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//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Purpose: A low level API similar to Berkeley socket, to send messages
// between hosts over the Steam network and addressed using Steam IDs.
//
//=============================================================================
#ifndef ISTEAMNETWORKINGSOCKETS
#define ISTEAMNETWORKINGSOCKETS
#ifdef _WIN32
#pragma once
#endif
#include "steamnetworkingtypes.h"
// #KLUDGE! This is so we don't have to link with steam_api.lib
#include <steam/steam_api.h>
#include <steam/steam_gameserver.h>
//-----------------------------------------------------------------------------
/// Lower level networking interface that more closely mirrors the standard
/// Berkeley sockets model. Sockets are hard! You should probably only use
/// this interface under the existing circumstances:
///
/// - You have an existing socket-based codebase you want to port, or coexist with.
/// - You want to be able to connect based on IP address, rather than (just) Steam ID.
/// - You need low-level control of bandwidth utilization, when to drop packets, etc.
///
/// Note that neither of the terms "connection" and "socket" will correspond
/// one-to-one with an underlying UDP socket. An attempt has been made to
/// keep the semantics as similar to the standard socket model when appropriate,
/// but some deviations do exist.
class ISteamSocketNetworking
{
public:
/// Creates a "server" socket that listens for clients to connect to, either by calling
/// ConnectSocketBySteamID or ConnectSocketByIPv4Address.
///
/// nSteamConnectVirtualPort specifies how clients can connect to this socket using
/// ConnectBySteamID. A negative value indicates that this functionality is
/// disabled and clients must connect by IP address. It's very common for applications
/// to only have one listening socket; in that case, use zero. If you need to open
/// multiple listen sockets and have clients be able to connect to one or the other, then
/// nSteamConnectVirtualPort should be a small integer constant unique to each listen socket
/// you create.
///
/// If you want clients to connect to you by your IPv4 addresses using
/// ConnectByIPv4Address, then you must set nPort to be nonzero. Steam will
/// bind a UDP socket to the specified local port, and clients will send packets using
/// ordinary IP routing. It's up to you to take care of NAT, protecting your server
/// from DoS, etc. If you don't need clients to connect to you by IP, then set nPort=0.
/// Use nIP if you wish to bind to a particular local interface. Typically you will use 0,
/// which means to listen on all interfaces, and accept the default outbound IP address.
/// If nPort is zero, then nIP must also be zero.
///
/// A SocketStatusCallback_t callback when another client attempts a connection.
virtual HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort ) = 0;
/// Creates a connection and begins talking to a remote destination. The remote host
/// must be listening with the appropriate call to CreateListenSocket.
///
/// Use ConnectBySteamID to connect using the SteamID (client or game server) as the network address.
/// Use ConnectByIPv4Address to connect by IP address.
///
/// On success, a SocketStatusCallback_t callback is triggered.
/// On failure or timeout, a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
virtual HSteamNetConnection ConnectBySteamID( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec ) = 0;
virtual HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
/// Accept an incoming connection that has been received on a listen socket.
///
/// When a connection attempt is received (perhaps after a few basic handshake
/// packets have been exchanged to prevent trivial spoofing), a connection interface
/// object is created in the k_ESteamNetworkingConnectionState_Connecting state
/// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your
/// application MUST either accept or close the connection. (It may not ignore it.)
/// Accepting the connection will transition it into the connected state.
///
/// You should take action within a few seconds, because accepting the connection is
/// what actually sends the reply notifying the client that they are connected. If you
/// delay taking action, from the client's perspective it is the same as the network
/// being unresponsive, and the client may timeout the connection attempt. In other
/// words, the client cannot distinguish between a delay caused by network problems
/// and a delay caused by the application.
///
/// This means that if your application goes for more than a few seconds without
/// processing callbacks, then there is a chance that a client may attempt to connect
/// in that interval, and timeout.
///
/// If the application does not respond to the connection attempt in a timely manner,
/// and we stop receiving communication from the client, the connection attempt will
/// be timed out locally, transitioning the connection to the
/// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also
/// close the connection before it is accepted and a transition to the
/// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible.
///
/// Returns k_EResultInvalidParam if the handle is invalid.
/// Returns k_EResultInvalidState if the connection is not in the appropriate state.
/// (Remember that the connection state could change in between the time that the
/// notification being posted to the queue and when it is received by the application.)
virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0;
/// Disconnects from the remote host and invalidates the connection handle.
/// Any unread data on the connection is discarded.
///
/// nReason is an application defined code that will be received on the other
/// end and recorded (when possible) in backend analytics. The value should
/// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need
/// to communicate any information to the remote host, and do not want analytics to
/// be able to distinguish "normal" connection terminations from "exceptional" ones,
/// You may pass zero, in which case the generic value of
/// k_ESteamNetConnectionEnd_App_Generic will be used.
///
/// pszDebug is an optional human-readable diagnostic string that will be received
/// by the remote host and recorded (when possible) in backend analytics.
///
/// If you wish to put the socket into a "linger" state, where an attempt is made to
/// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data
/// is not flushed.
///
/// If the connection has already ended and you are just freeing up the
/// connection interface, the reason code, debug string, and linger flag are
/// ignored.
virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0;
/// Destroy a listen socket, and all the client sockets generated by accepting connections
/// on the listen socket.
///
/// pszNotifyRemoteReason determines what cleanup actions are performed on the client
/// sockets being destroyed. (See DestroySocket for more details.)
///
/// Note that if cleanup is requested and you have requested the listen socket bound to a
/// particular local port to facilitate direct UDP/IPv4 connections, then the underlying UDP
/// socket must remain open until all clients have been cleaned up.
virtual bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteReason ) = 0;
/// Set connection user data. Returns false if the handle is invalid.
virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0;
/// Fetch connection user data. Returns -1 if handle is invalid
/// or if you haven't set any userdata on the connection.
virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0;
/// Set a name for the connection, used mostly for debugging
virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0;
/// Fetch connection user data. Returns -1 if handle is invalid
/// or if you haven't set any userdata on the connection.
virtual void GetConnectionName( HSteamNetConnection hPeer, char *ppszName, int nMaxLen ) = 0;
/// Send a message to the remote host on the connected socket.
///
/// eSendType determines the delivery guarantees that will be provided,
/// when data should be buffered, etc.
///
/// Note that the semantics we use for messages are not precisely
/// the same as the semantics of a standard "stream" socket.
/// (SOCK_STREAM) For an ordinary stream socket, the boundaries
/// between chunks are not considered relevant, and the sizes of
/// the chunks of data written will not necessarily match up to
/// the sizes of the chunks that are returned by the reads on
/// the other end. The remote host might read a partial chunk,
/// or chunks might be coalesced. For the message semantics
/// used here, however, the sizes WILL match. Each send call
/// will match a successful read call on the remote host
/// one-for-one. If you are porting existing stream-oriented
/// code to the semantics of reliable messages, your code should
/// work the same, since reliable message semantics are more
/// strict than stream semantics. The only caveat is related to
/// performance: there is per-message overhead to retain the
/// messages sizes, and so if your code sends many small chunks
/// of data, performance will suffer. Any code based on stream
/// sockets that does not write excessively small chunks will
/// work without any changes.
virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, ESteamNetworkingSendType eSendType ) = 0;
/// Fetch the next available message(s) from the socket, if any.
/// Returns the number of messages returned into your array, up to nMaxMessages.
/// If the connection handle is invalid, -1 is returned.
///
/// The order of the messages returned in the array is relevant.
/// Reliable messages will be received in the order they were sent (and with the
/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
///
/// FIXME - We're still debating the exact set of guarantees for unreliable, so this might change.
/// Unreliable messages may not be received. The order of delivery of unreliable messages
/// is NOT specified. They may be received out of order with respect to each other or
/// reliable messages. They may be received multiple times!
