#define STEAMNETWORKINGSOCKETS_ENABLE_SDR // This file is provided under The MIT License as part of Steamworks.NET. // Copyright (c) 2013-2022 Riley Labrecque // Please see the included LICENSE.txt for additional information. // This file is automatically generated. // Changes to this file will be reverted when you update Steamworks.NET #if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX) #define DISABLESTEAMWORKS #endif #if !DISABLESTEAMWORKS using System.Runtime.InteropServices; using IntPtr = System.IntPtr; namespace Steamworks { public static class SteamGameServerNetworkingSockets { /// /// / Creates a "server" socket that listens for clients to connect to by /// / calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) /// / /// / You must select a specific local port to listen on and set it /// / the port field of the local address. /// / /// / Usually you will set the IP portion of the address to zero (SteamNetworkingIPAddr::Clear()). /// / This means that you will not bind to any particular local interface (i.e. the same /// / as INADDR_ANY in plain socket code). Furthermore, if possible the socket will be bound /// / in "dual stack" mode, which means that it can accept both IPv4 and IPv6 client connections. /// / If you really do wish to bind a particular interface, then set the local address to the /// / appropriate IPv4 or IPv6 IP. /// / /// / If you need to set any initial config options, pass them here. See /// / SteamNetworkingConfigValue_t for more about why this is preferable to /// / setting the options "immediately" after creation. /// / /// / When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t /// / will be posted. The connection will be in the connecting state. /// public static HSteamListenSocket CreateListenSocketIP(ref SteamNetworkingIPAddr localAddress, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateListenSocketIP(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref localAddress, nOptions, pOptions); } /// /// / Creates a connection and begins talking to a "server" over UDP at the /// / given IPv4 or IPv6 address. The remote host must be listening with a /// / matching call to CreateListenSocketIP on the specified port. /// / /// / A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start /// / connecting, and then another one on either timeout or successful connection. /// / /// / If the server does not have any identity configured, then their network address /// / will be the only identity in use. Or, the network host may provide a platform-specific /// / identity with or without a valid certificate to authenticate that identity. (These /// / details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's /// / up to your application to decide whether to allow the connection. /// / /// / By default, all connections will get basic encryption sufficient to prevent /// / casual eavesdropping. But note that without certificates (or a shared secret /// / distributed through some other out-of-band mechanism), you don't have any /// / way of knowing who is actually on the other end, and thus are vulnerable to /// / man-in-the-middle attacks. /// / /// / If you need to set any initial config options, pass them here. See /// / SteamNetworkingConfigValue_t for more about why this is preferable to /// / setting the options "immediately" after creation. /// public static HSteamNetConnection ConnectByIPAddress(ref SteamNetworkingIPAddr address, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectByIPAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref address, nOptions, pOptions); } /// /// / Like CreateListenSocketIP, but clients will connect using ConnectP2P. /// / /// / nLocalVirtualPort specifies how clients can connect to this socket using /// / ConnectP2P. It's very common for applications to only have one listening socket; /// / in that case, use zero. If you need to open multiple listen sockets and have clients /// / be able to connect to one or the other, then nLocalVirtualPort should be a small /// / integer (<1000) unique to each listen socket you create. /// / /// / If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// / when your app initializes. /// / /// / If you are listening on a dedicated servers in known data center, /// / then you can listen using this function instead of CreateHostedDedicatedServerListenSocket, /// / to allow clients to connect without a ticket. Any user that owns /// / the app and is signed into Steam will be able to attempt to connect to /// / your server. Also, a connection attempt may require the client to /// / be connected to Steam, which is one more moving part that may fail. When /// / tickets are used, then once a ticket is obtained, a client can connect to /// / your server even if they got disconnected from Steam or Steam is offline. /// / /// / If you need to set any initial config options, pass them here. See /// / SteamNetworkingConfigValue_t for more about why this is preferable to /// / setting the options "immediately" after creation. /// public static HSteamListenSocket CreateListenSocketP2P(int nLocalVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateListenSocketP2P(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), nLocalVirtualPort, nOptions, pOptions); } /// /// / Begin connecting to a peer that is identified using a platform-specific identifier. /// / This uses the default rendezvous service, which depends on the platform and library /// / configuration. (E.g. on Steam, it goes through the steam backend.) /// / /// / If you need to set any initial config options, pass them here. See /// / SteamNetworkingConfigValue_t for more about why this is preferable to /// / setting the options "immediately" after creation. /// / /// / To use your own signaling service, see: /// / - ConnectP2PCustomSignaling /// / - k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling /// public static HSteamNetConnection ConnectP2P(ref SteamNetworkingIdentity identityRemote, int nRemoteVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectP2P(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref identityRemote, nRemoteVirtualPort, nOptions, pOptions); } /// /// / Accept an incoming connection that has been received on a listen socket. /// / /// / When a connection attempt is received (perhaps after a few basic handshake /// / packets have been exchanged to prevent trivial spoofing), a connection interface /// / object is created in the k_ESteamNetworkingConnectionState_Connecting state /// / and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your /// / application MUST either accept or close the connection. (It may not ignore it.) /// / Accepting the connection will transition it either into the connected state, /// / or the finding route state, depending on the connection type. /// / /// / You should take action within a second or two, because accepting the connection is /// / what actually sends the reply notifying the client that they are connected. If you /// / delay taking action, from the client's perspective it is the same as the network /// / being unresponsive, and the client may timeout the connection attempt. In other /// / words, the client cannot distinguish between a delay caused by network problems /// / and a delay caused by the application. /// / /// / This