Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam managing network connections between game clients & servers
//
//=============================================================================
#ifndef ISTEAMNETWORKING
#define ISTEAMNETWORKING
#ifdef _WIN32
#pragma once
#endif
#include "steamtypes.h"
#include "steamclientpublic.h"
// list of possible errors returned by SendP2PPacket() API
// these will be posted in the P2PSessionConnectFail_t callback
enum EP2PSessionError
{
k_EP2PSessionErrorNone = 0,
k_EP2PSessionErrorNotRunningApp = 1, // target is not running the same game
k_EP2PSessionErrorNoRightsToApp = 2, // local user doesn't own the app that is running
k_EP2PSessionErrorDestinationNotLoggedIn = 3, // target user isn't connected to Steam
k_EP2PSessionErrorTimeout = 4, // target isn't responding, perhaps not calling AcceptP2PSessionWithUser()
// corporate firewalls can also block this (NAT traversal is not firewall traversal)
// make sure that UDP ports 3478, 4379, and 4380 are open in an outbound direction
k_EP2PSessionErrorMax = 5
};
// SendP2PPacket() send types
// Typically k_EP2PSendUnreliable is what you want for UDP-like packets, k_EP2PSendReliable for TCP-like packets
enum EP2PSend
{
// Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
// The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
// there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
k_EP2PSendUnreliable = 0,
// As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
// packet sent to a remote host almost guarantees the packet will be dropped.
// This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
k_EP2PSendUnreliableNoDelay = 1,
// Reliable message send. Can send up to 1MB of data in a single message.
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.
k_EP2PSendReliable = 2,
// As above, but applies the Nagle algorithm to the send - sends will accumulate
// until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
// Useful if you want to send a set of smaller messages but have the coalesced into a single packet
// Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
// do a normal k_EP2PSendReliable to force all the buffered data to be sent.
k_EP2PSendReliableWithBuffering = 3,
};
// connection state to a specified user, returned by GetP2PSessionState()
// this is under-the-hood info about what's going on with a SendP2PPacket(), shouldn't be needed except for debuggin
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
struct P2PSessionState_t
{
uint8 m_bConnectionActive; // true if we've got an active open connection
uint8 m_bConnecting; // true if we're currently trying to establish a connection
uint8 m_eP2PSessionError; // last error recorded (see enum above)
uint8 m_bUsingRelay; // true if it's going through a relay server (TURN)
int32 m_nBytesQueuedForSend;
int32 m_nPacketsQueuedForSend;
uint32 m_nRemoteIP; // potential IP:Port of remote host. Could be TURN server.
uint16 m_nRemotePort; // Only exists for compatibility with older authentication api's
};
#pragma pack( pop )
// handle to a socket
typedef uint32 SNetSocket_t; // CreateP2PConnectionSocket()
typedef uint32 SNetListenSocket_t; // CreateListenSocket()
// connection progress indicators, used by CreateP2PConnectionSocket()
enum ESNetSocketState
{
k_ESNetSocketStateInvalid = 0,
// communication is valid
k_ESNetSocketStateConnected = 1,
// states while establishing a connection
k_ESNetSocketStateInitiated = 10, // the connection state machine has started
// p2p connections
k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
// direct connections
k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
// failure states
k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
};
// describes how the socket is currently connected
enum ESNetSocketConnectionType
{
k_ESNetSocketConnectionTypeNotConnected = 0,
k_ESNetSocketConnectionTypeUDP = 1,
k_ESNetSocketConnectionTypeUDPRelay = 2,
};
//-----------------------------------------------------------------------------
// Purpose: Functions for making connections and sending data between clients,
// traversing NAT's where possible
//-----------------------------------------------------------------------------
class ISteamNetworking
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// Session-less connection functions
// automatically establishes NAT-traversing or Relay server connections
// Sends a P2P packet to the specified user
// UDP-like, unreliable and a max packet size of 1200 bytes
// the first packet send may be delayed as the NAT-traversal code runs
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
// see EP2PSend enum above for the descriptions of the different ways of sending packets
//
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
// with the same channel number in order to retrieve the data on the other end
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0;
// returns true if any data is available for read, and the amount of data that will need to be read
virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0;
// reads in a packet that has been sent from another user via SendP2PPacket()
// returns the size of the message and the steamID of the user who sent it in the last two parameters
// if the buffer passed in is too small, the message will be truncated
// this call is not blocking, and will return false if no data is available
virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0;
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
// if you don't want to talk to the user, just ignore the request
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
// this may be called multiple times for a single user
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0;
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
// open channels to a user have been closed, the open session to the user will be closed and new data from this
// user will trigger a P2PSessionRequest_t callback
virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0;
// fills out P2PSessionState_t structure with details about the underlying connection to the user
// should only needed for debugging purposes
// returns false if no connection exists to the specified user
virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0;
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
// or to existing connections that need to automatically reconnect after this value is set.
