SteamGameServerNetworkingUtils
Class SteamGameServerNetworkingUtils
Namespace: SwiftlyS2.Shared.SteamAPI
Assembly: SwiftlyS2.CS2.dll
public static class SteamGameServerNetworkingUtilsInheritance
Inherited Members
- object.Equals(object?)
- object.Equals(object?, object?)
- object.GetHashCode()
- object.GetType()
- object.MemberwiseClone()
- object.ReferenceEquals(object?, object?)
- object.ToString()
Methods
AllocateMessage(int)
Efficient message sending
/ Allocate and initialize a message object. Usually the reason
/ you call this is to pass it to ISteamNetworkingSockets::SendMessages.
/ The returned object will have all of the relevant fields cleared to zero.
/
/ Optionally you can also request that this system allocate space to
/ hold the payload itself. If cbAllocateBuffer is nonzero, the system
/ will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
/ m_pData will point to the allocated buffer, m_cbSize will be set to the
/ size, and m_pfnFreeData will be set to the proper function to free up
/ the buffer.
/
/ If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
/ m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
/ set each of these.
public static nint AllocateMessage(int cbAllocateBuffer)- cbAllocateBuffer int
CheckPingDataUpToDate(float)
/ Check if the ping data of sufficient recency is available, and if
/ it's too old, start refreshing it.
/
/ Please only call this function when you really do need to force an
/ immediate refresh of the data. (For example, in response to a specific
/ user input to refresh this information.) Don't call it "just in case",
/ before every connection, etc. That will cause extra traffic to be sent
/ for no benefit. The library will automatically refresh the information
/ as needed.
/
/ Returns true if sufficiently recent data is already available.
/
/ Returns false if sufficiently recent data is not available. In this
/ case, ping measurement is initiated, if it is not already active.
/ (You cannot restart a measurement already in progress.)
/
/ You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
/ to know when ping measurement completes.
public static bool CheckPingDataUpToDate(float flMaxAgeSeconds)- flMaxAgeSeconds float
ConvertPingLocationToString(ref SteamNetworkPingLocation_t, out string, int)
/ Convert a ping location into a text format suitable for sending over the wire.
/ The format is a compact and human readable. However, it is subject to change
/ so please do not parse it yourself. Your buffer must be at least
/ k_cchMaxSteamNetworkingPingLocationString bytes.
public static void ConvertPingLocationToString(ref SteamNetworkPingLocation_t location, out string pszBuf, int cchBufSize)- location SteamNetworkPingLocation_t
- pszBuf string
- cchBufSize int
EstimatePingTimeBetweenTwoLocations(ref SteamNetworkPingLocation_t, ref SteamNetworkPingLocation_t)
/ Estimate the round-trip latency between two arbitrary locations, in
/ milliseconds. This is a conservative estimate, based on routing through
/ the relay network. For most basic relayed connections, this ping time
/ will be pretty accurate, since it will be based on the route likely to
/ be actually used.
/
/ If a direct IP route is used (perhaps via NAT traversal), then the route
/ will be different, and the ping time might be better. Or it might actually
/ be a bit worse! Standard IP routing is frequently suboptimal!
/
/ But even in this case, the estimate obtained using this method is a
/ reasonable upper bound on the ping time. (Also it has the advantage
/ of returning immediately and not sending any packets.)
/
/ In a few cases we might not able to estimate the route. In this case
/ a negative value is returned. k_nSteamNetworkingPing_Failed means
/ the reason was because of some networking difficulty. (Failure to
/ ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
/ currently answer the question for some other reason.
/
/ Do you need to be able to do this from a backend/matchmaking server?
/ You are looking for the "game coordinator" library.
public static int EstimatePingTimeBetweenTwoLocations(ref SteamNetworkPingLocation_t location1, ref SteamNetworkPingLocation_t location2)- location1 SteamNetworkPingLocation_t
- location2 SteamNetworkPingLocation_t
EstimatePingTimeFromLocalHost(ref SteamNetworkPingLocation_t)
/ Same as EstimatePingTime, but assumes that one location is the local host.
/ This is a bit faster, especially if you need to calculate a bunch of
/ these in a loop to find the fastest one.
