the estimated delay will be approximately equal to
///
/// ( m_cbPendingUnreliable+m_cbPendingReliable ) / m_nSendRateBytesPerSecond
///
/// plus or minus one MTU. It depends on how much time has elapsed since the last
/// packet was put on the wire. For example, the queue might have *just* been emptied,
/// and the last packet placed on the wire, and we are exactly up against the send
/// rate limit. In that case we might need to wait for one packet's worth of time to
/// elapse before we can send again. On the other extreme, the queue might have data
/// in it waiting for Nagle. (This will always be less than one packet, because as
/// soon as we have a complete packet we would send it.) In that case, we might be
/// ready to send data now, and this value will be 0.
///
/// This value is only valid if multiple lanes are not used. If multiple lanes are
/// in use, then the queue time will be different for each lane, and you must use
/// the value in SteamNetConnectionRealTimeLaneStatus_t.
///
/// Nagle delay is ignored for the purposes of this calculation.
SteamNetworkingMicroseconds m_usecQueueTime;
// Internal stuff, room to change API easily
uint32 reserved[16];
};
/// Quick status of a particular lane
struct SteamNetConnectionRealTimeLaneStatus_t
{
// Counters for this particular lane. See the corresponding variables
// in SteamNetConnectionRealTimeStatus_t
int m_cbPendingUnreliable;
int m_cbPendingReliable;
int m_cbSentUnackedReliable;
int _reservePad1; // Reserved for future use
/// Lane-specific queue time. This value takes into consideration lane priorities
/// and weights, and how much data is queued in each lane, and attempts to predict
/// how any data currently queued will be sent out.
SteamNetworkingMicroseconds m_usecQueueTime;
// Internal stuff, room to change API easily
uint32 reserved[10];
};
#pragma pack( pop )
//
// Network messages
//
/// Max size of a single message that we can SEND.
/// Note: We might be wiling to receive larger messages,
/// and our peer might, too.
const int k_cbMaxSteamNetworkingSocketsMessageSizeSend = 512 * 1024;
/// A message that has been received.
struct SteamNetworkingMessage_t
{
/// Message payload
void *m_pData;
/// Size of the payload.
int m_cbSize;
/// For messages received on connections: what connection did this come from?
/// For outgoing messages: what connection to send it to?
/// Not used when using the ISteamNetworkingMessages interface
HSteamNetConnection m_conn;
/// For inbound messages: Who sent this to us?
/// For outbound messages on connections: not used.
/// For outbound messages on the ad-hoc ISteamNetworkingMessages interface: who should we send this to?
SteamNetworkingIdentity m_identityPeer;
/// For messages received on connections, this is the user data
/// associated with the connection.
///
/// This is *usually* the same as calling GetConnection() and then
/// fetching the user data associated with that connection, but for
/// the following subtle differences:
///
/// - This user data will match the connection's user data at the time
/// is captured at the time the message is returned by the API.
/// If you subsequently change the userdata on the connection,
/// this won't be updated.
/// - This is an inline call, so it's *much* faster.
/// - You might have closed the connection, so fetching the user data
/// would not be possible.
///
/// Not used when sending messages.
int64 m_nConnUserData;
/// Local timestamp when the message was received
/// Not used for outbound messages.
SteamNetworkingMicroseconds m_usecTimeReceived;
/// Message number assigned by the sender. This is not used for outbound
/// messages. Note that if multiple lanes are used, each lane has its own
/// message numbers, which are assigned sequentially, so messages from
/// different lanes will share the same numbers.
int64 m_nMessageNumber;
/// Function used to free up m_pData. This mechanism exists so that
/// apps can create messages with buffers allocated from their own
/// heap, and pass them into the library. This function will
/// usually be something like:
///
/// free( pMsg->m_pData );
void (*m_pfnFreeData)( SteamNetworkingMessage_t *pMsg );
/// Function to used to decrement the internal reference count and, if
/// it's zero, release the message. You should not set this function pointer,
/// or need to access this directly! Use the Release() function instead!
void (*m_pfnRelease)( SteamNetworkingMessage_t *pMsg );
/// When using ISteamNetworkingMessages, the channel number the message was received on
/// (Not used for messages sent or received on "connections")
int m_nChannel;
/// Bitmask of k_nSteamNetworkingSend_xxx flags.
/// For received messages, only the k_nSteamNetworkingSend_Reliable bit is valid.
/// For outbound messages, all bits are relevant
int m_nFlags;
/// Arbitrary user data that you can use when sending messages using
/// ISteamNetworkingUtils::AllocateMessage and ISteamNetworkingSockets::SendMessage.
/// (The callback you set in m_pfnFreeData might use this field.)
