mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-12-26 04:28:40 +01:00
500 lines
29 KiB
C++
500 lines
29 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
|
|
//
|
|
// Purpose: misc networking utilities
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef ISTEAMNETWORKINGUTILS
|
|
#define ISTEAMNETWORKINGUTILS
|
|
#pragma once
|
|
|
|
#include "steamnetworkingtypes.h"
|
|
#include "steam_api_common.h"
|
|
|
|
struct SteamDatagramRelayAuthTicket;
|
|
struct SteamRelayNetworkStatus_t;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/// Misc networking utilities for checking the local networking environment
|
|
/// and estimating pings.
|
|
class ISteamNetworkingUtils
|
|
{
|
|
public:
|
|
//
|
|
// Efficient message sending
|
|
//
|
|
|
|
/// Allocate and initialize a message object. Usually the reason
|
|
/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
|
|
/// The returned object will have all of the relevant fields cleared to zero.
|
|
///
|
|
/// Optionally you can also request that this system allocate space to
|
|
/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
|
|
/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
|
|
/// m_pData will point to the allocated buffer, m_cbSize will be set to the
|
|
/// size, and m_pfnFreeData will be set to the proper function to free up
|
|
/// the buffer.
|
|
///
|
|
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
|
|
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
|
|
/// set each of these.
|
|
virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0;
|
|
|
|
//
|
|
// Access to Steam Datagram Relay (SDR) network
|
|
//
|
|
|
|
//
|
|
// Initialization and status check
|
|
//
|
|
|
|
/// If you know that you are going to be using the relay network (for example,
|
|
/// because you anticipate making P2P connections), call this to initialize the
|
|
/// relay network. If you do not call this, the initialization will
|
|
/// be delayed until the first time you use a feature that requires access
|
|
/// to the relay network, which will delay that first access.
|
|
///
|
|
/// You can also call this to force a retry if the previous attempt has failed.
|
|
/// Performing any action that requires access to the relay network will also
|
|
/// trigger a retry, and so calling this function is never strictly necessary,
|
|
/// but it can be useful to call it a program launch time, if access to the
|
|
/// relay network is anticipated.
|
|
///
|
|
/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
|
/// callbacks to know when initialization has completed.
|
|
/// Typically initialization completes in a few seconds.
|
|
///
|
|
/// Note: dedicated servers hosted in known data centers do *not* need
|
|
/// to call this, since they do not make routing decisions. However, if
|
|
/// the dedicated server will be using P2P functionality, it will act as
|
|
/// a "client" and this should be called.
|
|
inline void InitRelayNetworkAccess();
|
|
|
|
/// Fetch current status of the relay network.
|
|
///
|
|
/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
|
|
/// both the user and gameserver interfaces any time the status changes, or
|
|
/// ping measurement starts or stops.
|
|
///
|
|
/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
|
|
/// more details, you can pass a non-NULL value.
|
|
virtual ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) = 0;
|
|
|
|
//
|
|
// "Ping location" functions
|
|
//
|
|
// We use the ping times to the valve relays deployed worldwide to
|
|
// generate a "marker" that describes the location of an Internet host.
|
|
// Given two such markers, we can estimate the network latency between
|
|
// two hosts, without sending any packets. The estimate is based on the
|
|
// optimal route that is found through the Valve network. If you are
|
|
// using the Valve network to carry the traffic, then this is precisely
|
|
// the ping you want. If you are not, then the ping time will probably
|
|
// still be a reasonable estimate.
|
|
//
|
|
// This is extremely useful to select peers for matchmaking!
|
|
//
|
|
// The markers can also be converted to a string, so they can be transmitted.
|
|
// We have a separate library you can use on your app's matchmaking/coordinating
|
|
// server to manipulate these objects. (See steamdatagram_gamecoordinator.h)
|
|
|
|
/// Return location info for the current host. Returns the approximate
|
|
/// age of the data, in seconds, or -1 if no data is available.
|
|
///
|
|
/// It takes a few seconds to initialize access to the relay network. If
|
|
/// you call this very soon after calling InitRelayNetworkAccess,
|
|
/// the data may not be available yet.
|
|
///
|
|
/// This always return the most up-to-date information we have available
|
|
/// right now, even if we are in the middle of re-calculating ping times.
|
|
virtual float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) = 0;
|
|
|
|
/// Estimate the round-trip latency between two arbitrary locations, in
|
|
/// milliseconds. This is a conservative estimate, based on routing through
|
|
/// the relay network. For most basic relayed connections, this ping time
|
|
/// will be pretty accurate, since it will be based on the route likely to
|
|
/// be actually used.
|
|
///
|
|
/// If a direct IP route is used (perhaps via NAT traversal), then the route
|
|
/// will be different, and the ping time might be better. Or it might actually
|
|
/// be a bit worse! Standard IP routing is frequently suboptimal!