/
/ In rare cases this might return a slightly different estimate than combining
/ GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because
/ this function uses a slightly more complete set of information about what
/ route would be taken.
public static int EstimatePingTimeFromLocalHost(ref SteamNetworkPingLocation_t remoteLocation)- remoteLocation SteamNetworkPingLocation_t
GetConfigValue(ESteamNetworkingConfigValue, ESteamNetworkingConfigScope, nint, out ESteamNetworkingConfigDataType, nint, ref ulong)
/ Set a configuration value, using a struct to pass the value.
/ (This is just a convenience shortcut; see below for the implementation and
/ a little insight into how SteamNetworkingConfigValue_t is used when
/ setting config options during listen socket and connection creation.)
/ Get a configuration value.
/ - eValue: which value to fetch
/ - eScopeType: query setting on what type of object
/ - eScopeArg: the object to query the setting for
/ - pOutDataType: If non-NULL, the data type of the value is returned.
/ - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
/ - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
public static ESteamNetworkingGetConfigValueResult GetConfigValue(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, nint scopeObj, out ESteamNetworkingConfigDataType pOutDataType, nint pResult, ref ulong cbResult)- eValue ESteamNetworkingConfigValue
- eScopeType ESteamNetworkingConfigScope
- scopeObj nint
- pOutDataType ESteamNetworkingConfigDataType
- pResult nint
- cbResult ulong
GetConfigValueInfo(ESteamNetworkingConfigValue, out ESteamNetworkingConfigDataType, out ESteamNetworkingConfigScope)
/ Get info about a configuration value. Returns the name of the value,
/ or NULL if the value doesn't exist. Other output parameters can be NULL
/ if you do not need them.
public static string GetConfigValueInfo(ESteamNetworkingConfigValue eValue, out ESteamNetworkingConfigDataType pOutDataType, out ESteamNetworkingConfigScope pOutScope)- eValue ESteamNetworkingConfigValue
- pOutDataType ESteamNetworkingConfigDataType
- pOutScope ESteamNetworkingConfigScope
GetDirectPingToPOP(SteamNetworkingPOPID)
/ Get direct ping time to the relays at the data center.
public static int GetDirectPingToPOP(SteamNetworkingPOPID popID)- popID SteamNetworkingPOPID
GetIPv4FakeIPType(uint)
public static ESteamNetworkingFakeIPType GetIPv4FakeIPType(uint nIPv4)- nIPv4 uint
GetLocalPingLocation(out SteamNetworkPingLocation_t)
"Ping location" functions
We use the ping times to the valve relays deployed worldwide to
generate a "marker" that describes the location of an Internet host.
Given two such markers, we can estimate the network latency between
two hosts, without sending any packets. The estimate is based on the
optimal route that is found through the Valve network. If you are
using the Valve network to carry the traffic, then this is precisely
the ping you want. If you are not, then the ping time will probably
still be a reasonable estimate.
This is extremely useful to select peers for matchmaking!
The markers can also be converted to a string, so they can be transmitted.
We have a separate library you can use on your app's matchmaking/coordinating
server to manipulate these objects. (See steamdatagram_gamecoordinator.h)
/ Return location info for the current host. Returns the approximate
/ age of the data, in seconds, or -1 if no data is available.
/
/ It takes a few seconds to initialize access to the relay network. If
/ you call this very soon after calling InitRelayNetworkAccess,
/ the data may not be available yet.
/
/ This always return the most up-to-date information we have available
/ right now, even if we are in the middle of re-calculating ping times.
public static float GetLocalPingLocation(out SteamNetworkPingLocation_t result)- result SteamNetworkPingLocation_t
GetLocalTimestamp()
Misc
/ Fetch current timestamp. This timer has the following properties:
/
/ - Monotonicity is guaranteed.
/ - The initial value will be at least 24360030*1e6, i.e. about
/ 30 days worth of microseconds. In this way, the timestamp value of
/ 0 will always be at least "30 days ago". Also, negative numbers
/ will never be returned.
/ - Wraparound / overflow is not a practical concern.
/
/ If you are running under the debugger and stop the process, the clock
/ might not advance the full wall clock time that has elapsed between
/ calls. If the process is not blocked from normal operation, the
/ timestamp values will track wall clock time, even if you don't call
/ the function frequently.