///
/// Not used for received messages.
int64 m_nUserData;
/// For outbound messages, which lane to use? See ISteamNetworkingSockets::ConfigureConnectionLanes.
/// For inbound messages, what lane was the message received on?
uint16 m_idxLane;
uint16 _pad1__;
/// You MUST call this when you're done with the object,
/// to free up memory, etc.
inline void Release();
// For code compatibility, some accessors
#ifndef API_GEN
inline uint32 GetSize() const { return m_cbSize; }
inline const void *GetData() const { return m_pData; }
inline int GetChannel() const { return m_nChannel; }
inline HSteamNetConnection GetConnection() const { return m_conn; }
inline int64 GetConnectionUserData() const { return m_nConnUserData; }
inline SteamNetworkingMicroseconds GetTimeReceived() const { return m_usecTimeReceived; }
inline int64 GetMessageNumber() const { return m_nMessageNumber; }
#endif
protected:
// Declare destructor protected. You should never need to declare a message
// object on the stack or create one yourself.
// - You will receive a pointer to a message object when you receive messages (e.g. ISteamNetworkingSockets::ReceiveMessagesOnConnection)
// - You can allocate a message object for efficient sending using ISteamNetworkingUtils::AllocateMessage
// - Call Release() to free the object
inline ~SteamNetworkingMessage_t() {}
};
//
// Flags used to set options for message sending
//
// Send the message unreliably. Can be lost. Messages *can* be larger than a
// single MTU (UDP packet), but there is no retransmission, so if any piece
// of the message is lost, the entire message will be dropped.
//
// The sending API does have some knowledge of the underlying connection, so
// if there is no NAT-traversal accomplished or there is a recognized adjustment
// happening on the connection, the packet will be batched until the connection
// is open again.
//
// Migration note: This is not exactly the same as k_EP2PSendUnreliable! You
// probably want k_ESteamNetworkingSendType_UnreliableNoNagle
const int k_nSteamNetworkingSend_Unreliable = 0;
// Disable Nagle's algorithm.
// By default, Nagle's algorithm is applied to all outbound messages. This means
// that the message will NOT be sent immediately, in case further messages are
// sent soon after you send this, which can be grouped together. Any time there
// is enough buffered data to fill a packet, the packets will be pushed out immediately,
// but partially-full packets not be sent until the Nagle timer expires. See
// ISteamNetworkingSockets::FlushMessagesOnConnection, ISteamNetworkingMessages::FlushMessagesToUser
//
// NOTE: Don't just send every message without Nagle because you want packets to get there
// quicker. Make sure you understand the problem that Nagle is solving before disabling it.
// If you are sending small messages, often many at the same time, then it is very likely that
// it will be more efficient to leave Nagle enabled. A typical proper use of this flag is
// when you are sending what you know will be the last message sent for a while (e.g. the last
// in the server simulation tick to a particular client), and you use this flag to flush all
// messages.
const int k_nSteamNetworkingSend_NoNagle = 1;
// Send a message unreliably, bypassing Nagle's algorithm for this message and any messages
// currently pending on the Nagle timer. This is equivalent to using k_ESteamNetworkingSend_Unreliable
// and then immediately flushing the messages using ISteamNetworkingSockets::FlushMessagesOnConnection
// or ISteamNetworkingMessages::FlushMessagesToUser. (But using this flag is more efficient since you
// only make one API call.)
const int k_nSteamNetworkingSend_UnreliableNoNagle = k_nSteamNetworkingSend_Unreliable|k_nSteamNetworkingSend_NoNagle;
// If the message cannot be sent very soon (because the connection is still doing some initial
// handshaking, route negotiations, etc), then just drop it. This is only applicable for unreliable
// messages. Using this flag on reliable messages is invalid.
const int k_nSteamNetworkingSend_NoDelay = 4;
// Send an unreliable message, but if it cannot be sent relatively quickly, just drop it instead of queuing it.
// This is useful for messages that are not useful if they are excessively delayed, such as voice data.
// NOTE: The Nagle algorithm is not used, and if the message is not dropped, any messages waiting on the
// Nagle timer are immediately flushed.
//
// A message will be dropped under the following circumstances:
// - the connection is not fully connected. (E.g. the "Connecting" or "FindingRoute" states)
// - there is a sufficiently large number of messages queued up already such that the current message
// will not be placed on the wire in the next ~200ms or so.
//
// If a message is dropped for these reasons, k_EResultIgnored will be returned.
const int k_nSteamNetworkingSend_UnreliableNoDelay = k_nSteamNetworkingSend_Unreliable|k_nSteamNetworkingSend_NoDelay|k_nSteamNetworkingSend_NoNagle;
// Reliable message send. Can send up to k_cbMaxSteamNetworkingSocketsMessageSizeSend bytes in a single message.