mirror of
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656 lines
37 KiB
C++
656 lines
37 KiB
C++
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#ifndef ISTEAMNETWORKINGSOCKETS009
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#define ISTEAMNETWORKINGSOCKETS009
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class ISteamNetworkingSockets009
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{
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public:
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/// Creates a "server" socket that listens for clients to connect to by
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/// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6)
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///
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/// You must select a specific local port to listen on and set it
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/// the port field of the local address.
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///
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/// Usually you will set the IP portion of the address to zero (SteamNetworkingIPAddr::Clear()).
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/// This means that you will not bind to any particular local interface (i.e. the same
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/// as INADDR_ANY in plain socket code). Furthermore, if possible the socket will be bound
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/// in "dual stack" mode, which means that it can accept both IPv4 and IPv6 client connections.
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/// If you really do wish to bind a particular interface, then set the local address to the
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/// appropriate IPv4 or IPv6 IP.
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///
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/// If you need to set any initial config options, pass them here. See
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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/// setting the options "immediately" after creation.
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///
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/// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t
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/// will be posted. The connection will be in the connecting state.
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virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Creates a connection and begins talking to a "server" over UDP at the
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/// given IPv4 or IPv6 address. The remote host must be listening with a
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/// matching call to CreateListenSocketIP on the specified port.
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///
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/// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start
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/// connecting, and then another one on either timeout or successful connection.
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///
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/// If the server does not have any identity configured, then their network address
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/// will be the only identity in use. Or, the network host may provide a platform-specific
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/// identity with or without a valid certificate to authenticate that identity. (These
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/// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's
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/// up to your application to decide whether to allow the connection.
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///
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/// By default, all connections will get basic encryption sufficient to prevent
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/// casual eavesdropping. But note that without certificates (or a shared secret
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/// distributed through some other out-of-band mechanism), you don't have any
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/// way of knowing who is actually on the other end, and thus are vulnerable to
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/// man-in-the-middle attacks.
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///
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/// If you need to set any initial config options, pass them here. See
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P.
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///
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/// nLocalVirtualPort specifies how clients can connect to this socket using
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/// ConnectP2P. It's very common for applications to only have one listening socket;
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/// in that case, use zero. If you need to open multiple listen sockets and have clients
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/// be able to connect to one or the other, then nLocalVirtualPort should be a small
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/// integer (<1000) unique to each listen socket you create.
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///
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
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/// when your app initializes.
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///
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/// If you are listening on a dedicated servers in known data center,
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/// then you can listen using this function instead of CreateHostedDedicatedServerListenSocket,
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/// to allow clients to connect without a ticket. Any user that owns
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/// the app and is signed into Steam will be able to attempt to connect to
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/// your server. Also, a connection attempt may require the client to
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/// be connected to Steam, which is one more moving part that may fail. When
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/// tickets are used, then once a ticket is obtained, a client can connect to
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/// your server even if they got disconnected from Steam or Steam is offline.
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///
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/// If you need to set any initial config options, pass them here. See
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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/// setting the options "immediately" after creation.
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virtual HSteamListenSocket CreateListenSocketP2P( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Begin connecting to a peer that is identified using a platform-specific identifier.
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/// This uses the default rendezvous service, which depends on the platform and library
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/// configuration. (E.g. on Steam, it goes through the steam backend.)
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///
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/// If you need to set any initial config options, pass them here. See
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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/// setting the options "immediately" after creation.
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///
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/// To use your own signaling service, see:
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/// - ConnectP2PCustomSignaling
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/// - k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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/// Accept an incoming connection that has been received on a listen socket.
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///
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/// When a connection attempt is received (perhaps after a few basic handshake
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/// packets have been exchanged to prevent trivial spoofing), a connection interface
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/// object is created in the k_ESteamNetworkingConnectionState_Connecting state
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/// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your
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/// application MUST either accept or close the connection. (It may not ignore it.)
