461 lines
27 KiB
C++
461 lines
27 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Purpose: misc networking utilities
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//
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//=============================================================================
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#ifndef ISTEAMNETWORKINGUTILS
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#define ISTEAMNETWORKINGUTILS
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#include "steamnetworkingtypes.h"
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#include "steam_api_common.h"
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struct SteamDatagramRelayAuthTicket;
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struct SteamRelayNetworkStatus_t;
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//-----------------------------------------------------------------------------
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/// Misc networking utilities for checking the local networking environment
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/// and estimating pings.
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class ISteamNetworkingUtils
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{
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public:
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//
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// Efficient message sending
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//
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/// Allocate and initialize a message object. Usually the reason
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/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
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/// The returned object will have all of the relevant fields cleared to zero.
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///
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/// Optionally you can also request that this system allocate space to
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/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
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/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
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/// m_pData will point to the allocated buffer, m_cbSize will be set to the
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/// size, and m_pfnFreeData will be set to the proper function to free up
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/// the buffer.
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///
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/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
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/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
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/// set each of these.
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virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0;
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//
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// Access to Steam Datagram Relay (SDR) network
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//
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//
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// Initialization and status check
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//
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/// If you know that you are going to be using the relay network (for example,
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/// because you anticipate making P2P connections), call this to initialize the
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/// relay network. If you do not call this, the initialization will
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/// be delayed until the first time you use a feature that requires access
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/// to the relay network, which will delay that first access.
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///
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/// You can also call this to force a retry if the previous attempt has failed.
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/// Performing any action that requires access to the relay network will also
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/// trigger a retry, and so calling this function is never strictly necessary,
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/// but it can be useful to call it a program launch time, if access to the
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/// relay network is anticipated.
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///
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/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
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/// callbacks to know when initialization has completed.
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/// Typically initialization completes in a few seconds.
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///
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/// Note: dedicated servers hosted in known data centers do *not* need
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/// to call this, since they do not make routing decisions. However, if
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/// the dedicated server will be using P2P functionality, it will act as
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/// a "client" and this should be called.
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inline void InitRelayNetworkAccess();
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/// Fetch current status of the relay network.
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///
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/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
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/// both the user and gameserver interfaces any time the status changes, or
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/// ping measurement starts or stops.
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///
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/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
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/// more details, you can pass a non-NULL value.
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virtual ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) = 0;
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//
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// "Ping location" functions
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//
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// We use the ping times to the valve relays deployed worldwide to
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// generate a "marker" that describes the location of an Internet host.
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// Given two such markers, we can estimate the network latency between
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// two hosts, without sending any packets. The estimate is based on the
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// optimal route that is found through the Valve network. If you are
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// using the Valve network to carry the traffic, then this is precisely
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// the ping you want. If you are not, then the ping time will probably
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// still be a reasonable estimate.
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//
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// This is extremely useful to select peers for matchmaking!
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//
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// The markers can also be converted to a string, so they can be transmitted.
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// We have a separate library you can use on your app's matchmaking/coordinating
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// server to manipulate these objects. (See steamdatagram_gamecoordinator.h)
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/// Return location info for the current host. Returns the approximate
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/// age of the data, in seconds, or -1 if no data is available.
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///
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/// It takes a few seconds to initialize access to the relay network. If
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/// you call this very soon after calling InitRelayNetworkAccess,
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/// the data may not be available yet.
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///
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/// This always return the most up-to-date information we have available
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/// right now, even if we are in the middle of re-calculating ping times.
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virtual float GetLocalPingLocation( SteamNetworkPingLocation_t *result ) = 0;
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/// Estimate the round-trip latency between two arbitrary locations, in
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/// milliseconds. This is a conservative estimate, based on routing through
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/// the relay network. For most basic relayed connections, this ping time
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/// will be pretty accurate, since it will be based on the route likely to
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/// be actually used.
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///
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/// If a direct IP route is used (perhaps via NAT traversal), then the route
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/// will be different, and the ping time might be better. Or it might actually
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/// be a bit worse! Standard IP routing is frequently suboptimal!
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///
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/// But even in this case, the estimate obtained using this method is a
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/// reasonable upper bound on the ping time. (Also it has the advantage
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/// of returning immediately and not sending any packets.)
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///
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/// In a few cases we might not able to estimate the route. In this case
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/// a negative value is returned. k_nSteamNetworkingPing_Failed means
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/// the reason was because of some networking difficulty. (Failure to
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/// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
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/// currently answer the question for some other reason.
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///
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/// Do you need to be able to do this from a backend/matchmaking server?
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/// You are looking for the "game coordinator" library.
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virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t *location1, const SteamNetworkPingLocation_t *location2 ) = 0;
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/// Same as EstimatePingTime, but assumes that one location is the local host.
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/// This is a bit faster, especially if you need to calculate a bunch of
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/// these in a loop to find the fastest one.
