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//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Purpose: misc networking utilities
//
//=============================================================================
# ifndef ISTEAMNETWORKINGUTILS
# define ISTEAMNETWORKINGUTILS
# pragma once
# include "steamnetworkingtypes.h"
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# include "steam_api_common.h"
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struct SteamDatagramRelayAuthTicket ;
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struct SteamRelayNetworkStatus_t ;
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//-----------------------------------------------------------------------------
/// Misc networking utilities for checking the local networking environment
/// and estimating pings.
class ISteamNetworkingUtils
{
public :
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//
// Efficient message sending
//
/// Allocate and initialize a message object. Usually the reason
/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
/// The returned object will have all of the relevant fields cleared to zero.
///
/// Optionally you can also request that this system allocate space to
/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
/// m_pData will point to the allocated buffer, m_cbSize will be set to the
/// size, and m_pfnFreeData will be set to the proper function to free up
/// the buffer.
///
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
/// set each of these.
virtual SteamNetworkingMessage_t * AllocateMessage ( int cbAllocateBuffer ) = 0 ;
//
// Access to Steam Datagram Relay (SDR) network
//
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//
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// Initialization and status check
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//
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/// If you know that you are going to be using the relay network (for example,
/// because you anticipate making P2P connections), call this to initialize the
/// relay network. If you do not call this, the initialization will
/// be delayed until the first time you use a feature that requires access
/// to the relay network, which will delay that first access.
///
/// You can also call this to force a retry if the previous attempt has failed.
/// Performing any action that requires access to the relay network will also
/// trigger a retry, and so calling this function is never strictly necessary,
/// but it can be useful to call it a program launch time, if access to the
/// relay network is anticipated.
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///
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/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
/// callbacks to know when initialization has completed.
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/// Typically initialization completes in a few seconds.
///
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/// Note: dedicated servers hosted in known data centers do *not* need
/// to call this, since they do not make routing decisions. However, if
/// the dedicated server will be using P2P functionality, it will act as
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/// a "client" and this should be called.
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inline void InitRelayNetworkAccess ( ) ;
/// Fetch current status of the relay network.
///
/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
/// both the user and gameserver interfaces any time the status changes, or
/// ping measurement starts or stops.
///
/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
/// more details, you can pass a non-NULL value.
virtual ESteamNetworkingAvailability GetRelayNetworkStatus ( SteamRelayNetworkStatus_t * pDetails ) = 0 ;
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//
// "Ping location" functions
//
// We use the ping times to the valve relays deployed worldwide to
// generate a "marker" that describes the location of an Internet host.
// Given two such markers, we can estimate the network latency between
// two hosts, without sending any packets. The estimate is based on the
// optimal route that is found through the Valve network. If you are
// using the Valve network to carry the traffic, then this is precisely
// the ping you want. If you are not, then the ping time will probably
// still be a reasonable estimate.
//
// This is extremely useful to select peers for matchmaking!
//
// The markers can also be converted to a string, so they can be transmitted.
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// We have a separate library you can use on your app's matchmaking/coordinating
// server to manipulate these objects. (See steamdatagram_gamecoordinator.h)
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/// Return location info for the current host. Returns the approximate
/// age of the data, in seconds, or -1 if no data is available.
///
/// It takes a few seconds to initialize access to the relay network. If
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/// you call this very soon after calling InitRelayNetworkAccess,
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/// the data may not be available yet.
///
/// This always return the most up-to-date information we have available
/// right now, even if we are in the middle of re-calculating ping times.
virtual float GetLocalPingLocation ( SteamNetworkPingLocation_t & result ) = 0 ;
/// Estimate the round-trip latency between two arbitrary locations, in
/// milliseconds. This is a conservative estimate, based on routing through
/// the relay network. For most basic relayed connections, this ping time
/// will be pretty accurate, since it will be based on the route likely to
/// be actually used.
