SteamNetworkingQuickConnectionStatus

Quick connection state, pared down to something you could call more frequently without it being too big of a perf hit.

Members

Variables

m_cbPendingReliable
int m_cbPendingReliable;
Undocumented in source.
m_cbPendingUnreliable
int m_cbPendingUnreliable;

Number of bytes pending to be sent. This is data that you have recently requested to be sent but has not yet actually been put on the wire. The reliable number ALSO includes data that was previously placed on the wire, but has now been scheduled for re-transmission. Thus, it's possible to observe m_cbPendingReliable increasing between two checks, even if no calls were made to send reliable data between the checks. Data that is awaiting the Nagle delay will appear in these numbers.

m_cbSentUnackedReliable
int m_cbSentUnackedReliable;

Number of bytes of reliable data that has been placed the wire, but for which we have not yet received an acknowledgment, and thus we may have to re-transmit.

m_eState
ESteamNetworkingConnectionState m_eState;

High level state of the connection

m_flConnectionQualityLocal
float m_flConnectionQualityLocal;

Connection quality measured locally, 0...1. (Percentage of packets delivered end-to-end in order).

m_flConnectionQualityRemote
float m_flConnectionQualityRemote;

Packet delivery success rate as observed from remote host

m_flInBytesPerSec
float m_flInBytesPerSec;
Undocumented in source.
m_flInPacketsPerSec
float m_flInPacketsPerSec;
Undocumented in source.
m_flOutBytesPerSec
float m_flOutBytesPerSec;
Undocumented in source.
m_flOutPacketsPerSec
float m_flOutPacketsPerSec;

Current data rates from recent history.

m_nPing
int m_nPing;

Current ping (ms)

m_nSendRateBytesPerSecond
int m_nSendRateBytesPerSecond;

Estimate rate that we believe that we can send data to our peer. Note that this could be significantly higher than m_flOutBytesPerSec, meaning the capacity of the channel is higher than you are sending data. (That's OK!)

m_usecQueueTime
SteamNetworkingMicroseconds m_usecQueueTime;

If you asked us to send a message right now, how long would that message sit in the queue before we actually started putting packets on the wire? (And assuming Nagle does not cause any packets to be delayed.)

reserved
uint[16] reserved;

Internal stuff, room to change API easily

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