2020-10-24 15:23:05 +08:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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2020-04-23 00:56:21 +08:00
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//
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// Purpose: interface to steam managing network connections between game clients & servers
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//
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//=============================================================================
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#ifndef ISTEAMNETWORKING
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#define ISTEAMNETWORKING
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steamtypes.h"
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#include "steamclientpublic.h"
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// list of possible errors returned by SendP2PPacket() API
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// these will be posted in the P2PSessionConnectFail_t callback
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enum EP2PSessionError
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{
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k_EP2PSessionErrorNone = 0,
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k_EP2PSessionErrorNotRunningApp = 1, // target is not running the same game
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k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
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k_EP2PSessionErrorDestinationNotLoggedIn = 3, // target user isn't connected to Steam
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k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
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// corporate firewalls can also block this (NAT traversal is not firewall traversal)
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// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
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k_EP2PSessionErrorMax = 5
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};
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// SendP2PPacket() send types
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// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
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enum EP2PSend
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{
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// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
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// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
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// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
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k_EP2PSendUnreliable = 0,
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// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
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// packet sent to a remote host almost guarantees the packet will be dropped.
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// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
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k_EP2PSendUnreliableNoDelay = 1,
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// Reliable message send. Can send up to 1MB of data in a single message.
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// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
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k_EP2PSendReliable = 2,
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// As above, but applies the Nagle algorithm to the send - sends will accumulate
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// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
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// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
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// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
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// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
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k_EP2PSendReliableWithBuffering = 3,
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};
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// connection state to a specified user, returned by GetP2PSessionState()
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// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error isteamclient.h must be included
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#endif
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struct P2PSessionState_t
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{
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uint8 m_bConnectionActive; // true if we've got an active open connection
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uint8 m_bConnecting; // true if we're currently trying to establish a connection
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uint8 m_eP2PSessionError; // last error recorded (see enum above)
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uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
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int32 m_nBytesQueuedForSend;
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int32 m_nPacketsQueuedForSend;
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uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
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uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
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};
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#pragma pack( pop )
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// handle to a socket
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typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
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typedef uint32 SNetListenSocket_t; // CreateListenSocket()
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// connection progress indicators, used by CreateP2PConnectionSocket()
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enum ESNetSocketState
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{
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k_ESNetSocketStateInvalid = 0,
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// communication is valid
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k_ESNetSocketStateConnected = 1,
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// states while establishing a connection
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k_ESNetSocketStateInitiated = 10, // the connection state machine has started
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// p2p connections
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k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
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k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
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// direct connections
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k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
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// failure states
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k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
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k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
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k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
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k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
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k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
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};
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// describes how the socket is currently connected
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enum ESNetSocketConnectionType
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{
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k_ESNetSocketConnectionTypeNotConnected = 0,
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k_ESNetSocketConnectionTypeUDP = 1,
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k_ESNetSocketConnectionTypeUDPRelay = 2,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Functions for making connections and sending data between clients,
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// traversing NAT's where possible
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//-----------------------------------------------------------------------------
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class ISteamNetworking
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////////////
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// Session-less connection functions
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// automatically establishes NAT-traversing or Relay server connections
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// Sends a P2P packet to the specified user
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// UDP-like, unreliable and a max packet size of 1200 bytes
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// the first packet send may be delayed as the NAT-traversal code runs
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// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
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// see EP2PSend enum above for the descriptions of the different ways of sending packets
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//
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// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
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// with the same channel number in order to retrieve the data on the other end
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// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
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virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
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// returns true if any data is available for read, and the amount of data that will need to be read
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virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
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// reads in a packet that has been sent from another user via SendP2PPacket()
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// returns the size of the message and the steamID of the user who sent it in the last two parameters
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// if the buffer passed in is too small, the message will be truncated
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// this call is not blocking, and will return false if no data is available
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virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
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// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
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// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
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// if you don't want to talk to the user, just ignore the request
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// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
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// this may be called multiple times for a single user
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// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
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virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
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// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
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// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
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virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
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// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
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// open channels to a user have been closed, the open session to the user will be closed and new data from this
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// user will trigger a P2PSessionRequest_t callback
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virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
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// fills out P2PSessionState_t structure with details about the underlying connection to the user
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// should only needed for debugging purposes
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// returns false if no connection exists to the specified user
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virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
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// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
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// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
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// or to existing connections that need to automatically reconnect after this value is set.
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//
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// P2P packet relay is allowed by default
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virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
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////////////////////////////////////////////////////////////////////////////////////////////
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// LISTEN / CONNECT style interface functions
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//
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// This is an older set of functions designed around the Berkeley TCP sockets model
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// it's preferential that you use the above P2P functions, they're more robust
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// and these older functions will be removed eventually
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//
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////////////////////////////////////////////////////////////////////////////////////////////
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// creates a socket and listens others to connect
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// will trigger a SocketStatusCallback_t callback on another client connecting
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// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
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// this can usually just be 0 unless you want multiple sets of connections
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// unIP is the local IP address to bind to
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// pass in 0 if you just want the default local IP
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// unPort is the port to use
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// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
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virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
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// creates a socket and begin connection to a remote destination
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// can connect via a known steamID (client or game server), or directly to an IP
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// on success will trigger a SocketStatusCallback_t callback
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// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
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virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
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virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
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// disconnects the connection to the socket, if any, and invalidates the handle
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// any unread data on the socket will be thrown away
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// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
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virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
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// destroying a listen socket will automatically kill all the regular sockets generated from it
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virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
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// sending data
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// must be a handle to a connected socket
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// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
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// use the reliable flag with caution; although the resend rate is pretty aggressive,
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// it can still cause stalls in receiving data (like TCP)
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virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
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// receiving data
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// returns false if there is no data remaining
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// fills out *pcubMsgSize with the size of the next message, in bytes
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virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
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// fills in pubDest with the contents of the message
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// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
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// if *pcubMsgSize < cubDest, only partial data is written
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// returns false if no data is available
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virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
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// checks for data from any socket that has been connected off this listen socket
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// returns false if there is no data remaining
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// fills out *pcubMsgSize with the size of the next message, in bytes
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// fills out *phSocket with the socket that data is available on
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virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
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// retrieves data from any socket that has been connected off this listen socket
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// fills in pubDest with the contents of the message
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// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
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// if *pcubMsgSize < cubDest, only partial data is written
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// returns false if no data is available
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// fills out *phSocket with the socket that data is available on
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virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
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// returns information about the specified socket, filling out the contents of the pointers
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virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
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// returns which local port the listen socket is bound to
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// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
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virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
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// returns true to describe how the socket ended up connecting
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virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
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// max packet size, in bytes
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virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
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};
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#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking005"
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error isteamclient.h must be included
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#endif
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// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
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// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
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struct P2PSessionRequest_t
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{
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enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
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CSteamID m_steamIDRemote; // user who wants to talk to us
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};
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// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
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// all packets queued packets unsent at this point will be dropped
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// further attempts to send will retry making the connection (but will be dropped if we fail again)
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struct P2PSessionConnectFail_t
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{
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enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
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CSteamID m_steamIDRemote; // user we were sending packets to
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uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
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};
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// callback notification - status of a socket has changed
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// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
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struct SocketStatusCallback_t
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{
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enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
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SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
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SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
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CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
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int m_eSNetSocketState; // socket state, ESNetSocketState
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};
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#pragma pack( pop )
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#endif // ISTEAMNETWORKING
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