gbe_fork/dll/steam_networking_utils.h

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/* 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
<http://www.gnu.org/licenses/>. */
#include "base.h"
class Steam_Networking_Utils :
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public ISteamNetworkingUtils001,
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public ISteamNetworkingUtils002,
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public ISteamNetworkingUtils003,
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public ISteamNetworkingUtils
{
class Settings *settings;
class Networking *network;
class SteamCallResults *callback_results;
class SteamCallBacks *callbacks;
class RunEveryRunCB *run_every_runcb;
std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
FSteamNetworkingSocketsDebugOutput debug_function;
bool relay_initialized = false;
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bool init_relay = false;
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public:
static void steam_callback(void *object, Common_Message *msg)
{
PRINT_DEBUG("steam_networkingutils_callback\n");
Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
steam_networkingutils->Callback(msg);
}
static void steam_run_every_runcb(void *object)
{
PRINT_DEBUG("steam_networkingutils_run_every_runcb\n");
Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
steam_networkingutils->RunCallbacks();
}
Steam_Networking_Utils(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->run_every_runcb = run_every_runcb;
//this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Utils::steam_callback, this);
this->run_every_runcb->add(&Steam_Networking_Utils::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
}
~Steam_Networking_Utils()
{
//TODO rm network callbacks
this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this);
}
static void free_steam_message_data(SteamNetworkingMessage_t *pMsg)
{
free(pMsg->m_pData);
pMsg->m_pData = NULL;
}
static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
{
if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg);
delete pMsg;
}
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/// Allocate and initialize a message object. Usually the reason
/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
/// The returned object will have all of the relevant fields cleared to zero.
///
/// Optionally you can also request that this system allocate space to
/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
/// m_pData will point to the allocated buffer, m_cbSize will be set to the
/// size, and m_pfnFreeData will be set to the proper function to free up
/// the buffer.
///
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
/// set each of these.
///
/// You can use SteamNetworkingMessage_t::Release to free up the message
/// bookkeeping object and any associated buffer. See
/// ISteamNetworkingSockets::SendMessages for details on reference
/// counting and ownership.
SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer )
{
PRINT_DEBUG("Steam_Networking_Utils::AllocateMessage\n");
SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t();
pMsg->m_pfnFreeData = &free_steam_message_data;
pMsg->m_pfnRelease = &delete_steam_message;
if (cbAllocateBuffer < 0)
cbAllocateBuffer = 0;
if (cbAllocateBuffer)
pMsg->m_pData = malloc(cbAllocateBuffer);
pMsg->m_cbSize = cbAllocateBuffer;
return pMsg;
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}
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bool InitializeRelayAccess()
{
PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n");
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init_relay = true;
return relay_initialized;
}
SteamRelayNetworkStatus_t get_network_status()
{
SteamRelayNetworkStatus_t data = {};
data.m_eAvail = k_ESteamNetworkingAvailability_Current;
data.m_bPingMeasurementInProgress = 0;
data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current;
data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current;
strcpy(data.m_debugMsg, "OK");
return data;
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}
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/// Fetch current status of the relay network.
///
/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
/// both the user and gameserver interfaces any time the status changes, or
/// ping measurement starts or stops.
///
/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
/// more details, you can pass a non-NULL value.
ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails )
{
PRINT_DEBUG("Steam_Networking_Utils::GetRelayNetworkStatus %p\n", pDetails);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
//TODO: check if this is how real steam returns it
SteamRelayNetworkStatus_t data = {};
if (relay_initialized) {
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data = get_network_status();
}
if (pDetails) {
*pDetails = data;
}
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return k_ESteamNetworkingAvailability_Current;
}
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float GetLocalPingLocation( SteamNetworkPingLocation_t &result )
{
PRINT_DEBUG("Steam_Networking_Utils::GetLocalPingLocation\n");
if (relay_initialized) {
result.m_data[2] = 123;
result.m_data[8] = 67;
return 2.0;
}
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return -1;
}
int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 )
{
PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeBetweenTwoLocations\n");
//return k_nSteamNetworkingPing_Unknown;
return 10;
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}
int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation )
{
PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeFromLocalHost\n");
return 10;
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}
void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize )
{
PRINT_DEBUG("Steam_Networking_Utils::ConvertPingLocationToString\n");
strncpy(pszBuf, "fra=10+2", cchBufSize);
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}
bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result )
{
PRINT_DEBUG("Steam_Networking_Utils::ParsePingLocationString\n");
return true;
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}
bool CheckPingDataUpToDate( float flMaxAgeSeconds )
{
PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds);
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init_relay = true;
return relay_initialized;
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}
bool IsPingMeasurementInProgress()
{
PRINT_DEBUG("Steam_Networking_Utils::IsPingMeasurementInProgress\n");
return false;
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}
int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP )
{
PRINT_DEBUG("Steam_Networking_Utils::GetPingToDataCenter\n");
return 0;
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}
int GetDirectPingToPOP( SteamNetworkingPOPID popID )
{
PRINT_DEBUG("Steam_Networking_Utils::GetDirectPingToPOP\n");
return 0;
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}
int GetPOPCount()
{
PRINT_DEBUG("Steam_Networking_Utils::GetPOPCount\n");
return 0;
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}
int GetPOPList( SteamNetworkingPOPID *list, int nListSz )
{
PRINT_DEBUG("Steam_Networking_Utils::GetPOPList\n");
return 0;
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}
//
// Misc
//
/// Fetch current timestamp. This timer has the following properties:
///
/// - Monotonicity is guaranteed.