///
/// If any messages are returned, you MUST call Release() to each of them free up resources
/// after you are done. It is safe to keep the object alive for a little while (put it
/// into some queue, etc), and you may call Release() from any thread.
virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, ISteamNetworkingMessage **ppOutMessages, int nMaxMessages ) = 0;
/// Same as ReceiveMessagesOnConnection, but will return the next message available
/// on any client socket that was accepted through the specified listen socket. Use
/// ISteamNetworkingMessage::GetConnection to know which client connection.
///
/// Delivery order of messages among different clients is not defined. They may
/// be returned in an order different from what they were actually received. (Delivery
/// order of messages from the same client is well defined, and thus the order of the
/// messages is relevant!)
virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, ISteamNetworkingMessage **ppOutMessages, int nMaxMessages ) = 0;
/// Returns information about the specified connection.
virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
/// Returns brief set of connection status that you might want to display
/// to the user in game.
virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0;
/// Returns detailed connection stats in text format. Useful
/// for dumping to a log, etc.
///
/// Returns:
/// -1 failure (bad connection handle)
/// 0 OK, your buffer was filled in and '\0'-terminated
/// >0 Your buffer was either nullptr, or it was too small and the text got truncated. Try again with a buffer of at least N bytes.
virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0;
/// Returns information about the listen socket.
///
/// *pnIP and *pnPort will be 0 if the socket is set to listen for connections based
/// on SteamID only. If your listen socket accepts connections on IPv4, then both
/// fields will return nonzero, even if you originally passed a zero IP. However,
/// note that the address returned may be a private address (e.g. 10.0.0.x or 192.168.x.x),
/// and may not be reachable by a general host on the Internet.
virtual bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
//
// Special SDR connections involved with servers hosted in Valve data centers
//
virtual bool SetHostedDedicatedServerCertificate( const void *pCert, int cbCert, void *pPrivateKey, int cbPrivateKey ) = 0;
virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( uint16 nPort ) = 0;
virtual HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget ) = 0;
//
// Gets some debug text from the connection
//
virtual bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH ) = 0;
//
// Set and get configuration values, see ESteamNetworkingConfigurationValue for individual descriptions.
//
// Returns the value or -1 is eConfigValue is invalid
virtual int32 GetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue ) = 0;
// Returns true if successfully set
virtual bool SetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue, int32 nValue ) = 0;
// Return the name of an int configuration value, or NULL if config value isn't known
virtual const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfigValue ) = 0;
//
// Set and get configuration strings, see ESteamNetworkingConfigurationString for individual descriptions.
//
// Get the configuration string, returns length of string needed if pDest is nullpr or destSize is 0
// returns -1 if the eConfigValue is invalid
virtual int32 GetConfigurationString( ESteamNetworkingConfigurationString eConfigString, char *pDest, int32 destSize ) = 0;
virtual bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *pString ) = 0;
// Return the name of a string configuration value, or NULL if config value isn't known
virtual const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eConfigString ) = 0;
};
#define STEAMSOCKETNETWORKING_VERSION "SteamSocketNetworking001"
// Notification struct used to notify when a connection has changed state
struct SteamNetConnectionStatusChangedCallback_t
{
HSteamNetConnection m_hConn; //< Connection handle
SteamNetConnectionInfo_t m_info; //< Full connection info
int m_eOldState; //< ESNetSocketState. (Current stats is in m_info)
};
// Temporary global accessor. This will be moved to steam_api.h
STEAMDATAGRAMLIB_INTERFACE ISteamSocketNetworking *SteamSocketNetworking();
typedef void * ( S_CALLTYPE *FSteamInternal_CreateInterface )( const char *);
typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
/// !KLUDGE! Glue code that will go away when we move everything into
/// the ISteamNetwork interfaces
STEAMDATAGRAMLIB_INTERFACE void SteamDatagramClient_Internal_SteamAPIKludge( FSteamAPI_RegisterCallResult fnRegisterCallResult, FSteamAPI_UnregisterCallResult fnUnregisterCallResult );
STEAMDATAGRAMLIB_INTERFACE bool SteamDatagramClient_Init_Internal( const char *pszCacheDirectory, /* ESteamDatagramPartner */ int ePartner, int iPartnerMask, SteamDatagramErrMsg &errMsg, ISteamClient *pClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
inline bool SteamDatagramClient_Init( const char *pszCacheDirectory, /* ESteamDatagramPartner */ int ePartner, int iPartnerMask, SteamDatagramErrMsg &errMsg )
{
SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
return SteamDatagramClient_Init_Internal( pszCacheDirectory, ePartner, iPartnerMask, errMsg, ::SteamClient(), ::SteamAPI_GetHSteamUser(), ::SteamAPI_GetHSteamPipe() );
}
/// Shutdown all clients and close all sockets
STEAMDATAGRAMLIB_INTERFACE void SteamDatagramClient_Kill();
/// Initialize the game server interface
STEAMDATAGRAMLIB_INTERFACE bool SteamDatagramServer_Init_Internal( SteamDatagramErrMsg &errMsg, ISteamClient *pClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
// KLUDGE TF is using an old version of the SDK, which doesn't have this. TF doesn't need this, so just comment it out.
// We'll need to upgrade the Steamworks SDK if we want to actually use SDR
//inline bool SteamDatagramServer_Init( SteamDatagramErrMsg &errMsg )
//{
// SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
// return SteamDatagramServer_Init_Internal( errMsg, ::SteamGameServerClient(), ::SteamGameServer_GetHSteamUser(), ::SteamGameServer_GetHSteamPipe() );
//}
/// Shutdown the game server interface
STEAMDATAGRAMLIB_INTERFACE void SteamDatagramServer_Kill( );
// !KLUDGE! Check for connections that have changed status, and post callbacks.
// This is temporary we can hook this up using the ordinary steam CCallback mechanism
typedef void (*FSteamNetConnectionStatusChangedCallback)( SteamNetConnectionStatusChangedCallback_t *pInfo );
STEAMDATAGRAMLIB_INTERFACE void Temp_DispatchsSteamNetConnectionStatusChangedCallbacks( FSteamNetConnectionStatusChangedCallback fnCallback );
enum ESteamDatagramDebugOutputType
{
k_ESteamDatagramDebugOutputType_None,
k_ESteamDatagramDebugOutputType_Error,
k_ESteamDatagramDebugOutputType_Important, // Nothing is wrong, but this is an important notification
k_ESteamDatagramDebugOutputType_Warning,
k_ESteamDatagramDebugOutputType_Msg, // Recommended amount
k_ESteamDatagramDebugOutputType_Verbose, // Quite a bit
k_ESteamDatagramDebugOutputType_Debug, // Practically everything
};
/// Setup callback for debug output, and the desired verbosity you want.
typedef void (*FSteamDatagramDebugOutput)( /* ESteamDatagramDebugOutputType */ int nType, const char *pszMsg );
STEAMDATAGRAMLIB_INTERFACE void SteamDatagram_SetDebugOutputFunction( /* ESteamDatagramDebugOutputType */ int eDetailLevel, FSteamDatagramDebugOutput pfnFunc );
#endif // ISTEAMNETWORKINGSOCKETS
@@ -0,0 +1,125 @@
//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Purpose: misc networking utilities
//
//=============================================================================
#ifndef ISTEAMNETWORKINGUTILS
#define ISTEAMNETWORKINGUTILS
#ifdef _WIN32
#pragma once
#endif
#include "steamnetworkingtypes.h"
struct SteamDatagramRelayAuthTicket;
//-----------------------------------------------------------------------------
/// Misc networking utilities for checking the local networking environment
/// and estimating pings.
class ISteamNetworkingUtils
{
public:
/// Fetch current timestamp. These values never go backwards, and
/// the initial value is low enough that practically speaking it's
/// not necessary to worry about the value wrapping around.
virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0;
/// Check if the ping data of sufficient recency is available, and if
/// it's too old, start refreshing it.
