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lsteamclient: Synthesize SDK version 0.99v
For SteamUser005.
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23 changed files with 3454 additions and 1 deletions
135
lsteamclient/steamworks_sdk_099v/isteamnetworking.h
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135
lsteamclient/steamworks_sdk_099v/isteamnetworking.h
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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to steam managing network connections between game clients & servers
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//
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//=============================================================================
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#ifndef ISTEAMNETWORKING
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#define ISTEAMNETWORKING
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steamtypes.h"
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#include "steamclientpublic.h"
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// handle to a socket
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typedef uint32 SNetSocket_t;
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typedef uint32 SNetListenSocket_t;
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// connection progress indicators
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enum ESNetSocketState
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{
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k_ESNetSocketStateInvalid = 0,
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// communication is valid
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k_ESNetSocketStateConnected = 1,
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// states while establishing a connection
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k_ESNetSocketStateInitiated = 10, // the connection state machine has started
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// p2p connections
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k_ESNetSocketStateLocalCandidatesFound = 11, // we've found our local IP info
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k_ESNetSocketStateReceivedRemoteCandidates = 12,// we've received information from the remote machine, via the Steam back-end, about their IP info
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// direct connections
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k_ESNetSocketStateChallengeHandshake = 15, // we've received a challenge packet from the server
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// failure states
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k_ESNetSocketStateDisconnecting = 21, // the API shut it down, and we're in the process of telling the other end
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k_ESNetSocketStateLocalDisconnect = 22, // the API shut it down, and we've completed shutdown
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k_ESNetSocketStateTimeoutDuringConnect = 23, // we timed out while trying to creating the connection
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k_ESNetSocketStateRemoteEndDisconnected = 24, // the remote end has disconnected from us
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k_ESNetSocketStateConnectionBroken = 25, // connection has been broken; either the other end has disappeared or our local network connection has broke
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};
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//-----------------------------------------------------------------------------
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// Purpose: Functions for making connections and sending data between clients,
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// traversing NAT's where possible
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//-----------------------------------------------------------------------------
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class ISteamNetworking
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{
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public:
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// creates a socket and listens others to connect
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// will trigger a SocketStatusCallback_t callback on another client connecting
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// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
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// this can usually just be 0 unless you want multiple sets of connections
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// unIP is the local IP address to bind to
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// pass in 0 if you just want the default local IP
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// unPort is the port to use
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// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
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virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort ) = 0;
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// creates a socket and begin connection to a remote destination
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// can connect via a known steamID (client or game server), or directly to an IP
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// on success will trigger a SocketConnectCallback_t callback
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// on failure or timeout will trigger a SocketConnectionFailureCallback_t callback
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virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec ) = 0;
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virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0;
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// disconnects the connection to the socket, if any, and invalidates the handle
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// any unread data on the socket will be thrown away
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// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
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virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
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// destroying a listen socket will automatically kill all the regular sockets generated from it
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virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0;
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// sending data
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// must be a handle to a connected socket
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// data size cannot be more than 8k, although in UDP mode (default),
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// it's recommended packets be no larger than 1300 bytes
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// use the reliable flag with caution; although the resend rate is pretty aggressive,
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// it can still cause stalls in receiving data (like TCP)
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virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0;
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// receiving data
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// returns false if there is no data remaining
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// fills out *pcubMsgSize with the size of the next message, in bytes
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virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0;
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// fills in pubDest with the contents of the message
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// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
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// if *pcubMsgSize < cubDest, only partial data is written
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// returns false if no data is available
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virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0;
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// checks for data from any socket that has been connected off this listen socket
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// returns false if there is no data remaining
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// fills out *pcubMsgSize with the size of the next message, in bytes
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// fills out *phSocket with the socket that data is available on
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virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
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// retrieves data from any socket that has been connected off this listen socket
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// fills in pubDest with the contents of the message
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// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
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// if *pcubMsgSize < cubDest, only partial data is written
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// returns false if no data is available
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// fills out *phSocket with the socket that data is available on
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virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0;
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// returns information about the specified socket, filling out the contents of the pointers
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virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0;
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// returns which local port the listen socket is bound to
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// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
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virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0;
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};
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#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking001"
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// callback notification - status of a socket has changed
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struct SocketStatusCallback_t
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{
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enum { k_iCallback = k_iSteamNetworkingCallbacks + 1 };
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SNetSocket_t m_hSocket; // the socket used to send/receive data to the remote host
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SNetListenSocket_t m_hListenSocket; // this is the server socket that we were listening on; NULL if this was an outgoing connection
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CSteamID m_steamIDRemote; // remote steamID we have connected to, if it has one
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int m_eSNetSocketState; // socket state, ESNetSocketState
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};
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#endif // ISTEAMNETWORKING
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