/// - The initial value will be at least 24*3600*30*1e6, i.e. about
/// 30 days worth of microseconds. In this way, the timestamp value of
/// 0 will always be at least "30 days ago". Also, negative numbers
/// will never be returned.
/// - Wraparound / overflow is not a practical concern.
///
/// If you are running under the debugger and stop the process, the clock
/// might not advance the full wall clock time that has elapsed between
/// calls. If the process is not blocked from normal operation, the
/// timestamp values will track wall clock time, even if you don't call
/// the function frequently.
///
/// The value is only meaningful for this run of the process. Don't compare
/// it to values obtained on another computer, or other runs of the same process.
SteamNetworkingMicroseconds GetLocalTimestamp()
{
PRINT_DEBUG("Steam_Networking_Utils::GetLocalTimestamp\n");
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - initialized_time).count() + (SteamNetworkingMicroseconds)24*3600*30*1e6;
}
/// Set a function to receive network-related information that is useful for debugging.
/// This can be very useful during development, but it can also be useful for troubleshooting
/// problems with tech savvy end users. If you have a console or other log that customers
/// can examine, these log messages can often be helpful to troubleshoot network issues.
/// (Especially any warning/error messages.)
///
/// The detail level indicates what message to invoke your callback on. Lower numeric
/// value means more important, and the value you pass is the lowest priority (highest
/// numeric value) you wish to receive callbacks for.
///
/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
/// request a high detail level and then filter out messages in your callback. Instead,
/// call function function to adjust the desired level of detail.
///
/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
/// Your output function must be threadsafe and fast! Do not make any other
/// Steamworks calls from within the handler.
void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc )
{
PRINT_DEBUG("Steam_Networking_Utils::SetDebugOutputFunction %i\n", eDetailLevel);
if (eDetailLevel != k_ESteamNetworkingSocketsDebugOutputType_None) {
debug_function = pfnFunc;
}
}
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//
// Fake IP
//
// Useful for interfacing with code that assumes peers are identified using an IPv4 address
//
/// Return true if an IPv4 address is one that might be used as a "fake" one.
/// This function is fast; it just does some logical tests on the IP and does
/// not need to do any lookup operations.
// inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; }
ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 )
{
PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
return k_ESteamNetworkingFakeIPType_NotFake;
}
/// Get the real identity associated with a given FakeIP.
///
/// On failure, returns:
/// - k_EResultInvalidParam: the IP is not a FakeIP.
/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
///
/// FakeIP's used by active connections, or the FakeIPs assigned to local identities,
/// will always work. FakeIPs for recently destroyed connections will continue to
/// return results for a little while, but not forever. At some point, we will forget
/// FakeIPs to save space. It's reasonably safe to assume that you can read back the
/// real identity of a connection very soon after it is destroyed. But do not wait
/// indefinitely.
EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity )
{
PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
return k_EResultNoMatch;
}
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//
// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
//
// Shortcuts for common cases. (Implemented as inline functions below)
/*
bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
*/
/// Set a configuration value.
/// - eValue: which value is being set
/// - eScope: Onto what type of object are you applying the setting?
/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
/// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope,
/// causing the value for that object to use global defaults. Or at global scope, passing NULL
/// will reset any custom value and restore it to the system default.
/// NOTE: When setting callback functions, do not pass the function pointer directly.
/// Your argument should be a pointer to a function pointer.
bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
ESteamNetworkingConfigDataType eDataType, const void *pArg )
{
PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue %i %i %p %i %p\n", eValue, eScopeType, scopeObj, eDataType, pArg);
return true;
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}
/// Get a configuration value.
