1 /// Transcription of isteamnetworkingutils.h to D. 2 /// 3 /// Copyright: Valve Corporation, all rights reserved 4 module steam_gns.utils; 5 6 import steam_gns.misc; 7 import steam_gns.types; 8 import steam_gns.client_public; 9 10 @nogc nothrow extern (C++) align(4): 11 12 version = STEAMNETWORKINGSOCKETS_STANDALONELIB; 13 14 private alias intptr_t = size_t; 15 16 //----------------------------------------------------------------------------- 17 /// Misc networking utilities for checking the local networking environment 18 /// and estimating pings. 19 abstract class ISteamNetworkingUtils { 20 public: 21 // 22 // Efficient message sending 23 // 24 25 /// Allocate and initialize a message object. Usually the reason 26 /// you call this is to pass it to ISteamNetworkingSockets::SendMessages. 27 /// The returned object will have all of the relevant fields cleared to zero. 28 /// 29 /// Optionally you can also request that this system allocate space to 30 /// hold the payload itself. If cbAllocateBuffer is nonzero, the system 31 /// will allocate memory to hold a payload of at least cbAllocateBuffer bytes. 32 /// m_pData will point to the allocated buffer, m_cbSize will be set to the 33 /// size, and m_pfnFreeData will be set to the proper function to free up 34 /// the buffer. 35 /// 36 /// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL, 37 /// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to 38 /// set each of these. 39 SteamNetworkingMessage_t* AllocateMessage(int cbAllocateBuffer); 40 41 // 42 // Access to Steam Datagram Relay (SDR) network 43 // 44 45 // 46 // Initialization and status check 47 // 48 49 /// If you know that you are going to be using the relay network (for example, 50 /// because you anticipate making P2P connections), call this to initialize the 51 /// relay network. If you do not call this, the initialization will 52 /// be delayed until the first time you use a feature that requires access 53 /// to the relay network, which will delay that first access. 54 /// 55 /// You can also call this to force a retry if the previous attempt has failed. 56 /// Performing any action that requires access to the relay network will also 57 /// trigger a retry, and so calling this function is never strictly necessary, 58 /// but it can be useful to call it a program launch time, if access to the 59 /// relay network is anticipated. 60 /// 61 /// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t 62 /// callbacks to know when initialization has completed. 63 /// Typically initialization completes in a few seconds. 64 /// 65 /// Note: dedicated servers hosted in known data centers do *not* need 66 /// to call this, since they do not make routing decisions. However, if 67 /// the dedicated server will be using P2P functionality, it will act as 68 /// a "client" and this should be called. 69 void InitRelayNetworkAccess(); 70 71 /// Fetch current status of the relay network. 72 /// 73 /// SteamRelayNetworkStatus_t is also a callback. It will be triggered on 74 /// both the user and gameserver interfaces any time the status changes, or 75 /// ping measurement starts or stops. 76 /// 77 /// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want 78 /// more details, you can pass a non-NULL value. 79 ESteamNetworkingAvailability GetRelayNetworkStatus(SteamRelayNetworkStatus_t* pDetails); 80 81 // 82 // "Ping location" functions 83 // 84 // We use the ping times to the valve relays deployed worldwide to 85 // generate a "marker" that describes the location of an Internet host. 86 // Given two such markers, we can estimate the network latency between 87 // two hosts, without sending any packets. The estimate is based on the 88 // optimal route that is found through the Valve network. If you are 89 // using the Valve network to carry the traffic, then this is precisely 90 // the ping you want. If you are not, then the ping time will probably 91 // still be a reasonable estimate. 92 // 93 // This is extremely useful to select peers for matchmaking! 94 // 95 // The markers can also be converted to a string, so they can be transmitted. 96 // We have a separate library you can use on your app's matchmaking/coordinating 97 // server to manipulate these objects. (See steamdatagram_gamecoordinator.h) 98 99 /// Return location info for the current host. Returns the approximate 100 /// age of the data, in seconds, or -1 if no data is available. 101 /// 102 /// It takes a few seconds to initialize access to the relay network. If 103 /// you call this very soon after calling InitRelayNetworkAccess, 104 /// the data may not be available yet. 105 /// 106 /// This always return the most up-to-date information we have available 107 /// right now, even if we are in the middle of re-calculating ping times. 