///
/// Games that use the ping location information will typically
/// want to call this at boot time, to make sure all prerequisites
/// are ready. Especially since the first measurement might take
/// slightly longer than subsequent measurements.
///
/// 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.)
///
/// A FIXME event will be posted when measurement is completed.
virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0;
/// Return location info for the current host. Returns the approximate
/// age of the data, in seconds, or -1 if no data is available.
/// Note that this might return an age older than the age of your game's
/// process, if the data was obtained before you game started.
///
/// 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;
/// Return true if we are taking ping measurements to update our ping
/// location or select optimal routing. Ping measurement typically takes
/// a few seconds, perhaps up to 10 seconds.
virtual bool IsPingMeasurementInProgress() = 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 connections based on SteamID,
/// 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.
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 description
virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0;
// FIXME:
//
// Check current internet connection status
//
// Low level ticket stuff. I need to get some advice and talk through how this should work
// or how best to tuck it away and make it transparent.
//
virtual bool ReceivedTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
virtual bool HasTicketForServer( CSteamID steamID ) = 0;
virtual uint32 GetIPForServerSteamIDFromTicket( CSteamID steamID ) = 0;
//
// Low level network config stuff I haven't figure out how best to tuck away.
// Dota and CSGO use it because we have gameservers in the datacenter, and
// we need this information to do region selection. But most games won't
// need it.
//
/// Fetch directly measured ping time from local host to a particular network PoP.
/// Most games will not need to call this.
virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0;
virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0;
/// Get number of network PoPs in the config
virtual int GetPOPCount() = 0;
/// Get list of all POP IDs
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
};
#define STEAMNETWORKINGUTILS_VERSION "SteamNetworkingUtils001"
/// Get ISteamNetworkingUtils object. This will eventually go in Steam_api.h with all the rest of its kin
STEAMDATAGRAMLIB_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils();
#endif // ISTEAMNETWORKINGUTILS
@@ -0,0 +1,298 @@
//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Some public types for communicating detailed connection stats
//
//=============================================================================
#ifndef STEAMDATAGRAM_STATS_H
#define STEAMDATAGRAM_STATS_H
#ifdef _WIN32
#pragma once
#endif
#include "steamnetworkingtypes.h"
#pragma pack(push)
#pragma pack(8)
STEAMDATAGRAMLIB_INTERFACE void SteamDatagramLinkInstantaneousStats_Clear( SteamDatagramLinkInstantaneousStats *pThis );
STEAMDATAGRAMLIB_INTERFACE void SteamDatagramLinkLifetimeStats_Clear( SteamDatagramLinkLifetimeStats *pThis );
STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_PingHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_QualityHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_JitterHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_TXSpeedHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_RXSpeedHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
STEAMDATAGRAMLIB_INTERFACE void SteamDatagramLinkStats_Clear( SteamDatagramLinkStats *pThis );
STEAMDATAGRAMLIB_INTERFACE void SteamNetworkingDetailedConnectionStatus_Clear( SteamNetworkingDetailedConnectionStatus *pThis );
STEAMDATAGRAMLIB_INTERFACE int SteamNetworkingDetailedConnectionStatus_Print( const SteamNetworkingDetailedConnectionStatus *pThis, char *pszBuf, int cbBuf );
/// Instantaneous statistics for a link between two hosts.
struct SteamDatagramLinkInstantaneousStats
{
/// Data rates
float m_flOutPacketsPerSec;
float m_flOutBytesPerSec;
float m_flInPacketsPerSec;
float m_flInBytesPerSec;
/// Smoothed ping. This will be -1 if we don't have any idea!
int m_nPingMS;
/// 0...1, estimated number of packets that were sent to us, but we failed to receive.
/// <0 if we haven't received any sequenced packets and so we don't have any way to estimate this.
float m_flPacketsDroppedPct;
/// Packets received with a sequence number abnormality, other than basic packet loss. (Duplicated, out of order, lurch.)
/// <0 if we haven't received any sequenced packets and so we don't have any way to estimate this.
float m_flPacketsWeirdSequenceNumberPct;
/// Peak jitter
int m_usecMaxJitter;
/// Current sending rate, this can be low at connection start until the slow start
/// ramps it up. It's adjusted as packets are lost and congestion is encountered during
/// the connection
int m_nSendRate;
/// How many pending bytes are waiting to be sent. This is data that is currently waiting
/// to be sent and in outgoing buffers. If this is zero, then the connection is idle
/// and all pending data has been sent. Note that in case of packet loss any pending
/// reliable data might be re-sent. This does not include data that has been sent and is
/// waiting for acknowledgment.
int m_nPendingBytes;
inline void Clear() { SteamDatagramLinkInstantaneousStats_Clear( this ); }
};
/// Stats for the lifetime of a connection.
/// Should match CMsgSteamDatagramLinkLifetimeStats
struct SteamDatagramLinkLifetimeStats
{
/// Reset all values to zero / unknown status
inline void Clear() { return SteamDatagramLinkLifetimeStats_Clear( this ); }
//
// Lifetime counters.
// NOTE: Average packet loss, etc can be deduced from this.
//
int64 m_nPacketsSent;
int64 m_nBytesSent;
int64 m_nPacketsRecv; // total number of packets received, some of which might not have had a sequence number. Don't use this number to try to estimate lifetime packet loss, use m_nPacketsRecvSequenced
int64 m_nBytesRecv;
int64 m_nPktsRecvSequenced; // packets that we received that had a sequence number.
int64 m_nPktsRecvDropped;
int64 m_nPktsRecvOutOfOrder;
int64 m_nPktsRecvDuplicate;
int64 m_nPktsRecvSequenceNumberLurch;
// SNP message counters
int64 m_nMessagesSentReliable;
int64 m_nMessagesSentUnreliable;
int64 m_nMessagesRecvReliable;
int64 m_nMessagesRecvUnreliable;
//
// Ping distribution
//
int m_nPingHistogram25; // 0..25
int m_nPingHistogram50; // 26..50
int m_nPingHistogram75; // 51..75
int m_nPingHistogram100; // etc
int m_nPingHistogram125;
int m_nPingHistogram150;
int m_nPingHistogram200;
int m_nPingHistogram300;
int m_nPingHistogramMax; // >300
inline int PingHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_PingHistogramTotalCount( this ); }
// Distribution.
// NOTE: Some of these might be -1 if we didn't have enough data to make a meaningful estimate!
// It takes fewer samples to make an estimate of the median than the 98th percentile!
short m_nPingNtile5th; // 5% of ping samples were <= Nms
short m_nPingNtile50th; // 50% of ping samples were <= Nms
short m_nPingNtile75th; // 70% of ping samples were <= Nms
short m_nPingNtile95th; // 95% of ping samples were <= Nms
short m_nPingNtile98th; // 98% of ping samples were <= Nms
short m__pad1;
//
// Connection quality distribution
//
int m_nQualityHistogram100; // This means everything was perfect. If we delivered over 100 packets in the interval and were less than perfect, but greater than 99.5%, we will use 99% instead.
int m_nQualityHistogram99; // 99%+
int m_nQualityHistogram97;
int m_nQualityHistogram95;
int m_nQualityHistogram90;
int m_nQualityHistogram75;
int m_nQualityHistogram50;
int m_nQualityHistogram1;
int m_nQualityHistogramDead; // we received nothing during the interval; it looks like the connection dropped
inline int QualityHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_QualityHistogramTotalCount( this ); }
// Distribution. Some might be -1, see above for why.