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/// Accepting the connection will transition it either into the connected state,
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/// or the finding route state, depending on the connection type.
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///
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/// You should take action within a second or two, because accepting the connection is
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/// what actually sends the reply notifying the client that they are connected. If you
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/// delay taking action, from the client's perspective it is the same as the network
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/// being unresponsive, and the client may timeout the connection attempt. In other
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/// words, the client cannot distinguish between a delay caused by network problems
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/// and a delay caused by the application.
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///
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/// This means that if your application goes for more than a few seconds without
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/// processing callbacks (for example, while loading a map), then there is a chance
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/// that a client may attempt to connect in that interval and fail due to timeout.
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///
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/// If the application does not respond to the connection attempt in a timely manner,
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/// and we stop receiving communication from the client, the connection attempt will
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/// be timed out locally, transitioning the connection to the
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/// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also
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/// close the connection before it is accepted, and a transition to the
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/// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact
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/// sequence of events.
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///
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/// Returns k_EResultInvalidParam if the handle is invalid.
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/// Returns k_EResultInvalidState if the connection is not in the appropriate state.
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/// (Remember that the connection state could change in between the time that the
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/// notification being posted to the queue and when it is received by the application.)
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///
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/// A note about connection configuration options. If you need to set any configuration
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/// options that are common to all connections accepted through a particular listen
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/// socket, consider setting the options on the listen socket, since such options are
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/// inherited automatically. If you really do need to set options that are connection
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/// specific, it is safe to set them on the connection before accepting the connection.
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virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0;
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/// Disconnects from the remote host and invalidates the connection handle.
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/// Any unread data on the connection is discarded.
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///
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/// nReason is an application defined code that will be received on the other
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/// end and recorded (when possible) in backend analytics. The value should
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/// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need
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/// to communicate any information to the remote host, and do not want analytics to
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/// be able to distinguish "normal" connection terminations from "exceptional" ones,
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/// You may pass zero, in which case the generic value of
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/// k_ESteamNetConnectionEnd_App_Generic will be used.
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///
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/// pszDebug is an optional human-readable diagnostic string that will be received
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/// by the remote host and recorded (when possible) in backend analytics.
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///
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/// If you wish to put the socket into a "linger" state, where an attempt is made to
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/// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data
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/// is not flushed.
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///
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/// If the connection has already ended and you are just freeing up the
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/// connection interface, the reason code, debug string, and linger flag are
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/// ignored.
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virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0;
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/// Destroy a listen socket. All the connections that were accepting on the listen
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/// socket are closed ungracefully.
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virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0;
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/// Set connection user data. the data is returned in the following places
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/// - You can query it using GetConnectionUserData.
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/// - The SteamNetworkingmessage_t structure.
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/// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.)
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///
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/// Returns false if the handle is invalid.
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virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0;
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/// Fetch connection user data. Returns -1 if handle is invalid
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/// or if you haven't set any userdata on the connection.
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virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0;
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/// Set a name for the connection, used mostly for debugging
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virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0;
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/// Fetch connection name. Returns false if handle is invalid
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virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0;
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/// Send a message to the remote host on the specified connection.
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///
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/// nSendFlags determines the delivery guarantees that will be provided,
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/// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable
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///
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/// Note that the semantics we use for messages are not precisely
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/// the same as the semantics of a standard "stream" socket.
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/// (SOCK_STREAM) For an ordinary stream socket, the boundaries
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/// between chunks are not considered relevant, and the sizes of
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/// the chunks of data written will not necessarily match up to
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/// the sizes of the chunks that are returned by the reads on
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/// the other end. The remote host might read a partial chunk,
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/// or chunks might be coalesced. For the message semantics
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/// used here, however, the sizes WILL match. Each send call
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/// will match a successful read call on the remote host
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/// one-for-one. If you are porting existing stream-oriented
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/// code to the semantics of reliable messages, your code should
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/// work the same, since reliable message semantics are more
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/// strict than stream semantics. The only caveat is related to
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/// performance: there is per-message overhead to retain the
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/// message sizes, and so if your code sends many small chunks
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/// of data, performance will suffer. Any code based on stream
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/// sockets that does not write excessively small chunks will
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/// work without any changes.
