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299 lines
12 KiB
299 lines
12 KiB
4 years ago
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//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Some public types for communicating detailed connection stats
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//
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//=============================================================================
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#ifndef STEAMDATAGRAM_STATS_H
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#define STEAMDATAGRAM_STATS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steamnetworkingtypes.h"
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#pragma pack(push)
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#pragma pack(8)
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STEAMDATAGRAMLIB_INTERFACE void SteamDatagramLinkInstantaneousStats_Clear( SteamDatagramLinkInstantaneousStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE void SteamDatagramLinkLifetimeStats_Clear( SteamDatagramLinkLifetimeStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_PingHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_QualityHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_JitterHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_TXSpeedHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE int SteamDatagramLinkLifetimeStats_RXSpeedHistogramTotalCount( const SteamDatagramLinkLifetimeStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE void SteamDatagramLinkStats_Clear( SteamDatagramLinkStats *pThis );
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STEAMDATAGRAMLIB_INTERFACE void SteamNetworkingDetailedConnectionStatus_Clear( SteamNetworkingDetailedConnectionStatus *pThis );
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STEAMDATAGRAMLIB_INTERFACE int SteamNetworkingDetailedConnectionStatus_Print( const SteamNetworkingDetailedConnectionStatus *pThis, char *pszBuf, int cbBuf );
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/// Instantaneous statistics for a link between two hosts.
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struct SteamDatagramLinkInstantaneousStats
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{
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/// Data rates
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float m_flOutPacketsPerSec;
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float m_flOutBytesPerSec;
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float m_flInPacketsPerSec;
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float m_flInBytesPerSec;
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/// Smoothed ping. This will be -1 if we don't have any idea!
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int m_nPingMS;
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/// 0...1, estimated number of packets that were sent to us, but we failed to receive.
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/// <0 if we haven't received any sequenced packets and so we don't have any way to estimate this.
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float m_flPacketsDroppedPct;
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/// Packets received with a sequence number abnormality, other than basic packet loss. (Duplicated, out of order, lurch.)
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/// <0 if we haven't received any sequenced packets and so we don't have any way to estimate this.
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float m_flPacketsWeirdSequenceNumberPct;
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/// Peak jitter
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int m_usecMaxJitter;
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/// Current sending rate, this can be low at connection start until the slow start
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/// ramps it up. It's adjusted as packets are lost and congestion is encountered during
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/// the connection
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int m_nSendRate;
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/// How many pending bytes are waiting to be sent. This is data that is currently waiting
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/// to be sent and in outgoing buffers. If this is zero, then the connection is idle
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/// and all pending data has been sent. Note that in case of packet loss any pending
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/// reliable data might be re-sent. This does not include data that has been sent and is
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/// waiting for acknowledgment.
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int m_nPendingBytes;
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inline void Clear() { SteamDatagramLinkInstantaneousStats_Clear( this ); }
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};
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/// Stats for the lifetime of a connection.
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/// Should match CMsgSteamDatagramLinkLifetimeStats
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struct SteamDatagramLinkLifetimeStats
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{
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/// Reset all values to zero / unknown status
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inline void Clear() { return SteamDatagramLinkLifetimeStats_Clear( this ); }
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//
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// Lifetime counters.
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// NOTE: Average packet loss, etc can be deduced from this.
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//
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int64 m_nPacketsSent;
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int64 m_nBytesSent;
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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
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int64 m_nBytesRecv;
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int64 m_nPktsRecvSequenced; // packets that we received that had a sequence number.
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int64 m_nPktsRecvDropped;
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int64 m_nPktsRecvOutOfOrder;
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int64 m_nPktsRecvDuplicate;
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int64 m_nPktsRecvSequenceNumberLurch;
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// SNP message counters
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int64 m_nMessagesSentReliable;
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int64 m_nMessagesSentUnreliable;
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int64 m_nMessagesRecvReliable;
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int64 m_nMessagesRecvUnreliable;
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//
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// Ping distribution
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//
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int m_nPingHistogram25; // 0..25
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int m_nPingHistogram50; // 26..50
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int m_nPingHistogram75; // 51..75
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int m_nPingHistogram100; // etc
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int m_nPingHistogram125;
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int m_nPingHistogram150;
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int m_nPingHistogram200;
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int m_nPingHistogram300;
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int m_nPingHistogramMax; // >300
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inline int PingHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_PingHistogramTotalCount( this ); }
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// Distribution.
