Struct SteamNetConnectionRealTimeStatus_t
Quick connection state, pared down to something you could call more frequently without it being too big of a perf hit.
Inherited Members
Namespace: Unity.Steamworks.Interop
Assembly: Unity.Steamworks.Interop.dll
Syntax
[Serializable]
public struct SteamNetConnectionRealTimeStatus_t
Fields
m_cbPendingReliable
The m_cbPendingReliable field of SteamNetConnectionRealTimeStatus_t.
Declaration
public int m_cbPendingReliable
Field Value
| Type | Description |
|---|---|
| int |
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.
Declaration
public int m_cbPendingUnreliable
Field Value
| Type | Description |
|---|---|
| int |
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.
Declaration
public int m_cbSentUnackedReliable
Field Value
| Type | Description |
|---|---|
| int |
m_eState
High level state of the connection
Declaration
public ESteamNetworkingConnectionState m_eState
Field Value
| Type | Description |
|---|---|
| ESteamNetworkingConnectionState |
m_flConnectionQualityLocal
Connection quality measured locally, 0...1. (Percentage of packets delivered end-to-end in order).
Declaration
public float m_flConnectionQualityLocal
Field Value
| Type | Description |
|---|---|
| float |
m_flConnectionQualityRemote
Packet delivery success rate as observed from remote host
Declaration
public float m_flConnectionQualityRemote
Field Value
| Type | Description |
|---|---|
| float |
m_flInBytesPerSec
The m_flInBytesPerSec field of SteamNetConnectionRealTimeStatus_t.
Declaration
public float m_flInBytesPerSec
Field Value
| Type | Description |
|---|---|
| float |
m_flInPacketsPerSec
The m_flInPacketsPerSec field of SteamNetConnectionRealTimeStatus_t.
Declaration
public float m_flInPacketsPerSec
Field Value
| Type | Description |
|---|---|
| float |
m_flOutBytesPerSec
The m_flOutBytesPerSec field of SteamNetConnectionRealTimeStatus_t.
Declaration
public float m_flOutBytesPerSec
Field Value
| Type | Description |
|---|---|
| float |
m_flOutPacketsPerSec
Current data rates from recent history.
Declaration
public float m_flOutPacketsPerSec
Field Value
| Type | Description |
|---|---|
| float |
m_nPing
Current ping (ms)
Declaration
public int m_nPing
Field Value
| Type | Description |
|---|---|
| int |
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!)
Declaration
public int m_nSendRateBytesPerSecond
Field Value
| Type | Description |
|---|---|
| int |
m_usecMaxJitter
Highest packet jitter experienced, since the last time this information was returned. (The high water mark is cleared each time you fetch the info.)
- The units are microseconds, although the measurement precision is usually not nearly this precise.
- A negative value means "no data available".
- Not all connections are able to measure jitter.
Declaration
public int m_usecMaxJitter
Field Value
| Type | Description |
|---|---|
| int |
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.
Declaration
public SteamNetworkingMicroseconds m_usecQueueTime
Field Value
| Type | Description |
|---|---|
| SteamNetworkingMicroseconds |
reserved
Internal stuff, room to change API easily
Declaration
public uint[] reserved
Field Value
| Type | Description |
|---|---|
| uint[] |