This callback is posted whenever a connection is created, destroyed, or changes state.
The m_info field will contain a complete description of the connection at the time the
change occurred and the callback was posted. In particular, m_eState will have the
new connection state.
You will usually need to listen for this callback to know when:
- A new connection arrives on a listen socket.
m_info.m_hListenSocket will be set, m_eOldState = k_ESteamNetworkingConnectionState_None,
and m_info.m_eState = k_ESteamNetworkingConnectionState_Connecting.
See ISteamNetworkigSockets::AcceptConnection.
- A connection you initiated has been accepted by the remote host.
m_eOldState = k_ESteamNetworkingConnectionState_Connecting, and
m_info.m_eState = k_ESteamNetworkingConnectionState_Connected.
Some connections might transition to k_ESteamNetworkingConnectionState_FindingRoute first.
- A connection has been actively rejected or closed by the remote host.
m_eOldState = k_ESteamNetworkingConnectionState_Connecting or k_ESteamNetworkingConnectionState_Connected,
and m_info.m_eState = k_ESteamNetworkingConnectionState_ClosedByPeer. m_info.m_eEndReason
and m_info.m_szEndDebug will have for more details.
NOTE: upon receiving this callback, you must still destroy the connection using
ISteamNetworkingSockets::CloseConnection to free up local resources. (The details
passed to the function are not used in this case, since the connection is already closed.)
- A problem was detected with the connection, and it has been closed by the local host.
The most common failure is timeout, but other configuration or authentication failures
can cause this. m_eOldState = k_ESteamNetworkingConnectionState_Connecting or
k_ESteamNetworkingConnectionState_Connected, and m_info.m_eState = k_ESteamNetworkingConnectionState_ProblemDetectedLocally.
m_info.m_eEndReason and m_info.m_szEndDebug will have for more details.
NOTE: upon receiving this callback, you must still destroy the connection using
ISteamNetworkingSockets::CloseConnection to free up local resources. (The details
passed to the function are not used in this case, since the connection is already closed.)
Remember that callbacks are posted to a queue, and networking connections can
change at any time. It is possible that the connection has already changed
state by the time you process this callback.
Also note that callbacks will be posted when connections are created and destroyed by your own API calls.
This callback is posted whenever a connection is created, destroyed, or changes state. The m_info field will contain a complete description of the connection at the time the change occurred and the callback was posted. In particular, m_eState will have the new connection state.
You will usually need to listen for this callback to know when: - A new connection arrives on a listen socket. m_info.m_hListenSocket will be set, m_eOldState = k_ESteamNetworkingConnectionState_None, and m_info.m_eState = k_ESteamNetworkingConnectionState_Connecting. See ISteamNetworkigSockets::AcceptConnection. - A connection you initiated has been accepted by the remote host. m_eOldState = k_ESteamNetworkingConnectionState_Connecting, and m_info.m_eState = k_ESteamNetworkingConnectionState_Connected. Some connections might transition to k_ESteamNetworkingConnectionState_FindingRoute first. - A connection has been actively rejected or closed by the remote host. m_eOldState = k_ESteamNetworkingConnectionState_Connecting or k_ESteamNetworkingConnectionState_Connected, and m_info.m_eState = k_ESteamNetworkingConnectionState_ClosedByPeer. m_info.m_eEndReason and m_info.m_szEndDebug will have for more details. NOTE: upon receiving this callback, you must still destroy the connection using ISteamNetworkingSockets::CloseConnection to free up local resources. (The details passed to the function are not used in this case, since the connection is already closed.) - A problem was detected with the connection, and it has been closed by the local host. The most common failure is timeout, but other configuration or authentication failures can cause this. m_eOldState = k_ESteamNetworkingConnectionState_Connecting or k_ESteamNetworkingConnectionState_Connected, and m_info.m_eState = k_ESteamNetworkingConnectionState_ProblemDetectedLocally. m_info.m_eEndReason and m_info.m_szEndDebug will have for more details. NOTE: upon receiving this callback, you must still destroy the connection using ISteamNetworkingSockets::CloseConnection to free up local resources. (The details passed to the function are not used in this case, since the connection is already closed.)
Remember that callbacks are posted to a queue, and networking connections can change at any time. It is possible that the connection has already changed state by the time you process this callback.
Also note that callbacks will be posted when connections are created and destroyed by your own API calls.