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// NOTE: Some of these might be -1 if we didn't have enough data to make a meaningful estimate!
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// It takes fewer samples to make an estimate of the median than the 98th percentile!
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short m_nPingNtile5th; // 5% of ping samples were <= Nms
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short m_nPingNtile50th; // 50% of ping samples were <= Nms
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short m_nPingNtile75th; // 70% of ping samples were <= Nms
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short m_nPingNtile95th; // 95% of ping samples were <= Nms
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short m_nPingNtile98th; // 98% of ping samples were <= Nms
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short m__pad1;
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//
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// Connection quality distribution
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//
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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.
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int m_nQualityHistogram99; // 99%+
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int m_nQualityHistogram97;
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int m_nQualityHistogram95;
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int m_nQualityHistogram90;
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int m_nQualityHistogram75;
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int m_nQualityHistogram50;
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int m_nQualityHistogram1;
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int m_nQualityHistogramDead; // we received nothing during the interval; it looks like the connection dropped
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inline int QualityHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_QualityHistogramTotalCount( this ); }
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// Distribution. Some might be -1, see above for why.
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short m_nQualityNtile2nd; // 2% of measurement intervals had quality <= N%
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short m_nQualityNtile5th; // 5% of measurement intervals had quality <= N%
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short m_nQualityNtile25th; // 25% of measurement intervals had quality <= N%
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short m_nQualityNtile50th; // 50% of measurement intervals had quality <= N%
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// Jitter histogram
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int m_nJitterHistogramNegligible;
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int m_nJitterHistogram1;
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int m_nJitterHistogram2;
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int m_nJitterHistogram5;
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int m_nJitterHistogram10;
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int m_nJitterHistogram20;
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inline int JitterHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_JitterHistogramTotalCount( this ); }
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//
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// Connection transmit speed histogram
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//
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int m_nTXSpeedMax; // Max speed we hit
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int m_nTXSpeedHistogram16; // Speed at kb/s
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int m_nTXSpeedHistogram32;
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int m_nTXSpeedHistogram64;
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int m_nTXSpeedHistogram128;
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int m_nTXSpeedHistogram256;
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int m_nTXSpeedHistogram512;
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int m_nTXSpeedHistogram1024;
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int m_nTXSpeedHistogramMax;
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inline int TXSpeedHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_TXSpeedHistogramTotalCount( this ); }
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// Distribution. Some might be -1, see above for why.
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int m_nTXSpeedNtile5th; // 5% of transmit samples were <= N kb/s
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int m_nTXSpeedNtile50th; // 50% of transmit samples were <= N kb/s
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int m_nTXSpeedNtile75th; // 75% of transmit samples were <= N kb/s
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int m_nTXSpeedNtile95th; // 95% of transmit samples were <= N kb/s
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int m_nTXSpeedNtile98th; // 98% of transmit samples were <= N kb/s
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//
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// Connection receive speed histogram
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//
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int m_nRXSpeedMax; // Max speed we hit that formed the histogram
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int m_nRXSpeedHistogram16; // Speed at kb/s
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int m_nRXSpeedHistogram32;
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int m_nRXSpeedHistogram64;
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int m_nRXSpeedHistogram128;
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int m_nRXSpeedHistogram256;
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int m_nRXSpeedHistogram512;
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int m_nRXSpeedHistogram1024;
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int m_nRXSpeedHistogramMax;
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inline int RXSpeedHistogramTotalCount() const { return SteamDatagramLinkLifetimeStats_RXSpeedHistogramTotalCount( this ); }
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// Distribution. Some might be -1, see above for why.
