mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-24 03:35:35 +08:00
328 lines
17 KiB
C++
328 lines
17 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 STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "steam_api_common.h"
|
|
|
|
// list of possible errors returned by SendP2PPacket() API
|
|
// these will be posted in the P2PSessionConnectFail_t callback
|
|
enum EP2PSessionError
|
|
{
|
|
k_EP2PSessionErrorNone = 0,
|
|
k_EP2PSessionErrorNotRunningApp = 1, // target is not running the same game
|
|
k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
|
|
k_EP2PSessionErrorDestinationNotLoggedIn = 3, // target user isn't connected to Steam
|
|
k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
|
|
// corporate firewalls can also block this (NAT traversal is not firewall traversal)
|
|
// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
|
|
k_EP2PSessionErrorMax = 5
|
|
};
|
|
|
|
// SendP2PPacket() send types
|
|
// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
|
|
enum EP2PSend
|
|
{
|
|
// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
|
|
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
|
|
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
|
|
k_EP2PSendUnreliable = 0,
|
|
|
|
// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
|
|
// packet sent to a remote host almost guarantees the packet will be dropped.
|
|
// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
|
|
k_EP2PSendUnreliableNoDelay = 1,
|
|
|
|
// Reliable message send. Can send up to 1MB of data in a single message.
|
|
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
|
|
k_EP2PSendReliable = 2,
|
|
|
|
// As above, but applies the Nagle algorithm to the send - sends will accumulate
|
|
// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
|
|
// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
|
|
// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
|
|
// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
|
|
k_EP2PSendReliableWithBuffering = 3,
|
|
|
|
};
|
|
|
|
|
|
// connection state to a specified user, returned by GetP2PSessionState()
|
|
// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
|
|
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
|
#pragma pack( push, 4 )
|
|
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
|
#pragma pack( push, 8 )
|
|
#else
|
|
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
|
#endif
|
|
struct P2PSessionState_t
|
|
{
|
|
uint8 m_bConnectionActive; // true if we've got an active open connection
|
|
uint8 m_bConnecting; // true if we're currently trying to establish a connection
|
|
uint8 m_eP2PSessionError; // last error recorded (see enum above)
|
|
uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
|
|
int32 m_nBytesQueuedForSend;
|
|
int32 m_nPacketsQueuedForSend;
|
|
uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
|
|
uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
|
|
};
|
|
#pragma pack( pop )
|
|
|
|
|
|
// handle to a socket
|
|
typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
|
|
typedef uint32 SNetListenSocket_t; // CreateListenSocket()
|
|
|
|
// connection progress indicators, used by CreateP2PConnectionSocket()
|
|
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:
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// UDP-style (connectionless) networking interface. These functions send messages using
|
|
// an API organized around the destination. Reliable and unreliable messages are supported.
|
|
//
|
|
// For a more TCP-style interface (meaning you have a connection handle), see the functions below.
|
|
// Both interface styles can send both reliable and unreliable messages.
|
|
//
|
|
// Automatically establishes NAT-traversing or Relay server connections
|
|
|
|
// Sends a P2P packet to the specified user
|
|
// UDP-like, unreliable and a max packet size of 1200 bytes
|
|
// the first packet send may be delayed as the NAT-traversal code runs
|
|
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
|
|
// see EP2PSend enum above for the descriptions of the different ways of sending packets
|
|
//
|
|
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
|
|
// with the same channel number in order to retrieve the data on the other end
|
|
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
|
|
virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
|
|
|
|
// returns true if any data is available for read, and the amount of data that will need to be read
|
|
virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
|
|
|
|
// reads in a packet that has been sent from another user via SendP2PPacket()
|
|
// returns the size of the message and the steamID of the user who sent it in the last two parameters
|
|
// if the buffer passed in is too small, the message will be truncated
|
|
// this call is not blocking, and will return false if no data is available
|
|
virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
|
|
|
|
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
|
|
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
|
|
// if you don't want to talk to the user, just ignore the request
|
|
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
|
|
// this may be called multiple times for a single user
|
|
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
|
|
virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
|
|
|
|
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
|
|
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
|
|
virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
|
|
|
|
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
|
|
// open channels to a user have been closed, the open session to the user will be closed and new data from this
|
|
// user will trigger a P2PSessionRequest_t callback
|
|
virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
|
|
|
|
// fills out P2PSessionState_t structure with details about the underlying connection to the user
|
|
// should only needed for debugging purposes
|
|
// returns false if no connection exists to the specified user
|
|
virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
|
|
|
|
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
|
|
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
|
|
// or to existing connections that need to automatically reconnect after this value is set.
|
|
//
|
|
// P2P packet relay is allowed by default
|
|
virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// LISTEN / CONNECT connection-oriented interface functions
|
|
//
|
|
// These functions are more like a client-server TCP API. One side is the "server"
|
|
// and "listens" for incoming connections, which then must be "accepted." The "client"
|
|
// initiates a connection by "connecting." Sending and receiving is done through a
|
|
// connection handle.
|
|
//
|
|
// For a more UDP-style interface, where you do not track connection handles but
|
|
// simply send messages to a SteamID, use the UDP-style functions above.
|
|
//
|
|
// Both methods can send both reliable and unreliable methods.
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
// 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, SteamIPAddress_t 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( SteamIPAddress_t 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, SteamIPAddress_t *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, SteamIPAddress_t *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 "SteamNetworking006"
|
|
|
|
#ifndef STEAM_API_EXPORTS
|
|
// Global interface accessor
|
|
inline ISteamNetworking *SteamNetworking();
|
|
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamNetworking, STEAMNETWORKING_INTERFACE_VERSION );
|
|
|
|
// Global accessor for the gameserver client
|
|
inline ISteamNetworking *SteamGameServerNetworking();
|
|
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworking *, SteamGameServerNetworking, STEAMNETWORKING_INTERFACE_VERSION );
|
|
#endif
|
|
|
|
// callbacks
|
|
#if defined( VALVE_CALLBACK_PACK_SMALL )
|
|
#pragma pack( push, 4 )
|
|
#elif defined( VALVE_CALLBACK_PACK_LARGE )
|
|
#pragma pack( push, 8 )
|
|
#else
|
|
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
|
|
#endif
|
|
|
|
// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
|
|
// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
|
|
struct P2PSessionRequest_t
|
|
{
|
|
enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
|
|
CSteamID m_steamIDRemote; // user who wants to talk to us
|
|
};
|
|
|
|
|
|
// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
|
|
// all packets queued packets unsent at this point will be dropped
|
|
// further attempts to send will retry making the connection (but will be dropped if we fail again)
|
|
struct P2PSessionConnectFail_t
|
|
{
|
|
enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
|
|
CSteamID m_steamIDRemote; // user we were sending packets to
|
|
uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
|
|
};
|
|
|
|
|
|
// callback notification - status of a socket has changed
|
|
// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
|
|
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
|
|
};
|
|
|
|
#pragma pack( pop )
|
|
|
|
#endif // ISTEAMNETWORKING
|