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///
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/// The pOutMessageNumber is an optional pointer to receive the
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/// message number assigned to the message, if sending was successful.
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///
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/// Returns:
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/// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big.
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/// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend)
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/// - k_EResultInvalidState: connection is in an invalid state
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/// - k_EResultNoConnection: connection has ended
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/// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because
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/// we were not ready to send it.
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/// - k_EResultLimitExceeded: there was already too much data queued to be sent.
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/// (See k_ESteamNetworkingConfig_SendBufferSize)
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virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) = 0;
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/// Send one or more messages without copying the message payload.
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/// This is the most efficient way to send messages. To use this
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/// function, you must first allocate a message object using
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/// ISteamNetworkingUtils::AllocateMessage. (Do not declare one
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/// on the stack or allocate your own.)
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///
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/// You should fill in the message payload. You can either let
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/// it allocate the buffer for you and then fill in the payload,
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/// or if you already have a buffer allocated, you can just point
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/// m_pData at your buffer and set the callback to the appropriate function
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/// to free it. Note that if you use your own buffer, it MUST remain valid
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/// until the callback is executed. And also note that your callback can be
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/// invoked at ant time from any thread (perhaps even before SendMessages
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/// returns!), so it MUST be fast and threadsafe.
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///
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/// You MUST also fill in:
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/// - m_conn - the handle of the connection to send the message to
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/// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags.
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///
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/// All other fields are currently reserved and should not be modified.
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///
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/// The library will take ownership of the message structures. They may
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/// be modified or become invalid at any time, so you must not read them
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/// after passing them to this function.
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///
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/// pOutMessageNumberOrResult is an optional array that will receive,
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/// for each message, the message number that was assigned to the message
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/// if sending was successful. If sending failed, then a negative EResult
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/// value is placed into the array. For example, the array will hold
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/// -k_EResultInvalidState if the connection was in an invalid state.
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/// See ISteamNetworkingSockets::SendMessageToConnection for possible
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/// failure codes.
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virtual void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) = 0;
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/// Flush any messages waiting on the Nagle timer and send them
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/// at the next transmission opportunity (often that means right now).
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///
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/// If Nagle is enabled (it's on by default) then when calling
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/// SendMessageToConnection the message will be buffered, up to the Nagle time
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/// before being sent, to merge small messages into the same packet.
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/// (See k_ESteamNetworkingConfig_NagleTime)
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///
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/// Returns:
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/// k_EResultInvalidParam: invalid connection handle
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/// k_EResultInvalidState: connection is in an invalid state
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/// k_EResultNoConnection: connection has ended
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/// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect.
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virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0;
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/// Fetch the next available message(s) from the connection, if any.
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/// Returns the number of messages returned into your array, up to nMaxMessages.
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/// If the connection handle is invalid, -1 is returned.
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///
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/// The order of the messages returned in the array is relevant.
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/// Reliable messages will be received in the order they were sent (and with the
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/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
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///
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/// Unreliable messages may be dropped, or delivered out of order with respect to
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/// each other or with respect to reliable messages. The same unreliable message
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/// may be received multiple times.
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///
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/// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each
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/// of them free up resources after you are done. It is safe to keep the object alive for
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/// a little while (put it into some queue, etc), and you may call Release() from any thread.
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virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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/// Returns basic information about the high-level state of the connection.
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virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
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/// Returns a small set of information about the real-time state of the connection
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/// Returns false if the connection handle is invalid, or the connection has ended.
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virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0;
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/// Returns detailed connection stats in text format. Useful
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/// for dumping to a log, etc.
