Begin asynchronous process of allocating a fake IPv4 address that other
peers can use to contact us via P2P. IP addresses returned by this
function are globally unique for a given appid.
nNumPorts is the numbers of ports you wish to reserve. This is useful
for the same reason that listening on multiple UDP ports is useful for
different types of traffic. Because these allocations come from a global
namespace, there is a relatively strict limit on the maximum number of
ports you may request. (At the time of this writing, the limit is 4.)
The Port assignments are *not* guaranteed to have any particular order
or relationship! Do *not* assume they are contiguous, even though that
may often occur in practice.
Returns false if a request was already in progress, true if a new request
was started. A SteamNetworkingFakeIPResult_t will be posted when the request
completes.
For gameservers, you *must* call this after initializing the SDK but before
beginning login. Steam needs to know in advance that FakeIP will be used.
Everywhere your public IP would normally appear (such as the server browser) will be
replaced by the FakeIP, and the fake port at index 0. The request is actually queued
until the logon completes, so you must not wait until the allocation completes
before logging in. Except for trivial failures that can be detected locally
(e.g. invalid parameter), a SteamNetworkingFakeIPResult_t callback (whether success or
failure) will not be posted until after we have logged in. Furthermore, it is assumed
that FakeIP allocation is essential for your application to function, and so failure
will not be reported until *several* retries have been attempted. This process may
last several minutes. It is *highly* recommended to treat failure as fatal.
To communicate using a connection-oriented (TCP-style) API:
- Server creates a listen socket using CreateListenSocketP2PFakeIP
- Client connects using ConnectByIPAddress, passing in the FakeIP address.
- The connection will behave mostly like a P2P connection. The identities
that appear in SteamNetConnectionInfo_t will be the FakeIP identity until
we know the real identity. Then it will be the real identity. If the
Begin asynchronous process of allocating a fake IPv4 address that other peers can use to contact us via P2P. IP addresses returned by this function are globally unique for a given appid.
nNumPorts is the numbers of ports you wish to reserve. This is useful for the same reason that listening on multiple UDP ports is useful for different types of traffic. Because these allocations come from a global namespace, there is a relatively strict limit on the maximum number of ports you may request. (At the time of this writing, the limit is 4.) The Port assignments are *not* guaranteed to have any particular order or relationship! Do *not* assume they are contiguous, even though that may often occur in practice.
Returns false if a request was already in progress, true if a new request was started. A SteamNetworkingFakeIPResult_t will be posted when the request completes.
For gameservers, you *must* call this after initializing the SDK but before beginning login. Steam needs to know in advance that FakeIP will be used. Everywhere your public IP would normally appear (such as the server browser) will be replaced by the FakeIP, and the fake port at index 0. The request is actually queued until the logon completes, so you must not wait until the allocation completes before logging in. Except for trivial failures that can be detected locally (e.g. invalid parameter), a SteamNetworkingFakeIPResult_t callback (whether success or failure) will not be posted until after we have logged in. Furthermore, it is assumed that FakeIP allocation is essential for your application to function, and so failure will not be reported until *several* retries have been attempted. This process may last several minutes. It is *highly* recommended to treat failure as fatal.
To communicate using a connection-oriented (TCP-style) API: - Server creates a listen socket using CreateListenSocketP2PFakeIP - Client connects using ConnectByIPAddress, passing in the FakeIP address. - The connection will behave mostly like a P2P connection. The identities that appear in SteamNetConnectionInfo_t will be the FakeIP identity until we know the real identity. Then it will be the real identity. If the