means that if your application goes for more than a few seconds without /// / processing callbacks (for example, while loading a map), then there is a chance /// / that a client may attempt to connect in that interval and fail due to timeout. /// / /// / If the application does not respond to the connection attempt in a timely manner, /// / and we stop receiving communication from the client, the connection attempt will /// / be timed out locally, transitioning the connection to the /// / k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also /// / close the connection before it is accepted, and a transition to the /// / k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact /// / sequence of events. /// / /// / Returns k_EResultInvalidParam if the handle is invalid. /// / Returns k_EResultInvalidState if the connection is not in the appropriate state. /// / (Remember that the connection state could change in between the time that the /// / notification being posted to the queue and when it is received by the application.) /// / /// / A note about connection configuration options. If you need to set any configuration /// / options that are common to all connections accepted through a particular listen /// / socket, consider setting the options on the listen socket, since such options are /// / inherited automatically. If you really do need to set options that are connection /// / specific, it is safe to set them on the connection before accepting the connection. /// public static EResult AcceptConnection(HSteamNetConnection hConn) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_AcceptConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn); } /// /// / Disconnects from the remote host and invalidates the connection handle. /// / Any unread data on the connection is discarded. /// / /// / nReason is an application defined code that will be received on the other /// / end and recorded (when possible) in backend analytics. The value should /// / come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need /// / to communicate any information to the remote host, and do not want analytics to /// / be able to distinguish "normal" connection terminations from "exceptional" ones, /// / You may pass zero, in which case the generic value of /// / k_ESteamNetConnectionEnd_App_Generic will be used. /// / /// / pszDebug is an optional human-readable diagnostic string that will be received /// / by the remote host and recorded (when possible) in backend analytics. /// / /// / If you wish to put the socket into a "linger" state, where an attempt is made to /// / flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data /// / is not flushed. /// / /// / If the connection has already ended and you are just freeing up the /// / connection interface, the reason code, debug string, and linger flag are /// / ignored. /// public static bool CloseConnection(HSteamNetConnection hPeer, int nReason, string pszDebug, bool bEnableLinger) { InteropHelp.TestIfAvailableGameServer(); using (var pszDebug2 = new InteropHelp.UTF8StringHandle(pszDebug)) { return NativeMethods.ISteamNetworkingSockets_CloseConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, nReason, pszDebug2, bEnableLinger); } } /// /// / Destroy a listen socket. All the connections that were accepting on the listen /// / socket are closed ungracefully. /// public static bool CloseListenSocket(HSteamListenSocket hSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_CloseListenSocket(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hSocket); } /// /// / Set connection user data. the data is returned in the following places /// / - You can query it using GetConnectionUserData. /// / - The SteamNetworkingmessage_t structure. /// / - The SteamNetConnectionInfo_t structure. /// / (Which is a member of SteamNetConnectionStatusChangedCallback_t -- but see WARNINGS below!!!!) /// / /// / Do you need to set this atomically when the connection is created? /// / See k_ESteamNetworkingConfig_ConnectionUserData. /// / /// / WARNING: Be *very careful* when using the value provided in callbacks structs. /// / Callbacks are queued, and the value that you will receive in your /// / callback is the userdata that was effective at the time the callback /// / was queued. There are subtle race conditions that can hapen if you /// / don't understand this! /// / /// / If any incoming messages for this connection are queued, the userdata /// / field is updated, so that when when you receive messages (e.g. with /// / ReceiveMessagesOnConnection), they will always have the very latest /// / userdata. So the tricky race conditions that can happen with callbacks /// / do not apply to retrieving messages. /// / /// / Returns false if the handle is invalid. /// public static bool SetConnectionUserData(HSteamNetConnection hPeer, long nUserData) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SetConnectionUserData(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, nUserData); } /// /// / Fetch connection user data. Returns -1 if handle is invalid /// / or if you haven't set any userdata on the connection. /// public static long GetConnectionUserData(HSteamNetConnection hPeer) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetConnectionUserData(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer); } /// /// / Set a name for the connection, used mostly for debugging /// public static void SetConnectionName(HSteamNetConnection hPeer, string pszName) { InteropHelp.TestIfAvailableGameServer(); using (var pszName2 = new InteropHelp.UTF8StringHandle(pszName)) { NativeMethods.ISteamNetworkingSockets_SetConnectionName(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, pszName2); } } /// /// / Fetch connection name. Returns false if handle is invalid /// public static bool GetConnectionName(HSteamNetConnection hPeer, out string pszName, int nMaxLen) { InteropHelp.TestIfAvailableGameServer(); IntPtr pszName2 = Marshal.AllocHGlobal(nMaxLen); bool ret = NativeMethods.ISteamNetworkingSockets_GetConnectionName(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPeer, pszName2, nMaxLen); pszName = ret ? InteropHelp.PtrToStringUTF8(pszName2) : null; Marshal.FreeHGlobal(pszName2); return ret; } /// /// / Send a message to the remote host on the specified connection. /// / /// / nSendFlags determines the delivery guarantees that will be provided, /// / when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable /// / /// / Note that the semantics we use for messages are not precisely /// / the same as the semantics of a standard "stream" socket. /// / (SOCK_STREAM) For an ordinary stream socket, the boundaries /// / between chunks are not considered relevant, and the sizes of /// / the chunks of data written will not necessarily match up to /// / the sizes of the chunks that are returned by the reads on /// / the other end. The remote host might read a partial chunk, /// / or chunks might be coalesced. For the message semantics /// / used here, however, the sizes WILL match. Each send call /// / will match a successful read call on the remote host /// / one-for-one. If you are porting existing stream-oriented /// / code to the semantics of reliable messages, your code should /// / work the same, since reliable message semantics are