/
/ The value is only meaningful for this run of the process. Don't compare
/ it to values obtained on another computer, or other runs of the same process.
public static SteamNetworkingMicroseconds GetLocalTimestamp()GetPOPCount()
/ Get number of network points of presence in the config
public static int GetPOPCount()GetPOPList(out SteamNetworkingPOPID, int)
/ Get list of all POP IDs. Returns the number of entries that were filled into
/ your list.
public static int GetPOPList(out SteamNetworkingPOPID list, int nListSz)- list SteamNetworkingPOPID
- nListSz int
GetPingToDataCenter(SteamNetworkingPOPID, out SteamNetworkingPOPID)
List of Valve data centers, and ping times to them. This might
be useful to you if you are use our hosting, or just need to measure
latency to a cloud data center where we are running relays.
/ Fetch ping time of best available relayed route from this host to
/ the specified data center.
public static int GetPingToDataCenter(SteamNetworkingPOPID popID, out SteamNetworkingPOPID pViaRelayPoP)- popID SteamNetworkingPOPID
- pViaRelayPoP SteamNetworkingPOPID
GetRealIdentityForFakeIP(ref SteamNetworkingIPAddr, out SteamNetworkingIdentity)
/ Get the real identity associated with a given FakeIP.
/
/ On failure, returns:
/ - k_EResultInvalidParam: the IP is not a FakeIP.
/ - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
/
/ FakeIP's used by active connections, or the FakeIPs assigned to local identities,
/ will always work. FakeIPs for recently destroyed connections will continue to
/ return results for a little while, but not forever. At some point, we will forget
/ FakeIPs to save space. It's reasonably safe to assume that you can read back the
/ real identity of a connection very soon after it is destroyed. But do not wait
/ indefinitely.
public static EResult GetRealIdentityForFakeIP(ref SteamNetworkingIPAddr fakeIP, out SteamNetworkingIdentity pOutRealIdentity)- fakeIP SteamNetworkingIPAddr
- pOutRealIdentity SteamNetworkingIdentity
GetRelayNetworkStatus(out SteamRelayNetworkStatus_t)
/ Fetch current status of the relay network.
/
/ SteamRelayNetworkStatus_t is also a callback. It will be triggered on
/ both the user and gameserver interfaces any time the status changes, or
/ ping measurement starts or stops.
/
/ SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
/ more details, you can pass a non-NULL value.
public static ESteamNetworkingAvailability GetRelayNetworkStatus(out SteamRelayNetworkStatus_t pDetails)- pDetails SteamRelayNetworkStatus_t
InitRelayNetworkAccess()
Access to Steam Datagram Relay (SDR) network
Initialization and status check
/ If you know that you are going to be using the relay network (for example,
/ because you anticipate making P2P connections), call this to initialize the
/ relay network. If you do not call this, the initialization will
/ be delayed until the first time you use a feature that requires access
/ to the relay network, which will delay that first access.
/
/ You can also call this to force a retry if the previous attempt has failed.
/ Performing any action that requires access to the relay network will also
/ trigger a retry, and so calling this function is never strictly necessary,
/ but it can be useful to call it a program launch time, if access to the
/ relay network is anticipated.
/
/ Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
/ callbacks to know when initialization has completed.
/ Typically initialization completes in a few seconds.
/
/ Note: dedicated servers hosted in known data centers do not need
/ to call this, since they do not make routing decisions. However, if
/ the dedicated server will be using P2P functionality, it will act as
/ a "client" and this should be called.
public static void InitRelayNetworkAccess()IsFakeIPv4(uint)
Fake IP
Useful for interfacing with code that assumes peers are identified using an IPv4 address
/ Return true if an IPv4 address is one that might be used as a "fake" one.
/ This function is fast; it just does some logical tests on the IP and does
/ not need to do any lookup operations.
public static bool IsFakeIPv4(uint nIPv4)- nIPv4 uint
IterateGenericEditableConfigValues(ESteamNetworkingConfigValue, bool)
/ Iterate the list of all configuration values in the current environment that it might
/ be possible to display or edit using a generic UI. To get the first iterable value,
/ pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
/ to signal end of list.
