Skip to content

Networking Messages

Networking API intended to make it easy to port non-connection-oriented code to take advantage of P2P connectivity and Steam Datagram Relay. These are part of the newer networking classes; not to be confused with the older, now-deprecated Networking class.

Networking Sockets is connection-oriented (like TCP), meaning you need to listen and connect, and then you send messages using a connection handle. Networking Messages, on the other hand, is more like UDP, in that you can just send messages to arbitrary peers at any time. The underlying connections are established implicitly.

Under the hood Networking Messages works on top of the Networking Sockets code, so you get the same routing and messaging efficiency. The difference is mainly in your responsibility to explicitly establish a connection and the type of feedback you get about the state of the connection. Both interfaces can do "P2P" communications, both support both unreliable and reliable messages, fragmentation and reassembly, and both can be used to take advantage of Steam Datagram Relay to talk to dedicated servers.

The primary purpose of this interface is to be "like UDP", so that UDP-based code can be ported easily to take advantage of relayed connections. If you find yourself needing more low level information or control, or to be able to better handle failure, then you probably need to use Networking Sockets directly. Also, note that if your main goal is to obtain a connection between two peers without concerning yourself with assigning roles of "client" and "server", you may find the symmetric connection mode of Networking Sockets useful. See NETWORKING_CONFIG_SYMMETRIC_CONNECT.

Only available in the main GodotSteam branches and GodotSteam Server branches

Functions

acceptSessionWithUser

acceptSessionWithUser( uint64_t remote_steam_id )

Parameter Type Notes
remote_steam_id uint64_t The Steam ID of the user to accept a Messages session with.

Call this in response to a network_messages_session_request callback. network_messages_session_request callbacks are posted when a user tries to send you a message, and you haven't tried to talk to them first. If you don't want to talk to them, just ignore the request. If the user continues to send you messages, network_messages_session_request callbacks will continue to be posted periodically.

Calling sendMessageToUser will implicitly accept any pending session request to that user.

Returns: bool

Returns true if there is an existing active session, even if it is not pending; otherwise, false if there is no session with the user pending or otherwise.


Read more in the official Steamworks SDK documentation

closeChannelWithUser

closeChannelWithUser( uint64_t remote_steam_id, int channel )

Parameter Type Notes
remote_steam_id uint64_t The Steam ID of the user to close the channel with.
channel int The channel to close.

Call this when you're done talking to a user on a specific channel. Once all open channels to a user have been closed, the open session to the user will be closed, and any new data from this user will trigger a network_messages_session_request callback.

Returns: bool


Read more in the official Steamworks SDK documentation

closeSessionWithUser

closeSessionWithUser( uint64_t remote_steam_id )

Parameter Type Notes
remote_staem_id uint64_t The Steam ID of the user to close the session with.

Call this when you're done talking to a user to immediately free up resources under-the-hood. If the remote user tries to send data to you again, another network_messages_session_request callback will be posted.

Sessions that go unused for a few minutes are automatically timed out.

Returns: bool


Read more in the official Steamworks SDK documentation

getSessionConnectionInfo

getSessionConnectionInfouint64_t remote_steam_id, bool get_connection, bool get_status )

Parameter Type Notes
remote_steam_id uint64_t The Steam ID of the user to get connection info for.
get_connection bool Get the connection information.
get_status bool Get the connection status.

Returns information about the latest state of a connection, if any, with the given peer. Primarily intended for debugging purposes but can also be used to get more detailed failure information.

You may pass false for either get_connection or get_status if you do not need the corresponding details.

Sessions time out after a while, so if a connection fails or sendMessageToUser returns 3, you cannot wait indefinitely to obtain the reason for failure.

Returns: dictionary

Contains the following keys:

Key Type Notes
connection_state NetworkingConnectionState enum The value of connection state or 0 if no connection exists with specified peer.

If get_connection is true, also contains the following keys:

Key Type Notes
identity uint64_t Who is on the other end? Depending on the connection type and phase of the connection, we might not know.
user_data uint64_t Arbitrary user data set by the local application code.
listen_socket uint32_t Handle to listen socket this was connected on or LISTEN_SOCKET_INVALID if we initiated the connection.
remote_address string Remote address. Might be all 0's if we don't know it or if this is N/A; eg. basically everything except direct UDP connection.
remote_pop uint32_t What data center is the remote host in? 0 if we don't know.
pop_relay uint32_t What relay are we using to communicate with the remote host? 0 if not applicable.
connection_state int High level state of the connection.
end_reason NetworkingConnectionEnd enum Basic cause of the connection termination or problem.
end_debug string Human-readable but non-localized explanation for connection termination or problem. This is intended for debugging / diagnostic purposes only, not to display to users. It might have some details specific to the issue.
debug_description string Debug description. This includes the internal connection ID, connection type (and peer information), and any name given to the connection by the app. This string is used in various internal logging messages.
info_flags int Misc flags. Bitmask of NETWORKING_CONNECTION_INFO_FLAG_.