//
// P2P packet relay is allowed by default
virtual bool AllowP2PPacketRelay( bool bAllow ) = 0;
////////////////////////////////////////////////////////////////////////////////////////////
// LISTEN / CONNECT style interface functions
//
// This is an older set of functions designed around the Berkeley TCP sockets model
// it's preferential that you use the above P2P functions, they're more robust
// and these older functions will be removed eventually
//
////////////////////////////////////////////////////////////////////////////////////////////
// creates a socket and listens others to connect
// will trigger a SocketStatusCallback_t callback on another client connecting
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
// this can usually just be 0 unless you want multiple sets of connections
// unIP is the local IP address to bind to
// pass in 0 if you just want the default local IP
// unPort is the port to use
// 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
virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0;
// creates a socket and begin connection to a remote destination
// can connect via a known steamID (client or game server), or directly to an IP
// on success will trigger a SocketStatusCallback_t callback
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0;
virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
// disconnects the connection to the socket, if any, and invalidates the handle
// any unread data on the socket will be thrown away
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
// destroying a listen socket will automatically kill all the regular sockets generated from it
virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
// sending data
// must be a handle to a connected socket
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
// use the reliable flag with caution; although the resend rate is pretty aggressive,
// it can still cause stalls in receiving data (like TCP)
virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
// receiving data
// returns false if there is no data remaining
// fills out *pcubMsgSize with the size of the next message, in bytes
virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
// fills in pubDest with the contents of the message
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
// if *pcubMsgSize < cubDest, only partial data is written
// returns false if no data is available
virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
// checks for data from any socket that has been connected off this listen socket
// returns false if there is no data remaining
// fills out *pcubMsgSize with the size of the next message, in bytes
// fills out *phSocket with the socket that data is available on
virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
// retrieves data from any socket that has been connected off this listen socket
// fills in pubDest with the contents of the message
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
// if *pcubMsgSize < cubDest, only partial data is written
// returns false if no data is available
// fills out *phSocket with the socket that data is available on
virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
// returns information about the specified socket, filling out the contents of the pointers
virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
// returns which local port the listen socket is bound to
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
// returns true to describe how the socket ended up connecting
virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0;
// max packet size, in bytes
virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0;
};
#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking005"
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error isteamclient.h must be included
#endif
// callback notification - a user wants to talk to us over the P2P channel via the SendP2PPacket() API
// in response, a call to AcceptP2PPacketsFromUser() needs to be made, if you want to talk with them
struct P2PSessionRequest_t
{
enum { k_iCallback = k_iSteamNetworkingCallbacks + 2 };
CSteamID m_steamIDRemote; // user who wants to talk to us
};
// callback notification - packets can't get through to the specified user via the SendP2PPacket() API
// all packets queued packets unsent at this point will be dropped
// further attempts to send will retry making the connection (but will be dropped if we fail again)
struct P2PSessionConnectFail_t
{
enum { k_iCallback = k_iSteamNetworkingCallbacks + 3 };
CSteamID m_steamIDRemote; // user we were sending packets to
uint8 m_eP2PSessionError; // EP2PSessionError indicating why we're having trouble
};
// callback notification - status of a socket has changed
// used as part of the CreateListenSocket() / CreateP2PConnectionSocket()
struct SocketStatusCallback_t
{
enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
int m_eSNetSocketState; // socket state, ESNetSocketState
};
#pragma pack( pop )
#endif // ISTEAMNETWORKING