(965c31410a) Unstable v0.10.4.0

This commit is contained in:
Juan Pablo Arce
2020-07-21 08:57:50 -03:00
parent 4f8bd39789
commit 33d3a41104
546 changed files with 45952 additions and 25762 deletions
@@ -1,107 +0,0 @@
namespace Steamworks.Data
{
/// High level connection status
public enum ConnectionState
{
/// Dummy value used to indicate an error condition in the API.
/// Specified connection doesn't exist or has already been closed.
None = 0,
/// We are trying to establish whether peers can talk to each other,
/// whether they WANT to talk to each other, perform basic auth,
/// and exchange crypt keys.
///
/// - For connections on the "client" side (initiated locally):
/// We're in the process of trying to establish a connection.
/// Depending on the connection type, we might not know who they are.
/// Note that it is not possible to tell if we are waiting on the
/// network to complete handshake packets, or for the application layer
/// to accept the connection.
///
/// - For connections on the "server" side (accepted through listen socket):
/// We have completed some basic handshake and the client has presented
/// some proof of identity. The connection is ready to be accepted
/// using AcceptConnection().
///
/// In either case, any unreliable packets sent now are almost certain
/// to be dropped. Attempts to receive packets are guaranteed to fail.
/// You may send messages if the send mode allows for them to be queued.
/// but if you close the connection before the connection is actually
/// established, any queued messages will be discarded immediately.
/// (We will not attempt to flush the queue and confirm delivery to the
/// remote host, which ordinarily happens when a connection is closed.)
Connecting = 1,
/// Some connection types use a back channel or trusted 3rd party
/// for earliest communication. If the server accepts the connection,
/// then these connections switch into the rendezvous state. During this
/// state, we still have not yet established an end-to-end route (through
/// the relay network), and so if you send any messages unreliable, they
/// are going to be discarded.
FindingRoute = 2,
/// We've received communications from our peer (and we know
/// who they are) and are all good. If you close the connection now,
/// we will make our best effort to flush out any reliable sent data that
/// has not been acknowledged by the peer. (But note that this happens
/// from within the application process, so unlike a TCP connection, you are
/// not totally handing it off to the operating system to deal with it.)
Connected = 3,
/// Connection has been closed by our peer, but not closed locally.
/// The connection still exists from an API perspective. You must close the
/// handle to free up resources. If there are any messages in the inbound queue,
/// you may retrieve them. Otherwise, nothing may be done with the connection
/// except to close it.
///
/// This stats is similar to CLOSE_WAIT in the TCP state machine.
ClosedByPeer = 4,
/// A disruption in the connection has been detected locally. (E.g. timeout,
/// local internet connection disrupted, etc.)
///
/// The connection still exists from an API perspective. You must close the
/// handle to free up resources.
///
/// Attempts to send further messages will fail. Any remaining received messages
/// in the queue are available.
ProblemDetectedLocally = 5,
//
// The following values are used internally and will not be returned by any API.
// We document them here to provide a little insight into the state machine that is used
// under the hood.
//
/// We've disconnected on our side, and from an API perspective the connection is closed.
/// No more data may be sent or received. All reliable data has been flushed, or else
/// we've given up and discarded it. We do not yet know for sure that the peer knows
/// the connection has been closed, however, so we're just hanging around so that if we do
/// get a packet from them, we can send them the appropriate packets so that they can
/// know why the connection was closed (and not have to rely on a timeout, which makes
/// it appear as if something is wrong).
FinWait = -1,
/// We've disconnected on our side, and from an API perspective the connection is closed.
/// No more data may be sent or received. From a network perspective, however, on the wire,
/// we have not yet given any indication to the peer that the connection is closed.
/// We are in the process of flushing out the last bit of reliable data. Once that is done,
/// we will inform the peer that the connection has been closed, and transition to the
/// FinWait state.
///
/// Note that no indication is given to the remote host that we have closed the connection,
/// until the data has been flushed. If the remote host attempts to send us data, we will
/// do whatever is necessary to keep the connection alive until it can be closed properly.
/// But in fact the data will be discarded, since there is no way for the application to
/// read it back. Typically this is not a problem, as application protocols that utilize
/// the lingering functionality are designed for the remote host to wait for the response
/// before sending any more data.
Linger = -2,
/// Connection is completely inactive and ready to be destroyed
Dead = -3,
Force32Bit = 0x7fffffff
};
}
@@ -1,17 +0,0 @@
namespace Steamworks.Data
{
public enum DebugOutputType : int
{
None = 0,
Bug = 1, // You used the API incorrectly, or an internal error happened
Error = 2, // Run-time error condition that isn't the result of a bug. (E.g. we are offline, cannot bind a port, etc)
Important = 3, // Nothing is wrong, but this is an important notification
Warning = 4,
Msg = 5, // Recommended amount
Verbose = 6, // Quite a bit
Debug = 7, // Practically everything
Everything = 8, // Wall of text, detailed packet contents breakdown, etc
Force32Bit = 0x7fffffff
};
}
@@ -1,57 +0,0 @@
namespace Steamworks.Data
{
internal enum NetConfig : int
{
Invalid = 0,
FakePacketLoss_Send = 2,
FakePacketLoss_Recv = 3,
FakePacketLag_Send = 4,
FakePacketLag_Recv = 5,
FakePacketReorder_Send = 6,
FakePacketReorder_Recv = 7,
FakePacketReorder_Time = 8,
FakePacketDup_Send = 26,
FakePacketDup_Recv = 27,
FakePacketDup_TimeMax = 28,
TimeoutInitial = 24,
TimeoutConnected = 25,
SendBufferSize = 9,
SendRateMin = 10,
SendRateMax = 11,
NagleTime = 12,
IP_AllowWithoutAuth = 23,
SDRClient_ConsecutitivePingTimeoutsFailInitial = 19,
SDRClient_ConsecutitivePingTimeoutsFail = 20,
SDRClient_MinPingsBeforePingAccurate = 21,
SDRClient_SingleSocket = 22,
SDRClient_ForceRelayCluster = 29,
SDRClient_DebugTicketAddress = 30,
SDRClient_ForceProxyAddr = 31,
LogLevel_AckRTT = 13,
LogLevel_PacketDecode = 14,
LogLevel_Message = 15,
LogLevel_PacketGaps = 16,
LogLevel_P2PRendezvous = 17,
LogLevel_SDRRelayPings = 18,
Force32Bit = 0x7fffffff
}
}
@@ -1,13 +0,0 @@
namespace Steamworks.Data
{
enum NetConfigResult
{
BadValue = -1, // No such configuration value
BadScopeObj = -2, // Bad connection handle, etc
BufferTooSmall = -3, // Couldn't fit the result in your buffer
OK = 1,
OKInherited = 2, // A value was not set at this level, but the effective (inherited) value was returned.
Force32Bit = 0x7fffffff
};
}
@@ -1,13 +0,0 @@
namespace Steamworks.Data
{
enum NetConfigType
{
Int32 = 1,
Int64 = 2,
Float = 3,
String = 4,
FunctionPtr = 5, // NOTE: When setting callbacks, you should put the pointer into a variable and pass a pointer to that variable.
Force32Bit = 0x7fffffff
};
}
@@ -1,12 +0,0 @@
namespace Steamworks.Data
{
internal enum NetScope : int
{
Global = 1,
SocketsInterface = 2,
ListenSocket = 3,
Connection = 4,
Force32Bit = 0x7fffffff
}
}