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331 lines
19 KiB
331 lines
19 KiB
5 years ago
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//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Purpose: A low level API similar to Berkeley socket, to send messages
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// between hosts over the Steam network and addressed using Steam IDs.
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//
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//=============================================================================
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#ifndef ISTEAMNETWORKINGSOCKETS
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#define ISTEAMNETWORKINGSOCKETS
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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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// #KLUDGE! This is so we don't have to link with steam_api.lib
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#include <steam/steam_api.h>
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#include <steam/steam_gameserver.h>
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//-----------------------------------------------------------------------------
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/// Lower level networking interface that more closely mirrors the standard
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/// Berkeley sockets model. Sockets are hard! You should probably only use
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/// this interface under the existing circumstances:
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///
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/// - You have an existing socket-based codebase you want to port, or coexist with.
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/// - You want to be able to connect based on IP address, rather than (just) Steam ID.
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/// - You need low-level control of bandwidth utilization, when to drop packets, etc.
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///
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/// Note that neither of the terms "connection" and "socket" will correspond
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/// one-to-one with an underlying UDP socket. An attempt has been made to
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/// keep the semantics as similar to the standard socket model when appropriate,
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/// but some deviations do exist.
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class ISteamSocketNetworking
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{
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public:
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/// Creates a "server" socket that listens for clients to connect to, either by calling
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/// ConnectSocketBySteamID or ConnectSocketByIPv4Address.
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///
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/// nSteamConnectVirtualPort specifies how clients can connect to this socket using
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/// ConnectBySteamID. A negative value indicates that this functionality is
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/// disabled and clients must connect by IP address. It's very common for applications
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/// to only have one listening socket; in that case, use zero. If you need to open
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/// multiple listen sockets and have clients be able to connect to one or the other, then
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/// nSteamConnectVirtualPort should be a small integer constant unique to each listen socket
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/// you create.
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///
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/// If you want clients to connect to you by your IPv4 addresses using
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/// ConnectByIPv4Address, then you must set nPort to be nonzero. Steam will
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/// bind a UDP socket to the specified local port, and clients will send packets using
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/// ordinary IP routing. It's up to you to take care of NAT, protecting your server
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/// from DoS, etc. If you don't need clients to connect to you by IP, then set nPort=0.
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/// Use nIP if you wish to bind to a particular local interface. Typically you will use 0,
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/// which means to listen on all interfaces, and accept the default outbound IP address.
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/// If nPort is zero, then nIP must also be zero.
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///
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/// A SocketStatusCallback_t callback when another client attempts a connection.
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virtual HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort ) = 0;
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/// Creates a connection and begins talking to a remote destination. The remote host
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/// must be listening with the appropriate call to CreateListenSocket.
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///
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/// Use ConnectBySteamID to connect using the SteamID (client or game server) as the network address.
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/// Use ConnectByIPv4Address to connect by IP address.
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///
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/// On success, a SocketStatusCallback_t callback is triggered.
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/// On failure or timeout, a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
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virtual HSteamNetConnection ConnectBySteamID( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec ) = 0;
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virtual HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
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/// Accept an incoming connection that has been received on a listen socket.
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///
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/// When a connection attempt is received (perhaps after a few basic handshake
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/// packets have been exchanged to prevent trivial spoofing), a connection interface
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/// object is created in the k_ESteamNetworkingConnectionState_Connecting state
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/// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your
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/// application MUST either accept or close the connection. (It may not ignore it.)
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/// Accepting the connection will transition it into the connected state.
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///
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/// You should take action within a few seconds, because accepting the connection is
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/// what actually sends the reply notifying the client that they are connected. If you
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/// delay taking action, from the client's perspective it is the same as the network
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/// being unresponsive, and the client may timeout the connection attempt. In other
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/// words, the client cannot distinguish between a delay caused by network problems
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/// and a delay caused by the application.
