// This file is provided under The MIT License as part of Steamworks.NET. // Copyright (c) 2013-2019 Riley Labrecque // Please see the included LICENSE.txt for additional information. // This file is automatically generated. // Changes to this file will be reverted when you update Steamworks.NET #if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH #define DISABLESTEAMWORKS #endif #if !DISABLESTEAMWORKS using System.Runtime.InteropServices; using IntPtr = System.IntPtr; namespace Steamworks { public static class SteamGameServerNetworking { /// /// ////////////////////////////////////////////////////////////////////////////////////////// /// UDP-style (connectionless) networking interface. These functions send messages using /// an API organized around the destination. Reliable and unreliable messages are supported. /// For a more TCP-style interface (meaning you have a connection handle), see the functions below. /// Both interface styles can send both reliable and unreliable messages. /// Automatically establishes NAT-traversing or Relay server connections /// Sends a P2P packet to the specified user /// UDP-like, unreliable and a max packet size of 1200 bytes /// the first packet send may be delayed as the NAT-traversal code runs /// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t /// see EP2PSend enum above for the descriptions of the different ways of sending packets /// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket() /// with the same channel number in order to retrieve the data on the other end /// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources /// public static bool SendP2PPacket(CSteamID steamIDRemote, byte[] pubData, uint cubData, EP2PSend eP2PSendType, int nChannel = 0) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_SendP2PPacket(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, pubData, cubData, eP2PSendType, nChannel); } /// /// returns true if any data is available for read, and the amount of data that will need to be read /// public static bool IsP2PPacketAvailable(out uint pcubMsgSize, int nChannel = 0) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_IsP2PPacketAvailable(CSteamGameServerAPIContext.GetSteamNetworking(), out pcubMsgSize, nChannel); } /// /// reads in a packet that has been sent from another user via SendP2PPacket() /// returns the size of the message and the steamID of the user who sent it in the last two parameters /// if the buffer passed in is too small, the message will be truncated /// this call is not blocking, and will return false if no data is available /// public static bool ReadP2PPacket(byte[] pubDest, uint cubDest, out uint pcubMsgSize, out CSteamID psteamIDRemote, int nChannel = 0) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_ReadP2PPacket(CSteamGameServerAPIContext.GetSteamNetworking(), pubDest, cubDest, out pcubMsgSize, out psteamIDRemote, nChannel); } /// /// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback /// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet /// if you don't want to talk to the user, just ignore the request /// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically /// this may be called multiple times for a single user /// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request) /// public static bool AcceptP2PSessionWithUser(CSteamID steamIDRemote) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_AcceptP2PSessionWithUser(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote); } /// /// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood /// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted /// public static bool CloseP2PSessionWithUser(CSteamID steamIDRemote) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_CloseP2PSessionWithUser(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote); } /// /// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels /// open channels to a user have been closed, the open session to the user will be closed and new data from this /// user will trigger a P2PSessionRequest_t callback /// public static bool CloseP2PChannelWithUser(CSteamID steamIDRemote, int nChannel) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_CloseP2PChannelWithUser(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, nChannel); } /// /// fills out P2PSessionState_t structure with details about the underlying connection to the user /// should only needed for debugging purposes /// returns false if no connection exists to the specified user /// public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_GetP2PSessionState(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDRemote, out pConnectionState); } /// /// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection /// or NAT-traversal cannot be established. Only applies to connections created after setting this value, /// or to existing connections that need to automatically reconnect after this value is set. /// P2P packet relay is allowed by default /// public static bool AllowP2PPacketRelay(bool bAllow) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_AllowP2PPacketRelay(CSteamGameServerAPIContext.GetSteamNetworking(), bAllow); } /// /// ////////////////////////////////////////////////////////////////////////////////////////// /// LISTEN / CONNECT connection-oriented interface functions /// These functions are more like a client-server TCP API. One side is the "server" /// and "listens" for incoming connections, which then must be "accepted." The "client" /// initiates a connection by "connecting." Sending and receiving is done through a /// connection handle. /// For a more UDP-style interface, where you do not track connection handles but /// simply send messages to a SteamID, use the UDP-style functions above. /// Both methods can send both reliable and unreliable methods. /// ////////////////////////////////////////////////////////////////////////////////////////// /// creates