108 float GetLocalPingLocation(ref SteamNetworkPingLocation_t result); 109 110 /// Estimate the round-trip latency between two arbitrary locations, in 111 /// milliseconds. This is a conservative estimate, based on routing through 112 /// the relay network. For most basic relayed connections, this ping time 113 /// will be pretty accurate, since it will be based on the route likely to 114 /// be actually used. 115 /// 116 /// If a direct IP route is used (perhaps via NAT traversal), then the route 117 /// will be different, and the ping time might be better. Or it might actually 118 /// be a bit worse! Standard IP routing is frequently suboptimal! 119 /// 120 /// But even in this case, the estimate obtained using this method is a 121 /// reasonable upper bound on the ping time. (Also it has the advantage 122 /// of returning immediately and not sending any packets.) 123 /// 124 /// In a few cases we might not able to estimate the route. In this case 125 /// a negative value is returned. k_nSteamNetworkingPing_Failed means 126 /// the reason was because of some networking difficulty. (Failure to 127 /// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot 128 /// currently answer the question for some other reason. 129 /// 130 /// Do you need to be able to do this from a backend/matchmaking server? 131 /// You are looking for the "game coordinator" library. 132 int EstimatePingTimeBetweenTwoLocations(const ref SteamNetworkPingLocation_t location1, 133 const ref SteamNetworkPingLocation_t location2); 134 135 /// Same as EstimatePingTime, but assumes that one location is the local host. 136 /// This is a bit faster, especially if you need to calculate a bunch of 137 /// these in a loop to find the fastest one. 138 /// 139 /// In rare cases this might return a slightly different estimate than combining 140 /// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because 141 /// this function uses a slightly more complete set of information about what 142 /// route would be taken. 143 int EstimatePingTimeFromLocalHost(const ref SteamNetworkPingLocation_t remoteLocation); 144 145 /// Convert a ping location into a text format suitable for sending over the wire. 146 /// The format is a compact and human readable. However, it is subject to change 147 /// so please do not parse it yourself. Your buffer must be at least 148 /// k_cchMaxSteamNetworkingPingLocationString bytes. 149 void ConvertPingLocationToString(const ref SteamNetworkPingLocation_t location, char* pszBuf, int cchBufSize); 150 151 /// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand 152 /// the string. 153 bool ParsePingLocationString(const char* pszString, ref SteamNetworkPingLocation_t result); 154 155 /// Check if the ping data of sufficient recency is available, and if 156 /// it's too old, start refreshing it. 157 /// 158 /// Please only call this function when you *really* do need to force an 159 /// immediate refresh of the data. (For example, in response to a specific 160 /// user input to refresh this information.) Don't call it "just in case", 161 /// before every connection, etc. That will cause extra traffic to be sent 162 /// for no benefit. The library will automatically refresh the information 163 /// as needed. 164 /// 165 /// Returns true if sufficiently recent data is already available. 166 /// 167 /// Returns false if sufficiently recent data is not available. In this 168 /// case, ping measurement is initiated, if it is not already active. 169 /// (You cannot restart a measurement already in progress.) 170 /// 171 /// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t 172 /// to know when ping measurement completes. 173 bool CheckPingDataUpToDate(float flMaxAgeSeconds); 174 175 // 176 // List of Valve data centers, and ping times to them. This might 177 // be useful to you if you are use our hosting, or just need to measure 178 // latency to a cloud data center where we are running relays. 179 // 180 181 /// Fetch ping time of best available relayed route from this host to 182 /// the specified data center. 183 int GetPingToDataCenter(SteamNetworkingPOPID popID, SteamNetworkingPOPID* pViaRelayPoP); 184 185 /// Get *direct* ping time to the relays at the data center. 186 int GetDirectPingToPOP(SteamNetworkingPOPID popID); 187 188 /// Get number of network points of presence in the config 189 int GetPOPCount(); 190 191 /// Get list of all POP IDs. Returns the number of entries that were filled into 192 /// your list. 193 int GetPOPList(SteamNetworkingPOPID* list, int nListSz); 194 195 // 196 // Misc 197 // 198 199 /// Fetch current timestamp. This timer has the following properties: 200 /// 201 /// - Monotonicity is guaranteed. 202 /// - The initial value will be at least 24*3600*30*1e6, i.e. about 203 /// 30 days worth of microseconds. In this way, the timestamp value of 204 /// 0 will always be at least "30 days ago". Also, negative numbers 205 /// will never be returned. 206 /// - Wraparound / overflow is not a practical concern. 