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///
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/// This means that if your application goes for more than a few seconds without
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/// processing callbacks, then there is a chance that a client may attempt to connect
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/// in that interval, and timeout.
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///
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/// If the application does not respond to the connection attempt in a timely manner,
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/// and we stop receiving communication from the client, the connection attempt will
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/// be timed out locally, transitioning the connection to the
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/// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also
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/// close the connection before it is accepted and a transition to the
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/// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible.
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///
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/// Returns k_EResultInvalidParam if the handle is invalid.
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/// Returns k_EResultInvalidState if the connection is not in the appropriate state.
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/// (Remember that the connection state could change in between the time that the
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/// notification being posted to the queue and when it is received by the application.)
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virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0;
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/// Disconnects from the remote host and invalidates the connection handle.
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/// Any unread data on the connection is discarded.
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///
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/// nReason is an application defined code that will be received on the other
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/// end and recorded (when possible) in backend analytics. The value should
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/// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need
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/// to communicate any information to the remote host, and do not want analytics to
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/// be able to distinguish "normal" connection terminations from "exceptional" ones,
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/// You may pass zero, in which case the generic value of
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/// k_ESteamNetConnectionEnd_App_Generic will be used.
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///
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/// pszDebug is an optional human-readable diagnostic string that will be received
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/// by the remote host and recorded (when possible) in backend analytics.
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///
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/// If you wish to put the socket into a "linger" state, where an attempt is made to
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/// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data
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/// is not flushed.
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///
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/// If the connection has already ended and you are just freeing up the
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/// connection interface, the reason code, debug string, and linger flag are
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/// ignored.
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virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0;
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/// Destroy a listen socket, and all the client sockets generated by accepting connections
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/// on the listen socket.
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///
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/// pszNotifyRemoteReason determines what cleanup actions are performed on the client
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/// sockets being destroyed. (See DestroySocket for more details.)
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///
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/// Note that if cleanup is requested and you have requested the listen socket bound to a
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/// particular local port to facilitate direct UDP/IPv4 connections, then the underlying UDP
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/// socket must remain open until all clients have been cleaned up.
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virtual bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteReason ) = 0;
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/// Set connection user data. Returns false if the handle is invalid.
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virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0;
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/// Fetch connection user data. Returns -1 if handle is invalid
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/// or if you haven't set any userdata on the connection.
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virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0;
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/// Set a name for the connection, used mostly for debugging
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virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0;
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/// Fetch connection user data. Returns -1 if handle is invalid
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/// or if you haven't set any userdata on the connection.
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virtual void GetConnectionName( HSteamNetConnection hPeer, char *ppszName, int nMaxLen ) = 0;
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/// Send a message to the remote host on the connected socket.
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///
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/// eSendType determines the delivery guarantees that will be provided,
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/// when data should be buffered, etc.
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///
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/// Note that the semantics we use for messages are not precisely
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/// the same as the semantics of a standard "stream" socket.
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/// (SOCK_STREAM) For an ordinary stream socket, the boundaries
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/// between chunks are not considered relevant, and the sizes of
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/// the chunks of data written will not necessarily match up to
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/// the sizes of the chunks that are returned by the reads on
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/// the other end. The remote host might read a partial chunk,
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/// or chunks might be coalesced. For the message semantics
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/// used here, however, the sizes WILL match. Each send call
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/// will match a successful read call on the remote host
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/// one-for-one. If you are porting existing stream-oriented
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/// code to the semantics of reliable messages, your code should
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/// work the same, since reliable message semantics are more
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/// strict than stream semantics. The only caveat is related to
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/// performance: there is per-message overhead to retain the
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/// messages sizes, and so if your code sends many small chunks
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/// of data, performance will suffer. Any code based on stream
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/// sockets that does not write excessively small chunks will
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/// work without any changes.
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virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, ESteamNetworkingSendType eSendType ) = 0;
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/// Fetch the next available message(s) from the socket, if any.
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/// Returns the number of messages returned into your array, up to nMaxMessages.