more /// / strict than stream semantics. The only caveat is related to /// / performance: there is per-message overhead to retain the /// / message sizes, and so if your code sends many small chunks /// / of data, performance will suffer. Any code based on stream /// / sockets that does not write excessively small chunks will /// / work without any changes. /// / /// / The pOutMessageNumber is an optional pointer to receive the /// / message number assigned to the message, if sending was successful. /// / /// / Returns: /// / - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. /// / (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) /// / - k_EResultInvalidState: connection is in an invalid state /// / - k_EResultNoConnection: connection has ended /// / - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because /// / we were not ready to send it. /// / - k_EResultLimitExceeded: there was already too much data queued to be sent. /// / (See k_ESteamNetworkingConfig_SendBufferSize) /// public static EResult SendMessageToConnection(HSteamNetConnection hConn, IntPtr pData, uint cbData, int nSendFlags, out long pOutMessageNumber) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SendMessageToConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, pData, cbData, nSendFlags, out pOutMessageNumber); } /// /// / Send one or more messages without copying the message payload. /// / This is the most efficient way to send messages. To use this /// / function, you must first allocate a message object using /// / ISteamNetworkingUtils::AllocateMessage. (Do not declare one /// / on the stack or allocate your own.) /// / /// / You should fill in the message payload. You can either let /// / it allocate the buffer for you and then fill in the payload, /// / or if you already have a buffer allocated, you can just point /// / m_pData at your buffer and set the callback to the appropriate function /// / to free it. Note that if you use your own buffer, it MUST remain valid /// / until the callback is executed. And also note that your callback can be /// / invoked at any time from any thread (perhaps even before SendMessages /// / returns!), so it MUST be fast and threadsafe. /// / /// / You MUST also fill in: /// / - m_conn - the handle of the connection to send the message to /// / - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. /// / /// / All other fields are currently reserved and should not be modified. /// / /// / The library will take ownership of the message structures. They may /// / be modified or become invalid at any time, so you must not read them /// / after passing them to this function. /// / /// / pOutMessageNumberOrResult is an optional array that will receive, /// / for each message, the message number that was assigned to the message /// / if sending was successful. If sending failed, then a negative EResult /// / value is placed into the array. For example, the array will hold /// / -k_EResultInvalidState if the connection was in an invalid state. /// / See ISteamNetworkingSockets::SendMessageToConnection for possible /// / failure codes. /// public static void SendMessages(int nMessages, SteamNetworkingMessage_t[] pMessages, long[] pOutMessageNumberOrResult) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamNetworkingSockets_SendMessages(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), nMessages, pMessages, pOutMessageNumberOrResult); } /// /// / Flush any messages waiting on the Nagle timer and send them /// / at the next transmission opportunity (often that means right now). /// / /// / If Nagle is enabled (it's on by default) then when calling /// / SendMessageToConnection the message will be buffered, up to the Nagle time /// / before being sent, to merge small messages into the same packet. /// / (See k_ESteamNetworkingConfig_NagleTime) /// / /// / Returns: /// / k_EResultInvalidParam: invalid connection handle /// / k_EResultInvalidState: connection is in an invalid state /// / k_EResultNoConnection: connection has ended /// / k_EResultIgnored: We weren't (yet) connected, so this operation has no effect. /// public static EResult FlushMessagesOnConnection(HSteamNetConnection hConn) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_FlushMessagesOnConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn); } /// /// / Fetch the next available message(s) from the connection, if any. /// / Returns the number of messages returned into your array, up to nMaxMessages. /// / If the connection handle is invalid, -1 is returned. /// / /// / The order of the messages returned in the array is relevant. /// / Reliable messages will be received in the order they were sent (and with the /// / same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). /// / /// / Unreliable messages may be dropped, or delivered out of order with respect to /// / each other or with respect to reliable messages. The same unreliable message /// / may be received multiple times. /// / /// / If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each /// / of them free up resources after you are done. It is safe to keep the object alive for /// / a little while (put it into some queue, etc), and you may call Release() from any thread. /// public static int ReceiveMessagesOnConnection(HSteamNetConnection hConn, IntPtr[] ppOutMessages, int nMaxMessages) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceiveMessagesOnConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, ppOutMessages, nMaxMessages); } /// /// / Returns basic information about the high-level state of the connection. /// public static bool GetConnectionInfo(HSteamNetConnection hConn, out SteamNetConnectionInfo_t pInfo) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetConnectionInfo(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, out pInfo); } /// /// / Returns a small set of information about the real-time state of the connection /// / and the queue status of each lane. /// / /// / - pStatus may be NULL if the information is not desired. (E.g. you are only interested /// / in the lane information.) /// / - On entry, nLanes specifies the length of the pLanes array. This may be 0 /// / if you do not wish to receive any lane data. It's OK for this to be smaller than /// / the total number of configured lanes. /// / - pLanes points to an array that will receive lane-specific info. It can be NULL /// / if this is not needed. /// / /// / Return value: /// / - k_EResultNoConnection - connection handle is invalid or connection has been closed. /// / - k_EResultInvalidParam - nLanes is bad /// public static EResult GetConnectionRealTimeStatus(HSteamNetConnection hConn, ref SteamNetConnectionRealTimeStatus_t pStatus, int nLanes, ref SteamNetConnectionRealTimeLaneStatus_t pLanes) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetConnectionRealTimeStatus(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, ref pStatus, nLanes, ref pLanes); } /// /// / Returns detailed connection stats in text format. Useful /// / for dumping to a log, etc. /// / /// / Returns: /// / -1 failure (bad connection handle) /// / 0 OK, your buffer was filled in and '\0'-terminated /// / >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. /// public static int GetDetailedConnectionStatus(HSteamNetConnection hConn, out