mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 00:18:58 +01:00
159 lines
9.2 KiB
C++
159 lines
9.2 KiB
C++
|
|
|
|
#ifndef ISTEAMNETWORKING005_H
|
|
#define ISTEAMNETWORKING005_H
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
class ISteamNetworking005
|
|
{
|
|
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, uint32 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( uint32 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, uint32 *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, uint32 *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;
|
|
};
|
|
|
|
#endif // ISTEAMNETWORKING005_H
|