Signals | Networking Sockets

These require you to run Steam.run_callbacks() in your _process() function to receive them.


network_connection_status_changed

  • This callback is posted whenever a connection is created, destroyed, or changes state. The m_info field will contain a complete description of the connection at the time the change occurred and the callback was posted. In particular, m_info.m_eState will have the new connection state.
  • Sends back the following data:
    • connect_handle (int)
    • connection (dictionary)
      • identity (string)
      • user_data (int)
      • listen_socket (int)
      • remote_address (string)
      • remote_pop (int)
      • pop_relay (int)
      • connection_state (int)
      • end_reason (string)
      • end_debug (string)
      • debug_description (string)
    • old_state (int)
    • connect_handle (uint64_t)
    • connection (dictionary)
      • identity (string)
      • user_data (uint64_t)
      • listen_socket (uint32)
      • remote_address (string)
      • remote_pop (uint32)
      • pop_relay (uint32)
      • connection_state (int)
      • end_reason (string)
      • end_debug (string)
      • debug_description (string)
    • old_state (int)

network_authentication_status

  • This callback is posted whenever the state of our readiness changes.
  • Sends back the following data:
    • available (int)
    • debug_message (string)

fake_ip_result

  • A struct used to describe a "fake IP" we have been assigned to use as an identifier. This callback is posted when beginAsyncRequestFakeIP completes.
  • Sends back the following data:
    • result (int)
    • ip_reference (string) as "fake_ip_identity"
    • ip (int)
    • ports (int)
    • result (int)
    • ip_reference (string) as "fake_ip_identity"
    • ip (uint32)
    • ports (uint16)