SDK 1.53 update.

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Mr_Goldberg 2022-01-25 15:49:26 -05:00
parent 8383f16be7
commit 1a411405e6
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GPG key ID: 8597D87419DEF278
27 changed files with 2872 additions and 624 deletions

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@ -11,9 +11,10 @@ struct SteamNetAuthenticationStatus_t;
class ISteamNetworkingConnectionCustomSignaling;
class ISteamNetworkingCustomSignalingRecvContext;
struct SteamNetworkingFakeIPResult_t;
class ISteamNetworkingConnectionSignaling;
class ISteamNetworkingSignalingRecvContext;
class ISteamNetworkingFakeUDPPort;
//-----------------------------------------------------------------------------
/// Lower level networking API.
@ -208,7 +209,7 @@ public:
/// WARNING: Be *very careful* when using the value provided in callbacks structs.
/// Callbacks are queued, and the value that you will receive in your
/// callback is the userdata that was effective at the time the callback
/// was queued. There are subtle race conditions that can happen if you
/// was queued. There are subtle race conditions that can hapen if you
/// don't understand this!
///
/// If any incoming messages for this connection are queued, the userdata
@ -339,8 +340,21 @@ public:
virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
/// Returns a small set of information about the real-time state of the connection
/// Returns false if the connection handle is invalid, or the connection has ended.
virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0;
/// and the queue status of each lane.
///
/// - pStatus may be NULL if the information is not desired. (E.g. you are only interested
/// in the lane information.)
/// - On entry, nLanes specifies the length of the pLanes array. This may be 0
/// if you do not wish to receive any lane data. It's OK for this to be smaller than
/// the total number of configured lanes.
/// - pLanes points to an array that will receive lane-specific info. It can be NULL
/// if this is not needed.
///
/// Return value:
/// - k_EResultNoConnection - connection handle is invalid or connection has been closed.
/// - k_EResultInvalidParam - nLanes is bad
virtual EResult GetConnectionRealTimeStatus( HSteamNetConnection hConn, SteamNetConnectionRealTimeStatus_t *pStatus,
int nLanes, SteamNetConnectionRealTimeLaneStatus_t *pLanes ) = 0;
/// Returns detailed connection stats in text format. Useful
/// for dumping to a log, etc.
@ -380,6 +394,80 @@ public:
/// actual bound loopback port. Otherwise, the port will be zero.
virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0;
/// Configure multiple outbound messages streams ("lanes") on a connection, and
/// control head-of-line blocking between them. Messages within a given lane
/// are always sent in the order they are queued, but messages from different
/// lanes may be sent out of order. Each lane has its own message number
/// sequence. The first message sent on each lane will be assigned the number 1.
///
/// Each lane has a "priority". Lower priority lanes will only be processed
/// when all higher-priority lanes are empty. The magnitudes of the priority
/// values are not relevant, only their sort order. Higher numeric values
/// take priority over lower numeric values.
///
/// Each lane also is assigned a weight, which controls the approximate proportion
/// of the bandwidth that will be consumed by the lane, relative to other lanes
/// of the same priority. (This is assuming the lane stays busy. An idle lane
/// does not build up "credits" to be be spent once a message is queued.)
/// This value is only meaningful as a proportion, relative to other lanes with
/// the same priority. For lanes with different priorities, the strict priority
/// order will prevail, and their weights relative to each other are not relevant.
/// Thus, if a lane has a unique priority value, the weight value for that lane is
/// not relevant.
///
/// Example: 3 lanes, with priorities [ 0, 10, 10 ] and weights [ (NA), 20, 5 ].
/// Messages sent on the first will always be sent first, before messages in the
/// other two lanes. Its weight value is irrelevant, since there are no other
/// lanes with priority=0. The other two lanes will share bandwidth, with the second
/// and third lanes sharing bandwidth using a ratio of approximately 4:1.
/// (The weights [ NA, 4, 1 ] would be equivalent.)
///
/// Notes:
/// - At the time of this writing, some code has performance cost that is linear
/// in the number of lanes, so keep the number of lanes to an absolute minimum.
/// 3 or so is fine; >8 is a lot. The max number of lanes on Steam is 255,
/// which is a very large number and not recommended! If you are compiling this
/// library from source, see STEAMNETWORKINGSOCKETS_MAX_LANES.)
/// - Lane priority values may be any int. Their absolute value is not relevant,
/// only the order matters.
/// - Weights must be positive, and due to implementation details, they are restricted
/// to 16-bit values. The absolute magnitudes don't matter, just the proportions.
/// - Messages sent on a lane index other than 0 have a small overhead on the wire,
/// so for maximum wire efficiency, lane 0 should be the "most common" lane, regardless
/// of priorities or weights.
