//====== Copyright Valve Corporation, All rights reserved. ==================== // // Purpose: misc networking utilities // //============================================================================= #ifndef ISTEAMNETWORKINGUTILS #define ISTEAMNETWORKINGUTILS #ifdef _WIN32 #pragma once #endif #include #include "steamnetworkingtypes.h" struct SteamDatagramRelayAuthTicket; struct SteamRelayNetworkStatus_t; //----------------------------------------------------------------------------- /// Misc networking utilities for checking the local networking environment /// and estimating pings. class ISteamNetworkingUtils { public: // // 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 // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // Ping measurement utilities using Valve's relay network #endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // 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. /// /// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg /// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT /// 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. /// /// 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; // // 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 ); 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 ); /// 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! /// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope, /// 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. /// NOTE: When setting callback functions, do not pass the function pointer directly. /// 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; /// 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 ); /// 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; /// Returns info about a configuration value. Returns false if the value does not exist. /// pOutNextValue can be used to iterate through all of the known configuration values. /// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value) /// Any of the output parameters can be NULL if you do not need that information. /// /// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables, /// which are usually excluded from the set of variables enumerated using this function. virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0; /// Return the lowest numbered configuration value available in the current environment. virtual ESteamNetworkingConfigValue GetFirstConfigValue() = 0; // String conversions. You'll usually access these using the respective // inline methods. 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; 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 }; #define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003" // Global accessor. #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB // Standalone lib STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils(); #else // Steamworks SDK inline ISteamNetworkingUtils *SteamNetworkingUtils(); STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils, /* 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 ) : SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ), "global", STEAMNETWORKINGUTILS_INTERFACE_VERSION ) #endif /////////////////////////////////////////////////////////////////////////////// // // Internal stuff 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 ); } 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 ); } 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 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 ); } #if !defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) && defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT ) 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 ); } 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 ); } #endif #endif // ISTEAMNETWORKINGUTILS