147 lines
7.3 KiB
C++
147 lines
7.3 KiB
C++
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
|
//
|
|
// Purpose: interface to steam managing network connections between game clients & servers
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef ISTEAMNETWORKING
|
|
#define ISTEAMNETWORKING
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "steamtypes.h"
|
|
#include "steamclientpublic.h"
|
|
|
|
// handle to a socket
|
|
typedef uint32 SNetSocket_t;
|
|
typedef uint32 SNetListenSocket_t;
|
|
|
|
|
|
// connection progress indicators
|
|
enum ESNetSocketState
|
|
{
|
|
k_ESNetSocketStateInvalid = 0,
|
|
|
|
// communication is valid
|
|
k_ESNetSocketStateConnected = 1,
|
|
|
|
// states while establishing a connection
|
|
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
|
|
|
|
// p2p connections
|
|
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
|
|
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
|
|
|
|
// direct connections
|
|
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
|
|
|
|
// failure states
|
|
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
|
|
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
|
|
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
|
|
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
|
|
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
|
|
|
|
};
|
|
|
|
// describes how the socket is currently connected
|
|
enum ESNetSocketConnectionType
|
|
{
|
|
k_ESNetSocketConnectionTypeNotConnected = 0,
|
|
k_ESNetSocketConnectionTypeUDP = 1,
|
|
k_ESNetSocketConnectionTypeUDPRelay = 2,
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Functions for making connections and sending data between clients,
|
|
// traversing NAT's where possible
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamNetworking
|
|
{
|
|
public:
|
|
// creates a socket and listens others to connect
|
|
// will trigger a SocketStatusCallback_t callback on another client connecting
|
|
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
|
// this can usually just be 0 unless you want multiple sets of connections
|
|
// unIP is the local IP address to bind to
|
|
// pass in 0 if you just want the default local IP
|
|
// unPort is the port to use
|
|
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
|
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
|
|
|
|
// creates a socket and begin connection to a remote destination
|
|
// can connect via a known steamID (client or game server), or directly to an IP
|
|
// on success will trigger a SocketStatusCallback_t callback
|
|
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
|
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
|
|
virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
|
|
|
|
// disconnects the connection to the socket, if any, and invalidates the handle
|
|
// any unread data on the socket will be thrown away
|
|
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
|
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
|
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
|
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
|
|
|
|
// sending data
|
|
// must be a handle to a connected socket
|
|
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
|
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
|
// it can still cause stalls in receiving data (like TCP)
|
|
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
|
|
|
|
// receiving data
|
|
// returns false if there is no data remaining
|
|
// fills out *pcubMsgSize with the size of the next message, in bytes
|
|
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
|
|
|
|
// fills in pubDest with the contents of the message
|
|
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
|
// if *pcubMsgSize < cubDest, only partial data is written
|
|
// returns false if no data is available
|
|
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
|
|
|
|
// checks for data from any socket that has been connected off this listen socket
|
|
// returns false if there is no data remaining
|
|
// fills out *pcubMsgSize with the size of the next message, in bytes
|
|
// fills out *phSocket with the socket that data is available on
|
|
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
|
|
|
// retrieves data from any socket that has been connected off this listen socket
|
|
// fills in pubDest with the contents of the message
|
|
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
|
// if *pcubMsgSize < cubDest, only partial data is written
|
|
// returns false if no data is available
|
|
// fills out *phSocket with the socket that data is available on
|
|
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
|
|
|
|
// returns information about the specified socket, filling out the contents of the pointers
|
|
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
|
|
|
|
// returns which local port the listen socket is bound to
|
|
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
|
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
|
|
|
|
// returns true to describe how the socket ended up connecting
|
|
virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
|
|
|
|
// max packet size, in bytes
|
|
virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
|
|
};
|
|
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking002"
|
|
|
|
|
|
// callback notification - status of a socket has changed
|
|
struct SocketStatusCallback_t
|
|
{
|
|
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
|
|
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
|
|
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
|
|
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
|
|
int m_eSNetSocketState; // socket state, ESNetSocketState
|
|
};
|
|
|
|
|
|
#endif // ISTEAMNETWORKING
|