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///
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/// Returns:
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/// -1 failure (bad connection handle)
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/// 0 OK, your buffer was filled in and '\0'-terminated
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/// >0 Your buffer was either nullptr, or it was too small and the text got truncated.
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/// Try again with a buffer of at least N bytes.
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virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0;
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/// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to.
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///
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/// An IPv6 address of ::0 means "any IPv4 or IPv6"
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/// An IPv6 address of ::ffff:0000:0000 means "any IPv4"
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virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0;
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/// Create a pair of connections that are talking to each other, e.g. a loopback connection.
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/// This is very useful for testing, or so that your client/server code can work the same
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/// even when you are running a local "server".
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///
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/// The two connections will immediately be placed into the connected state, and no callbacks
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/// will be posted immediately. After this, if you close either connection, the other connection
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/// will receive a callback, exactly as if they were communicating over the network. You must
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/// close *both* sides in order to fully clean up the resources!
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///
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/// By default, internal buffers are used, completely bypassing the network, the chopping up of
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/// messages into packets, encryption, copying the payload, etc. This means that loopback
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/// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will
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/// cause the socket pair to send packets through the local network loopback device (127.0.0.1)
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/// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended
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/// to encrypt and decrypt.
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///
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/// If you wish to assign a specific identity to either connection, you may pass a particular
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/// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic
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/// "localhost" identity. If you use real network loopback, this might be translated to the
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/// actual bound loopback port. Otherwise, the port will be zero.
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virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0;
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/// Get the identity assigned to this interface.
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/// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned
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/// to the gameserver. Returns false and sets the result to an invalid identity if we don't know
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/// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID
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/// even if they are not signed into Steam.)
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virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0;
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/// Indicate our desire to be ready participate in authenticated communications.
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/// If we are currently not ready, then steps will be taken to obtain the necessary
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/// certificates. (This includes a certificate for us, as well as any CA certificates
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/// needed to authenticate peers.)
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///
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/// You can call this at program init time if you know that you are going to
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/// be making authenticated connections, so that we will be ready immediately when
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/// those connections are attempted. (Note that essentially all connections require
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/// authentication, with the exception of ordinary UDP connections with authentication
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/// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call
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/// this function, we will wait until a feature is utilized that that necessitates
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/// these resources.
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///
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/// You can also call this function to force a retry, if failure has occurred.
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/// Once we make an attempt and fail, we will not automatically retry.
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/// In this respect, the behavior of the system after trying and failing is the same
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/// as before the first attempt: attempting authenticated communication or calling
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/// this function will call the system to attempt to acquire the necessary resources.
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///
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/// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t
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/// to monitor the status.
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///
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/// Returns the current value that would be returned from GetAuthenticationStatus.
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virtual ESteamNetworkingAvailability InitAuthentication() = 0;
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/// Query our readiness to participate in authenticated communications. A
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/// SteamNetAuthenticationStatus_t callback is posted any time this status changes,
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/// but you can use this function to query it at any time.
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///
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/// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only
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/// want this high level status, you can pass NULL for pDetails. If you want further
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/// details, pass non-NULL to receive them.
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virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0;
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//
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// Poll groups. A poll group is a set of connections that can be polled efficiently.
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// (In our API, to "poll" a connection means to retrieve all pending messages. We
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// actually don't have an API to "poll" the connection *state*, like BSD sockets.)
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//
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/// Create a new poll group.
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///
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/// You should destroy the poll group when you are done using DestroyPollGroup
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virtual HSteamNetPollGroup CreatePollGroup() = 0;
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/// Destroy a poll group created with CreatePollGroup().
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///
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/// If there are any connections in the poll group, they are removed from the group,
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/// and left in a state where they are not part of any poll group.
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/// Returns false if passed an invalid poll group handle.
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virtual bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) = 0;
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/// Assign a connection to a poll group. Note that a connection may only belong to a
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/// single poll group. Adding a connection to a poll group implicitly removes it from
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/// any other poll group it is in.
