/* Copyright (C) 2019 Mr Goldberg This file is part of the Goldberg Emulator The Goldberg Emulator is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. The Goldberg Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the Goldberg Emulator; if not, see . */ #include "dll/steam_networking_messages.h" #define NETWORKING_MESSAGES_TIMEOUT 30.0 void Steam_Networking_Messages::steam_callback(void *object, Common_Message *msg) { // PRINT_DEBUG_ENTRY(); Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object; steam_networking_messages->Callback(msg); } void Steam_Networking_Messages::steam_run_every_runcb(void *object) { // PRINT_DEBUG_ENTRY(); Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object; steam_networking_messages->RunCallbacks(); } void Steam_Networking_Messages::free_steam_message_data(SteamNetworkingMessage_t *pMsg) { free(pMsg->m_pData); pMsg->m_pData = NULL; } void Steam_Networking_Messages::delete_steam_message(SteamNetworkingMessage_t *pMsg) { if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg); delete pMsg; } void Steam_Networking_Messages::end_connection(CSteamID steam_id) { auto conn = connections.find(steam_id); if (conn != connections.end()) { conn->second.dead = true; } } std::map::iterator Steam_Networking_Messages::find_or_create_message_connection(SteamNetworkingIdentity identityRemote, bool incoming, bool restartbroken) { auto conn = connections.find(identityRemote.GetSteamID()); if (conn == connections.end() || (conn->second.dead && restartbroken)) { ++id_counter; struct Steam_Message_Connection con; con.remote_identity = identityRemote; con.id = id_counter; connections[identityRemote.GetSteamID()] = con; Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(con.remote_identity.GetSteamID64()); msg.set_allocated_networking_messages(new Networking_Messages); if (incoming) { msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_ACCEPT); } else { msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_NEW); } msg.mutable_networking_messages()->set_channel(0); msg.mutable_networking_messages()->set_id_from(con.id); network->sendTo(&msg, true); conn = connections.find(identityRemote.GetSteamID()); if (incoming) { SteamNetworkingMessagesSessionRequest_t data; data.m_identityRemote = con.remote_identity; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } if (!incoming) { conn->second.accepted = true; } return conn; } Steam_Networking_Messages::Steam_Networking_Messages(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) { this->settings = settings; this->network = network; this->callback_results = callback_results; this->callbacks = callbacks; this->run_every_runcb = run_every_runcb; this->created = std::chrono::steady_clock::now(); this->network->setCallback(CALLBACK_ID_NETWORKING_MESSAGES, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this); this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this); this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this); } Steam_Networking_Messages::~Steam_Networking_Messages() { this->network->rmCallback(CALLBACK_ID_NETWORKING_MESSAGES, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this); this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this); this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this); } /// Sends a message to the specified host. 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 SteamNetworkingMessagesSessionFailed_t. /// 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. /// /// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options /// /// nRemoteChannel is a 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. /// /// 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 send. /// /// 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: /// - k_EREsultOK on success. /// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer, /// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use /// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session /// and start a new one, you must call CloseSessionWithUser /// - See SendMessageToConnection::SendMessageToConnection for more EResult Steam_Networking_Messages::SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr(); bool reliable = false; if (nSendFlags & k_nSteamNetworkingSend_Reliable) { reliable = true; } bool restart_broken = false; if (nSendFlags & k_nSteamNetworkingSend_AutoRestartBrokenSession) { restart_broken = true; } if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) { PRINT_DEBUG("%llu", identityRemote.GetSteamID64()); //steam id identity } else if (ip) { PRINT_DEBUG("%u:%u ipv4? %u", ip->GetIPv4(), ip->m_port, ip->IsIPv4()); //ip addr return k_EResultNoConnection; //TODO } else { return k_EResultNoConnection; } auto conn = find_or_create_message_connection(identityRemote, false, restart_broken); if (conn->second.dead) { return k_EResultNoConnection; } Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(conn->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_messages(new Networking_Messages); msg.mutable_networking_messages()->set_type(Networking_Messages::DATA); msg.mutable_networking_messages()->set_channel(nRemoteChannel); msg.mutable_networking_messages()->set_id_from(conn->second.id); msg.mutable_networking_messages()->set_data(pubData, cubData); network->sendTo(&msg, reliable); return k_EResultOK; } /// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel. /// Returns number of messages returned into your list. (0 if no message are available on that channel.) /// /// When you're done with the message object(s), make sure and call Release()! int Steam_Networking_Messages::ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); int message_counter = 0; for (auto & conn : connections) { auto chan = conn.second.data.find(nLocalChannel); if (chan != conn.second.data.end()) { while (!chan->second.empty() && message_counter < nMaxMessages) { SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); //TODO size is wrong unsigned long