short m_nQualityNtile2nd; // 2% of measurement intervals had quality <= N%
short m_nQualityNtile5th; // 5% of measurement intervals had quality <= N%
short m_nQualityNtile25th; // 25% of measurement intervals had quality <= N%
short m_nQualityNtile50th; // 50% of measurement intervals had quality <= N%
// Jitter histogram
int m_nJitterHistogramNegligible;
int m_nJitterHistogram1;
int m_nJitterHistogram2;
int m_nJitterHistogram5;
int m_nJitterHistogram10;
int m_nJitterHistogram20;
inline int JitterHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_JitterHistogramTotalCount( this ); }
//
// Connection transmit speed histogram
//
int m_nTXSpeedMax; // Max speed we hit
int m_nTXSpeedHistogram16; // Speed at kb/s
int m_nTXSpeedHistogram32;
int m_nTXSpeedHistogram64;
int m_nTXSpeedHistogram128;
int m_nTXSpeedHistogram256;
int m_nTXSpeedHistogram512;
int m_nTXSpeedHistogram1024;
int m_nTXSpeedHistogramMax;
inline int TXSpeedHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_TXSpeedHistogramTotalCount( this ); }
// Distribution. Some might be -1, see above for why.
int m_nTXSpeedNtile5th; // 5% of transmit samples were <= N kb/s
int m_nTXSpeedNtile50th; // 50% of transmit samples were <= N kb/s
int m_nTXSpeedNtile75th; // 75% of transmit samples were <= N kb/s
int m_nTXSpeedNtile95th; // 95% of transmit samples were <= N kb/s
int m_nTXSpeedNtile98th; // 98% of transmit samples were <= N kb/s
//
// Connection receive speed histogram
//
int m_nRXSpeedMax; // Max speed we hit that formed the histogram
int m_nRXSpeedHistogram16; // Speed at kb/s
int m_nRXSpeedHistogram32;
int m_nRXSpeedHistogram64;
int m_nRXSpeedHistogram128;
int m_nRXSpeedHistogram256;
int m_nRXSpeedHistogram512;
int m_nRXSpeedHistogram1024;
int m_nRXSpeedHistogramMax;
inline int RXSpeedHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_RXSpeedHistogramTotalCount( this ); }
// Distribution. Some might be -1, see above for why.
int m_nRXSpeedNtile5th; // 5% of transmit samples were <= N kb/s
int m_nRXSpeedNtile50th; // 50% of transmit samples were <= N kb/s
int m_nRXSpeedNtile75th; // 75% of transmit samples were <= N kb/s
int m_nRXSpeedNtile95th; // 95% of transmit samples were <= N kb/s
int m_nRXSpeedNtile98th; // 98% of transmit samples were <= N kb/s
};
/// Link stats. Pretty much everything you might possibly want to know about the connection
struct SteamDatagramLinkStats
{
/// Latest instantaneous stats, calculated locally
SteamDatagramLinkInstantaneousStats m_latest;
/// Peak values for each instantaneous stat
//SteamDatagramLinkInstantaneousStats m_peak;
/// Lifetime stats, calculated locally
SteamDatagramLinkLifetimeStats m_lifetime;
/// Latest instantaneous stats received from remote host.
/// (E.g. "sent" means they are reporting what they sent.)
SteamDatagramLinkInstantaneousStats m_latestRemote;
/// How many seconds ago did we receive m_latestRemote?
/// This will be <0 if the data is not valid!
float m_flAgeLatestRemote;
/// Latest lifetime stats received from remote host.
SteamDatagramLinkLifetimeStats m_lifetimeRemote;
/// How many seconds ago did we receive the lifetime stats?
/// This will be <0 if the data is not valid!
float m_flAgeLifetimeRemote;
/// Reset everything to unknown/initial state.
inline void Clear() { SteamDatagramLinkStats_Clear( this ); }
};
/// Status of a particular network resource
enum ESteamDatagramAvailability
{
k_ESteamDatagramAvailability_CannotTry = -3, // A dependent resource is missing, so this service is unavailable. (E.g. we cannot talk to routers because Internet is down or we don't have the network config.)
k_ESteamDatagramAvailability_Failed = -2, // We have tried for enough time that we would expect to have been successful by now. We have never been successful
k_ESteamDatagramAvailability_Previously = -1, // We tried and were successful at one time, but now it looks like we have a problem
k_ESteamDatagramAvailability_Unknown = 0, // Unknown, or not applicable in this context
k_ESteamDatagramAvailability_NeverTried = 1, // We don't know because we haven't ever checked
k_ESteamDatagramAvailability_Attempting = 2, // We're trying now, but are not yet successful. This is not an error, but it's not success, either.
k_ESteamDatagramAvailability_Current = 3, // Resource is online.
};
/// Describe detailed state of current connection
struct SteamNetworkingDetailedConnectionStatus
{
/// Basic connection info
SteamNetConnectionInfo_t m_info;
/// Do we have a valid network configuration? We cannot do anything without this.
ESteamDatagramAvailability m_eAvailNetworkConfig;
// /// Does it look like we have a connection to the Internet at all?
// EAvailability m_eAvailInternet;
/// Successful communication with a box on the routing network.
/// This will be marked as failed if there is a general internet
/// connection.
ESteamDatagramAvailability m_eAvailAnyRouterCommunication;
/// End-to-end communication with the remote host.
//ESteamDatagramAvailability m_eAvailEndToEnd;
/// Stats for end-to-end link to the gameserver
SteamDatagramLinkStats m_statsEndToEnd;
/// Currently selected front router, if any.
/// Note that PoP ID can be found in the SteamNetConnectionInfo_t
char m_szPrimaryRouterName[64];
uint32 m_unPrimaryRouterIP;
uint16 m_unPrimaryRouterPort;
/// Stats for "front" link to current router
SteamDatagramLinkStats m_statsPrimaryRouter;
/// Back ping time as reported by primary.
/// (The front ping is in m_statsPrimaryRouter,
/// and usually the front ping plus the back ping should
/// approximately equal the end-to-end ping)
int m_nPrimaryRouterBackPing;
/// Currently selected back router, if any
SteamNetworkingPOPID m_idBackupRouterCluster;
char m_szBackupRouterName[64];
uint32 m_unBackupRouterIP;
uint16 m_unBackupRouterPort;
/// Ping times to backup router, if any
int m_nBackupRouterFrontPing, m_nBackupRouterBackPing;
/// Clear everything to an unknown state
inline void Clear() { SteamNetworkingDetailedConnectionStatus_Clear( this ); }
/// Print into a buffer.
/// 0 = OK
/// >1 = buffer was null or too small (in which case truncation happened).
/// Pass a buffer of at least N bytes.
inline int Print( char *pszBuf, int cbBuf ) const { return SteamNetworkingDetailedConnectionStatus_Print( this, pszBuf, cbBuf ); }
};
#pragma pack(pop)
#endif // STEAMDATAGRAM_STATS_H
@@ -0,0 +1,60 @@
//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Backend functions to generate authorization tickets for steam datagram
//
//=============================================================================
#ifndef STEAMDATAGRAM_TICKETGEN_H
#define STEAMDATAGRAM_TICKETGEN_H
#ifdef _WIN32
#pragma once
#endif
// Import some common stuff that is useful by both the client
// and the backend ticket-generating authority.
#include "steamdatagram_tickets.h"
struct SteamDatagramSignedTicketBlob
{
int m_sz;
uint8 m_blob[ k_cbSteamDatagramMaxSerializedTicket ];
};
/// Initialize ticket generation with an Ed25519 private key.
/// See: https://ed25519.cr.yp.to/
///
/// Input buffer will be securely wiped.
///
/// You can generate an Ed25519 key using OpenSSH:
///
/// ssh-keygen -t ed25519
///
/// The private key should be a PEM-like block of text
/// ("-----BEGIN OPENSSH PRIVATE KEY-----").