///
/// If a direct IP route is used (perhaps via NAT traversal), then the route
/// will be different, and the ping time might be better. Or it might actually
/// be a bit worse! Standard IP routing is frequently suboptimal!
///
/// But even in this case, the estimate obtained using this method is a
/// reasonable upper bound on the ping time. (Also it has the advantage
/// of returning immediately and not sending any packets.)
///
/// In a few cases we might not able to estimate the route. In this case
/// a negative value is returned. k_nSteamNetworkingPing_Failed means
/// the reason was because of some networking difficulty. (Failure to
/// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
/// currently answer the question for some other reason.
///
/// Do you need to be able to do this from a backend/matchmaking server?
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/// You are looking for the "game coordinator" library.
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virtual int EstimatePingTimeBetweenTwoLocations ( const SteamNetworkPingLocation_t & location1 , const SteamNetworkPingLocation_t & location2 ) = 0 ;
/// Same as EstimatePingTime, but assumes that one location is the local host.
/// This is a bit faster, especially if you need to calculate a bunch of
/// these in a loop to find the fastest one.
///
/// In rare cases this might return a slightly different estimate than combining
/// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
/// this function uses a slightly more complete set of information about what
/// route would be taken.
virtual int EstimatePingTimeFromLocalHost ( const SteamNetworkPingLocation_t & remoteLocation ) = 0 ;
/// Convert a ping location into a text format suitable for sending over the wire.
/// The format is a compact and human readable. However, it is subject to change
/// so please do not parse it yourself. Your buffer must be at least
/// k_cchMaxSteamNetworkingPingLocationString bytes.
virtual void ConvertPingLocationToString ( const SteamNetworkPingLocation_t & location , char * pszBuf , int cchBufSize ) = 0 ;
/// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
/// the string.
virtual bool ParsePingLocationString ( const char * pszString , SteamNetworkPingLocation_t & result ) = 0 ;
/// Check if the ping data of sufficient recency is available, and if
/// it's too old, start refreshing it.
///
/// Please only call this function when you *really* do need to force an
/// immediate refresh of the data. (For example, in response to a specific
/// user input to refresh this information.) Don't call it "just in case",
/// before every connection, etc. That will cause extra traffic to be sent
/// for no benefit. The library will automatically refresh the information
/// as needed.
///
/// Returns true if sufficiently recent data is already available.
///
/// Returns false if sufficiently recent data is not available. In this
/// case, ping measurement is initiated, if it is not already active.
/// (You cannot restart a measurement already in progress.)
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///
/// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
/// to know when ping measurement completes.
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virtual bool CheckPingDataUpToDate ( float flMaxAgeSeconds ) = 0 ;
//
// List of Valve data centers, and ping times to them. This might
// be useful to you if you are use our hosting, or just need to measure
// latency to a cloud data center where we are running relays.
//
/// Fetch ping time of best available relayed route from this host to
/// the specified data center.
virtual int GetPingToDataCenter ( SteamNetworkingPOPID popID , SteamNetworkingPOPID * pViaRelayPoP ) = 0 ;
/// Get *direct* ping time to the relays at the data center.
virtual int GetDirectPingToPOP ( SteamNetworkingPOPID popID ) = 0 ;
/// Get number of network points of presence in the config
virtual int GetPOPCount ( ) = 0 ;
/// Get list of all POP IDs. Returns the number of entries that were filled into
/// your list.
virtual int GetPOPList ( SteamNetworkingPOPID * list , int nListSz ) = 0 ;
//
// Misc
//
/// Fetch current timestamp. This timer has the following properties:
///
/// - Monotonicity is guaranteed.
/// - The initial value will be at least 24*3600*30*1e6, i.e. about
/// 30 days worth of microseconds. In this way, the timestamp value of
/// 0 will always be at least "30 days ago". Also, negative numbers
/// will never be returned.
/// - Wraparound / overflow is not a practical concern.