/// - A connection has a single lane by default. Calling this function with
/// nNumLanes=1 is legal, but pointless, since the priority and weight values are
/// irrelevant in that case.
/// - You may reconfigure connection lanes at any time, however reducing the number of
/// lanes is not allowed.
/// - Reconfiguring lanes might restart any bandwidth sharing balancing. Usually you
/// will call this function once, near the start of the connection, perhaps after
/// exchanging a few messages.
/// - To assign all lanes the same priority, you may use pLanePriorities=NULL.
/// - If you wish all lanes with the same priority to share bandwidth equally (or
/// if no two lanes have the same priority value, and thus priority values are
/// irrelevant), you may use pLaneWeights=NULL
/// - Priorities and weights determine the order that messages are SENT on the wire.
/// There are NO GUARANTEES on the order that messages are RECEIVED! Due to packet
/// loss, out-of-order delivery, and subtle details of packet serialization, messages
/// might still be received slightly out-of-order! The *only* strong guarantee is that
/// *reliable* messages on the *same lane* will be delivered in the order they are sent.
/// - Each host configures the lanes for the packets they send; the lanes for the flow
/// in one direction are completely unrelated to the lanes in the opposite direction.
///
/// Return value:
/// - k_EResultNoConnection - bad hConn
/// - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes
/// - k_EResultInvalidState - Connection is already dead, etc
///
/// See also:
/// SteamNetworkingMessage_t::m_idxLane
virtual EResult ConfigureConnectionLanes( HSteamNetConnection hConn, int nNumLanes, const int *pLanePriorities, const uint16 *pLaneWeights ) = 0;
//
// Identity and authentication
//
/// Get the identity assigned to this interface.
/// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned
/// to the gameserver. Returns false and sets the result to an invalid identity if we don't know
@ -694,36 +782,165 @@ public:
/// SteamDatagram_CreateCert.
virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0;
/// Reset the identity associated with this instance.
/// Any open connections are closed. Any previous certificates, etc are discarded.
/// You can pass a specific identity that you want to use, or you can pass NULL,
/// in which case the identity will be invalid until you set it using SetCertificate
///
/// NOTE: This function is not actually supported on Steam! It is included
/// for use on other platforms where the active user can sign out and
/// a new user can sign in.
virtual void ResetIdentity( const SteamNetworkingIdentity *pIdentity ) = 0;
//
// Misc
//
/// 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;
//
// "FakeIP" system.
//
// A FakeIP is essentially a temporary, arbitrary identifier that
// happens to be a valid IPv4 address. The purpose of this system is to make it
// easy to integrate with existing code that identifies hosts using IPv4 addresses.
// The FakeIP address will never actually be used to send or receive any packets
// on the Internet, it is strictly an identifier.
//
// FakeIP addresses are designed to (hopefully) pass through existing code as
// transparently as possible, while conflicting with "real" addresses that might
// be in use on networks (both the Internet and LANs) in the same code as little
// as possible. At the time this comment is being written, they come from the
// 169.254.0.0/16 range, and the port number will always be >1024. HOWEVER,
// this is subject to change! Do not make assumptions about these addresses,
// or your code might break in the future. In particular, you should use
// functions such as ISteamNetworkingUtils::IsFakeIP to determine if an IP
// address is a "fake" one used by this system.
//
/// Begin asynchronous process of allocating a fake IPv4 address that other
/// peers can use to contact us via P2P. IP addresses returned by this
/// function are globally unique for a given appid.
///
/// nNumPorts is the numbers of ports you wish to reserve. This is useful
/// for the same reason that listening on multiple UDP ports is useful for
/// different types of traffic. Because these allocations come from a global
/// namespace, there is a relatively strict limit on the maximum number of
/// ports you may request. (At the time of this writing, the limit is 4.)
/// The Port assignments are *not* guaranteed to have any particular order
/// or relationship! Do *not* assume they are contiguous, even though that
/// may often occur in practice.
///
/// Returns false if a request was already in progress, true if a new request
/// was started. A SteamNetworkingFakeIPResult_t will be posted when the request
/// completes.
///
/// For gameservers, you *must* call this after initializing the SDK but before
/// beginning login. Steam needs to know in advance that FakeIP will be used.
/// Everywhere your public IP would normally appear (such as the server browser) will be
/// replaced by the FakeIP, and the fake port at index 0. The request is actually queued
/// until the logon completes, so you must not wait until the allocation completes
/// before logging in. Except for trivial failures that can be detected locally
/// (e.g. invalid parameter), a SteamNetworkingFakeIPResult_t callback (whether success or
/// failure) will not be posted until after we have logged in. Furthermore, it is assumed
/// that FakeIP allocation is essential for your application to function, and so failure
/// will not be reported until *several* retries have been attempted. This process may
/// last several minutes. It is *highly* recommended to treat failure as fatal.