a socket and listens others to connect /// will trigger a SocketStatusCallback_t callback on another client connecting /// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports /// this can usually just be 0 unless you want multiple sets of connections /// unIP is the local IP address to bind to /// pass in 0 if you just want the default local IP /// unPort is the port to use /// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only /// public static SNetListenSocket_t CreateListenSocket(int nVirtualP2PPort, uint nIP, ushort nPort, bool bAllowUseOfPacketRelay) { InteropHelp.TestIfAvailableGameServer(); return (SNetListenSocket_t)NativeMethods.ISteamNetworking_CreateListenSocket(CSteamGameServerAPIContext.GetSteamNetworking(), nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay); } /// /// creates a socket and begin connection to a remote destination /// can connect via a known steamID (client or game server), or directly to an IP /// on success will trigger a SocketStatusCallback_t callback /// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState /// public static SNetSocket_t CreateP2PConnectionSocket(CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay) { InteropHelp.TestIfAvailableGameServer(); return (SNetSocket_t)NativeMethods.ISteamNetworking_CreateP2PConnectionSocket(CSteamGameServerAPIContext.GetSteamNetworking(), steamIDTarget, nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay); } public static SNetSocket_t CreateConnectionSocket(uint nIP, ushort nPort, int nTimeoutSec) { InteropHelp.TestIfAvailableGameServer(); return (SNetSocket_t)NativeMethods.ISteamNetworking_CreateConnectionSocket(CSteamGameServerAPIContext.GetSteamNetworking(), nIP, nPort, nTimeoutSec); } /// /// disconnects the connection to the socket, if any, and invalidates the handle /// any unread data on the socket will be thrown away /// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect /// public static bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_DestroySocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd); } /// /// destroying a listen socket will automatically kill all the regular sockets generated from it /// public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_DestroyListenSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, bNotifyRemoteEnd); } /// /// sending data /// must be a handle to a connected socket /// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets /// use the reliable flag with caution; although the resend rate is pretty aggressive, /// it can still cause stalls in receiving data (like TCP) /// public static bool SendDataOnSocket(SNetSocket_t hSocket, byte[] pubData, uint cubData, bool bReliable) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_SendDataOnSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, pubData, cubData, bReliable); } /// /// receiving data /// returns false if there is no data remaining /// fills out *pcubMsgSize with the size of the next message, in bytes /// public static bool IsDataAvailableOnSocket(SNetSocket_t hSocket, out uint pcubMsgSize) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_IsDataAvailableOnSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, out pcubMsgSize); } /// /// fills in pubDest with the contents of the message /// messages are always complete, of the same size as was sent (i.e. packetized, not streaming) /// if *pcubMsgSize < cubDest, only partial data is written /// returns false if no data is available /// public static bool RetrieveDataFromSocket(SNetSocket_t hSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_RetrieveDataFromSocket(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, pubDest, cubDest, out pcubMsgSize); } /// /// checks for data from any socket that has been connected off this listen socket /// returns false if there is no data remaining /// fills out *pcubMsgSize with the size of the next message, in bytes /// fills out *phSocket with the socket that data is available on /// public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_IsDataAvailable(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pcubMsgSize, out phSocket); } /// /// retrieves data from any socket that has been connected off this listen socket /// fills in pubDest with the contents of the message /// messages are always complete, of the same size as was sent (i.e. packetized, not streaming) /// if *pcubMsgSize < cubDest, only partial data is written /// returns false if no data is available /// fills out *phSocket with the socket that data is available on /// public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_RetrieveData(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket); } /// /// returns information about the specified socket, filling out the contents of the pointers /// public static bool GetSocketInfo(SNetSocket_t hSocket, out CSteamID pSteamIDRemote, out int peSocketStatus, out uint punIPRemote, out ushort punPortRemote) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_GetSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote); } /// /// returns which local port the listen socket is bound to /// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only /// public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_GetListenSocketInfo(CSteamGameServerAPIContext.GetSteamNetworking(), hListenSocket, out pnIP, out pnPort); } /// /// returns true to describe how the socket ended up connecting /// public static ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_GetSocketConnectionType(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket); } /// /// max packet size, in bytes /// public static int GetMaxPacketSize(SNetSocket_t hSocket) { InteropHelp.TestIfAvailableGameServer(); return NativeMethods.ISteamNetworking_GetMaxPacketSize(CSteamGameServerAPIContext.GetSteamNetworking(), hSocket); } } } #endif // !DISABLESTEAMWORKS