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125 lines
5.6 KiB
125 lines
5.6 KiB
//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Purpose: misc networking utilities
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//
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//=============================================================================
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#ifndef ISTEAMNETWORKINGUTILS
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#define ISTEAMNETWORKINGUTILS
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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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struct SteamDatagramRelayAuthTicket;
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//-----------------------------------------------------------------------------
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/// Misc networking utilities for checking the local networking environment
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/// and estimating pings.
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class ISteamNetworkingUtils
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{
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public:
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/// Fetch current timestamp. These values never go backwards, and
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/// the initial value is low enough that practically speaking it's
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/// not necessary to worry about the value wrapping around.
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virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0;
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/// Check if the ping data of sufficient recency is available, and if
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/// it's too old, start refreshing it.
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///
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/// Games that use the ping location information will typically
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/// want to call this at boot time, to make sure all prerequisites
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/// are ready. Especially since the first measurement might take
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/// slightly longer than subsequent measurements.
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///
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/// Returns true if sufficiently recent data is already available.
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///
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/// Returns false if sufficiently recent data is not available. In this
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/// case, ping measurement is initiated, if it is not already active.
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/// (You cannot restart a measurement already in progress.)
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///
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/// A FIXME event will be posted when measurement is completed.
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virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0;
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/// Return location info for the current host. Returns the approximate
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/// age of the data, in seconds, or -1 if no data is available.
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/// Note that this might return an age older than the age of your game's
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/// process, if the data was obtained before you game started.
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///
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/// This always return the most up-to-date information we have available
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/// right now, even if we are in the middle of re-calculating ping times.
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virtual float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) = 0;
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/// Return true if we are taking ping measurements to update our ping
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/// location or select optimal routing. Ping measurement typically takes
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/// a few seconds, perhaps up to 10 seconds.
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virtual bool IsPingMeasurementInProgress() = 0;
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/// Estimate the round-trip latency between two arbitrary locations, in
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/// milliseconds. This is a conservative estimate, based on routing through
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/// the relay network. For most basic connections based on SteamID,
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/// this ping time will be pretty accurate, since it will be based on the
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/// route likely to be actually used.
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///
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/// If a direct IP route is used (perhaps via NAT traversal), then the route
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/// will be different, and the ping time might be better. Or it might actually
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/// be a bit worse! Standard IP routing is frequently suboptimal!
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///
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/// but even in this case, the estimate obtained using this method is a
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/// reasonable upper bound on the ping time. (Also it has the advantage
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/// of returning immediately and not sending any packets.)
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///
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/// In a few cases we might not able to estimate the route. In this case
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/// a negative value is returned. k_nSteamNetworkingPing_Failed means
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/// the reason was because of some networking difficulty. (Failure to
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/// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
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/// currently answer the question for some other reason.
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virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0;
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/// Same as EstimatePingTime, but assumes that one location is the local host.
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/// This is a bit faster, especially if you need to calculate a bunch of
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/// these in a loop to find the fastest one.
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///
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/// In rare cases this might return a slightly different estimate than combining
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/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
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/// this function uses a slightly more complete description
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virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0;
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// FIXME:
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//
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// Check current internet connection status
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//
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// Low level ticket stuff. I need to get some advice and talk through how this should work
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// or how best to tuck it away and make it transparent.
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//
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virtual bool ReceivedTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0;
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virtual bool HasTicketForServer( CSteamID steamID ) = 0;
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virtual uint32 GetIPForServerSteamIDFromTicket( CSteamID steamID ) = 0;
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//
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// Low level network config stuff I haven't figure out how best to tuck away.
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// Dota and CSGO use it because we have gameservers in the datacenter, and
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// we need this information to do region selection. But most games won't
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// need it.
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//
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/// Fetch directly measured ping time from local host to a particular network PoP.
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/// Most games will not need to call this.
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virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0;
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virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0;
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/// Get number of network PoPs in the config
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virtual int GetPOPCount() = 0;
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/// Get list of all POP IDs
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virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
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};
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#define STEAMNETWORKINGUTILS_VERSION "SteamNetworkingUtils001"
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/// Get ISteamNetworkingUtils object. This will eventually go in Steam_api.h with all the rest of its kin
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STEAMDATAGRAMLIB_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils();
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#endif // ISTEAMNETWORKINGUTILS
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