string pszBuf, int cbBuf) { InteropHelp.TestIfAvailableGameServer(); IntPtr pszBuf2 = Marshal.AllocHGlobal(cbBuf); int ret = NativeMethods.ISteamNetworkingSockets_GetDetailedConnectionStatus(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, pszBuf2, cbBuf); pszBuf = ret != -1 ? InteropHelp.PtrToStringUTF8(pszBuf2) : null; Marshal.FreeHGlobal(pszBuf2); return ret; } /// /// / Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. /// / /// / An IPv6 address of ::0 means "any IPv4 or IPv6" /// / An IPv6 address of ::ffff:0000:0000 means "any IPv4" /// public static bool GetListenSocketAddress(HSteamListenSocket hSocket, out SteamNetworkingIPAddr address) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetListenSocketAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hSocket, out address); } /// /// / Create a pair of connections that are talking to each other, e.g. a loopback connection. /// / This is very useful for testing, or so that your client/server code can work the same /// / even when you are running a local "server". /// / /// / The two connections will immediately be placed into the connected state, and no callbacks /// / will be posted immediately. After this, if you close either connection, the other connection /// / will receive a callback, exactly as if they were communicating over the network. You must /// / close *both* sides in order to fully clean up the resources! /// / /// / By default, internal buffers are used, completely bypassing the network, the chopping up of /// / messages into packets, encryption, copying the payload, etc. This means that loopback /// / packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will /// / cause the socket pair to send packets through the local network loopback device (127.0.0.1) /// / on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended /// / to encrypt and decrypt. /// / /// / If you wish to assign a specific identity to either connection, you may pass a particular /// / identity. Otherwise, if you pass nullptr, the respective connection will assume a generic /// / "localhost" identity. If you use real network loopback, this might be translated to the /// / actual bound loopback port. Otherwise, the port will be zero. /// public static bool CreateSocketPair(out HSteamNetConnection pOutConnection1, out HSteamNetConnection pOutConnection2, bool bUseNetworkLoopback, ref SteamNetworkingIdentity pIdentity1, ref SteamNetworkingIdentity pIdentity2) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_CreateSocketPair(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pOutConnection1, out pOutConnection2, bUseNetworkLoopback, ref pIdentity1, ref pIdentity2); } /// /// / Configure multiple outbound messages streams ("lanes") on a connection, and /// / control head-of-line blocking between them. Messages within a given lane /// / are always sent in the order they are queued, but messages from different /// / lanes may be sent out of order. Each lane has its own message number /// / sequence. The first message sent on each lane will be assigned the number 1. /// / /// / Each lane has a "priority". Lower priority lanes will only be processed /// / when all higher-priority lanes are empty. The magnitudes of the priority /// / values are not relevant, only their sort order. Higher numeric values /// / take priority over lower numeric values. /// / /// / Each lane also is assigned a weight, which controls the approximate proportion /// / of the bandwidth that will be consumed by the lane, relative to other lanes /// / of the same priority. (This is assuming the lane stays busy. An idle lane /// / does not build up "credits" to be be spent once a message is queued.) /// / This value is only meaningful as a proportion, relative to other lanes with /// / the same priority. For lanes with different priorities, the strict priority /// / order will prevail, and their weights relative to each other are not relevant. /// / Thus, if a lane has a unique priority value, the weight value for that lane is /// / not relevant. /// / /// / Example: 3 lanes, with priorities [ 0, 10, 10 ] and weights [ (NA), 20, 5 ]. /// / Messages sent on the first will always be sent first, before messages in the /// / other two lanes. Its weight value is irrelevant, since there are no other /// / lanes with priority=0. The other two lanes will share bandwidth, with the second /// / and third lanes sharing bandwidth using a ratio of approximately 4:1. /// / (The weights [ NA, 4, 1 ] would be equivalent.) /// / /// / Notes: /// / - At the time of this writing, some code has performance cost that is linear /// / in the number of lanes, so keep the number of lanes to an absolute minimum. /// / 3 or so is fine; >8 is a lot. The max number of lanes on Steam is 255, /// / which is a very large number and not recommended! If you are compiling this /// / library from source, see STEAMNETWORKINGSOCKETS_MAX_LANES.) /// / - Lane priority values may be any int. Their absolute value is not relevant, /// / only the order matters. /// / - Weights must be positive, and due to implementation details, they are restricted /// / to 16-bit values. The absolute magnitudes don't matter, just the proportions. /// / - Messages sent on a lane index other than 0 have a small overhead on the wire, /// / so for maximum wire efficiency, lane 0 should be the "most common" lane, regardless /// / of priorities or weights. /// / - A connection has a single lane by default. Calling this function with /// / nNumLanes=1 is legal, but pointless, since the priority and weight values are /// / irrelevant in that case. /// / - You may reconfigure connection lanes at any time, however reducing the number of /// / lanes is not allowed. /// / - Reconfiguring lanes might restart any bandwidth sharing balancing. Usually you /// / will call this function once, near the start of the connection, perhaps after /// / exchanging a few messages. /// / - To assign all lanes the same priority, you may use pLanePriorities=NULL. /// / - If you wish all lanes with the same priority to share bandwidth equally (or /// / if no two lanes have the same priority value, and thus priority values are /// / irrelevant), you may use pLaneWeights=NULL /// / - Priorities and weights determine the order that messages are SENT on the wire. /// / There are NO GUARANTEES on the order that messages are RECEIVED! Due to packet /// / loss, out-of-order delivery, and subtle details of packet serialization, messages /// / might still be received slightly out-of-order! The *only* strong guarantee is that /// / *reliable* messages on the *same lane* will be delivered in the order they are sent. /// / - Each host configures the lanes for the packets they send; the lanes for the flow /// / in one direction are completely unrelated to the lanes in the opposite direction. /// / /// / Return value: /// / - k_EResultNoConnection - bad hConn /// / - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes /// / - k_EResultInvalidState - Connection is already dead, etc /// / /// / See also: /// / SteamNetworkingMessage_t::m_idxLane /// public static EResult ConfigureConnectionLanes(HSteamNetConnection hConn, int nNumLanes, out int pLanePriorities, out ushort