///
/// If you are running under the debugger and stop the process, the clock
/// might not advance the full wall clock time that has elapsed between
/// calls. If the process is not blocked from normal operation, the
/// timestamp values will track wall clock time, even if you don't call
/// the function frequently.
///
/// The value is only meaningful for this run of the process. Don't compare
/// it to values obtained on another computer, or other runs of the same process.
virtual SteamNetworkingMicroseconds GetLocalTimestamp ( ) = 0 ;
/// Set a function to receive network-related information that is useful for debugging.
/// This can be very useful during development, but it can also be useful for troubleshooting
/// problems with tech savvy end users. If you have a console or other log that customers
/// can examine, these log messages can often be helpful to troubleshoot network issues.
/// (Especially any warning/error messages.)
///
/// The detail level indicates what message to invoke your callback on. Lower numeric
/// value means more important, and the value you pass is the lowest priority (highest
/// numeric value) you wish to receive callbacks for.
///
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/// The value here controls the detail level for most messages. You can control the
/// detail level for various subsystems (perhaps only for certain connections) by
/// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx.
///
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/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
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/// request a high detail level and then filter out messages in your callback. This incurs
/// all of the expense of formatting the messages, which are then discarded. Setting a high
/// priority value (low numeric value) here allows the library to avoid doing this work.
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///
/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
/// Your output function must be threadsafe and fast! Do not make any other
/// Steamworks calls from within the handler.
virtual void SetDebugOutputFunction ( ESteamNetworkingSocketsDebugOutputType eDetailLevel , FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0 ;
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//
// Fake IP
//
// Useful for interfacing with code that assumes peers are identified using an IPv4 address
//
/// Return true if an IPv4 address is one that might be used as a "fake" one.
/// This function is fast; it just does some logical tests on the IP and does
/// not need to do any lookup operations.
inline bool IsFakeIPv4 ( uint32 nIPv4 ) { return GetIPv4FakeIPType ( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake ; }
virtual ESteamNetworkingFakeIPType GetIPv4FakeIPType ( uint32 nIPv4 ) = 0 ;
/// Get the real identity associated with a given FakeIP.
///
/// On failure, returns:
/// - k_EResultInvalidParam: the IP is not a FakeIP.
/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
///
/// FakeIP's used by active connections, or the FakeIPs assigned to local identities,
/// will always work. FakeIPs for recently destroyed connections will continue to
/// return results for a little while, but not forever. At some point, we will forget
/// FakeIPs to save space. It's reasonably safe to assume that you can read back the
/// real identity of a connection very soon after it is destroyed. But do not wait
/// indefinitely.
virtual EResult GetRealIdentityForFakeIP ( const SteamNetworkingIPAddr & fakeIP , SteamNetworkingIdentity * pOutRealIdentity ) = 0 ;
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//
// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
//
// Shortcuts for common cases. (Implemented as inline functions below)
bool SetGlobalConfigValueInt32 ( ESteamNetworkingConfigValue eValue , int32 val ) ;
bool SetGlobalConfigValueFloat ( ESteamNetworkingConfigValue eValue , float val ) ;
bool SetGlobalConfigValueString ( ESteamNetworkingConfigValue eValue , const char * val ) ;
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bool SetGlobalConfigValuePtr ( ESteamNetworkingConfigValue eValue , void * val ) ;
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bool SetConnectionConfigValueInt32 ( HSteamNetConnection hConn , ESteamNetworkingConfigValue eValue , int32 val ) ;
bool SetConnectionConfigValueFloat ( HSteamNetConnection hConn , ESteamNetworkingConfigValue eValue , float val ) ;
bool SetConnectionConfigValueString ( HSteamNetConnection hConn , ESteamNetworkingConfigValue eValue , const char * val ) ;
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//
// Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
// want to use the same callback on all (or most) listen sockets and connections, then
// simply install these callbacks first thing, and you are good to go.