/// - eValue: which value to fetch
/// - eScopeType: query setting on what type of object
/// - eScopeArg: the object to query the setting for
/// - pOutDataType: If non-NULL, the data type of the value is returned.
/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult )
{
PRINT_DEBUG("Steam_Networking_Utils::GetConfigValue\n");
return k_ESteamNetworkingGetConfigValue_BadValue;
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}
/// Returns info about a configuration value. Returns false if the value does not exist.
/// pOutNextValue can be used to iterate through all of the known configuration values.
/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
/// Any of the output parameters can be NULL if you do not need that information.
bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue )
{
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PRINT_DEBUG("TODO: Steam_Networking_Utils::GetConfigValueInfo old\n");
//TODO flat api
return false;
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}
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/// Get info about a configuration value. Returns the name of the value,
/// or NULL if the value doesn't exist. Other output parameters can be NULL
/// if you do not need them.
const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope )
{
PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
//TODO flat api
return NULL;
}
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/// Return the lowest numbered configuration value available in the current environment.
ESteamNetworkingConfigValue GetFirstConfigValue()
{
PRINT_DEBUG("Steam_Networking_Utils::GetFirstConfigValue\n");
return k_ESteamNetworkingConfig_Invalid;
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}
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/// Iterate the list of all configuration values in the current environment that it might
/// be possible to display or edit using a generic UI. To get the first iterable value,
/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
/// to signal end of list.
///
/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
/// are recommended to only be editable in "debug" or "dev" mode and typically should not be
/// shown in a retail environment where a malicious local user might use this to cheat.
ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars )
{
PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
return k_ESteamNetworkingConfig_Invalid;
}
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// String conversions. You'll usually access these using the respective
// inline methods.
void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort )
{
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ToString\n");
if (buf == nullptr || cbBuf == 0)
return;
char buffer[64]; // Its enought for ipv4 & ipv6 + port
std::string str_addr;
if (addr.IsIPv4())
{
in_addr ipv4_addr;
ipv4_addr.s_addr = htonl(addr.GetIPv4());
if (inet_ntop(AF_INET, &ipv4_addr, buffer, sizeof(buffer) / sizeof(*buffer)) != nullptr)
{
if (bWithPort)
{
str_addr = buffer;
str_addr += ':';
str_addr += std::to_string(addr.m_port);
}
else
{
str_addr = buffer;
}
}
}
else
{
in6_addr ipv6_addr;
memcpy(ipv6_addr.s6_addr, addr.m_ipv6, sizeof(addr.m_ipv6));
if (inet_ntop(AF_INET6, &ipv6_addr, buffer, sizeof(buffer) / sizeof(*buffer)) != nullptr)
{
if (bWithPort)
{
str_addr = '[';
str_addr += buffer;
str_addr += "]:";
str_addr += std::to_string(addr.m_port);
}
else
{
str_addr = buffer;
}
}
}
cbBuf = std::min<size_t>(cbBuf, str_addr.length() + 1);
strncpy(buf, str_addr.c_str(), cbBuf);
buf[cbBuf - 1] = '\0';
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}
bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr )
{
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ParseString\n");
bool valid = false;
if (pAddr == nullptr || pszStr == nullptr)
return valid;
std::string str(pszStr);
size_t pos = str.find(':');
if (pos != std::string::npos)
{// Try ipv4 with port
in_addr ipv4_addr;
std::string tmp(str);
tmp[pos] = 0;
const char* ip = tmp.c_str();
const char* port = &tmp[pos + 1];
if (inet_pton(AF_INET, ip, &ipv4_addr) == 1)
{
valid = true;
pAddr->SetIPv4(ntohl(ipv4_addr.s_addr), strtoul(port, nullptr, 10));
}
}
else
{// Try ipv4 without port
in_addr ipv4_addr;
if (inet_pton(AF_INET, str.c_str(), &ipv4_addr) == 1)
{
valid = true;
pAddr->SetIPv4(ntohl(ipv4_addr.s_addr), 0);
}
}
if (!valid)
{// Try ipv6
addrinfo* info = nullptr;
addrinfo hints = {};
hints.ai_family = AF_INET6;
hints.ai_socktype = SOCK_STREAM;
hints.ai_flags = AI_NUMERICHOST | AI_NUMERICSERV;
size_t sep_pos = 0;
std::string ip;
int sep_count = 0;
for (int i = 0; i < str.length(); ++i)
{
if (str[i] == ':')
{
sep_pos = i;
++sep_count;
}
}
if (sep_count == 8)
{
ip = std::move(std::string(str.begin(), str.begin() + sep_pos));
}
else
{
ip = str;
}
if (getaddrinfo(ip.c_str(), nullptr, &hints, &info) == 0)
{
sockaddr_in6* maddr = (sockaddr_in6*)info->ai_addr;
size_t pos = str.find(']');
std::string str_port("0");
if (pos != std::string::npos)
{
str_port = std::move(std::string(str.begin() + pos + 2, str.end()));
}
else if (sep_count == 8)
{
str_port = std::move(std::string(str.begin() + sep_pos + 1, str.end()));
}
try
{
int port = std::stoi(str_port);
if (port >= 0 && port <= 65535)
{
pAddr->SetIPv6(maddr->sin6_addr.s6_addr, port);
valid = true;
}
}
catch(...)