207 /// 208 /// If you are running under the debugger and stop the process, the clock 209 /// might not advance the full wall clock time that has elapsed between 210 /// calls. If the process is not blocked from normal operation, the 211 /// timestamp values will track wall clock time, even if you don't call 212 /// the function frequently. 213 /// 214 /// The value is only meaningful for this run of the process. Don't compare 215 /// it to values obtained on another computer, or other runs of the same process. 216 SteamNetworkingMicroseconds GetLocalTimestamp(); 217 218 /// Set a function to receive network-related information that is useful for debugging. 219 /// This can be very useful during development, but it can also be useful for troubleshooting 220 /// problems with tech savvy end users. If you have a console or other log that customers 221 /// can examine, these log messages can often be helpful to troubleshoot network issues. 222 /// (Especially any warning/error messages.) 223 /// 224 /// The detail level indicates what message to invoke your callback on. Lower numeric 225 /// value means more important, and the value you pass is the lowest priority (highest 226 /// numeric value) you wish to receive callbacks for. 227 /// 228 /// The value here controls the detail level for most messages. You can control the 229 /// detail level for various subsystems (perhaps only for certain connections) by 230 /// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx. 231 /// 232 /// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg 233 /// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT 234 /// request a high detail level and then filter out messages in your callback. This incurs 235 /// all of the expense of formatting the messages, which are then discarded. Setting a high 236 /// priority value (low numeric value) here allows the library to avoid doing this work. 237 /// 238 /// IMPORTANT: This may be called from a service thread, while we own a mutex, etc. 239 /// Your output function must be threadsafe and fast! Do not make any other 240 /// Steamworks calls from within the handler. 241 void SetDebugOutputFunction(ESteamNetworkingSocketsDebugOutputType eDetailLevel, 242 FSteamNetworkingSocketsDebugOutput pfnFunc); 243 244 // 245 // Fake IP 246 // 247 // Useful for interfacing with code that assumes peers are identified using an IPv4 address 248 // 249 250 /// Return true if an IPv4 address is one that might be used as a "fake" one. 251 /// This function is fast; it just does some logical tests on the IP and does 252 /// not need to do any lookup operations. 253 bool IsFakeIPv4(uint nIPv4 ) { 254 return GetIPv4FakeIPType( nIPv4 ) > ESteamNetworkingFakeIPType.NotFake; 255 } 256 ESteamNetworkingFakeIPType GetIPv4FakeIPType(uint nIPv4); 257 258 /// Get the real identity associated with a given FakeIP. 259 /// 260 /// On failure, returns: 261 /// - k_EResultInvalidParam: the IP is not a FakeIP. 262 /// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity. 263 /// 264 /// FakeIP's used by active connections, or the FakeIPs assigned to local identities, 265 /// will always work. FakeIPs for recently destroyed connections will continue to 266 /// return results for a little while, but not forever. At some point, we will forget 267 /// FakeIPs to save space. It's reasonably safe to assume that you can read back the 268 /// real identity of a connection very soon after it is destroyed. But do not wait 269 /// indefinitely. 270 EResult GetRealIdentityForFakeIP(const ref SteamNetworkingIPAddr fakeIP, SteamNetworkingIdentity* pOutRealIdentity); 271 272 // 273 // Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions. 274 // 275 276 // Shortcuts for common cases. (Implemented as inline functions below) 277 bool SetGlobalConfigValueInt32(ESteamNetworkingConfigValue eValue, int val); 278 bool SetGlobalConfigValueFloat(ESteamNetworkingConfigValue eValue, float val); 279 bool SetGlobalConfigValueString(ESteamNetworkingConfigValue eValue, const char* val); 280 bool SetGlobalConfigValuePtr(ESteamNetworkingConfigValue eValue, void* val); 281 bool SetConnectionConfigValueInt32(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int val); 282 bool SetConnectionConfigValueFloat(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val); 283 bool SetConnectionConfigValueString(HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char* val); 284 285 // 286 // Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you 287 // want to use the same callback on all (or most) listen sockets and connections, then 288 // simply install these callbacks first thing, and you are good to go. 289 // See ISteamNetworkingSockets::RunCallbacks 290 // 291 bool SetGlobalCallback_SteamNetConnectionStatusChanged(FnSteamNetConnectionStatusChanged fnCallback); 292 bool SetGlobalCallback_SteamNetAuthenticationStatusChanged(FnSteamNetAuthenticationStatusChanged fnCallback); 293 bool SetGlobalCallback_SteamRelayNetworkStatusChanged(FnSteamRelayNetworkStatusChanged fnCallback); 294 bool SetGlobalCallback_FakeIPResult(FnSteamNetworkingFakeIPResult fnCallback); 295 bool SetGlobalCallback_MessagesSessionRequest(FnSteamNetworkingMessagesSessionRequest fnCallback); 296 bool SetGlobalCallback_MessagesSessionFailed(FnSteamNetworkingMessagesSessionFailed fnCallback); 297 298 /// Set a configuration value. 