// See ISteamNetworkingSockets::RunCallbacks
//
bool SetGlobalCallback_SteamNetConnectionStatusChanged ( FnSteamNetConnectionStatusChanged fnCallback ) ;
bool SetGlobalCallback_SteamNetAuthenticationStatusChanged ( FnSteamNetAuthenticationStatusChanged fnCallback ) ;
bool SetGlobalCallback_SteamRelayNetworkStatusChanged ( FnSteamRelayNetworkStatusChanged fnCallback ) ;
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bool SetGlobalCallback_FakeIPResult ( FnSteamNetworkingFakeIPResult fnCallback ) ;
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bool SetGlobalCallback_MessagesSessionRequest ( FnSteamNetworkingMessagesSessionRequest fnCallback ) ;
bool SetGlobalCallback_MessagesSessionFailed ( FnSteamNetworkingMessagesSessionFailed fnCallback ) ;
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/// Set a configuration value.
/// - eValue: which value is being set
/// - eScope: Onto what type of object are you applying the setting?
/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
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/// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
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/// causing the value for that object to use global defaults. Or at global scope, passing NULL
/// will reset any custom value and restore it to the system default.
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/// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
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/// Your argument should be a pointer to a function pointer.
virtual bool SetConfigValue ( ESteamNetworkingConfigValue eValue , ESteamNetworkingConfigScope eScopeType , intptr_t scopeObj ,
ESteamNetworkingConfigDataType eDataType , const void * pArg ) = 0 ;
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/// Set a configuration value, using a struct to pass the value.
/// (This is just a convenience shortcut; see below for the implementation and
/// a little insight into how SteamNetworkingConfigValue_t is used when
/// setting config options during listen socket and connection creation.)
bool SetConfigValueStruct ( const SteamNetworkingConfigValue_t & opt , ESteamNetworkingConfigScope eScopeType , intptr_t scopeObj ) ;
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/// Get a configuration value.
/// - eValue: which value to fetch
/// - eScopeType: query setting on what type of object
/// - eScopeArg: the object to query the setting for
/// - pOutDataType: If non-NULL, the data type of the value is returned.
/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
virtual ESteamNetworkingGetConfigValueResult GetConfigValue ( ESteamNetworkingConfigValue eValue , ESteamNetworkingConfigScope eScopeType , intptr_t scopeObj ,
ESteamNetworkingConfigDataType * pOutDataType , void * pResult , size_t * cbResult ) = 0 ;
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/// Get info about a configuration value. Returns the name of the value,
/// or NULL if the value doesn't exist. Other output parameters can be NULL
/// if you do not need them.
virtual const char * GetConfigValueInfo ( ESteamNetworkingConfigValue eValue , ESteamNetworkingConfigDataType * pOutDataType ,
ESteamNetworkingConfigScope * pOutScope ) = 0 ;
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/// Iterate the list of all configuration values in the current environment that it might
/// be possible to display or edit using a generic UI. To get the first iterable value,
/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
/// to signal end of list.
///
/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
/// are recommended to only be editable in "debug" or "dev" mode and typically should not be
/// shown in a retail environment where a malicious local user might use this to cheat.
virtual ESteamNetworkingConfigValue IterateGenericEditableConfigValues ( ESteamNetworkingConfigValue eCurrent , bool bEnumerateDevVars ) = 0 ;
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//
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// String conversions. You'll usually access these using the respective
// inline methods.