{ }
}
if (info)
{
freeaddrinfo(info);
}
}
if (!valid)
{
pAddr->Clear();
}
return valid;
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}
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ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr )
{
PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
return k_ESteamNetworkingFakeIPType_NotFake;
}
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void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf )
{
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n");
if (buf == nullptr)
return;
std::string str;
str.reserve(SteamNetworkingIdentity::k_cchMaxString);
switch (identity.m_eType)
{
case k_ESteamNetworkingIdentityType_SteamID:
{
str = "steamid:";
str += std::move(std::to_string(identity.GetSteamID64()));
}
break;
case k_ESteamNetworkingIdentityType_IPAddress:
{
str = "ip:";
char buff[SteamNetworkingIPAddr::k_cchMaxString];
auto& addr = *identity.GetIPAddr();
SteamNetworkingIPAddr_ToString(addr, buff, sizeof(buff), true);
str += buff;
}
break;
case k_ESteamNetworkingIdentityType_GenericBytes:
{
int generic_len;
const uint8* pBuf = identity.GetGenericBytes(generic_len);
str = "gen:";
str.resize(4 + (generic_len * 2));
char* pDest = &str[4];
while(generic_len--)
{
// I don't care for the last char, I've reserved the max string size
snprintf(pDest, 3, "%02x", *pBuf);
++pBuf;
pDest += 2;
}
}
break;
case k_ESteamNetworkingIdentityType_GenericString:
{
str = "str:";
str += identity.GetGenericString();
}
break;
case k_ESteamNetworkingIdentityType_UnknownType:
{
str = identity.m_szUnknownRawString;
}
break;
}
cbBuf = std::min<size_t>(cbBuf, str.length() + 1);
strncpy(buf, str.c_str(), cbBuf);
buf[cbBuf - 1] = '\0';
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}
bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr )
{
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ParseString\n");
bool valid = false;
if (pIdentity == nullptr)
{
return valid;
}
if (pszStr != nullptr)
{
const char* end = strchr(pszStr, ':');
if (end != nullptr)
{
++end;
if (strncmp(pszStr, "gen:", end - pszStr) == 0)
{
size_t length = strlen(end);
if (!(length % 2) && length <= (sizeof(pIdentity->m_genericBytes) * 2))
{// Must be even
valid = true;
length /= 2;
pIdentity->m_eType = k_ESteamNetworkingIdentityType_GenericBytes;
pIdentity->m_cbSize = length;
uint8* pBytes = pIdentity->m_genericBytes;
char hex[3] = { 0,0,0 };
while (length)
{
hex[0] = end[0];
hex[1] = end[1];
// Steam doesn't check if wasn't a hex char
*pBytes = strtol(hex, nullptr, 16);
++pBytes;
end += 2;
--length;
}
}
}
else if (strncmp(pszStr, "steamid:", end - pszStr) == 0)
{
CSteamID steam_id(uint64(strtoull(end, nullptr, 10)));
if (steam_id.IsValid())
{
valid = true;
pIdentity->SetSteamID(steam_id);
}
}
else if (strncmp(pszStr, "str:", end - pszStr) == 0)
{
valid = pIdentity->SetGenericString(end);
}
else if (strncmp(pszStr, "ip:", end - pszStr) == 0)
{
SteamNetworkingIPAddr steam_addr;
if (SteamNetworkingIPAddr_ParseString(&steam_addr, end))
{
valid = true;
pIdentity->SetIPAddr(steam_addr);
}
}
}
}
return valid;
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}
void RunCallbacks()
{
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if (init_relay && !relay_initialized) {
relay_initialized = true;
SteamRelayNetworkStatus_t data = get_network_status();
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
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}
void 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) {
}
}
if (msg->has_networking_sockets()) {
}
}
};