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/// If the connection handle is invalid, -1 is returned.
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///
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/// The order of the messages returned in the array is relevant.
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/// Reliable messages will be received in the order they were sent (and with the
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/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
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///
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/// FIXME - We're still debating the exact set of guarantees for unreliable, so this might change.
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/// Unreliable messages may not be received. The order of delivery of unreliable messages
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/// is NOT specified. They may be received out of order with respect to each other or
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/// reliable messages. They may be received multiple times!
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///
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/// If any messages are returned, you MUST call Release() to each of them free up resources
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/// after you are done. It is safe to keep the object alive for a little while (put it
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/// into some queue, etc), and you may call Release() from any thread.
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virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, ISteamNetworkingMessage **ppOutMessages, int nMaxMessages ) = 0;
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/// Same as ReceiveMessagesOnConnection, but will return the next message available
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/// on any client socket that was accepted through the specified listen socket. Use
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/// ISteamNetworkingMessage::GetConnection to know which client connection.
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///
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/// Delivery order of messages among different clients is not defined. They may
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/// be returned in an order different from what they were actually received. (Delivery
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/// order of messages from the same client is well defined, and thus the order of the
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/// messages is relevant!)
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virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, ISteamNetworkingMessage **ppOutMessages, int nMaxMessages ) = 0;
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/// Returns information about the specified connection.
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virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0;
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/// Returns brief set of connection status that you might want to display
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/// to the user in game.
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virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0;
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/// Returns detailed connection stats in text format. Useful
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/// for dumping to a log, etc.
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///
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/// Returns:
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/// -1 failure (bad connection handle)
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/// 0 OK, your buffer was filled in and '\0'-terminated
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/// >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.
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virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0;
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/// Returns information about the listen socket.
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///
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/// *pnIP and *pnPort will be 0 if the socket is set to listen for connections based
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/// on SteamID only. If your listen socket accepts connections on IPv4, then both
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/// fields will return nonzero, even if you originally passed a zero IP. However,
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/// note that the address returned may be a private address (e.g. 10.0.0.x or 192.168.x.x),
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/// and may not be reachable by a general host on the Internet.
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virtual bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
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//
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// Special SDR connections involved with servers hosted in Valve data centers
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//
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virtual bool SetHostedDedicatedServerCertificate( const void *pCert, int cbCert, void *pPrivateKey, int cbPrivateKey ) = 0;
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virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( uint16 nPort ) = 0;
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virtual HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget ) = 0;
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//
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// Gets some debug text from the connection
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//
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virtual bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH ) = 0;
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//
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// Set and get configuration values, see ESteamNetworkingConfigurationValue for individual descriptions.
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//
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// Returns the value or -1 is eConfigValue is invalid
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virtual int32 GetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue ) = 0;
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// Returns true if successfully set
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virtual bool SetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue, int32 nValue ) = 0;
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// Return the name of an int configuration value, or NULL if config value isn't known
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virtual const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfigValue ) = 0;
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//
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// Set and get configuration strings, see ESteamNetworkingConfigurationString for individual descriptions.
