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309 lines
17 KiB
C
309 lines
17 KiB
C
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#ifndef ISTEAMNETWORKINGUTILS003
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#define ISTEAMNETWORKINGUTILS003
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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 ISteamNetworkingUtils003
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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 "ticketgen" 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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#endif // ISTEAMNETWORKINGUTILS003
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