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///
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/// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current
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/// poll group without adding it to a new poll group.
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///
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/// If there are received messages currently pending on the connection, an attempt
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/// is made to add them to the queue of messages for the poll group in approximately
|
|
/// the order that would have applied if the connection was already part of the poll
|
|
/// group at the time that the messages were received.
|
|
///
|
|
/// Returns false if the connection handle is invalid, or if the poll group handle
|
|
/// is invalid (and not k_HSteamNetPollGroup_Invalid).
|
|
virtual bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) = 0;
|
|
|
|
/// Same as ReceiveMessagesOnConnection, but will return the next messages available
|
|
/// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn
|
|
/// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also
|
|
/// be useful.)
|
|
///
|
|
/// Delivery order of messages among different connections will usually match the
|
|
/// order that the last packet was received which completed the message. But this
|
|
/// is not a strong guarantee, especially for packets received right as a connection
|
|
/// is being assigned to poll group.
|
|
///
|
|
/// Delivery order of messages on the same connection is well defined and the
|
|
/// same guarantees are present as mentioned in ReceiveMessagesOnConnection.
|
|
/// (But the messages are not grouped by connection, so they will not necessarily
|
|
/// appear consecutively in the list; they may be interleaved with messages for
|
|
/// other connections.)
|
|
virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
|
|
|
|
//
|
|
// Clients connecting to dedicated servers hosted in a data center,
|
|
// using tickets issued by your game coordinator. If you are not
|
|
// issuing your own tickets to restrict who can attempt to connect
|
|
// to your server, then you won't use these functions.
|
|
//
|
|
|
|
/// Call this when you receive a ticket from your backend / matchmaking system. Puts the
|
|
/// ticket into a persistent cache, and optionally returns the parsed ticket.
|
|
///
|
|
/// See stamdatagram_ticketgen.h for more details.
|
|
virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
|
|
|
|
/// Search cache for a ticket to talk to the server on the specified virtual port.
|
|
/// If found, returns the number of seconds until the ticket expires, and optionally
|
|
/// the complete cracked ticket. Returns 0 if we don't have a ticket.
|
|
///
|
|
/// Typically this is useful just to confirm that you have a ticket, before you
|
|
/// call ConnectToHostedDedicatedServer to connect to the server.
|
|
virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
|
|
|
|
/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
|
|
/// port. You must have placed a ticket for this server into the cache, or else this connect
|
|
/// attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated
|
|
/// server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow
|
|
/// this type of connection by listening using CreateListenSocketP2P.)
|
|
///
|
|
/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
|
|
/// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses
|
|
/// connection to Steam or the central backend, or the app is restarted or crashes, etc.
|
|
///
|
|
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
|
|
/// when your app initializes
|
|
///
|
|
/// If you need to set any initial config options, pass them here. See
|
|
/// SteamNetworkingConfigValue_t for more about why this is preferable to
|
|
/// setting the options "immediately" after creation.
|
|
virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
|
|
|
//
|
|
// Servers hosted in data centers known to the Valve relay network
|
|
//
|
|
|
|
/// Returns the value of the SDR_LISTEN_PORT environment variable. This
|
|
/// is the UDP server your server will be listening on. This will
|
|
/// configured automatically for you in production environments.
|
|
///
|
|
/// In development, you'll need to set it yourself. See
|
|
/// https://partner.steamgames.com/doc/api/ISteamNetworkingSockets
|
|
/// for more information on how to configure dev environments.
|
|
virtual uint16 GetHostedDedicatedServerPort() = 0;
|
|
|
|
/// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server
|
|
/// is running in. This will be k_SteamDatagramPOPID_dev in non-production environment.
|
|
virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0;
|
|
|
|
/// Return info about the hosted server. This contains the PoPID of the server,
|
|
/// and opaque routing information that can be used by the relays to send traffic
|
|
/// to your server.