If get_status is true, also contains the following keys:

Key Type Notes
state NetworkingConnectionState enum High level state of the connection.
ping int Current ping in milliseconds.
local_quality float Connection quality measured locally, 0 to 1. Percentage of packets delivered end-to-end in order).
remote_quality float Packet delivery success rate as observed from remote host.
packets_out_per_second float Current data rates from recent history.
bytes_out_per_second float Current data rates from recent history.
packets_in_per_second float Current data rates from recent history.
bytes_in_per_second float Current data rates from recent history.
send_rate int Estimate rate that we believe that we can send data to our peer. This could be significantly higher than bytes_out_per_second, meaning the capacity of the channel is higher than you are sending data and that's OK.
pending_unreliable int Number of bytes pending to be sent.
pending_reliable int Number of bytes pending to be sent.
send_unacknowledged_reliable int 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.
queue_time uint64_t 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?

Read more in the official Steamworks SDK documentation

receiveMessagesOnChannel

receiveMessagesOnChannel( int channel, int max_messages )

Parameter Type Notes
channel int The channel to receive messages on.
max_messages int The maximum number of messages to receive.

Reads the next message that has been sent from another user via sendMessageToUser on the given channel.

Returns: array of dictionaries

Each contains the following keys:

Key Type Notes
payload PackedByteArray The message payload.
size int Size of the payload.
connection uint32_t What connection did this come from?
identity uint64_t The Steam ID of the user who sent the message.
receiver_user_data uint64_t The user data associated with the connection.
time_received uint64_t Local timestamp when the message was received.
message_number uint64_t Message number assigned by teh sender.
channel int The channel number the message was received on.
flags int Bitmask of NETWORKING_SEND_ flags; only the NETWORKING_SEND_RELIABLE bit is valid.

Read more in the official Steamworks SDK documentation

sendMessageToUser

sendMessageToUser( uint64_t remote_steam_id, PackedByteArray data, int flags, int channel )

Parameter Type Notes
remote_steam_id uint64_t The Steam ID of the user you want to send the message to.
data PackedByteArray The packet data to send.
flags int Bitmask of NETWORKING_SEND_ options.
channel int Routing number you can use to help route message to different systems. You'll have to call receiveMessagesOnChannel with the same channel number in order to retrieve the data on the other end.

Sends a message to the specified host via identity_reference. If we don't already have a session with that user, a session is implicitly created. There might be some handshaking that needs to happen before we can actually begin sending message data. If this handshaking fails and we can't get through, an error will be posted via the callback network_messages_session_failed. There is no notification when the operation succeeds. You should have the peer send a reply for this purpose.

Sending a message to a host will also implicitly accept any incoming connection from that host.

Using different channels to talk to the same user will still use the same underlying connection, saving on resources. If you don't need this feature, use 0. Otherwise, small integers are the most efficient.

It is guaranteed that reliable messages to the same host on the same channel will be be received by the remote host, if they are received at all, exactly once and in the same order that they were sent.

No other order guarantees exist. In particular, unreliable messages may be dropped, received out of order with respect to each other and with respect to reliable data, or may be received multiple times. Messages on different channels are not guaranteed to be received in the order they were sent.

A note for those familiar with TCP/IP ports, or converting an existing codebase that opened multiple sockets: You might notice that there is only one channel, and with TCP/IP each endpoint has a port number. You can think of the channel number as the destination port. If you need each message to also include a source port, so the recipient can route the reply, then just put that in your message. That is essentially how UDP works.

Returns: int

Possible results may be:


Read more in the official Steamworks SDK documentation

Signals

These callbacks require you to setup one of the three callback methods to receive them.

network_messages_session_request

network_messages_session_request

Posted when a remote host is sending us a message, and we do not already have a session with them.

Returns

Key Type Notes
remote_steam_id uint64_t User who wants to talk to us.

Read more in the official Steamworks SDK documentation

network_messages_session_failed

network_messages_session_failed

Posted when we fail to establish a connection or we detect that communications have been disrupted it an unusual way. There is no notification when a peer proactively closes the session. "Closed by peer" is not a concept of UDP-style communications and Networking Messages is primarily intended to make porting UDP code easy.

Remember, callbacks are asynchronous. See notes on sendMessageToUser and NETWORKING_SEND_AUTORESTART_BROKEN_SESSION constant in particular.

Also, if a session times out due to inactivity, no callbacks will be posted. The only way to detect that this is happening is that querying the session state may return none, connecting, and findingroute again.

Returns

Key Type Notes
reason NetworkingConnectionEnd enum Basic cause of the connection termination or problem.
remote_steam_id int Who is on the other end? Depending on the connection type and phase of the connection, we might not know.
connection_state NetworkingConnectionState enum High level state of the connection.
debug_message string Human-readable but non-localized explanation for connection termination or problem. This is intended for debugging / diagnostic purposes only, not to display to users. It might have some details specific to the issue.

Read more in the official Steamworks SDK documentation