/// Private keys encrypted with a password are not supported.
///
/// In order for signatures using this key to be accepted by the relay network,
/// you need to send your public key to Valve. This key should be on a single line
/// of text that begins with "ssh-ed25519". (The format used in the .ssh/authorized_keys
/// file.)
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagram_InitTicketGenerator_Ed25519( void *pvPrivateKey, size_t cbPrivateKey );
/// Serialize the specified auth ticket and attach a signature.
/// Returns false if you did something stupid like forgot to load a key.
/// Will also fail if your ticket is too big. (Probably because you
/// added too many extra fields.)
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagram_SerializeAndSignTicket( const SteamDatagramRelayAuthTicket &ticket, SteamDatagramSignedTicketBlob &outBlob );
//
// Legacy / deprecated
//
/// Initialize ticket generation with an RSA private key. You can either
/// pass a PEM block ("-----BEGIN PRIVATE KEY-----"), or binary PKCS#8 DER.
/// Input buffer will be securely wiped.
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagram_InitTicketGenerator_RSA_deprecated( void *pvPrivateKey, size_t cbPrivateKey );
/// Generate a signature for legacy support
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagram_SerializeAndSignTicket_deprecated( const SteamDatagramRelayAuthTicket &ticket, SteamDatagramSignedTicketBlob &outBlob );
#endif // STEAMDATAGRAM_TICKETGEN_H
@@ -0,0 +1,151 @@
//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Types and utilities for handling steam datagram tickets. These are
// useful for both the client and the backend ticket generating authority.
//
//=============================================================================
#ifndef STEAMDATAGRAM_TICKETS_H
#define STEAMDATAGRAM_TICKETS_H
#ifdef _WIN32
#pragma once
#endif
#ifndef assert
#include <assert.h>
#endif
#include "steamnetworkingtypes.h"
#pragma pack(push)
#pragma pack(8)
#if defined( STEAMDATAGRAM_TICKETGEN_FOREXPORT ) || defined( STEAMDATAGRAMLIB_FOREXPORT )
#define STEAMDATAGRAM_TICKET_INTERFACE DLL_EXPORT
#elif defined( STEAMDATAGRAMLIB_STATIC_LINK )
#define STEAMDATAGRAM_TICKET_INTERFACE extern "C"
#else
#define STEAMDATAGRAM_TICKET_INTERFACE DLL_IMPORT
#endif
/// Max length of serialized auth ticket. This is important so that we
/// can ensure that we always fit into a single UDP datagram (along with
/// other certs and signatures) and kep the implementation simple.
const size_t k_cbSteamDatagramMaxSerializedTicket = 512;
/// Network-routable identifier for a service. In general, clients should
/// treat this as an opaque structure. The only thing that is important
/// is that this contains everything the system needs to route packets to a
/// service.
struct SteamDatagramServiceNetID
{
// Just use the private LAN address to identify the service
uint32 m_unIP;
uint16 m_unPort;
uint16 m__nPad1;
void Clear() { *(uint64 *)this = 0; }
uint64 ConvertToUint64() const { return ( uint64(m_unIP) << 16U ) | uint64(m_unPort); }
void SetFromUint64( uint64 x )
{
m_unIP = uint32(x >> 16U);
m_unPort = uint16(x);
m__nPad1 = 0;
}
inline bool operator==( const SteamDatagramServiceNetID &x ) const { return m_unIP == x.m_unIP && m_unPort == x.m_unPort; }
};
/// Ticket used to gain access to the relay network.
struct SteamDatagramRelayAuthTicket
{
SteamDatagramRelayAuthTicket() { Clear(); }
/// Reset all fields
void Clear() { memset( this, 0, sizeof(*this) ); }
/// Steam ID of the gameserver we want to talk to
CSteamID m_steamIDGameserver;
/// Steam ID of the person who was authorized.
CSteamID m_steamIDAuthorizedSender;
/// SteamID is authorized to send from a particular public IP. If this
/// is 0, then the sender is not restricted to a particular IP.
uint32 m_unPublicIP;
/// Time when the ticket expires.
RTime32 m_rtimeTicketExpiry;
/// Routing information
SteamDatagramServiceNetID m_routing;
/// App ID this is for
uint32 m_nAppID;
struct ExtraField
{
enum EType
{
k_EType_String,
k_EType_Int, // For most small integral values. Uses google protobuf sint64, so it's small on the wire. WARNING: In some places this value may be transmitted in JSON, in which case precision may be lost in backend analytics. Don't use this afor an "identifier", use it for a scalar quantity.
k_EType_Fixed64, // 64 arbitrary bits. This value is treated as an "identifier". In places where JSON format is used, it will be serialized as a string. No aggregation / analytics can be performed on this value.
};
int /* EType */ m_eType;
char m_szName[28];
union {
char m_szStringValue[128];
int64 m_nIntValue;
uint64 m_nFixed64Value;
};
};
enum { k_nMaxExtraFields = 16 };
int m_nExtraFields;
ExtraField m_vecExtraFields[ k_nMaxExtraFields ];
/// Helper to add an extra field in a single call
void AddExtraField_Int( const char *pszName, int64 val )
{
ExtraField *p = AddExtraField( pszName, ExtraField::k_EType_Int );
if ( p )
p->m_nIntValue = val;
}
void AddExtraField_Fixed64( const char *pszName, uint64 val )
{
ExtraField *p = AddExtraField( pszName, ExtraField::k_EType_Fixed64 );
if ( p )
p->m_nFixed64Value = val;
}
void AddExtraField_String( const char *pszName, const char *val )
{
ExtraField *p = AddExtraField( pszName, ExtraField::k_EType_Fixed64 );
if ( p )
V_strcpy_safe( p->m_szStringValue, val );
}
private:
ExtraField *AddExtraField( const char *pszName, ExtraField::EType eType )
{
if ( m_nExtraFields >= k_nMaxExtraFields )
{
assert( false );
return nullptr;
}
ExtraField *p = &m_vecExtraFields[ m_nExtraFields++ ];
p->m_eType = eType;
V_strcpy_safe( p->m_szName, pszName );
return p;
}
};
/// Unpack signed ticket. Does not check the signature!
/// Note that it's assumed that you won't need to link with both the client
/// lib and the ticket generating lib in any one project, since this symbol
/// is exposed in both.
STEAMDATAGRAM_TICKET_INTERFACE bool SteamDatagramRelayAuthTicket_Parse( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutTicket, SteamDatagramErrMsg &errMsg );
#pragma pack(pop)
#endif // STEAMDATAGRAM_TICKETS_H
@@ -0,0 +1,641 @@
//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Purpose: misc networking utilities
//
//=============================================================================
#ifndef STEAMNETWORKINGTYPES
#define STEAMNETWORKINGTYPES
#ifdef _WIN32
#pragma once
#endif
#include "steam/steamtypes.h"
#include "steam/steamclientpublic.h"
#include "tier0/platform.h"
#if defined( STEAMDATAGRAMLIB_STATIC_LINK )
#define STEAMDATAGRAMLIB_INTERFACE extern
#elif defined( STEAMDATAGRAMLIB_FOREXPORT )
#define STEAMDATAGRAMLIB_INTERFACE DLL_EXPORT
#else
#define STEAMDATAGRAMLIB_INTERFACE DLL_IMPORT
#endif
#pragma pack( push, 8 )
struct SteamNetworkPingLocation_t;
class ISteamNetworkingMessage;
struct SteamDatagramLinkStats;
struct SteamDatagramLinkLifetimeStats;
struct SteamDatagramLinkInstantaneousStats;
struct SteamNetworkingDetailedConnectionStatus;
/// Handle used to identify a connection to a remote host.
typedef uint32 HSteamNetConnection;
const HSteamNetConnection k_HSteamNetConnection_Invalid = 0;
/// Handle used to identify a "listen socket".
typedef uint32 HSteamListenSocket;
const HSteamListenSocket k_HSteamListenSocket_Invalid = 0;
/// Configuration values for Steam networking.
