swiftlys2/docs/api/releases/features/ai/
API Reference › SteamAPI

SteamNetConnectionRealTimeStatus_t

Struct
Namespace: SwiftlyS2.Shared.SteamAPI · Assembly: SwiftlyS2.CS2.dll
public struct SteamNetConnectionRealTimeStatus_t

Quick connection state, pared down to something you could call more frequently without it being too big of a perf hit.

View source

Fields

m_cbPendingReliable

public int m_cbPendingReliable
Field Value

m_cbPendingUnreliable

Number of bytes pending to be sent. This is data that you have recently requested to be sent but has not yet actually been put on the wire. The reliable number ALSO includes data that was previously placed on the wire, but has now been scheduled for re-transmission. Thus, it's possible to observe m_cbPendingReliable increasing between two checks, even if no calls were made to send reliable data between the checks. Data that is awaiting the Nagle delay will appear in these numbers.

public int m_cbPendingUnreliable
Field Value

m_cbSentUnackedReliable

Number of bytes of reliable data that has been placed the wire, but for which we have not yet received an acknowledgment, and thus we may have to re-transmit.

public int m_cbSentUnackedReliable
Field Value

m_eState

High level state of the connection

public ESteamNetworkingConnectionState m_eState

m_flConnectionQualityLocal

Connection quality measured locally, 0...1. (Percentage of packets delivered end-to-end in order).

public float m_flConnectionQualityLocal
Field Value

m_flConnectionQualityRemote

Packet delivery success rate as observed from remote host

public float m_flConnectionQualityRemote
Field Value

m_flInBytesPerSec

public float m_flInBytesPerSec
Field Value

m_flInPacketsPerSec

public float m_flInPacketsPerSec
Field Value

m_flOutBytesPerSec

public float m_flOutBytesPerSec
Field Value

m_flOutPacketsPerSec

Current data rates from recent history.

public float m_flOutPacketsPerSec
Field Value

m_nPing

Current ping (ms)

public int m_nPing
Field Value

m_nSendRateBytesPerSecond

Estimate rate that we believe that we can send data to our peer. Note that this could be significantly higher than m_flOutBytesPerSec, meaning the capacity of the channel is higher than you are sending data. (That's OK!)

public int m_nSendRateBytesPerSecond
Field Value

m_usecQueueTime

If you queued a message right now, approximately how long would that message wait in the queue before we actually started putting its data on the wire in a packet? In general, data that is sent by the application is limited by the bandwidth of the channel. If you send data faster than this, it must be queued and put on the wire at a metered rate. Even sending a small amount of data (e.g. a few MTU, say ~3k) will require some of the data to be delayed a bit. Ignoring multiple lanes, the estimated delay will be approximately equal to ( m_cbPendingUnreliable+m_cbPendingReliable ) / m_nSendRateBytesPerSecond plus or minus one MTU. It depends on how much time has elapsed since the last packet was put on the wire. For example, the queue might have *just* been emptied, and the last packet placed on the wire, and we are exactly up against the send rate limit. In that case we might need to wait for one packet's worth of time to elapse before we can send again. On the other extreme, the queue might have data in it waiting for Nagle. (This will always be less than one packet, because as soon as we have a complete packet we would send it.) In that case, we might be ready to send data now, and this value will be 0. This value is only valid if multiple lanes are not used. If multiple lanes are in use, then the queue time will be different for each lane, and you must use the value in SteamNetConnectionRealTimeLaneStatus_t. Nagle delay is ignored for the purposes of this calculation.

public SteamNetworkingMicroseconds m_usecQueueTime

reserved

Internal stuff, room to change API easily

public uint* reserved
Field Value