pLaneWeights) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ConfigureConnectionLanes(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, nNumLanes, out pLanePriorities, out pLaneWeights); } /// /// Identity and authentication /// / Get the identity assigned to this interface. /// / E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned /// / to the gameserver. Returns false and sets the result to an invalid identity if we don't know /// / our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID /// / even if they are not signed into Steam.) /// public static bool GetIdentity(out SteamNetworkingIdentity pIdentity) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetIdentity(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pIdentity); } /// /// / Indicate our desire to be ready participate in authenticated communications. /// / If we are currently not ready, then steps will be taken to obtain the necessary /// / certificates. (This includes a certificate for us, as well as any CA certificates /// / needed to authenticate peers.) /// / /// / You can call this at program init time if you know that you are going to /// / be making authenticated connections, so that we will be ready immediately when /// / those connections are attempted. (Note that essentially all connections require /// / authentication, with the exception of ordinary UDP connections with authentication /// / disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call /// / this function, we will wait until a feature is utilized that that necessitates /// / these resources. /// / /// / You can also call this function to force a retry, if failure has occurred. /// / Once we make an attempt and fail, we will not automatically retry. /// / In this respect, the behavior of the system after trying and failing is the same /// / as before the first attempt: attempting authenticated communication or calling /// / this function will call the system to attempt to acquire the necessary resources. /// / /// / You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t /// / to monitor the status. /// / /// / Returns the current value that would be returned from GetAuthenticationStatus. /// public static ESteamNetworkingAvailability InitAuthentication() { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_InitAuthentication(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } /// /// / Query our readiness to participate in authenticated communications. A /// / SteamNetAuthenticationStatus_t callback is posted any time this status changes, /// / but you can use this function to query it at any time. /// / /// / The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only /// / want this high level status, you can pass NULL for pDetails. If you want further /// / details, pass non-NULL to receive them. /// public static ESteamNetworkingAvailability GetAuthenticationStatus(out SteamNetAuthenticationStatus_t pDetails) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetAuthenticationStatus(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pDetails); } /// /// Poll groups. A poll group is a set of connections that can be polled efficiently. /// (In our API, to "poll" a connection means to retrieve all pending messages. We /// actually don't have an API to "poll" the connection *state*, like BSD sockets.) /// / Create a new poll group. /// / /// / You should destroy the poll group when you are done using DestroyPollGroup /// public static HSteamNetPollGroup CreatePollGroup() { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetPollGroup)NativeMethods.ISteamNetworkingSockets_CreatePollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } /// /// / Destroy a poll group created with CreatePollGroup(). /// / /// / If there are any connections in the poll group, they are removed from the group, /// / and left in a state where they are not part of any poll group. /// / Returns false if passed an invalid poll group handle. /// public static bool DestroyPollGroup(HSteamNetPollGroup hPollGroup) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_DestroyPollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPollGroup); } /// /// / Assign a connection to a poll group. Note that a connection may only belong to a /// / single poll group. Adding a connection to a poll group implicitly removes it from /// / any other poll group it is in. /// / /// / You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current /// / poll group without adding it to a new poll group. /// / /// / If there are received messages currently pending on the connection, an attempt /// / is made to add them to the queue of messages for the poll group in approximately /// / the order that would have applied if the connection was already part of the poll /// / group at the time that the messages were received. /// / /// / Returns false if the connection handle is invalid, or if the poll group handle /// / is invalid (and not k_HSteamNetPollGroup_Invalid). /// public static bool SetConnectionPollGroup(HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SetConnectionPollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, hPollGroup); } /// /// / Same as ReceiveMessagesOnConnection, but will return the next messages available /// / on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn /// / to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also /// / be useful.) /// / /// / Delivery order of messages among different connections will usually match the /// / order that the last packet was received which completed the message. But this /// / is not a strong guarantee, especially for packets received right as a connection /// / is being assigned to poll group. /// / /// / Delivery order of messages on the same connection is well defined and the /// / same guarantees are present as mentioned in ReceiveMessagesOnConnection. /// / (But the messages are not grouped by connection, so they will not necessarily /// / appear consecutively in the list; they may be interleaved with messages for /// / other connections.) /// public static int ReceiveMessagesOnPollGroup(HSteamNetPollGroup hPollGroup, IntPtr[] ppOutMessages, int nMaxMessages) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceiveMessagesOnPollGroup(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hPollGroup, ppOutMessages, nMaxMessages); } /// /// Clients connecting to dedicated servers hosted in a data center, /// using tickets issued by your game coordinator. If you are not /// issuing your own tickets to restrict who can attempt to connect /// to your server, then you won't use these functions. /// / Call this when you receive a ticket from your backend / matchmaking system. Puts the /// / ticket into a persistent cache, and optionally returns the parsed ticket. /// / /// / See stamdatagram_ticketgen.h for more details. /// public static bool ReceivedRelayAuthTicket(IntPtr pvTicket, int cbTicket, out SteamDatagramRelayAuthTicket pOutParsedTicket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceivedRelayAuthTicket(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), pvTicket, cbTicket, out pOutParsedTicket); } /// /// / Search cache for a ticket to talk to the server on the specified virtual port. /// / If found, returns the number of seconds until the ticket expires, and optionally /// / the complete cracked ticket. Returns 0 if we