///
/// Most of these are for controlling extend logging or features
/// of various subsystems
enum ESteamNetworkingConfigurationValue
{
// Set to true (non-zero) to use Steam Network Protocol for message
// delivery.
// SNP is a protocol for sending a mix of reliable and unreliable message
// payloads and handles retransmission of reliable messages and also
// manages transfer rate congestion control. Defaults to 1 (on).
k_ESteamNetworkingConfigurationValue_SNP = 0,
// 0-100 Randomly discard N pct of unreliable messages instead of sending
// Defaults to 0 (no loss).
k_ESteamNetworkingConfigurationValue_FakeMessageLoss_Send = 1,
// 0-100 Randomly discard N pct of unreliable messages upon receive
// Defaults to 0 (no loss).
k_ESteamNetworkingConfigurationValue_FakeMessageLoss_Recv = 2,
// 0-100 Randomly discard N pct of packets instead of sending
k_ESteamNetworkingConfigurationValue_FakePacketLoss_Send = 3,
// 0-100 Randomly discard N pct of packets received
k_ESteamNetworkingConfigurationValue_FakePacketLoss_Recv = 4,
// Set to true (non-zero) to open up a seperate debug window showing SNP
// state for all current connections. Only works on Windows.
// Defaults to 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_DebugWindow = 5,
// Upper limit of buffered pending bytes to be sent, if this is reached
// SendMessage will return k_EResultPending
// Default is 512k (524288 bytes)
k_ESteamNetworkingConfigurationValue_SNP_SendBufferSize = 6,
// Maximum send rate clamp, 0 is no limit
// This value will control the maximum allowed sending rate that congestion
// is allowed to reach. Default is 0 (no-limit)
k_ESteamNetworkingConfigurationValue_SNP_MaxRate = 7,
// Minimum send rate clamp, 0 is no limit
// This value will control the minimum allowed sending rate that congestion
// is allowed to reach. Default is 0 (no-limit)
k_ESteamNetworkingConfigurationValue_SNP_MinRate = 8,
// Set to true (non-zero) to enable logging of SNP RTT
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_RTT = 9,
// Set to true (non-zero) to enable logging of SNP Packet
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_Packet = 10,
// Set to true (non-zero) to enable logging of SNP Segments
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_Segments = 11,
// Set to true (non-zero) to enable logging of SNP Feedback
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_Feedback = 12,
// Set to true (non-zero) to enable logging of SNP Relible
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_Reliable = 13,
// Set to true (non-zero) to enable logging of SNP Messages
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_Message = 14,
// Set to true (non-zero) to enable logging of SNP Loss
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_Loss = 15,
// Set to true (non-zero) to enable logging of SNP Throughput
// Default is 0 (off)
k_ESteamNetworkingConfigurationValue_SNP_Log_X = 16,
// If the first N pings to a port all fail, mark that port as unavailable for
// a while, and try a different one. Some ISPs and routers may drop the first
// packet, so setting this to 1 may greatly disrupt communications.
k_ESteamNetworkingConfigurationValue_ClientConsecutitivePingTimeoutsFailInitial = 17,
// If N consecutive pings to a port fail, after having received successful
// communication, mark that port as unavailable for a while, and try a
// different one.
k_ESteamNetworkingConfigurationValue_ClientConsecutitivePingTimeoutsFail = 18,
/// Minimum number of lifetime pings we need to send, before we think our estimate
/// is solid. The first ping to each cluster is very often delayed because of NAT,
/// routers not having the best route, etc. Until we've sent a sufficient number
/// of pings, our estimate is often inaccurate. Keep pinging until we get this
/// many pings.
k_ESteamNetworkingConfigurationValue_ClientMinPingsBeforePingAccurate = 19,
// Set all steam datagram traffic to originate from the same local port.
// By default, we open up a new UDP socket (on a different local port)
// for each relay. This is not optimal, but it works around some
// routers that don't implement NAT properly. If you have intermittent
// problems talking to relays that might be NAT related, try toggling
// this flag
k_ESteamNetworkingConfigurationValue_ClientSingleSocket = 20,
// Globally delay all outbound packets by N ms before sending
k_ESteamNetworkingConfigurationValue_FakePacketLag_Send = 21,
// Globally delay all received packets by N ms before processing
k_ESteamNetworkingConfigurationValue_FakePacketLag_Recv = 22,
// Don't automatically fail IP connections that don't have strong auth.
// On clients, this means we will attempt the connection even if we don't
// know our SteamID or can't get a cert. On the server, it means that we won't
// automatically reject a connection due to a failure to authenticate.
// (You can examine the incoming connection and decide whether to accept it.)
k_ESteamNetworkingConfigurationValue_IP_Allow_Without_Auth = 23,
// Number of k_ESteamNetworkingConfigurationValue defines
k_ESteamNetworkingConfigurationValue_Count,
};
/// Configuration strings for Steam networking.
///
/// Most of these are for controlling extend logging or features
/// of various subsystems
enum ESteamNetworkingConfigurationString
{
// Code of relay cluster to use. If not empty, we will only use relays in that cluster. E.g. 'iad'
k_ESteamNetworkingConfigurationString_ClientForceRelayCluster = 0,
// For debugging, generate our own (unsigned) ticket, using the specified
// gameserver address. Router must be configured to accept unsigned tickets.
k_ESteamNetworkingConfigurationString_ClientDebugTicketAddress = 1,
// For debugging. Override list of relays from the config with this set
// (maybe just one). Comma-separated list.
k_ESteamNetworkingConfigurationString_ClientForceProxyAddr = 2,
// Number of k_ESteamNetworkingConfigurationString defines
k_ESteamNetworkingConfigurationString_Count = k_ESteamNetworkingConfigurationString_ClientForceProxyAddr + 1,
};
/// Basically a duplicate of EP2PSend.
enum ESteamNetworkingSendType
{
// Send an unreliable message. Can be lost.
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
k_ESteamNetworkingSendType_Unreliable = 0,
// Reliable message send. Can send up to 512kb of data in a single message.
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
k_ESteamNetworkingSendType_Reliable = 1,
};
/// High level connection status
enum ESteamNetworkingConnectionState
{
/// Dummy value used to indicate an error condition in the API.
/// Specified connection doesn't exist or has already been closed.
k_ESteamNetworkingConnectionState_None = 0,
/// - For connections on the "client" side (initiated locally):
/// We're in the process of trying to establish a connection.
/// Depending on the socket type, we might not even know who they are.
/// Note that it is not possible to tell if we are waiting on the
/// network to complete handshake packets, or for the application layer
/// to accept the connection.
///
/// - For connections on the "server" side (accepted through listen socket):
/// We have completed a series of basic handshake packets, and the connection
/// is ready to be accepted using AcceptConnection.
///
/// In either case, any unreliable packets sent now are almost certain
/// to be dropped. Attempts to receive packets are guaranteed to fail.
/// You may send messages if the send mode allows for them to be queued.
/// but if you close the connection before the connection is actually
/// established, any queued messages will be discarded immediately.
/// (We will not attempt to flush the queue and confirm delivery to the
/// remote host, which ordinarily happens when a connection is closed.)
k_ESteamNetworkingConnectionState_Connecting = 1,
/// We've received communications from our peer (and we know
/// who they are) and are all good. If you close the connection now,
/// we will make our best effort to flush out any reliable sent data that
/// has not been acknowledged by the peer. (But note that this happens
/// from within the application process, so unlike a TCP connection, you are
/// not totally handing it off to the operating system to deal with it.)
k_ESteamNetworkingConnectionState_Connected = 2,
/// Connection has been closed by our peer, but not closed locally.