|
|
///
|
|
/// You will need to send this information to your backend, and put it in tickets,
|
|
/// so that the relays will know how to forward traffic from
|
|
/// clients to your server. See SteamDatagramRelayAuthTicket for more info.
|
|
///
|
|
/// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin,
|
|
/// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info
|
|
/// to your game coordinator service, and also login securely at the same time.
|
|
///
|
|
/// On a successful exit, k_EResultOK is returned
|
|
///
|
|
/// Unsuccessful exit:
|
|
/// - Something other than k_EResultOK is returned.
|
|
/// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET
|
|
/// is not set.)
|
|
/// - k_EResultPending: we do not (yet) have the authentication information needed.
|
|
/// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch
|
|
/// the network config, this data should always be available immediately.
|
|
/// - A non-localized diagnostic debug message will be placed in m_data that describes
|
|
/// the cause of the failure.
|
|
///
|
|
/// NOTE: The returned blob is not encrypted. Send it to your backend, but don't
|
|
/// directly share it with clients.
|
|
virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0;
|
|
|
|
/// Create a listen socket on the specified virtual port. The physical UDP port to use
|
|
/// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not
|
|
/// configured, this call will fail.
|
|
///
|
|
/// This call MUST be made through the SteamGameServerNetworkingSockets() interface.
|
|
///
|
|
/// This function should be used when you are using the ticket generator library
|
|
/// to issue your own tickets. Clients connecting to the server on this virtual
|
|
/// port will need a ticket, and they must connect using ConnectToHostedDedicatedServer.
|
|
///
|
|
/// If you need to set any initial config options, pass them here. See
|
|
/// SteamNetworkingConfigValue_t for more about why this is preferable to
|
|
/// setting the options "immediately" after creation.
|
|
virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
|
|
|
/// Generate an authentication blob that can be used to securely login with
|
|
/// your backend, using SteamDatagram_ParseHostedServerLogin. (See
|
|
/// steamdatagram_gamecoordinator.h)
|
|
///
|
|
/// Before calling the function:
|
|
/// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave
|
|
/// all other fields uninitialized.
|
|
/// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be
|
|
/// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.)
|
|
///
|
|
/// On a successful exit:
|
|
/// - k_EResultOK is returned
|
|
/// - All of the remaining fields of pLoginInfo will be filled out.
|
|
/// - *pcbSignedBlob contains the size of the serialized blob that has been
|
|
/// placed into pBlob.
|
|
///
|
|
/// Unsuccessful exit:
|
|
/// - Something other than k_EResultOK is returned.
|
|
/// - k_EResultNotLoggedOn: you are not logged in (yet)
|
|
/// - See GetHostedDedicatedServerAddress for more potential failure return values.
|
|
/// - A non-localized diagnostic debug message will be placed in pBlob that describes
|
|
/// the cause of the failure.
|
|
///
|
|
/// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin
|
|
/// with the cert that is issued to this server. In dev environments, it's OK if you do
|
|
/// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.)
|
|
/// Otherwise, you will need a signed cert.
|
|
///
|
|
/// NOTE: The routing blob returned here is not encrypted. Send it to your backend
|
|
/// and don't share it directly with clients.
|
|
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
|
|
|
|
|
|
//
|
|
// Relayed connections using custom signaling protocol
|
|
//
|
|
// This is used if you have your own method of sending out-of-band
|
|
// signaling / rendezvous messages through a mutually trusted channel.
|
|
//
|
|
|
|
/// Create a P2P "client" connection that does signaling over a custom
|
|
/// rendezvous/signaling channel.
|
|
///
|
|
/// pSignaling points to a new object that you create just for this connection.
|
|
/// It must stay valid until Release() is called. Once you pass the
|
|
/// object to this function, it assumes ownership. Release() will be called
|
|
/// from within the function call if the call fails. Furthermore, until Release()
|
|
/// is called, you should be prepared for methods to be invoked on your
|
|
/// object from any thread! You need to make sure your object is threadsafe!
