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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