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//
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virtual void SteamNetworkingIPAddr_ToString ( const SteamNetworkingIPAddr & addr , char * buf , size_t cbBuf , bool bWithPort ) = 0 ;
virtual bool SteamNetworkingIPAddr_ParseString ( SteamNetworkingIPAddr * pAddr , const char * pszStr ) = 0 ;
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virtual ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType ( const SteamNetworkingIPAddr & addr ) = 0 ;
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virtual void SteamNetworkingIdentity_ToString ( const SteamNetworkingIdentity & identity , char * buf , size_t cbBuf ) = 0 ;
virtual bool SteamNetworkingIdentity_ParseString ( SteamNetworkingIdentity * pIdentity , const char * pszStr ) = 0 ;
protected :
// ~ISteamNetworkingUtils(); // Silence some warnings
} ;
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# define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils004"
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// Global accessors
// Using standalone lib
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# ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB
// Standalone lib
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static_assert ( STEAMNETWORKINGUTILS_INTERFACE_VERSION [ 22 ] = = ' 4 ' , " Version mismatch " ) ;
STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils * SteamNetworkingUtils_LibV4 ( ) ;
inline ISteamNetworkingUtils * SteamNetworkingUtils_Lib ( ) { return SteamNetworkingUtils_LibV4 ( ) ; }
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# ifndef STEAMNETWORKINGSOCKETS_STEAMAPI
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inline ISteamNetworkingUtils * SteamNetworkingUtils ( ) { return SteamNetworkingUtils_LibV4 ( ) ; }
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# endif
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# endif
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// Using Steamworks SDK
# ifdef STEAMNETWORKINGSOCKETS_STEAMAPI
STEAM_DEFINE_INTERFACE_ACCESSOR ( ISteamNetworkingUtils * , SteamNetworkingUtils_SteamAPI ,
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/* Prefer user version of the interface. But if it isn't found, then use
gameserver one . Yes , this is a completely terrible hack */
SteamInternal_FindOrCreateUserInterface ( 0 , STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ?
SteamInternal_FindOrCreateUserInterface ( 0 , STEAMNETWORKINGUTILS_INTERFACE_VERSION ) :
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SteamInternal_FindOrCreateGameServerInterface ( 0 , STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ,
" global " ,
STEAMNETWORKINGUTILS_INTERFACE_VERSION
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)
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# ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB
inline ISteamNetworkingUtils * SteamNetworkingUtils ( ) { return SteamNetworkingUtils_SteamAPI ( ) ; }
# endif
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# endif
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/// A struct used to describe our readiness to use the relay network.
/// To do this we first need to fetch the network configuration,
/// which describes what POPs are available.
struct SteamRelayNetworkStatus_t
{
enum { k_iCallback = k_iSteamNetworkingUtilsCallbacks + 1 } ;
/// Summary status. When this is "current", initialization has
/// completed. Anything else means you are not ready yet, or
/// there is a significant problem.
ESteamNetworkingAvailability m_eAvail ;
/// Nonzero if latency measurement is in progress (or pending,
/// awaiting a prerequisite).
int m_bPingMeasurementInProgress ;
/// Status obtaining the network config. This is a prerequisite
/// for relay network access.
///
/// Failure to obtain the network config almost always indicates
/// a problem with the local internet connection.
ESteamNetworkingAvailability m_eAvailNetworkConfig ;
/// Current ability to communicate with ANY relay. Note that
/// the complete failure to communicate with any relays almost
/// always indicates a problem with the local Internet connection.
/// (However, just because you can reach a single relay doesn't
/// mean that the local connection is in perfect health.)
ESteamNetworkingAvailability m_eAvailAnyRelay ;
/// Non-localized English language status. For diagnostic/debugging
/// purposes only.
char m_debugMsg [ 256 ] ;
} ;
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# ifndef API_GEN
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/// Utility class for printing a SteamNetworkingIdentity.
/// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() );
struct SteamNetworkingIdentityRender
{
SteamNetworkingIdentityRender ( const SteamNetworkingIdentity & x ) { x . ToString ( buf , sizeof ( buf ) ) ; }
inline const char * c_str ( ) const { return buf ; }
private :
char buf [ SteamNetworkingIdentity : : k_cchMaxString ] ;
} ;
/// Utility class for printing a SteamNetworkingIPAddrRender.
struct SteamNetworkingIPAddrRender
{
SteamNetworkingIPAddrRender ( const SteamNetworkingIPAddr & x , bool bWithPort = true ) { x . ToString ( buf , sizeof ( buf ) , bWithPort ) ; }
inline const char * c_str ( ) const { return buf ; }
private :
char buf [ SteamNetworkingIPAddr : : k_cchMaxString ] ;
} ;
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# endif
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///////////////////////////////////////////////////////////////////////////////
//
// Internal stuff
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inline void ISteamNetworkingUtils : : InitRelayNetworkAccess ( ) { CheckPingDataUpToDate ( 1e10 f ) ; }
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inline bool ISteamNetworkingUtils : : SetGlobalConfigValueInt32 ( ESteamNetworkingConfigValue eValue , int32 val ) { return SetConfigValue ( eValue , k_ESteamNetworkingConfig_Global , 0 , k_ESteamNetworkingConfig_Int32 , & val ) ; }
inline bool ISteamNetworkingUtils : : SetGlobalConfigValueFloat ( ESteamNetworkingConfigValue eValue , float val ) { return SetConfigValue ( eValue , k_ESteamNetworkingConfig_Global , 0 , k_ESteamNetworkingConfig_Float , & val ) ; }
inline bool ISteamNetworkingUtils : : SetGlobalConfigValueString ( ESteamNetworkingConfigValue eValue , const char * val ) { return SetConfigValue ( eValue , k_ESteamNetworkingConfig_Global , 0 , k_ESteamNetworkingConfig_String , val ) ; }
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inline bool ISteamNetworkingUtils : : SetGlobalConfigValuePtr ( ESteamNetworkingConfigValue eValue , void * val ) { return SetConfigValue ( eValue , k_ESteamNetworkingConfig_Global , 0 , k_ESteamNetworkingConfig_Ptr , & val ) ; } // Note: passing pointer to pointer.
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inline bool ISteamNetworkingUtils : : SetConnectionConfigValueInt32 ( HSteamNetConnection hConn , ESteamNetworkingConfigValue eValue , int32 val ) { return SetConfigValue ( eValue , k_ESteamNetworkingConfig_Connection , hConn , k_ESteamNetworkingConfig_Int32 , & val ) ; }
inline bool ISteamNetworkingUtils : : SetConnectionConfigValueFloat ( HSteamNetConnection hConn , ESteamNetworkingConfigValue eValue , float val ) { return SetConfigValue ( eValue , k_ESteamNetworkingConfig_Connection , hConn , k_ESteamNetworkingConfig_Float , & val ) ; }
inline bool ISteamNetworkingUtils : : SetConnectionConfigValueString ( HSteamNetConnection hConn , ESteamNetworkingConfigValue eValue , const char * val ) { return SetConfigValue ( eValue , k_ESteamNetworkingConfig_Connection , hConn , k_ESteamNetworkingConfig_String , val ) ; }
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inline bool ISteamNetworkingUtils : : SetGlobalCallback_SteamNetConnectionStatusChanged ( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr ( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged , ( void * ) fnCallback ) ; }
inline bool ISteamNetworkingUtils : : SetGlobalCallback_SteamNetAuthenticationStatusChanged ( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr ( k_ESteamNetworkingConfig_Callback_AuthStatusChanged , ( void * ) fnCallback ) ; }
inline bool ISteamNetworkingUtils : : SetGlobalCallback_SteamRelayNetworkStatusChanged ( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr ( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged , ( void * ) fnCallback ) ; }
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inline bool ISteamNetworkingUtils : : SetGlobalCallback_FakeIPResult ( FnSteamNetworkingFakeIPResult fnCallback ) { return SetGlobalConfigValuePtr ( k_ESteamNetworkingConfig_Callback_FakeIPResult , ( void * ) fnCallback ) ; }
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inline bool ISteamNetworkingUtils : : SetGlobalCallback_MessagesSessionRequest ( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr ( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest , ( void * ) fnCallback ) ; }
inline bool ISteamNetworkingUtils : : SetGlobalCallback_MessagesSessionFailed ( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr ( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed , ( void * ) fnCallback ) ; }
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inline bool ISteamNetworkingUtils : : SetConfigValueStruct ( const SteamNetworkingConfigValue_t & opt , ESteamNetworkingConfigScope eScopeType , intptr_t scopeObj )
{
// Locate the argument. Strings are a special case, since the
// "value" (the whole string buffer) doesn't fit in the struct
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// NOTE: for pointer values, we pass a pointer to the pointer,
// we do not pass the pointer directly.