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//
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// Get the configuration string, returns length of string needed if pDest is nullpr or destSize is 0
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// returns -1 if the eConfigValue is invalid
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virtual int32 GetConfigurationString( ESteamNetworkingConfigurationString eConfigString, char *pDest, int32 destSize ) = 0;
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virtual bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *pString ) = 0;
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// Return the name of a string configuration value, or NULL if config value isn't known
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virtual const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eConfigString ) = 0;
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};
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#define STEAMSOCKETNETWORKING_VERSION "SteamSocketNetworking001"
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// Notification struct used to notify when a connection has changed state
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struct SteamNetConnectionStatusChangedCallback_t
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{
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HSteamNetConnection m_hConn; //< Connection handle
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SteamNetConnectionInfo_t m_info; //< Full connection info
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int m_eOldState; //< ESNetSocketState. (Current stats is in m_info)
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};
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// Temporary global accessor. This will be moved to steam_api.h
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STEAMDATAGRAMLIB_INTERFACE ISteamSocketNetworking *SteamSocketNetworking();
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typedef void * ( S_CALLTYPE *FSteamInternal_CreateInterface )( const char *);
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typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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/// !KLUDGE! Glue code that will go away when we move everything into
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/// the ISteamNetwork interfaces
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STEAMDATAGRAMLIB_INTERFACE void SteamDatagramClient_Internal_SteamAPIKludge( FSteamAPI_RegisterCallResult fnRegisterCallResult, FSteamAPI_UnregisterCallResult fnUnregisterCallResult );
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STEAMDATAGRAMLIB_INTERFACE bool SteamDatagramClient_Init_Internal( const char *pszCacheDirectory, /* ESteamDatagramPartner */ int ePartner, int iPartnerMask, SteamDatagramErrMsg &errMsg, ISteamClient *pClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
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inline bool SteamDatagramClient_Init( const char *pszCacheDirectory, /* ESteamDatagramPartner */ int ePartner, int iPartnerMask, SteamDatagramErrMsg &errMsg )
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{
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SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
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return SteamDatagramClient_Init_Internal( pszCacheDirectory, ePartner, iPartnerMask, errMsg, ::SteamClient(), ::SteamAPI_GetHSteamUser(), ::SteamAPI_GetHSteamPipe() );
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}
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/// Shutdown all clients and close all sockets
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STEAMDATAGRAMLIB_INTERFACE void SteamDatagramClient_Kill();
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/// Initialize the game server interface
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STEAMDATAGRAMLIB_INTERFACE bool SteamDatagramServer_Init_Internal( SteamDatagramErrMsg &errMsg, ISteamClient *pClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
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// 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.
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// We'll need to upgrade the Steamworks SDK if we want to actually use SDR
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//inline bool SteamDatagramServer_Init( SteamDatagramErrMsg &errMsg )
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//{
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// SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
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// return SteamDatagramServer_Init_Internal( errMsg, ::SteamGameServerClient(), ::SteamGameServer_GetHSteamUser(), ::SteamGameServer_GetHSteamPipe() );
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//}
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/// Shutdown the game server interface
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STEAMDATAGRAMLIB_INTERFACE void SteamDatagramServer_Kill( );
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// !KLUDGE! Check for connections that have changed status, and post callbacks.
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// This is temporary we can hook this up using the ordinary steam CCallback mechanism
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typedef void (*FSteamNetConnectionStatusChangedCallback)( SteamNetConnectionStatusChangedCallback_t *pInfo );
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STEAMDATAGRAMLIB_INTERFACE void Temp_DispatchsSteamNetConnectionStatusChangedCallbacks( FSteamNetConnectionStatusChangedCallback fnCallback );
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enum ESteamDatagramDebugOutputType
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{
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k_ESteamDatagramDebugOutputType_None,
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k_ESteamDatagramDebugOutputType_Error,
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k_ESteamDatagramDebugOutputType_Important, // Nothing is wrong, but this is an important notification
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k_ESteamDatagramDebugOutputType_Warning,
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k_ESteamDatagramDebugOutputType_Msg, // Recommended amount
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k_ESteamDatagramDebugOutputType_Verbose, // Quite a bit
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k_ESteamDatagramDebugOutputType_Debug, // Practically everything
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};
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/// Setup callback for debug output, and the desired verbosity you want.
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typedef void (*FSteamDatagramDebugOutput)( /* ESteamDatagramDebugOutputType */ int nType, const char *pszMsg );
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STEAMDATAGRAMLIB_INTERFACE void SteamDatagram_SetDebugOutputFunction( /* ESteamDatagramDebugOutputType */ int eDetailLevel, FSteamDatagramDebugOutput pfnFunc );
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#endif // ISTEAMNETWORKINGSOCKETS
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