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///
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/// In rare cases this might return a slightly different estimate than combining
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/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
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/// this function uses a slightly more complete set of information about what
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/// route would be taken.
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virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t *remoteLocation ) = 0;
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/// Convert a ping location into a text format suitable for sending over the wire.
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/// The format is a compact and human readable. However, it is subject to change
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/// so please do not parse it yourself. Your buffer must be at least
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/// k_cchMaxSteamNetworkingPingLocationString bytes.
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virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t *location, char *pszBuf, int cchBufSize ) = 0;
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/// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
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/// the string.
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virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t *result ) = 0;
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/// Check if the ping data of sufficient recency is available, and if
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/// it's too old, start refreshing it.
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///
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/// Please only call this function when you *really* do need to force an
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/// immediate refresh of the data. (For example, in response to a specific
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/// user input to refresh this information.) Don't call it "just in case",
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/// before every connection, etc. That will cause extra traffic to be sent
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/// for no benefit. The library will automatically refresh the information
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/// as needed.
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///
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/// Returns true if sufficiently recent data is already available.
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///
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/// Returns false if sufficiently recent data is not available. In this
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/// case, ping measurement is initiated, if it is not already active.
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/// (You cannot restart a measurement already in progress.)
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///
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/// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
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/// to know when ping measurement completes.
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virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0;
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//
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// List of Valve data centers, and ping times to them. This might
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// be useful to you if you are use our hosting, or just need to measure
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// latency to a cloud data center where we are running relays.
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//
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/// Fetch ping time of best available relayed route from this host to
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/// the specified data center.
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virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0;
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/// Get *direct* ping time to the relays at the data center.
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virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0;
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/// Get number of network points of presence in the config
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virtual int GetPOPCount() = 0;
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/// Get list of all POP IDs. Returns the number of entries that were filled into
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/// your list.
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virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
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//
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// Misc
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//
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/// Fetch current timestamp. This timer has the following properties:
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///
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/// - Monotonicity is guaranteed.
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/// - The initial value will be at least 24*3600*30*1e6, i.e. about
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/// 30 days worth of microseconds. In this way, the timestamp value of
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/// 0 will always be at least "30 days ago". Also, negative numbers
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/// will never be returned.
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/// - Wraparound / overflow is not a practical concern.
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///
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/// If you are running under the debugger and stop the process, the clock
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/// might not advance the full wall clock time that has elapsed between
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/// calls. If the process is not blocked from normal operation, the
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/// timestamp values will track wall clock time, even if you don't call
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/// the function frequently.
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///
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/// The value is only meaningful for this run of the process. Don't compare
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/// it to values obtained on another computer, or other runs of the same process.
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virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0;
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/// Set a function to receive network-related information that is useful for debugging.
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/// This can be very useful during development, but it can also be useful for troubleshooting
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/// problems with tech savvy end users. If you have a console or other log that customers
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/// can examine, these log messages can often be helpful to troubleshoot network issues.
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/// (Especially any warning/error messages.)
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///
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/// The detail level indicates what message to invoke your callback on. Lower numeric
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/// value means more important, and the value you pass is the lowest priority (highest
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/// numeric value) you wish to receive callbacks for.
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///
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/// The value here controls the detail level for most messages. You can control the
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/// detail level for various subsystems (perhaps only for certain connections) by
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/// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx.
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///
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/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
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/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
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/// request a high detail level and then filter out messages in your callback. This incurs
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/// all of the expense of formatting the messages, which are then discarded. Setting a high
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/// priority value (low numeric value) here allows the library to avoid doing this work.
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///
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/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
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/// Your output function must be threadsafe and fast! Do not make any other
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/// Steamworks calls from within the handler.
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virtual void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0;
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//
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// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
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//
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// Shortcuts for common cases. (Implemented as inline functions below)
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bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
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bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
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bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
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bool SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val );
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bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
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bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
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bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
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//
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// Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
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// want to use the same callback on all (or most) listen sockets and connections, then
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// simply install these callbacks first thing, and you are good to go.
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// See ISteamNetworkingSockets::RunCallbacks
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//
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bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback );
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bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback );
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bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback );
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bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback );
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bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback );
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/// Set a configuration value.
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/// - eValue: which value is being set
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/// - eScope: Onto what type of object are you applying the setting?
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/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
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/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
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/// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
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/// causing the value for that object to use global defaults. Or at global scope, passing NULL
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/// will reset any custom value and restore it to the system default.
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/// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
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/// Your argument should be a pointer to a function pointer.
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virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0;
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/// Set a configuration value, using a struct to pass the value.
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/// (This is just a convenience shortcut; see below for the implementation and
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/// a little insight into how SteamNetworkingConfigValue_t is used when
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/// setting config options during listen socket and connection creation.)
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bool SetConfigValueStruct( const SteamNetworkingConfigValue_t *opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj );
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/// Get a configuration value.