don't have a ticket. /// / /// / Typically this is useful just to confirm that you have a ticket, before you /// / call ConnectToHostedDedicatedServer to connect to the server. /// public static int FindRelayAuthTicketForServer(ref SteamNetworkingIdentity identityGameServer, int nRemoteVirtualPort, out SteamDatagramRelayAuthTicket pOutParsedTicket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_FindRelayAuthTicketForServer(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref identityGameServer, nRemoteVirtualPort, out pOutParsedTicket); } /// /// / Client call to connect to a server hosted in a Valve data center, on the specified virtual /// / port. You must have placed a ticket for this server into the cache, or else this connect /// / attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated /// / server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow /// / this type of connection by listening using CreateListenSocketP2P.) /// / /// / You may wonder why tickets are stored in a cache, instead of simply being passed as an argument /// / here. The reason is to make reconnection to a gameserver robust, even if the client computer loses /// / connection to Steam or the central backend, or the app is restarted or crashes, etc. /// / /// / If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// / when your app initializes /// / /// / If you need to set any initial config options, pass them here. See /// / SteamNetworkingConfigValue_t for more about why this is preferable to /// / setting the options "immediately" after creation. /// public static HSteamNetConnection ConnectToHostedDedicatedServer(ref SteamNetworkingIdentity identityTarget, int nRemoteVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectToHostedDedicatedServer(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref identityTarget, nRemoteVirtualPort, nOptions, pOptions); } /// /// Servers hosted in data centers known to the Valve relay network /// / Returns the value of the SDR_LISTEN_PORT environment variable. This /// / is the UDP server your server will be listening on. This will /// / configured automatically for you in production environments. /// / /// / In development, you'll need to set it yourself. See /// / https://partner.steamgames.com/doc/api/ISteamNetworkingSockets /// / for more information on how to configure dev environments. /// public static ushort GetHostedDedicatedServerPort() { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetHostedDedicatedServerPort(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } /// /// / Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server /// / is running in. This will be k_SteamDatagramPOPID_dev in non-production environment. /// public static SteamNetworkingPOPID GetHostedDedicatedServerPOPID() { InteropHelp.TestIfAvailableGameServer(); return (SteamNetworkingPOPID)NativeMethods.ISteamNetworkingSockets_GetHostedDedicatedServerPOPID(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } /// /// / Return info about the hosted server. This contains the PoPID of the server, /// / and opaque routing information that can be used by the relays to send traffic /// / to your server. /// / /// / You will need to send this information to your backend, and put it in tickets, /// / so that the relays will know how to forward traffic from /// / clients to your server. See SteamDatagramRelayAuthTicket for more info. /// / /// / Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, /// / so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info /// / to your game coordinator service, and also login securely at the same time. /// / /// / On a successful exit, k_EResultOK is returned /// / /// / Unsuccessful exit: /// / - Something other than k_EResultOK is returned. /// / - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET /// / is not set.) /// / - k_EResultPending: we do not (yet) have the authentication information needed. /// / (See GetAuthenticationStatus.) If you use environment variables to pre-fetch /// / the network config, this data should always be available immediately. /// / - A non-localized diagnostic debug message will be placed in m_data that describes /// / the cause of the failure. /// / /// / NOTE: The returned blob is not encrypted. Send it to your backend, but don't /// / directly share it with clients. /// public static EResult GetHostedDedicatedServerAddress(out SteamDatagramHostedAddress pRouting) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetHostedDedicatedServerAddress(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pRouting); } /// /// / Create a listen socket on the specified virtual port. The physical UDP port to use /// / will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not /// / configured, this call will fail. /// / /// / This call MUST be made through the SteamGameServerNetworkingSockets() interface. /// / /// / This function should be used when you are using the ticket generator library /// / to issue your own tickets. Clients connecting to the server on this virtual /// / port will need a ticket, and they must connect using ConnectToHostedDedicatedServer. /// / /// / If you need to set any initial config options, pass them here. See /// / SteamNetworkingConfigValue_t for more about why this is preferable to /// / setting the options "immediately" after creation. /// public static HSteamListenSocket CreateHostedDedicatedServerListenSocket(int nLocalVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), nLocalVirtualPort, nOptions, pOptions); } /// /// / Generate an authentication blob that can be used to securely login with /// / your backend, using SteamDatagram_ParseHostedServerLogin. (See /// / steamdatagram_gamecoordinator.h) /// / /// / Before calling the function: /// / - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave /// / all other fields uninitialized. /// / - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be /// / at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) /// / /// / On a successful exit: /// / - k_EResultOK is returned /// / - All of the remaining fields of pLoginInfo will be filled out. /// / - *pcbSignedBlob contains the size of the serialized blob that has been /// / placed into pBlob. /// / /// / Unsuccessful exit: /// / - Something other than k_EResultOK is returned. /// / - k_EResultNotLoggedOn: you are not logged in (yet) /// / - See GetHostedDedicatedServerAddress for more potential failure return values. /// / - A non-localized diagnostic debug message will be placed in pBlob that describes /// / the cause of the failure. /// / /// / This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin /// / with the cert that is issued to this server. In dev environments, it's OK if you do /// / not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) /// / Otherwise, you will need a signed cert. /// / /// / NOTE: The routing blob returned here is not encrypted. Send it to your backend /// / and don't share it directly with clients. /// public static EResult GetGameCoordinatorServerLogin(IntPtr pLoginInfo, out int pcbSignedBlob, IntPtr pBlob) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetGameCoordinatorServerLogin(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), pLoginInfo, out pcbSignedBlob, pBlob); } /// /// Relayed connections