|
|
/// Furthermore, you should make sure that dispatching the methods is done
|
|
/// as quickly as possible.
|
|
///
|
|
/// This function will immediately construct a connection in the "connecting"
|
|
/// state. Soon after (perhaps before this function returns, perhaps in another thread),
|
|
/// the connection will begin sending signaling messages by calling
|
|
/// ISteamNetworkingConnectionSignaling::SendSignal.
|
|
///
|
|
/// When the remote peer accepts the connection (See
|
|
/// ISteamNetworkingSignalingRecvContext::OnConnectRequest),
|
|
/// it will begin sending signaling messages. When these messages are received,
|
|
/// you can pass them to the connection using ReceivedP2PCustomSignal.
|
|
///
|
|
/// If you know the identity of the peer that you expect to be on the other end,
|
|
/// you can pass their identity to improve debug output or just detect bugs.
|
|
/// If you don't know their identity yet, you can pass NULL, and their
|
|
/// identity will be established in the connection handshake.
|
|
///
|
|
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
|
|
/// when your app initializes
|
|
///
|
|
/// If you need to set any initial config options, pass them here. See
|
|
/// SteamNetworkingConfigValue_t for more about why this is preferable to
|
|
/// setting the options "immediately" after creation.
|
|
//virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
|
virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
|
|
|
/// Called when custom signaling has received a message. When your
|
|
/// signaling channel receives a message, it should save off whatever
|
|
/// routing information was in the envelope into the context object,
|
|
/// and then pass the payload to this function.
|
|
///
|
|
/// A few different things can happen next, depending on the message:
|
|
///
|
|
/// - If the signal is associated with existing connection, it is dealt
|
|
/// with immediately. If any replies need to be sent, they will be
|
|
/// dispatched using the ISteamNetworkingConnectionSignaling
|
|
/// associated with the connection.
|
|
/// - If the message represents a connection request (and the request
|
|
/// is not redundant for an existing connection), a new connection
|
|
/// will be created, and ReceivedConnectRequest will be called on your
|
|
/// context object to determine how to proceed.
|
|
/// - Otherwise, the message is for a connection that does not
|
|
/// exist (anymore). In this case, we *may* call SendRejectionReply
|
|
/// on your context object.
|
|
///
|
|
/// In any case, we will not save off pContext or access it after this
|
|
/// function returns.
|
|
///
|
|
/// Returns true if the message was parsed and dispatched without anything
|
|
/// unusual or suspicious happening. Returns false if there was some problem
|
|
/// with the message that prevented ordinary handling. (Debug output will
|
|
/// usually have more information.)
|
|
///
|
|
/// If you expect to be using relayed connections, then you probably want
|
|
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
|
|
//virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
|
|
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingSignalingRecvContext *pContext ) = 0;
|
|
|
|
//
|
|
// Certificate provision by the application. On Steam, we normally handle all this automatically
|
|
// and you will not need to use these advanced functions.
|
|
//
|
|
|
|
/// Get blob that describes a certificate request. You can send this to your game coordinator.
|
|
/// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will
|
|
/// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required
|
|
/// size. (256 bytes is a very conservative estimate.)
|
|
///
|
|
/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
|
|
virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0;
|
|
|
|
/// Set the certificate. The certificate blob should be the output of
|
|
/// SteamDatagram_CreateCert.
|
|
virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0;
|
|
|
|
/// Invoke all callback functions queued for this interface.
|
|
/// See k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, etc
|
|
///
|
|
/// You don't need to call this if you are using Steam's callback dispatch
|
|
/// mechanism (SteamAPI_RunCallbacks and SteamGameserver_RunCallbacks).
|
|
virtual void RunCallbacks() = 0;
|
|
protected:
|
|
// ~ISteamNetworkingSockets(); // Silence some warnings
|
|
};
|
|
|
|
#endif // ISTEAMNETWORKINGSOCKETS009
|