gbe_fork/dll/steam_networking_messages.cpp

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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 "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<CSteamID, Steam_Message_Connection>::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<std::recursive_mutex> 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<std::recursive_mutex> 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<unsigned long>(chan->second.front().size());
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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::microseconds>(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 %u", 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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) {
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}
if (msg->low_level().type() == Low_Level::DISCONNECT) {
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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) {
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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) {
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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) {
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end_connection((uint64)msg->source_id());
}
if (msg->networking_messages().type() == Networking_Messages::DATA) {
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incoming_data.push_back(Common_Message(*msg));
}
}
}