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const void * pVal = ( opt . m_eDataType = = k_ESteamNetworkingConfig_String ) ? ( const void * ) opt . m_val . m_string : ( const void * ) & opt . m_val ;
return SetConfigValue ( opt . m_eValue , eScopeType , scopeObj , opt . m_eDataType , pVal ) ;
}
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// How to get helper functions.
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# if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined(STEAMNETWORKINGSOCKETS_FOREXPORT) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB )
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// Call direct to static functions
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString ( const SteamNetworkingIPAddr * pAddr , char * buf , size_t cbBuf , bool bWithPort ) ;
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString ( SteamNetworkingIPAddr * pAddr , const char * pszStr ) ;
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STEAMNETWORKINGSOCKETS_INTERFACE ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType ( const SteamNetworkingIPAddr * pAddr ) ;
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString ( const SteamNetworkingIdentity * pIdentity , char * buf , size_t cbBuf ) ;
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString ( SteamNetworkingIdentity * pIdentity , size_t sizeofIdentity , const char * pszStr ) ;
inline void SteamNetworkingIPAddr : : ToString ( char * buf , size_t cbBuf , bool bWithPort ) const { SteamNetworkingIPAddr_ToString ( this , buf , cbBuf , bWithPort ) ; }
inline bool SteamNetworkingIPAddr : : ParseString ( const char * pszStr ) { return SteamNetworkingIPAddr_ParseString ( this , pszStr ) ; }
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inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr : : GetFakeIPType ( ) const { return SteamNetworkingIPAddr_GetFakeIPType ( this ) ; }
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inline void SteamNetworkingIdentity : : ToString ( char * buf , size_t cbBuf ) const { SteamNetworkingIdentity_ToString ( this , buf , cbBuf ) ; }
inline bool SteamNetworkingIdentity : : ParseString ( const char * pszStr ) { return SteamNetworkingIdentity_ParseString ( this , sizeof ( * this ) , pszStr ) ; }
# elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI )
// Using steamworks SDK - go through SteamNetworkingUtils()
inline void SteamNetworkingIPAddr : : ToString ( char * buf , size_t cbBuf , bool bWithPort ) const { SteamNetworkingUtils ( ) - > SteamNetworkingIPAddr_ToString ( * this , buf , cbBuf , bWithPort ) ; }
inline bool SteamNetworkingIPAddr : : ParseString ( const char * pszStr ) { return SteamNetworkingUtils ( ) - > SteamNetworkingIPAddr_ParseString ( this , pszStr ) ; }
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inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr : : GetFakeIPType ( ) const { return SteamNetworkingUtils ( ) - > SteamNetworkingIPAddr_GetFakeIPType ( * this ) ; }
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inline void SteamNetworkingIdentity : : ToString ( char * buf , size_t cbBuf ) const { SteamNetworkingUtils ( ) - > SteamNetworkingIdentity_ToString ( * this , buf , cbBuf ) ; }
inline bool SteamNetworkingIdentity : : ParseString ( const char * pszStr ) { return SteamNetworkingUtils ( ) - > SteamNetworkingIdentity_ParseString ( this , pszStr ) ; }
# else
# error "Invalid config"
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# endif
# endif // ISTEAMNETWORKINGUTILS