///
/// To communicate using a connection-oriented (TCP-style) API:
/// - Server creates a listen socket using CreateListenSocketP2PFakeIP
/// - Client connects using ConnectByIPAddress, passing in the FakeIP address.
/// - The connection will behave mostly like a P2P connection. The identities
/// that appear in SteamNetConnectionInfo_t will be the FakeIP identity until
/// we know the real identity. Then it will be the real identity. If the
/// SteamNetConnectionInfo_t::m_addrRemote is valid, it will be a real IPv4
/// address of a NAT-punched connection. Otherwise, it will not be valid.
///
/// To communicate using an ad-hoc sendto/recv from (UDP-style) API,
/// use CreateFakeUDPPort.
virtual bool BeginAsyncRequestFakeIP( int nNumPorts ) = 0;
/// Return info about the FakeIP and port(s) that we have been assigned,
/// if any. idxFirstPort is currently reserved and must be zero.
/// Make sure and check SteamNetworkingFakeIPResult_t::m_eResult
virtual void GetFakeIP( int idxFirstPort, SteamNetworkingFakeIPResult_t *pInfo ) = 0;
/// Create a listen socket that will listen for P2P connections sent
/// to our FakeIP. A peer can initiate connections to this listen
/// socket by calling ConnectByIPAddress.
///
/// idxFakePort refers to the *index* of the fake port requested,
/// not the actual port number. For example, pass 0 to refer to the
/// first port in the reservation. You must call this only after calling
/// BeginAsyncRequestFakeIP. However, you do not need to wait for the
/// request to complete before creating the listen socket.
virtual HSteamListenSocket CreateListenSocketP2PFakeIP( int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
/// If the connection was initiated using the "FakeIP" system, then we
/// we can get an IP address for the remote host. If the remote host had
/// a global FakeIP at the time the connection was established, this
/// function will return that global IP. Otherwise, a FakeIP that is
/// unique locally will be allocated from the local FakeIP address space,
/// and that will be returned.
///
/// The allocation of local FakeIPs attempts to assign addresses in
/// a consistent manner. If multiple connections are made to the
/// same remote host, they *probably* will return the same FakeIP.
/// However, since the namespace is limited, this cannot be guaranteed.
///
/// On failure, returns:
/// - k_EResultInvalidParam: invalid connection handle
/// - k_EResultIPNotFound: This connection wasn't made using FakeIP system
virtual EResult GetRemoteFakeIPForConnection( HSteamNetConnection hConn, SteamNetworkingIPAddr *pOutAddr ) = 0;
/// Get an interface that can be used like a UDP port to send/receive
/// datagrams to a FakeIP address. This is intended to make it easy
/// to port existing UDP-based code to take advantage of SDR.
///
/// idxFakeServerPort refers to the *index* of the port allocated using
/// BeginAsyncRequestFakeIP and is used to create "server" ports. You may
/// call this before the allocation has completed. However, any attempts
/// to send packets will fail until the allocation has succeeded. When
/// the peer receives packets sent from this interface, the from address
/// of the packet will be the globally-unique FakeIP. If you call this
/// function multiple times and pass the same (nonnegative) fake port index,
/// the same object will be returned, and this object is not reference counted.
///
/// To create a "client" port (e.g. the equivalent of an ephemeral UDP port)
/// pass -1. In this case, a distinct object will be returned for each call.
/// When the peer receives packets sent from this interface, the peer will
/// assign a FakeIP from its own locally-controlled namespace.
virtual ISteamNetworkingFakeUDPPort *CreateFakeUDPPort( int idxFakeServerPort ) = 0;
protected:
// ~ISteamNetworkingSockets(); // Silence some warnings
};
#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets009"
#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets012"
// Global accessors
// Using standalone lib
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
// Standalone lib.
static_assert( STEAMNETWORKINGSOCKETS_INTERFACE_VERSION[24] == '9', "Version mismatch" );
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_LibV9();
inline ISteamNetworkingSockets *SteamNetworkingSockets_Lib() { return SteamNetworkingSockets_LibV9(); }
static_assert( STEAMNETWORKINGSOCKETS_INTERFACE_VERSION[24] == '2', "Version mismatch" );
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_LibV12();
inline ISteamNetworkingSockets *SteamNetworkingSockets_Lib() { return SteamNetworkingSockets_LibV12(); }
// If running in context of steam, we also define a gameserver instance.
#ifdef STEAMNETWORKINGSOCKETS_STEAM
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV9();
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV9(); }
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV12();
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV12(); }
#endif
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_LibV9(); }
inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_LibV12(); }
#ifdef STEAMNETWORKINGSOCKETS_STEAM
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV9(); }
inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV12(); }
#endif
#endif
#endif