size = static_cast(chan->second.front().size()); pMsg->m_pData = malloc(size); pMsg->m_cbSize = size; memcpy(pMsg->m_pData, chan->second.front().data(), size); pMsg->m_conn = conn.second.id; pMsg->m_identityPeer = conn.second.remote_identity; pMsg->m_nConnUserData = -1; pMsg->m_usecTimeReceived = std::chrono::duration_cast(std::chrono::steady_clock::now() - created).count(); //TODO: messagenumber? // pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter; // ++connect_socket->second.packet_receive_counter; pMsg->m_pfnFreeData = &free_steam_message_data; pMsg->m_pfnRelease = &delete_steam_message; pMsg->m_nChannel = nLocalChannel; ppOutMessages[message_counter] = pMsg; ++message_counter; chan->second.pop(); } } if (message_counter >= nMaxMessages) { break; } } PRINT_DEBUG("got %i", message_counter); return message_counter; } /// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback /// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't /// tried to talk to them. If you don't want to talk to them, just ignore the request. /// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to /// be posted periodically. This may be called multiple times for a single user. /// /// Calling SendMessage() on the other user, this implicitly accepts any pending session request. bool Steam_Networking_Messages::AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); auto conn = connections.find(identityRemote.GetSteamID()); if (conn == connections.end()) { return false; } conn->second.accepted = true; return true; } /// 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 P2PSessionRequest_t callback will /// be posted. /// /// Note that sessions that go unused for a few minutes are automatically timed out. bool Steam_Networking_Messages::CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); auto conn = connections.find(identityRemote.GetSteamID()); if (conn == connections.end()) { return false; } Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(conn->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_messages(new Networking_Messages); msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_END); msg.mutable_networking_messages()->set_channel(0); msg.mutable_networking_messages()->set_id_from(conn->second.id); network->sendTo(&msg, true); connections.erase(conn); return true; } /// 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 SteamP2PSessionRequest_t /// callback bool Steam_Networking_Messages::CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); //TODO return false; } /// 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. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.) /// /// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None /// if no connection exists with specified peer. You may pass nullptr for either parameter if /// you do not need the corresponding details. Note that sessions time out after a while, /// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait /// indefinitely to obtain the reason for failure. ESteamNetworkingConnectionState Steam_Networking_Messages::GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetConnectionRealTimeStatus_t *pQuickStatus ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); auto conn = connections.find(identityRemote.GetSteamID()); if (conn == connections.end()) { return k_ESteamNetworkingConnectionState_None; } ESteamNetworkingConnectionState state = k_ESteamNetworkingConnectionState_Connected; if (conn->second.remote_id == 0 || !conn->second.accepted) { state = k_ESteamNetworkingConnectionState_Connecting; } else if (conn->second.dead) { state = k_ESteamNetworkingConnectionState_ClosedByPeer; } if (pConnectionInfo) { memset(pConnectionInfo, 0, sizeof(SteamNetConnectionInfo_t)); pConnectionInfo->m_eState = state; pConnectionInfo->m_identityRemote = conn->second.remote_identity; //TODO } if (pQuickStatus) { memset(pQuickStatus, 0, sizeof(SteamNetConnectionRealTimeStatus_t)); pQuickStatus->m_eState = state; pQuickStatus->m_nPing = 10; //TODO: calculate real numbers? pQuickStatus->m_flConnectionQualityLocal = 1.0; pQuickStatus->m_flConnectionQualityRemote = 1.0; //TODO } return k_ESteamNetworkingConnectionState_Connected; } void Steam_Networking_Messages::RunCallbacks() { auto msg = std::begin(incoming_data); while (msg != std::end(incoming_data)) { CSteamID source_id((uint64)msg->source_id()); auto conn = connections.find(source_id); if (conn != connections.end()) { if (conn->second.remote_id == msg->networking_messages().id_from()) conn->second.data[msg->networking_messages().channel()].push(msg->networking_messages().data()); } msg = incoming_data.erase(msg); } auto conn = std::begin(connections); while (conn != std::end(connections)) { if (!conn->second.accepted && check_timedout(conn->second.created, NETWORKING_MESSAGES_TIMEOUT)) { conn = connections.erase(conn); } else { ++conn; } } } void Steam_Networking_Messages::Callback(Common_Message *msg) { if (msg->has_low_level()) { if (msg->low_level().type() == Low_Level::CONNECT) { } if (msg->low_level().type() == Low_Level::DISCONNECT) { end_connection((uint64)msg->source_id()); } } if (msg->has_networking_messages()) { PRINT_DEBUG("got network socket msg %u", msg->networking_messages().type()); if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) { SteamNetworkingIdentity identity; identity.SetSteamID64(msg->source_id()); auto conn = find_or_create_message_connection(identity, true, false); conn->second.remote_id = msg->networking_messages().id_from(); conn->second.dead = false; } if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) { auto conn = connections.find((uint64)msg->source_id()); if (conn != connections.end()) { conn->second.remote_id = msg->networking_messages().id_from(); } } if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) { end_connection((uint64)msg->source_id()); } if (msg->networking_messages().type() == Networking_Messages::DATA) { incoming_data.push_back(Common_Message(*msg)); } } }