mirror of
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160 lines
9.2 KiB
C++
160 lines
9.2 KiB
C++
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#ifndef ISTEAMNETWORKING005_H
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#define ISTEAMNETWORKING005_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamNetworking005
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////////////
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//
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// UDP-style (connectionless) networking interface. These functions send messages using
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// an API organized around the destination. Reliable and unreliable messages are supported.
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//
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// For a more TCP-style interface (meaning you have a connection handle), see the functions below.
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// Both interface styles can send both reliable and unreliable messages.
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//
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// Automatically establishes NAT-traversing or Relay server connections
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// Sends a P2P packet to the specified user
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// UDP-like, unreliable and a max packet size of 1200 bytes
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// the first packet send may be delayed as the NAT-traversal code runs
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// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
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// see EP2PSend enum above for the descriptions of the different ways of sending packets
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//
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// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
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// with the same channel number in order to retrieve the data on the other end
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// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
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virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
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// returns true if any data is available for read, and the amount of data that will need to be read
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virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
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// reads in a packet that has been sent from another user via SendP2PPacket()
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// returns the size of the message and the steamID of the user who sent it in the last two parameters
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// if the buffer passed in is too small, the message will be truncated
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// this call is not blocking, and will return false if no data is available
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virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
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// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
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// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
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// if you don't want to talk to the user, just ignore the request
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// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
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// this may be called multiple times for a single user
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// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
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virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
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// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
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// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
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virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
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// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
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// open channels to a user have been closed, the open session to the user will be closed and new data from this
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// user will trigger a P2PSessionRequest_t callback
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virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
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// fills out P2PSessionState_t structure with details about the underlying connection to the user
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// should only needed for debugging purposes
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// returns false if no connection exists to the specified user
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virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
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// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
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// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
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// or to existing connections that need to automatically reconnect after this value is set.
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//
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// P2P packet relay is allowed by default
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virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
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////////////////////////////////////////////////////////////////////////////////////////////
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//
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// LISTEN / CONNECT connection-oriented interface functions
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//
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// These functions are more like a client-server TCP API. One side is the "server"
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// and "listens" for incoming connections, which then must be "accepted." The "client"
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// initiates a connection by "connecting." Sending and receiving is done through a
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// connection handle.
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//
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// For a more UDP-style interface, where you do not track connection handles but
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// simply send messages to a SteamID, use the UDP-style functions above.
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//
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// Both methods can send both reliable and unreliable methods.
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//
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////////////////////////////////////////////////////////////////////////////////////////////
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// creates a socket and listens others to connect
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// will trigger a SocketStatusCallback_t callback on another client connecting
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// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
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// this can usually just be 0 unless you want multiple sets of connections
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// unIP is the local IP address to bind to
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// pass in 0 if you just want the default local IP
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// unPort is the port to use
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// 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
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virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
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// creates a socket and begin connection to a remote destination
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// can connect via a known steamID (client or game server), or directly to an IP
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// on success will trigger a SocketStatusCallback_t callback
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// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
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virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
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virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
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// disconnects the connection to the socket, if any, and invalidates the handle
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// any unread data on the socket will be thrown away
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// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
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virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
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// destroying a listen socket will automatically kill all the regular sockets generated from it
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virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
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// sending data
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// must be a handle to a connected socket
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// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
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// use the reliable flag with caution; although the resend rate is pretty aggressive,
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// it can still cause stalls in receiving data (like TCP)
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virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
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// receiving data
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// returns false if there is no data remaining
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// fills out *pcubMsgSize with the size of the next message, in bytes
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virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
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// fills in pubDest with the contents of the message
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// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
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// if *pcubMsgSize < cubDest, only partial data is written
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// returns false if no data is available
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virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
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// checks for data from any socket that has been connected off this listen socket
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// returns false if there is no data remaining
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// fills out *pcubMsgSize with the size of the next message, in bytes
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// fills out *phSocket with the socket that data is available on
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virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
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// retrieves data from any socket that has been connected off this listen socket
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// fills in pubDest with the contents of the message
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// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
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// if *pcubMsgSize < cubDest, only partial data is written
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// returns false if no data is available
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// fills out *phSocket with the socket that data is available on
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virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
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// returns information about the specified socket, filling out the contents of the pointers
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virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
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// returns which local port the listen socket is bound to
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// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
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virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
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// returns true to describe how the socket ended up connecting
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virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
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// max packet size, in bytes
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virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
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};
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#endif // ISTEAMNETWORKING005_H
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