|
|
///
|
|
/// But even in this case, the estimate obtained using this method is a
|
|
/// reasonable upper bound on the ping time. (Also it has the advantage
|
|
/// of returning immediately and not sending any packets.)
|
|
///
|
|
/// In a few cases we might not able to estimate the route. In this case
|
|
/// a negative value is returned. k_nSteamNetworkingPing_Failed means
|
|
/// the reason was because of some networking difficulty. (Failure to
|
|
/// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
|
|
/// currently answer the question for some other reason.
|
|
///
|
|
/// Do you need to be able to do this from a backend/matchmaking server?
|
|
/// You are looking for the "game coordinator" library.
|
|
virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0;
|
|
|
|
/// Same as EstimatePingTime, but assumes that one location is the local host.
|
|
/// This is a bit faster, especially if you need to calculate a bunch of
|
|
/// these in a loop to find the fastest one.
|
|
///
|
|
/// In rare cases this might return a slightly different estimate than combining
|
|
/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
|
|
/// this function uses a slightly more complete set of information about what
|
|
/// route would be taken.
|
|
virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0;
|
|
|
|
/// Convert a ping location into a text format suitable for sending over the wire.
|
|
/// The format is a compact and human readable. However, it is subject to change
|
|
/// so please do not parse it yourself. Your buffer must be at least
|
|
/// k_cchMaxSteamNetworkingPingLocationString bytes.
|
|
virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) = 0;
|
|
|
|
/// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
|
|
/// the string.
|
|
virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) = 0;
|
|
|
|
/// Check if the ping data of sufficient recency is available, and if
|
|
/// it's too old, start refreshing it.
|
|
///
|
|
/// Please only call this function when you *really* do need to force an
|
|
/// immediate refresh of the data. (For example, in response to a specific
|
|
/// user input to refresh this information.) Don't call it "just in case",
|
|
/// before every connection, etc. That will cause extra traffic to be sent
|
|
/// for no benefit. The library will automatically refresh the information
|
|
/// as needed.
|
|
///
|
|
/// Returns true if sufficiently recent data is already available.
|
|
///
|
|
/// Returns false if sufficiently recent data is not available. In this
|
|
/// case, ping measurement is initiated, if it is not already active.
|
|
/// (You cannot restart a measurement already in progress.)
|
|
///
|
|
/// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
|
/// to know when ping measurement completes.
|
|
virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0;
|
|
|
|
//
|
|
// List of Valve data centers, and ping times to them. This might
|
|
// be useful to you if you are use our hosting, or just need to measure
|
|
// latency to a cloud data center where we are running relays.
|
|
//
|
|
|
|
/// Fetch ping time of best available relayed route from this host to
|
|
/// the specified data center.
|
|
virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0;
|
|
|
|
/// Get *direct* ping time to the relays at the data center.
|
|
virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0;
|
|
|
|
/// Get number of network points of presence in the config
|
|
virtual int GetPOPCount() = 0;
|
|
|
|
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
|
/// your list.
|
|
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
|
|
|
|
//
|
|
// Misc
|
|
//
|
|
|
|
/// Fetch current timestamp. This timer has the following properties:
|
|
///
|
|
/// - Monotonicity is guaranteed.
|
|
/// - The initial value will be at least 24*3600*30*1e6, i.e. about
|
|
/// 30 days worth of microseconds. In this way, the timestamp value of
|
|
/// 0 will always be at least "30 days ago". Also, negative numbers
|
|
/// will never be returned.
|
|
/// - Wraparound / overflow is not a practical concern.
|
|
///
|
|
/// If you are running under the debugger and stop the process, the clock
|
|
/// might not advance the full wall clock time that has elapsed between
|
|
/// calls. If the process is not blocked from normal operation, the
|
|
/// timestamp values will track wall clock time, even if you don't call
|
|
/// the function frequently.
|
|
///
|
|
/// The value is only meaningful for this run of the process. Don't compare
|
|
/// it to values obtained on another computer, or other runs of the same process.
|
|
virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0;
|
|
|
|
/// Set a function to receive network-related information that is useful for debugging.
|
|
/// This can be very useful during development, but it can also be useful for troubleshooting
|
|
/// problems with tech savvy end users. If you have a console or other log that customers
|
|
/// can examine, these log messages can often be helpful to troubleshoot network issues.
|
|
/// (Especially any warning/error messages.)
|
|
///
|
|
/// The detail level indicates what message to invoke your callback on. Lower numeric
|
|
/// value means more important, and the value you pass is the lowest priority (highest
|
|
/// numeric value) you wish to receive callbacks for.
|
|
///
|
|
/// The value here controls the detail level for most messages. You can control the
|
|
/// detail level for various subsystems (perhaps only for certain connections) by
|
|
/// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx.