/// The connection still exists from an API perspective. You must close the
/// handle to free up resources. If there are any messages in the inbound queue,
/// you may retrieve them. Otherwise, nothing may be done with the connection
/// except to close it.
///
/// This stats is similar to CLOSE_WAIT in the TCP state machine.
k_ESteamNetworkingConnectionState_ClosedByPeer = 3,
/// A disruption in the connection has been detected locally. (E.g. timeout,
/// local internet connection disrupted, etc.)
///
/// The connection still exists from an API perspective. You must close the
/// handle to free up resources.
///
/// Attempts to send further messages will fail. Any remaining received messages
/// in the queue are available.
k_ESteamNetworkingConnectionState_ProblemDetectedLocally = 4,
//
// The following values are used internally and will not be returned by any API.
// We document them here to provide a little insight into the state machine that is used
// under the hood.
//
/// We've disconnected on our side, and from an API perspective the connection is closed.
/// No more data may be sent or received. All reliable data has been flushed, or else
/// we've given up and discarded it. We do not yet know for sure that the client knows
/// the connection has been closed, however, so we're just hanging around so that if we do
/// get a packet from them, we can send them the appropriate packets so that they can
/// know why the connection was closed (and not have to rely on a timeout, which makes
/// it appear as if something is wrong).
///
/// Note that, unlike TCP connections, Steam networking sessions have additional
/// session identifiers that make the TIME_WAIT state unnecessary. (If another connection
/// is established on the same port, and we get packets from an old session, we are able to
/// identify this and either ignore those packets, or inform the remote host that the old
/// session has been closed, if appropriate).
k_ESteamNetworkingConnectionState_FinWait = -1,
/// We've disconnected on our side, and from an API perspective the connection is closed.
/// No more data may be sent or received. From a network perspective, however, on the wire,
/// we have not yet given any indication to the peer that the connection is closed.
/// We are in the process of flushing out the last bit of reliable data. Once that is done,
/// we will inform the peer that the connection has been closed, and transition to the
/// FinWait state.
///
/// Note that no indication is given to the remote host that we have closed the connection,
/// until the data has been flushed. If the remote host attempts to send us data, we will
/// do whatever is necessary to keep the connection alive until it can be closed properly.
/// But in fact the data will be discarded, since there is no way for the application to
/// read it back. Typically this is not a problem, as application protocols that utilize
/// the lingering functionality are designed for the remote host to wait for the response
/// before sending any more data.
k_ESteamNetworkingConnectionState_Linger = -2,
/// Connection is completely inactive and ready to be destroyed
k_ESteamNetworkingConnectionState_Dead = -3,
};
/// Identifier used for a network location point of presence.
/// Typically you won't need to directly manipulate these.
typedef uint32 SteamNetworkingPOPID;
/// Convert 3- or 4-character ID to 32-bit int.
inline SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char *pszCode )
{
// OK we made a bad decision when we decided how to pack 3-character codes into a uint32. We'd like to support
// 4-character codes, but we don't want to break compatibility. The migration path has some subtleties that make
// this nontrivial, and there are already some IDs stored in SQL. Ug, so the 4 character code "abcd" will
// be encoded with the digits like "0xddaabbcc"
return
( uint32(pszCode[3]) << 24U )
| ( uint32(pszCode[0]) << 16U )
| ( uint32(pszCode[1]) << 8U )
| uint32(pszCode[2]);
}
/// Unpack integer to string representation, including terminating '\0'
template <int N>
inline void GetSteamNetworkingLocationPOPStringFromID( SteamNetworkingPOPID id, char (&szCode)[N] )
{
COMPILE_TIME_ASSERT( N >= 5 );
szCode[0] = ( id >> 16U );
szCode[1] = ( id >> 8U );
szCode[2] = ( id );
szCode[3] = ( id >> 24U ); // See comment above about deep regret and sadness
szCode[4] = 0;
}
/// A local timestamp. You can subtract two timestamps to get the number of elapsed
/// microseconds. This is guaranteed to increase over time during the lifetime
/// of a process, but not globally across runs. You don't need to worry about
/// the value wrapping around. Note that the underlying clock might not actually have
/// microsecond *resolution*.
typedef int64 SteamNetworkingMicroseconds;
/// A sequence number. Used to indentify packets and messages
/// and other segments. Typically this is 64 bit internally and
/// has the last 16 bits networked
typedef int64 SteamNetworkingSequenceNumber;
// maximum amount of pending buffered messages allows
const int k_cbMaxSteamDatagramMessageSize = 512 * 1024;
/// A message that has been received.
class ISteamNetworkingMessage
{
public:
/// You MUST call this when you're done with the object,
/// to free up memory, etc.
virtual void Release() = 0;
/// Get size of the payload.
inline uint32 GetSize() const { return m_cbSize; }
/// Get message payload
inline const void *GetData() const { return m_pData; }
/// Return SteamID that sent this to us.
inline CSteamID GetSenderSteamID() const { return m_steamIDSender; }
/// Return the channel number the message was received on.
/// (Not used for messages received on "connections"
inline int GetChannel() const { return m_nChannel; }
/// The socket this came from. (Not used when using the P2P calls)
inline HSteamNetConnection GetConnection() const { return m_conn; }
/// Get the user data associated with the connection.
///
/// This is *usually* the same as calling GetConnection() and then
/// fetching the user data associated with that connection, but for
/// the following subtle differences:
///
/// - This user data will match the connection's user data at the time
/// is captured at the time the message is returned by the API.
/// If you subsequently change the userdata on the connection,
/// this won't be updated.
/// - This is an inline call, so it's *much* faster.
/// - You might have closed the connection, so fetching the user data
/// would not be possible.
inline int64 GetConnectionUserData() const { return m_nConnUserData; }
/// Get the time that it was received
inline SteamNetworkingMicroseconds GetTimeReceived() const { return m_usecTimeReceived; }
protected:
CSteamID m_steamIDSender;
void *m_pData;
uint32 m_cbSize;
int m_nChannel;
HSteamNetConnection m_conn;
int64 m_nConnUserData;
SteamNetworkingMicroseconds m_usecTimeReceived;
inline ~ISteamNetworkingMessage() {}; // Destructor hidden - use Release()! But make it inline and empty, in case you want to derive your own type that satisfies this interface for use in your code.
};
/// Object that describes a "location" on the Internet with sufficient
/// detail that we can reasonably estimate an upper bound on the ping between
/// the two hosts, even if a direct route between the hosts is not possible,
/// and the connection must be routed through the Steam Datagram Relay network.
/// This does not contain any information that identifies the host. Indeed,
/// if two hosts are in the same building or otherwise have nearly identical
/// networking characteristics, then it's valid to use the same location
/// object for both of them.
///
/// NOTE: This object should only be used in memory. If you need to persist
/// it or send it over the wire, convert it to a string representation using
/// the methods in ISteamNetworkingUtils()
struct SteamNetworkPingLocation_t
{
uint8 m_data[ 64 ];
};
/// Special values that are returned by some functions that return a ping.
const int k_nSteamNetworkingPing_Failed = -1;
const int k_nSteamNetworkingPing_Unknown = -2;
/// Enumerate various causes of connection termination. These are designed
/// to work sort of like HTTP error codes, in that the numeric range gives you
/// a ballpark as to where the problem is.
enum ESteamNetConnectionEnd
{
// Invalid/sentinel value
k_ESteamNetConnectionEnd_Invalid = 0,
//
// Application codes. You can use these codes if you want to
// plumb through application-specific error codes. If you don't need this
// facility, feel free to always use 0, which is a generic
// application-initiated closure.
