ISteamNetworkingSockets.GetIdentity

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.

class ISteamNetworkingSockets
bool
GetIdentity

Examples

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. This DOES NOT guarantee the order that messages are RECEIVED! Due to packet loss and out-of-order delivery, the messages might still be received out of order. Essentially the only 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 channels, bad weights, or you tried to reduce the number of lanes - k_EResultInvalidState - Connection is already dead, etc

See also:

SteamNetworkingMessage t

:m_idxLane 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.)

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