299 /// - eValue: which value is being set 300 /// - eScope: Onto what type of object are you applying the setting? 301 /// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc. 302 /// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly! 303 /// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope, 304 /// causing the value for that object to use global defaults. Or at global scope, passing NULL 305 /// will reset any custom value and restore it to the system default. 306 /// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly. 307 /// Your argument should be a pointer to a function pointer. 308 bool SetConfigValue(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, 309 ESteamNetworkingConfigDataType eDataType, const void* pArg); 310 311 /// Set a configuration value, using a struct to pass the value. 312 /// (This is just a convenience shortcut; see below for the implementation and 313 /// a little insight into how SteamNetworkingConfigValue_t is used when 314 /// setting config options during listen socket and connection creation.) 315 bool SetConfigValueStruct(const ref SteamNetworkingConfigValue_t opt, ESteamNetworkingConfigScope eScopeType, 316 intptr_t scopeObj); 317 318 /// Get a configuration value. 319 /// - eValue: which value to fetch 320 /// - eScopeType: query setting on what type of object 321 /// - eScopeArg: the object to query the setting for 322 /// - pOutDataType: If non-NULL, the data type of the value is returned. 323 /// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.) 324 /// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required. 325 ESteamNetworkingGetConfigValueResult GetConfigValue(ESteamNetworkingConfigValue eValue, 326 ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType* pOutDataType, 327 void* pResult, size_t* cbResult); 328 329 /// Get info about a configuration value. Returns the name of the value, 330 /// or NULL if the value doesn't exist. Other output parameters can be NULL 331 /// if you do not need them. 332 const(char*) GetConfigValueInfo(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType* pOutDataType, 333 ESteamNetworkingConfigScope* pOutScope); 334 335 /// Iterate the list of all configuration values in the current environment that it might 336 /// be possible to display or edit using a generic UI. To get the first iterable value, 337 /// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid 338 /// to signal end of list. 339 /// 340 /// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that 341 /// are recommended to only be editable in "debug" or "dev" mode and typically should not be 342 /// shown in a retail environment where a malicious local user might use this to cheat. 343 ESteamNetworkingConfigValue IterateGenericEditableConfigValues(ESteamNetworkingConfigValue eCurrent, 344 bool bEnumerateDevVars); 345 346 // 347 // String conversions. You'll usually access these using the respective 348 // inline methods. 349 // 350 void SteamNetworkingIPAddr_ToString(const ref SteamNetworkingIPAddr addr, char* buf, size_t cbBuf, bool bWithPort); 351 bool SteamNetworkingIPAddr_ParseString(SteamNetworkingIPAddr* pAddr, const char* pszStr); 352 ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType(const ref SteamNetworkingIPAddr addr); 353 void SteamNetworkingIdentity_ToString(const ref SteamNetworkingIdentity identity, char* buf, size_t cbBuf); 354 bool SteamNetworkingIdentity_ParseString(SteamNetworkingIdentity* pIdentity, const char* pszStr); 355 356 } 357 358 enum STEAMNETWORKINGUTILS_INTERFACE_VERSION = "SteamNetworkingUtils004"; 359 360 // Global accessors 361 // Using standalone lib 362 version (STEAMNETWORKINGSOCKETS_STANDALONELIB) { 363 364 // Standalone lib 365 static assert(STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '4', "Version mismatch"); 366 367 extern (C) ISteamNetworkingUtils SteamNetworkingUtils_LibV4(); 368 369 ISteamNetworkingUtils SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV4(); } 370 371 version (STEAMNETWORKINGSOCKETS_STEAMAPI) { } 372 else { 373 ISteamNetworkingUtils SteamNetworkingUtils() { return SteamNetworkingUtils_LibV4(); } 374 } 375 376 } 377 378 /// A struct used to describe our readiness to use the relay network. 379 /// To do this we first need to fetch the network configuration, 380 /// which describes what POPs are available. 381 struct SteamRelayNetworkStatus_t { 382 383 enum { k_iCallback = k_iSteamNetworkingUtilsCallbacks + 1 }; 384 385 /// Summary status. When this is "current", initialization has 386 /// completed. Anything else means you are not ready yet, or 387 /// there is a significant problem. 