|
|
///
|
|
/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
|
|
/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
|
|
/// request a high detail level and then filter out messages in your callback. This incurs
|
|
/// all of the expense of formatting the messages, which are then discarded. Setting a high
|
|
/// priority value (low numeric value) here allows the library to avoid doing this work.
|
|
///
|
|
/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
|
|
/// Your output function must be threadsafe and fast! Do not make any other
|
|
/// Steamworks calls from within the handler.
|
|
virtual void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0;
|
|
|
|
//
|
|
// Fake IP
|
|
//
|
|
// Useful for interfacing with code that assumes peers are identified using an IPv4 address
|
|
//
|
|
|
|
/// Return true if an IPv4 address is one that might be used as a "fake" one.
|
|
/// This function is fast; it just does some logical tests on the IP and does
|
|
/// not need to do any lookup operations.
|
|
inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; }
|
|
virtual ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 ) = 0;
|
|
|
|
/// Get the real identity associated with a given FakeIP.
|
|
///
|
|
/// On failure, returns:
|
|
/// - k_EResultInvalidParam: the IP is not a FakeIP.
|
|
/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
|
|
///
|
|
/// FakeIP's used by active connections, or the FakeIPs assigned to local identities,
|
|
/// will always work. FakeIPs for recently destroyed connections will continue to
|
|
/// return results for a little while, but not forever. At some point, we will forget
|
|
/// FakeIPs to save space. It's reasonably safe to assume that you can read back the
|
|
/// real identity of a connection very soon after it is destroyed. But do not wait
|
|
/// indefinitely.
|
|
virtual EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity ) = 0;
|
|
|
|
//
|
|
// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
|
|
//
|
|
|
|
// Shortcuts for common cases. (Implemented as inline functions below)
|
|
bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
|
|
bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
|
|
bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
|
|
bool SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val );
|
|
bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
|
|
bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
|
|
bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
|
|
|
|
//
|
|
// Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
|
|
// want to use the same callback on all (or most) listen sockets and connections, then
|
|
// simply install these callbacks first thing, and you are good to go.
|
|
// See ISteamNetworkingSockets::RunCallbacks
|
|
//
|
|
bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback );
|
|
bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback );
|
|
bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback );
|
|
bool SetGlobalCallback_FakeIPResult( FnSteamNetworkingFakeIPResult fnCallback );
|
|
bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback );
|
|
bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback );
|
|
|
|
/// Set a configuration value.
|
|
/// - eValue: which value is being set
|
|
/// - eScope: Onto what type of object are you applying the setting?
|
|
/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
|
|
/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
|
|
/// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
|
|
/// causing the value for that object to use global defaults. Or at global scope, passing NULL
|
|
/// will reset any custom value and restore it to the system default.
|
|
/// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
|
|
/// Your argument should be a pointer to a function pointer.
|
|
virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
|
ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0;
|
|
|
|
/// Set a configuration value, using a struct to pass the value.
|
|
/// (This is just a convenience shortcut; see below for the implementation and
|
|
/// a little insight into how SteamNetworkingConfigValue_t is used when
|
|
/// setting config options during listen socket and connection creation.)
|
|
bool SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj );
|
|
|
|
/// Get a configuration value.
|
|
/// - eValue: which value to fetch
|
|
/// - eScopeType: query setting on what type of object
|
|
/// - eScopeArg: the object to query the setting for
|
|
/// - pOutDataType: If non-NULL, the data type of the value is returned.
|
|
/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
|
|
/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
|
|
virtual ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
|
ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) = 0;
|
|
|
|
/// Get info about a configuration value. Returns the name of the value,
|
|
/// or NULL if the value doesn't exist. Other output parameters can be NULL
|
|
/// if you do not need them.
|
|
virtual const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType,
|
|
ESteamNetworkingConfigScope *pOutScope ) = 0;
|
|
|
|
/// Iterate the list of all configuration values in the current environment that it might
|
|
/// be possible to display or edit using a generic UI. To get the first iterable value,
|
|
/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
|
|
/// to signal end of list.
|
|
///
|
|
/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
|
|
/// are recommended to only be editable in "debug" or "dev" mode and typically should not be
|
|
/// shown in a retail environment where a malicious local user might use this to cheat.
|
|
virtual ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) = 0;
|
|
|
|
//
|
|
// String conversions. You'll usually access these using the respective
|
|
// inline methods.
|
|
//
|
|
virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) = 0;
|
|
virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0;
|
|
virtual ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr ) = 0;
|
|
virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) = 0;
|
|
virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0;
|
|
|
|
protected:
|
|
// ~ISteamNetworkingUtils(); // Silence some warnings
|
|
};
|
|
#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils004"
|
|
|
|
// Global accessors
|
|
// Using standalone lib
|
|
#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
|
|
|
// Standalone lib
|
|
static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '4', "Version mismatch" );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV4();
|
|
inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV4(); }
|
|
|
|
#ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
|
|
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV4(); }
|
|
#endif
|
|
#endif
|
|
|
|
// Using Steamworks SDK
|
|
#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
|
|
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils_SteamAPI,
|
|
/* Prefer user version of the interface. But if it isn't found, then use
|
|
gameserver one. Yes, this is a completely terrible hack */
|
|
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ?