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/// - eValue: which value to fetch
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/// - eScopeType: query setting on what type of object
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/// - eScopeArg: the object to query the setting for
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/// - pOutDataType: If non-NULL, the data type of the value is returned.
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/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
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/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
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virtual ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) = 0;
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/// Returns info about a configuration value. Returns false if the value does not exist.
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/// pOutNextValue can be used to iterate through all of the known configuration values.
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/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
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/// Any of the output parameters can be NULL if you do not need that information.
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///
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/// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables,
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/// which are usually excluded from the set of variables enumerated using this function.
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virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0;
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/// Return the lowest numbered configuration value available in the current environment.
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virtual ESteamNetworkingConfigValue GetFirstConfigValue() = 0;
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// String conversions. You'll usually access these using the respective
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// inline methods.
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virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *addr, char *buf, size_t cbBuf, bool bWithPort ) = 0;
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virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0;
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virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *identity, char *buf, size_t cbBuf ) = 0;
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virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0;
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protected:
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~ISteamNetworkingUtils(); // Silence some warnings
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};
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#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003"
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// Global accessors
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// Using standalone lib
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#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
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// Standalone lib
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static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '3', "Version mismatch" );
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STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV3();
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inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV3(); }
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#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
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inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV3(); }
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#endif
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#endif
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// Using Steamworks SDK
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#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
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STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils_SteamAPI,
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/* Prefer user version of the interface. But if it isn't found, then use
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gameserver one. Yes, this is a completely terrible hack */
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SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ?
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SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) :
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SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ),
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"global",
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STEAMNETWORKINGUTILS_INTERFACE_VERSION
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)
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#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
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inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_SteamAPI(); }
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#endif
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#endif
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/// A struct used to describe our readiness to use the relay network.
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/// To do this we first need to fetch the network configuration,
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/// which describes what POPs are available.
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struct SteamRelayNetworkStatus_t
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{
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enum { k_iCallback = k_iSteamNetworkingUtilsCallbacks + 1 };
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/// Summary status. When this is "current", initialization has
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/// completed. Anything else means you are not ready yet, or
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/// there is a significant problem.
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ESteamNetworkingAvailability m_eAvail;
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/// Nonzero if latency measurement is in progress (or pending,
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/// awaiting a prerequisite).
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int m_bPingMeasurementInProgress;
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/// Status obtaining the network config. This is a prerequisite
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/// for relay network access.
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///
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/// Failure to obtain the network config almost always indicates
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/// a problem with the local internet connection.
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ESteamNetworkingAvailability m_eAvailNetworkConfig;
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/// Current ability to communicate with ANY relay. Note that
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/// the complete failure to communicate with any relays almost
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/// always indicates a problem with the local Internet connection.
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/// (However, just because you can reach a single relay doesn't
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/// mean that the local connection is in perfect health.)
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ESteamNetworkingAvailability m_eAvailAnyRelay;
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/// Non-localized English language status. For diagnostic/debugging
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/// purposes only.
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char m_debugMsg[ 256 ];
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};
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#if 0
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/// Utility class for printing a SteamNetworkingIdentity.
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/// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() );
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struct SteamNetworkingIdentityRender
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{
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SteamNetworkingIdentityRender( const SteamNetworkingIdentity &x ) { x.ToString( buf, sizeof(buf) ); }
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inline const char *c_str() const { return buf; }
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private:
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char buf[ SteamNetworkingIdentity::k_cchMaxString ];
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};
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/// Utility class for printing a SteamNetworkingIPAddrRender.
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struct SteamNetworkingIPAddrRender
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{
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SteamNetworkingIPAddrRender( const SteamNetworkingIPAddr &x, bool bWithPort = true ) { x.ToString( buf, sizeof(buf), bWithPort ); }
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inline const char *c_str() const { return buf; }
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private:
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char buf[ SteamNetworkingIPAddr::k_cchMaxString ];
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};
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///////////////////////////////////////////////////////////////////////////////
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//
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// Internal stuff
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inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); }
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inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); }
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inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); }
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inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); }
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inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val ); } // Note: passing pointer to pointer.
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inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); }
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inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); }
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inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); }
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inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj )
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{
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// Locate the argument. Strings are a special case, since the
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// "value" (the whole string buffer) doesn't fit in the struct
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// NOTE: for pointer values, we pass a pointer to the pointer,
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// we do not pass the pointer directly.
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const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val;
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return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal );
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}
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#endif
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// How to get helper functions.
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#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB )
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// Call direct to static functions
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort );
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STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr );
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf );
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STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr );
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inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); }
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inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); }
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inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); }
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inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); }
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#elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI )
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// Using steamworks SDK - go through SteamNetworkingUtils()
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#if 0
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inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); }
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inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); }
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inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); }
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inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); }
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#endif
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#else
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#error "Invalid config"
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#endif
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#endif // ISTEAMNETWORKINGUTILS
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