388 ESteamNetworkingAvailability m_eAvail; 389 390 /// Nonzero if latency measurement is in progress (or pending, 391 /// awaiting a prerequisite). 392 int m_bPingMeasurementInProgress; 393 394 /// Status obtaining the network config. This is a prerequisite 395 /// for relay network access. 396 /// 397 /// Failure to obtain the network config almost always indicates 398 /// a problem with the local internet connection. 399 ESteamNetworkingAvailability m_eAvailNetworkConfig; 400 401 /// Current ability to communicate with ANY relay. Note that 402 /// the complete failure to communicate with any relays almost 403 /// always indicates a problem with the local Internet connection. 404 /// (However, just because you can reach a single relay doesn't 405 /// mean that the local connection is in perfect health.) 406 ESteamNetworkingAvailability m_eAvailAnyRelay; 407 408 /// Non-localized English language status. For diagnostic/debugging 409 /// purposes only. 410 char[256] m_debugMsg; 411 412 } 413 414 /// Utility class for printing a SteamNetworkingIdentity. 415 /// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() ); 416 struct SteamNetworkingIdentityRender { 417 418 this(const ref SteamNetworkingIdentity x) { x.ToString(buf.ptr, buf.sizeof); } 419 const(char)* c_str() const return { return buf.ptr; } 420 private: 421 char[SteamNetworkingIdentity.k_cchMaxString] buf; 422 423 } 424 425 /// Utility class for printing a SteamNetworkingIPAddrRender. 426 struct SteamNetworkingIPAddrRender { 427 428 this(const ref SteamNetworkingIPAddr x, bool bWithPort = true) { x.ToString(buf.ptr, buf.sizeof, bWithPort); } 429 const(char*) c_str() const return { return buf.ptr; } 430 private: 431 char[SteamNetworkingIPAddr.k_cchMaxString] buf; 432 }; 433 434 /////////////////////////////////////////////////////////////////////////////// 435 // 436 // Internal stuff 437 438 /+ which I hope I don't have to transcribe 439 440 inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); } 441 inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); } 442 inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); } 443 inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); } 444 inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val ); } // Note: passing pointer to pointer. 445 inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); } 446 inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); } 447 inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); } 448 inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); } 449 inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); } 450 inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); } 451 inline bool ISteamNetworkingUtils::SetGlobalCallback_FakeIPResult( FnSteamNetworkingFakeIPResult fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_FakeIPResult, (void*)fnCallback ); } 452 inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); } 453 inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); } 454 455 inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) 456 { 457 // Locate the argument. Strings are a special case, since the 458 // "value" (the whole string buffer) doesn't fit in the struct 459 // NOTE: for pointer values, we pass a pointer to the pointer, 460 // we do not pass the pointer directly. 461 const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val; 462 return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal ); 463 } 464 465 // How to get helper functions. 466 #if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB ) 467 468 // Call direct to static functions 469 STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); 470 STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ); 471 STEAMNETWORKINGSOCKETS_INTERFACE ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr *pAddr ); 472 STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf ); 473 STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr ); 474 inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); } 475 inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); } 476 inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingIPAddr_GetFakeIPType( this ); } 477 inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); } 478 inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } 479 480 #elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI ) 481 // Using steamworks SDK - go through SteamNetworkingUtils() 482 inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); } 483 inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); } 484 inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingUtils()->SteamNetworkingIPAddr_GetFakeIPType( *this ); } 485 inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); } 486 inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); } 487 #else 488 #error "Invalid config" 489 #endif 490 491 # 492 493 +/