mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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135 lines
6.2 KiB
C++
135 lines
6.2 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
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#ifndef STEAMNETWORKINGFAKEIP_H
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#define STEAMNETWORKINGFAKEIP_H
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#include "steamnetworkingtypes.h"
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#include "steam_api_common.h"
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// It is HIGHLY recommended to limit messages sent via Fake UDP port to this
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// value. The purpose of a Fake UDP port is to make porting ordinary ad-hoc UDP
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// code easier. Although the real MTU might be higher than this, this particular
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// conservative value is chosen so that fragmentation won't be occurring and
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// hiding performance problems from you.
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constexpr int k_cbSteamNetworkingSocketsFakeUDPPortRecommendedMTU = 1200;
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// Messages larger than this size are not allowed and cannot be sent
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// via Fake UDP port.
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constexpr int k_cbSteamNetworkingSocketsFakeUDPPortMaxMessageSize = 4096;
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//-----------------------------------------------------------------------------
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/// ISteamNetworkingFakeUDPPort
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///
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/// Acts like a UDP port, sending and receiving datagrams addressed using
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/// FakeIP addresses.
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///
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/// See: ISteamNetworkingSockets::CreateFakeUDPPort
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class ISteamNetworkingFakeUDPPort
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{
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public:
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/// Destroy the object and cleanup any internal connections.
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/// Note that this function call is not threadsafe with respect
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/// to any other method of this interface. (However, in general
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/// all other operations are threadsafe with respect to each other.)
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virtual void DestroyFakeUDPPort() = 0;
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/// Send a datagram to the specified FakeIP.
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///
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/// See ISteamNetworkingSockets::SendMessageToConnection for the meaning of
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/// nSendFlags and possible return codes.
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///
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/// Notes:
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/// - datagrams larger than the underlying MTU are supported, but
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/// reliable messages (k_nSteamNetworkingSend_Reliable) are not supported.
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/// - You will usually want to use k_nSteamNetworkingSend_NoNagle
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/// - k_EResultBusy is returned if this is a "server" port and the global
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/// allocation has not yet completed.
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/// - k_EResultIPNotFound will be returned if the address is a local/ephemeral
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/// address and no existing connection can be found. This can happen if
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/// the remote host contacted us without having a global address, and we
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/// assigned them a random local address, and then the session with
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/// that host timed out.
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/// - When initiating communications, the first messages may be sent
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/// via backend signaling, or otherwise delayed, while a route is found.
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/// Expect the ping time to fluctuate during this period, and it's possible
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/// that messages will be delivered out of order (which is also possible with
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/// ordinary UDP).
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virtual EResult SendMessageToFakeIP( const SteamNetworkingIPAddr &remoteAddress, const void *pData, uint32 cbData, int nSendFlags ) = 0;
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/// Receive messages on the port.
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///
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/// Returns the number of messages returned into your array, up to nMaxMessages.
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///
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/// SteamNetworkingMessage_t::m_identity in the returned message(s) will always contain
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/// a FakeIP. See ISteamNetworkingUtils::GetRealIdentityForFakeIP.
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virtual int ReceiveMessages( SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
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/// Schedule the internal connection for a given peer to be cleaned up in a few seconds.
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///
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/// Idle connections automatically time out, and so this is not strictly *necessary*,
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/// but if you have reason to believe that you are done talking to a given peer for
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/// a while, you can call this to speed up the timeout. If any remaining packets are
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/// sent or received from the peer, the cleanup is canceled and the usual timeout
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/// value is restored. Thus you will usually call this immediately after sending
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/// or receiving application-layer "close connection" packets.
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virtual void ScheduleCleanup( const SteamNetworkingIPAddr &remoteAddress ) = 0;
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};
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#define STEAMNETWORKINGFAKEUDPPORT_INTERFACE_VERSION "SteamNetworkingFakeUDPPort001" /* for proton codegen */
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/// Callback struct used to notify when a connection has changed state
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error "Must define VALVE_CALLBACK_PACK_SMALL or VALVE_CALLBACK_PACK_LARGE"
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#endif
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/// A struct used to describe a "fake IP" we have been assigned to
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/// use as an identifier. This callback is posted when
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/// ISteamNetworkingSoockets::BeginAsyncRequestFakeIP completes.
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/// See also ISteamNetworkingSockets::GetFakeIP
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struct SteamNetworkingFakeIPResult_t
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{
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enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 3 };
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/// Status/result of the allocation request. Possible failure values are:
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/// - k_EResultBusy - you called GetFakeIP but the request has not completed.
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/// - k_EResultInvalidParam - you called GetFakeIP with an invalid port index
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/// - k_EResultLimitExceeded - You asked for too many ports, or made an
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/// additional request after one had already succeeded
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/// - k_EResultNoMatch - GetFakeIP was called, but no request has been made
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///
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/// Note that, with the exception of k_EResultBusy (if you are polling),
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/// it is highly recommended to treat all failures as fatal.
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EResult m_eResult;
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/// Local identity of the ISteamNetworkingSockets object that made
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/// this request and is assigned the IP. This is needed in the callback
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/// in the case where there are multiple ISteamNetworkingSockets objects.
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/// (E.g. one for the user, and another for the local gameserver).
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SteamNetworkingIdentity m_identity;
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/// Fake IPv4 IP address that we have been assigned. NOTE: this
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/// IP address is not exclusively ours! Steam tries to avoid sharing
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/// IP addresses, but this may not always be possible. The IP address
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/// may be currently in use by another host, but with different port(s).
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/// The exact same IP:port address may have been used previously.
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/// Steam tries to avoid reusing ports until they have not been in use for
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/// some time, but this may not always be possible.
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uint32 m_unIP;
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/// Port number(s) assigned to us. Only the first entries will contain
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/// nonzero values. Entries corresponding to ports beyond what was
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/// allocated for you will be zero.
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///
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/// (NOTE: At the time of this writing, the maximum number of ports you may
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/// request is 4.)
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enum { k_nMaxReturnPorts = 8 };
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uint16 m_unPorts[k_nMaxReturnPorts];
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};
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#pragma pack( pop )
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#endif // _H
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