/
/ The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
/ are recommended to only be editable in "debug" or "dev" mode and typically should not be
/ shown in a retail environment where a malicious local user might use this to cheat.
public static ESteamNetworkingConfigValue IterateGenericEditableConfigValues(ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars)- eCurrent ESteamNetworkingConfigValue
- bEnumerateDevVars bool
ParsePingLocationString(string, out SteamNetworkPingLocation_t)
/ Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand
/ the string.
public static bool ParsePingLocationString(string pszString, out SteamNetworkPingLocation_t result)- pszString string
- result SteamNetworkPingLocation_t
SetConfigValue(ESteamNetworkingConfigValue, ESteamNetworkingConfigScope, nint, ESteamNetworkingConfigDataType, nint)
Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
Shortcuts for common cases. (Implemented as inline functions below)
Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you
want to use the same callback on all (or most) listen sockets and connections, then
simply install these callbacks first thing, and you are good to go.
See ISteamNetworkingSockets::RunCallbacks
/ Set a configuration value.
/ - eValue: which value is being set
/ - eScope: Onto what type of object are you applying the setting?
/ - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
/ - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
/ - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope,
/ causing the value for that object to use global defaults. Or at global scope, passing NULL
/ will reset any custom value and restore it to the system default.
/ NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly.
/ Your argument should be a pointer to a function pointer.
public static bool SetConfigValue(ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, nint scopeObj, ESteamNetworkingConfigDataType eDataType, nint pArg)- eValue ESteamNetworkingConfigValue
- eScopeType ESteamNetworkingConfigScope
- scopeObj nint
- eDataType ESteamNetworkingConfigDataType
- pArg nint
SetDebugOutputFunction(ESteamNetworkingSocketsDebugOutputType, FSteamNetworkingSocketsDebugOutput)
/ Set a function to receive network-related information that is useful for debugging.
/ This can be very useful during development, but it can also be useful for troubleshooting
/ problems with tech savvy end users. If you have a console or other log that customers
/ can examine, these log messages can often be helpful to troubleshoot network issues.
/ (Especially any warning/error messages.)
/
/ The detail level indicates what message to invoke your callback on. Lower numeric
/ value means more important, and the value you pass is the lowest priority (highest
/ numeric value) you wish to receive callbacks for.
/
/ The value here controls the detail level for most messages. You can control the
/ detail level for various subsystems (perhaps only for certain connections) by
/ adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx.
/
/ Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
/ or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
/ request a high detail level and then filter out messages in your callback. This incurs
/ all of the expense of formatting the messages, which are then discarded. Setting a high
/ priority value (low numeric value) here allows the library to avoid doing this work.
/
/ IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
/ Your output function must be threadsafe and fast! Do not make any other
/ Steamworks calls from within the handler.
public static void SetDebugOutputFunction(ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc)- eDetailLevel ESteamNetworkingSocketsDebugOutputType
- pfnFunc FSteamNetworkingSocketsDebugOutput
SteamNetworkingIPAddr_GetFakeIPType(ref SteamNetworkingIPAddr)
public static ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType(ref SteamNetworkingIPAddr addr)SteamNetworkingIPAddr_ParseString(out SteamNetworkingIPAddr, string)
public static bool SteamNetworkingIPAddr_ParseString(out SteamNetworkingIPAddr pAddr, string pszStr)- pAddr SteamNetworkingIPAddr
- pszStr string
SteamNetworkingIPAddr_ToString(ref SteamNetworkingIPAddr, out string, uint, bool)
String conversions. You'll usually access these using the respective
inline methods.
public static void SteamNetworkingIPAddr_ToString(ref SteamNetworkingIPAddr addr, out string buf, uint cbBuf, bool bWithPort)- addr SteamNetworkingIPAddr
- buf string
- cbBuf uint
- bWithPort bool
SteamNetworkingIdentity_ParseString(out SteamNetworkingIdentity, string)
public static bool SteamNetworkingIdentity_ParseString(out SteamNetworkingIdentity pIdentity, string pszStr)- pIdentity SteamNetworkingIdentity
- pszStr string
SteamNetworkingIdentity_ToString(ref SteamNetworkingIdentity, out string, uint)
public static void SteamNetworkingIdentity_ToString(ref SteamNetworkingIdentity identity, out string buf, uint cbBuf)- identity SteamNetworkingIdentity
- buf string
- cbBuf uint