//
// The distinction between "normal" and "exceptional" termination is
// one you may use if you find useful, but it's not necessary for you
// to do so. The only place where we distinguish between normal and
// exceptional is in connection analytics. If a significant
// proportion of connections terminates in an exceptional manner,
// this can trigger an alert.
//
// 1xxx: Application ended the connection in a "usual" manner.
// E.g.: user intentionally disconnected from the server,
// gameplay ended normally, etc
k_ESteamNetConnectionEnd_App_Min = 1000,
k_ESteamNetConnectionEnd_App_Generic = k_ESteamNetConnectionEnd_App_Min,
// Use codes in this range for "normal" disconnection
k_ESteamNetConnectionEnd_App_Max = 1999,
// 2xxx: Application ended the connection in some sort of exceptional
// or unusual manner that might indicate a bug or configuration
// issue.
//
k_ESteamNetConnectionEnd_AppException_Min = 2000,
k_ESteamNetConnectionEnd_AppException_Generic = k_ESteamNetConnectionEnd_AppException_Min,
// Use codes in this range for "unusual" disconnection
k_ESteamNetConnectionEnd_AppException_Max = 2999,
//
// System codes:
//
// 3xxx: Connection failed or ended because of problem with the
// local host or their connection to the Internet.
k_ESteamNetConnectionEnd_Local_Min = 3000,
// You cannot do what you want to do because you're running in offline mode.
k_ESteamNetConnectionEnd_Local_OfflineMode = 3001,
// We're having trouble contacting many (perhaps all) relays.
// Since it's unlikely that they all went offline at once, the best
// explanation is that we have a problem on our end. Note that we don't
// bother distinguishing between "many" and "all", because in practice,
// it takes time to detect a connection problem, and by the time
// the connection has timed out, we might not have been able to
// actively probe all of the relay clusters, even if we were able to
// contact them at one time. So this code just means that:
//
// * We don't have any recent successful communication with any relay.
// * We have evidence of recent failures to communicate with multiple relays.
k_ESteamNetConnectionEnd_Local_ManyRelayConnectivity = 3002,
// A hosted server is having trouble talking to the relay
// that the client was using, so the problem is most likely
// on our end
k_ESteamNetConnectionEnd_Local_HostedServerPrimaryRelay = 3003,
// We're not able to get the network config. This is
// *almost* always a local issue, since the network config
// comes from the CDN, which is pretty darn reliable.
k_ESteamNetConnectionEnd_Local_NetworkConfig = 3004,
k_ESteamNetConnectionEnd_Local_Max = 3999,
// 4xxx: Connection failed or ended, and it appears that the
// cause does NOT have to do with the local host or their
// connection to the Internet. It could be caused by the
// remote host, or it could be somewhere in between.
k_ESteamNetConnectionEnd_Remote_Min = 4000,
// The connection was lost, and as far as we can tell our connection
// to relevant services (relays) has not been disrupted. This doesn't
// mean that the problem is "their fault", it just means that it doesn't
// appear that we are having network issues on our end.
k_ESteamNetConnectionEnd_Remote_Timeout = 4001,
// Something was invalid with the cert or crypt handshake
// info you gave me, I don't understand or like your key types,
// etc.
k_ESteamNetConnectionEnd_Remote_BadCrypt = 4002,
// You presented me with a cert that was technically
// valid. But the CA key was missing (and I don't accept
// unsigned certs), or the key isn't one that I trust.
k_ESteamNetConnectionEnd_Remote_CertNotTrusted = 4003,
k_ESteamNetConnectionEnd_Remote_Max = 4999,
// 5xxx: Connection failed for some other reason.
k_ESteamNetConnectionEnd_Misc_Min = 5000,
// A failure that isn't necessarily the result of a software bug,
// but that should happen rarely enough that it isn't worth specifically
// writing UI or making a localized message for.
// The debug string should contain further details.
k_ESteamNetConnectionEnd_Misc_Generic = 5001,
// Generic failure that is most likely a software bug.
k_ESteamNetConnectionEnd_Misc_InternalError = 5002,
// The connection to the remote host timed out, but we
// don't know if the problem is on our end, in the middle,
// or on their end.
k_ESteamNetConnectionEnd_Misc_Timeout = 5003,
// We're having trouble talking to the relevant relay.
// We don't have enough information to say whether the
// problem is on our end or not.
k_ESteamNetConnectionEnd_Misc_RelayConnectivity = 5004,
// There's some trouble talking to Steam.
k_ESteamNetConnectionEnd_Misc_SteamConnectivity = 5005,
// A server in a dedicated hosting situation has no relay sessions
// active with which to talk back to a client. (It's the client's
// job to open and maintain those sessions.)
k_ESteamNetConnectionEnd_Misc_NoRelaySessionsToClient = 5006,
k_ESteamNetConnectionEnd_Misc_Max = 5999,
};
/// Max length of diagnostic error message
const int k_cchMaxSteamDatagramErrMsg = 1024;
/// Used to return English-language diagnostic error messages to caller.
/// (For debugging or spewing to a console, etc. Not intended for UI.)
typedef char SteamDatagramErrMsg[ k_cchMaxSteamDatagramErrMsg ];
/// Max length, in bytes (including null terminator) of the reason string
/// when a connection is closed.
const int k_cchSteamNetworkingMaxConnectionCloseReason = 128;
struct SteamNetConnectionInfo_t
{
/// Handle to listen socket this was connected on, or k_HSteamListenSocket_Invalid if we initiated the connection
HSteamListenSocket m_hListenSocket;
/// Who is on the other end. Depending on the connection type and phase of the connection, we might not know
CSteamID m_steamIDRemote;
// FIXME - some sort of connection type enum?
/// Arbitrary user data set by the local application code
int64 m_nUserData;
/// Remote address. Might be 0 if we don't know it
uint32 m_unIPRemote;
uint16 m_unPortRemote;
uint16 m__pad1;
/// What data center is the remote host in? (0 if we don't know.)
SteamNetworkingPOPID m_idPOPRemote;
/// What relay are we using to communicate with the remote host?
/// (0 if not applicable.)
SteamNetworkingPOPID m_idPOPRelay;
/// Local port that we're bound to for this connection. Might not be applicable
/// for all connection types.
//uint16 m_unPortLocal;
/// High level state of the connection
int /* ESteamNetworkingConnectionState */ m_eState;
/// Basic cause of the connection termination or problem.
/// One of ESteamNetConnectionEnd
int /* ESteamNetConnectionEnd */ m_eEndReason;
/// Human-readable, but non-localized explanation for connection
/// termination or problem. This is intended for debugging /
/// diagnostic purposes only, not to display to users. It might
/// have some details specific to the issue.
char m_szEndDebug[ k_cchSteamNetworkingMaxConnectionCloseReason ];
};
/// Quick connection state, pared down to something you could call
/// more frequently without it being too big of a perf hit.
struct SteamNetworkingQuickConnectionStatus
{
/// High level state of the connection
int /* ESteamNetworkingConnectionState */ m_eState;
/// Current ping (ms)
int m_nPing;
/// Connection quality measured locally, 0...1. (Percentage of packets delivered
/// end-to-end in order)
float m_flConnectionQualityLocal;
/// Packet delivery success rate as observed from remote host
float m_flConnectionQualityRemote;
/// Actual current data rates
float m_flOutPacketsPerSec;
float m_flOutBytesPerSec;
float m_flInPacketsPerSec;
float m_flInBytesPerSec;
/// Estimate bandwidth of the connection (bytes per second)
int m_nSendRate;
/// Number of bytes pending to be sent
int m_nPendingBytes;
};
#pragma pack( pop )
enum ESteamDatagramPartner
{
k_ESteamDatagramPartner_None = -1,
k_ESteamDatagramPartner_Steam = 0,
k_ESteamDatagramPartner_China = 1,
};
#endif // #ifndef STEAMNETWORKINGTYPES