|
|
SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) :
|
|
SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ),
|
|
"global",
|
|
STEAMNETWORKINGUTILS_INTERFACE_VERSION
|
|
)
|
|
|
|
#ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
|
|
inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_SteamAPI(); }
|
|
#endif
|
|
#endif
|
|
|
|
/// A struct used to describe our readiness to use the relay network.
|
|
/// To do this we first need to fetch the network configuration,
|
|
/// which describes what POPs are available.
|
|
struct SteamRelayNetworkStatus_t
|
|
{
|
|
enum { k_iCallback = k_iSteamNetworkingUtilsCallbacks + 1 };
|
|
|
|
/// Summary status. When this is "current", initialization has
|
|
/// completed. Anything else means you are not ready yet, or
|
|
/// there is a significant problem.
|
|
ESteamNetworkingAvailability m_eAvail;
|
|
|
|
/// Nonzero if latency measurement is in progress (or pending,
|
|
/// awaiting a prerequisite).
|
|
int m_bPingMeasurementInProgress;
|
|
|
|
/// Status obtaining the network config. This is a prerequisite
|
|
/// for relay network access.
|
|
///
|
|
/// Failure to obtain the network config almost always indicates
|
|
/// a problem with the local internet connection.
|
|
ESteamNetworkingAvailability m_eAvailNetworkConfig;
|
|
|
|
/// Current ability to communicate with ANY relay. Note that
|
|
/// the complete failure to communicate with any relays almost
|
|
/// always indicates a problem with the local Internet connection.
|
|
/// (However, just because you can reach a single relay doesn't
|
|
/// mean that the local connection is in perfect health.)
|
|
ESteamNetworkingAvailability m_eAvailAnyRelay;
|
|
|
|
/// Non-localized English language status. For diagnostic/debugging
|
|
/// purposes only.
|
|
char m_debugMsg[ 256 ];
|
|
};
|
|
|
|
#ifndef API_GEN
|
|
|
|
/// Utility class for printing a SteamNetworkingIdentity.
|
|
/// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() );
|
|
struct SteamNetworkingIdentityRender
|
|
{
|
|
SteamNetworkingIdentityRender( const SteamNetworkingIdentity &x ) { x.ToString( buf, sizeof(buf) ); }
|
|
inline const char *c_str() const { return buf; }
|
|
private:
|
|
char buf[ SteamNetworkingIdentity::k_cchMaxString ];
|
|
};
|
|
|
|
/// Utility class for printing a SteamNetworkingIPAddrRender.
|
|
struct SteamNetworkingIPAddrRender
|
|
{
|
|
SteamNetworkingIPAddrRender( const SteamNetworkingIPAddr &x, bool bWithPort = true ) { x.ToString( buf, sizeof(buf), bWithPort ); }
|
|
inline const char *c_str() const { return buf; }
|
|
private:
|
|
char buf[ SteamNetworkingIPAddr::k_cchMaxString ];
|
|
};
|
|
|
|
#endif
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Internal stuff
|
|
|
|
inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val ); } // Note: passing pointer to pointer.
|
|
inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); }
|
|
inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); }
|
|
inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalCallback_FakeIPResult( FnSteamNetworkingFakeIPResult fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_FakeIPResult, (void*)fnCallback ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); }
|
|
inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); }
|
|
|
|
inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj )
|
|
{
|
|
// Locate the argument. Strings are a special case, since the
|
|
// "value" (the whole string buffer) doesn't fit in the struct
|
|
// NOTE: for pointer values, we pass a pointer to the pointer,
|
|
// we do not pass the pointer directly.
|
|
const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val;
|
|
return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal );
|
|
}
|
|
|
|
// How to get helper functions.
|
|
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined(STEAMNETWORKINGSOCKETS_FOREXPORT) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB )
|
|
|
|
// Call direct to static functions
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr *pAddr );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr );
|
|
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); }
|
|
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); }
|
|
inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingIPAddr_GetFakeIPType( this ); }
|
|
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); }
|
|
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); }
|
|
|
|
#elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI )
|
|
// Using steamworks SDK - go through SteamNetworkingUtils()
|
|
inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); }
|
|
inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); }
|
|
inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingUtils()->SteamNetworkingIPAddr_GetFakeIPType( *this ); }
|
|
inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); }
|
|
inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); }
|
|
#else
|
|
#error "Invalid config"
|
|
#endif
|
|
|
|
#endif // ISTEAMNETWORKINGUTILS
|