using custom signaling protocol /// This is used if you have your own method of sending out-of-band /// signaling / rendezvous messages through a mutually trusted channel. /// / Create a P2P "client" connection that does signaling over a custom /// / rendezvous/signaling channel. /// / /// / pSignaling points to a new object that you create just for this connection. /// / It must stay valid until Release() is called. Once you pass the /// / object to this function, it assumes ownership. Release() will be called /// / from within the function call if the call fails. Furthermore, until Release() /// / is called, you should be prepared for methods to be invoked on your /// / object from any thread! You need to make sure your object is threadsafe! /// / Furthermore, you should make sure that dispatching the methods is done /// / as quickly as possible. /// / /// / This function will immediately construct a connection in the "connecting" /// / state. Soon after (perhaps before this function returns, perhaps in another thread), /// / the connection will begin sending signaling messages by calling /// / ISteamNetworkingConnectionSignaling::SendSignal. /// / /// / When the remote peer accepts the connection (See /// / ISteamNetworkingSignalingRecvContext::OnConnectRequest), /// / it will begin sending signaling messages. When these messages are received, /// / you can pass them to the connection using ReceivedP2PCustomSignal. /// / /// / If you know the identity of the peer that you expect to be on the other end, /// / you can pass their identity to improve debug output or just detect bugs. /// / If you don't know their identity yet, you can pass NULL, and their /// / identity will be established in the connection handshake. /// / /// / If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// / when your app initializes /// / /// / If you need to set any initial config options, pass them here. See /// / SteamNetworkingConfigValue_t for more about why this is preferable to /// / setting the options "immediately" after creation. /// public static HSteamNetConnection ConnectP2PCustomSignaling(out ISteamNetworkingConnectionSignaling pSignaling, ref SteamNetworkingIdentity pPeerIdentity, int nRemoteVirtualPort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamNetConnection)NativeMethods.ISteamNetworkingSockets_ConnectP2PCustomSignaling(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pSignaling, ref pPeerIdentity, nRemoteVirtualPort, nOptions, pOptions); } /// /// / Called when custom signaling has received a message. When your /// / signaling channel receives a message, it should save off whatever /// / routing information was in the envelope into the context object, /// / and then pass the payload to this function. /// / /// / A few different things can happen next, depending on the message: /// / /// / - If the signal is associated with existing connection, it is dealt /// / with immediately. If any replies need to be sent, they will be /// / dispatched using the ISteamNetworkingConnectionSignaling /// / associated with the connection. /// / - If the message represents a connection request (and the request /// / is not redundant for an existing connection), a new connection /// / will be created, and ReceivedConnectRequest will be called on your /// / context object to determine how to proceed. /// / - Otherwise, the message is for a connection that does not /// / exist (anymore). In this case, we *may* call SendRejectionReply /// / on your context object. /// / /// / In any case, we will not save off pContext or access it after this /// / function returns. /// / /// / Returns true if the message was parsed and dispatched without anything /// / unusual or suspicious happening. Returns false if there was some problem /// / with the message that prevented ordinary handling. (Debug output will /// / usually have more information.) /// / /// / If you expect to be using relayed connections, then you probably want /// / to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes /// public static bool ReceivedP2PCustomSignal(IntPtr pMsg, int cbMsg, out ISteamNetworkingSignalingRecvContext pContext) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_ReceivedP2PCustomSignal(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), pMsg, cbMsg, out pContext); } /// /// Certificate provision by the application. On Steam, we normally handle all this automatically /// and you will not need to use these advanced functions. /// / Get blob that describes a certificate request. You can send this to your game coordinator. /// / Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will /// / return the number of bytes that were populated. You can pass pBlob=NULL to query for the required /// / size. (512 bytes is a conservative estimate.) /// / /// / Pass this blob to your game coordinator and call SteamDatagram_CreateCert. /// public static bool GetCertificateRequest(out int pcbBlob, IntPtr pBlob, out SteamNetworkingErrMsg errMsg) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetCertificateRequest(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), out pcbBlob, pBlob, out errMsg); } /// /// / Set the certificate. The certificate blob should be the output of /// / SteamDatagram_CreateCert. /// public static bool SetCertificate(IntPtr pCertificate, int cbCertificate, out SteamNetworkingErrMsg errMsg) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_SetCertificate(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), pCertificate, cbCertificate, out errMsg); } /// /// / Reset the identity associated with this instance. /// / Any open connections are closed. Any previous certificates, etc are discarded. /// / You can pass a specific identity that you want to use, or you can pass NULL, /// / in which case the identity will be invalid until you set it using SetCertificate /// / /// / NOTE: This function is not actually supported on Steam! It is included /// / for use on other platforms where the active user can sign out and /// / a new user can sign in. /// public static void ResetIdentity(ref SteamNetworkingIdentity pIdentity) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamNetworkingSockets_ResetIdentity(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), ref pIdentity); } /// /// Misc /// / Invoke all callback functions queued for this interface. /// / See k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, etc /// / /// / You don't need to call this if you are using Steam's callback dispatch /// / mechanism (SteamAPI_RunCallbacks and SteamGameserver_RunCallbacks). /// public static void RunCallbacks() { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamNetworkingSockets_RunCallbacks(CSteamGameServerAPIContext.GetSteamNetworkingSockets()); } /// /// "FakeIP" system. /// A FakeIP is essentially a temporary, arbitrary identifier that /// happens to be a valid IPv4 address. The purpose of this system is to make it /// easy to integrate with existing code that identifies hosts using IPv4 addresses. /// The FakeIP address will never actually be used to send or receive any packets /// on the Internet, it is strictly an identifier. /// FakeIP addresses are designed to (hopefully) pass through existing code as /// transparently as possible, while conflicting with "real" addresses that might /// be in use on networks (both the Internet and LANs) in the same code as little /// as possible. At the time this comment is being written, they come from the /// 169.254.0.0/16 range, and the port number will always be >1024. HOWEVER, /// this is subject to change! Do not make assumptions about these addresses, /// or your code might break in the future. In particular, you should use /// functions such as ISteamNetworkingUtils::IsFakeIP to determine if an IP /// address is a "fake" one used by this system. /// / Begin asynchronous process of allocating a fake IPv4 address that other /// / peers can use to contact us via P2P. IP addresses returned by this /// / function are globally unique for a given appid. /// / /// / nNumPorts is the numbers of ports you wish to reserve. This is useful /// / for the same reason that listening on multiple UDP ports is useful for /// / different types of traffic. Because these allocations come from a global /// / namespace, there is a relatively strict limit on the maximum number of /// / ports you may request. (At the time of this writing, the limit is 4.) /// / The Port assignments are *not* guaranteed to have any particular order /// / or relationship! Do *not* assume they are contiguous, even though that /// / may often occur in practice. /// / /// / Returns false if a request was already in progress, true if a new request /// / was started. A SteamNetworkingFakeIPResult_t will be posted when the request /// / completes. /// / /// / For gameservers, you *must* call this after initializing the SDK but before /// / beginning login. Steam needs to know in advance that FakeIP will be used. /// / Everywhere your public IP would normally appear (such as the server browser) will be /// / replaced by the FakeIP, and the fake port at index 0. The request is actually queued /// / until the logon completes, so you must not wait until the allocation completes /// / before logging in. Except for trivial failures that can be detected locally /// / (e.g. invalid parameter), a SteamNetworkingFakeIPResult_t callback (whether success or /// / failure) will not be posted until after we have logged in. Furthermore, it is assumed /// / that FakeIP allocation is essential for your application to function, and so failure /// / will not be reported until *several* retries have been attempted. This process may /// / last several minutes. It is *highly* recommended to treat failure as fatal. /// / /// / To communicate using a connection-oriented (TCP-style) API: /// / - Server creates a listen socket using CreateListenSocketP2PFakeIP /// / - Client connects using ConnectByIPAddress, passing in the FakeIP address. /// / - The connection will behave mostly like a P2P connection. The identities /// / that appear in SteamNetConnectionInfo_t will be the FakeIP identity until /// / we know the real identity. Then it will be the real identity. If the /// / SteamNetConnectionInfo_t::m_addrRemote is valid, it will be a real IPv4 /// / address of a NAT-punched connection. Otherwise, it will not be valid. /// / /// / To communicate using an ad-hoc sendto/recv from (UDP-style) API, /// / use CreateFakeUDPPort. /// public static bool BeginAsyncRequestFakeIP(int nNumPorts) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_BeginAsyncRequestFakeIP(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), nNumPorts); } /// /// / Return info about the FakeIP and port(s) that we have been assigned, /// / if any. idxFirstPort is currently reserved and must be zero. /// / Make sure and check SteamNetworkingFakeIPResult_t::m_eResult /// public static void GetFakeIP(int idxFirstPort, out SteamNetworkingFakeIPResult_t pInfo) { InteropHelp.TestIfAvailableGameServer(); NativeMethods.ISteamNetworkingSockets_GetFakeIP(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), idxFirstPort, out pInfo); } /// /// / Create a listen socket that will listen for P2P connections sent /// / to our FakeIP. A peer can initiate connections to this listen /// / socket by calling ConnectByIPAddress. /// / /// / idxFakePort refers to the *index* of the fake port requested, /// / not the actual port number. For example, pass 0 to refer to the /// / first port in the reservation. You must call this only after calling /// / BeginAsyncRequestFakeIP. However, you do not need to wait for the /// / request to complete before creating the listen socket. /// public static HSteamListenSocket CreateListenSocketP2PFakeIP(int idxFakePort, int nOptions, SteamNetworkingConfigValue_t[] pOptions) { InteropHelp.TestIfAvailableGameServer(); return (HSteamListenSocket)NativeMethods.ISteamNetworkingSockets_CreateListenSocketP2PFakeIP(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), idxFakePort, nOptions, pOptions); } /// /// / If the connection was initiated using the "FakeIP" system, then we /// / we can get an IP address for the remote host. If the remote host had /// / a global FakeIP at the time the connection was established, this /// / function will return that global IP. Otherwise, a FakeIP that is /// / unique locally will be allocated from the local FakeIP address space, /// / and that will be returned. /// / /// / The allocation of local FakeIPs attempts to assign addresses in /// / a consistent manner. If multiple connections are made to the /// / same remote host, they *probably* will return the same FakeIP. /// / However, since the namespace is limited, this cannot be guaranteed. /// / /// / On failure, returns: /// / - k_EResultInvalidParam: invalid connection handle /// / - k_EResultIPNotFound: This connection wasn't made using FakeIP system /// public static EResult GetRemoteFakeIPForConnection(HSteamNetConnection hConn, out SteamNetworkingIPAddr pOutAddr) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_GetRemoteFakeIPForConnection(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), hConn, out pOutAddr); } /// /// / Get an interface that can be used like a UDP port to send/receive /// / datagrams to a FakeIP address. This is intended to make it easy /// / to port existing UDP-based code to take advantage of SDR. /// / /// / idxFakeServerPort refers to the *index* of the port allocated using /// / BeginAsyncRequestFakeIP and is used to create "server" ports. You may /// / call this before the allocation has completed. However, any attempts /// / to send packets will fail until the allocation has succeeded. When /// / the peer receives packets sent from this interface, the from address /// / of the packet will be the globally-unique FakeIP. If you call this /// / function multiple times and pass the same (nonnegative) fake port index, /// / the same object will be returned, and this object is not reference counted. /// / /// / To create a "client" port (e.g. the equivalent of an ephemeral UDP port) /// / pass -1. In this case, a distinct object will be returned for each call. /// / When the peer receives packets sent from this interface, the peer will /// / assign a FakeIP from its own locally-controlled namespace. /// public static IntPtr CreateFakeUDPPort(int idxFakeServerPort) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworkingSockets_CreateFakeUDPPort(CSteamGameServerAPIContext.GetSteamNetworkingSockets(), idxFakeServerPort); } } } #endif // !DISABLESTEAMWORKS