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int m_nRXSpeedNtile5th; // 5% of transmit samples were <= N kb/s
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int m_nRXSpeedNtile50th; // 50% of transmit samples were <= N kb/s
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int m_nRXSpeedNtile75th; // 75% of transmit samples were <= N kb/s
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int m_nRXSpeedNtile95th; // 95% of transmit samples were <= N kb/s
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int m_nRXSpeedNtile98th; // 98% of transmit samples were <= N kb/s
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};
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/// Link stats. Pretty much everything you might possibly want to know about the connection
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struct SteamDatagramLinkStats
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{
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/// Latest instantaneous stats, calculated locally
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SteamDatagramLinkInstantaneousStats m_latest;
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/// Peak values for each instantaneous stat
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//SteamDatagramLinkInstantaneousStats m_peak;
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/// Lifetime stats, calculated locally
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SteamDatagramLinkLifetimeStats m_lifetime;
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/// Latest instantaneous stats received from remote host.
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/// (E.g. "sent" means they are reporting what they sent.)
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SteamDatagramLinkInstantaneousStats m_latestRemote;
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/// How many seconds ago did we receive m_latestRemote?
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/// This will be <0 if the data is not valid!
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float m_flAgeLatestRemote;
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/// Latest lifetime stats received from remote host.
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SteamDatagramLinkLifetimeStats m_lifetimeRemote;
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/// How many seconds ago did we receive the lifetime stats?
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/// This will be <0 if the data is not valid!
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float m_flAgeLifetimeRemote;
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/// Reset everything to unknown/initial state.
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inline void Clear() { SteamDatagramLinkStats_Clear( this ); }
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};
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/// Status of a particular network resource
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enum ESteamDatagramAvailability
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{
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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.)
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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
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k_ESteamDatagramAvailability_Previously = -1, // We tried and were successful at one time, but now it looks like we have a problem
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k_ESteamDatagramAvailability_Unknown = 0, // Unknown, or not applicable in this context
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k_ESteamDatagramAvailability_NeverTried = 1, // We don't know because we haven't ever checked
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k_ESteamDatagramAvailability_Attempting = 2, // We're trying now, but are not yet successful. This is not an error, but it's not success, either.
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k_ESteamDatagramAvailability_Current = 3, // Resource is online.
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};
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/// Describe detailed state of current connection
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struct SteamNetworkingDetailedConnectionStatus
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{
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/// Basic connection info
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SteamNetConnectionInfo_t m_info;
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/// Do we have a valid network configuration? We cannot do anything without this.
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ESteamDatagramAvailability m_eAvailNetworkConfig;
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// /// Does it look like we have a connection to the Internet at all?
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// EAvailability m_eAvailInternet;
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/// Successful communication with a box on the routing network.
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/// This will be marked as failed if there is a general internet
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/// connection.
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ESteamDatagramAvailability m_eAvailAnyRouterCommunication;
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/// End-to-end communication with the remote host.
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//ESteamDatagramAvailability m_eAvailEndToEnd;
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/// Stats for end-to-end link to the gameserver
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SteamDatagramLinkStats m_statsEndToEnd;
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/// Currently selected front router, if any.
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/// Note that PoP ID can be found in the SteamNetConnectionInfo_t
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char m_szPrimaryRouterName[64];
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uint32 m_unPrimaryRouterIP;
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uint16 m_unPrimaryRouterPort;
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/// Stats for "front" link to current router
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SteamDatagramLinkStats m_statsPrimaryRouter;
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/// Back ping time as reported by primary.
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/// (The front ping is in m_statsPrimaryRouter,
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/// and usually the front ping plus the back ping should
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/// approximately equal the end-to-end ping)
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int m_nPrimaryRouterBackPing;
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/// Currently selected back router, if any
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SteamNetworkingPOPID m_idBackupRouterCluster;
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char m_szBackupRouterName[64];
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uint32 m_unBackupRouterIP;
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uint16 m_unBackupRouterPort;
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/// Ping times to backup router, if any
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int m_nBackupRouterFrontPing, m_nBackupRouterBackPing;
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/// Clear everything to an unknown state
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inline void Clear() { SteamNetworkingDetailedConnectionStatus_Clear( this ); }
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/// Print into a buffer.
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/// 0 = OK
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/// >1 = buffer was null or too small (in which case truncation happened).
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/// Pass a buffer of at least N bytes.
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inline int Print( char *pszBuf, int cbBuf ) const { return SteamNetworkingDetailedConnectionStatus_Print( this, pszBuf, cbBuf ); }
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};
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#pragma pack(pop)
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#endif // STEAMDATAGRAM_STATS_H
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