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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 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 ;
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bool relay_initialized = 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 ) ;
}
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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 " ) ;
//TODO
return NULL ;
}
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bool InitializeRelayAccess ( )
{
PRINT_DEBUG ( " Steam_Networking_Utils::InitializeRelayAccess \n " ) ;
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relay_initialized = true ;
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return true ;
}
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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 )
{
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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 ) {
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 " ) ;
}
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 " ) ;
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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 " ) ;
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//return k_nSteamNetworkingPing_Unknown;
return 10 ;
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}
int EstimatePingTimeFromLocalHost ( const SteamNetworkPingLocation_t & remoteLocation )
{
PRINT_DEBUG ( " Steam_Networking_Utils::EstimatePingTimeFromLocalHost \n " ) ;
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return 10 ;
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}
void ConvertPingLocationToString ( const SteamNetworkPingLocation_t & location , char * pszBuf , int cchBufSize )
{
PRINT_DEBUG ( " Steam_Networking_Utils::ConvertPingLocationToString \n " ) ;
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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 " ) ;
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return true ;
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}
bool CheckPingDataUpToDate ( float flMaxAgeSeconds )
{
PRINT_DEBUG ( " Steam_Networking_Utils::CheckPingDataUpToDate %f \n " , flMaxAgeSeconds ) ;
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relay_initialized = true ;
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return true ;
}
bool IsPingMeasurementInProgress ( )
{
PRINT_DEBUG ( " Steam_Networking_Utils::IsPingMeasurementInProgress \n " ) ;
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return false ;
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}
int GetPingToDataCenter ( SteamNetworkingPOPID popID , SteamNetworkingPOPID * pViaRelayPoP )
{
PRINT_DEBUG ( " Steam_Networking_Utils::GetPingToDataCenter \n " ) ;
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return 0 ;
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}
int GetDirectPingToPOP ( SteamNetworkingPOPID popID )
{
PRINT_DEBUG ( " Steam_Networking_Utils::GetDirectPingToPOP \n " ) ;
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return 0 ;
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}
int GetPOPCount ( )
{
PRINT_DEBUG ( " Steam_Networking_Utils::GetPOPCount \n " ) ;
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return 0 ;
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}
int GetPOPList ( SteamNetworkingPOPID * list , int nListSz )
{
PRINT_DEBUG ( " Steam_Networking_Utils::GetPOPList \n " ) ;
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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 ;
}
}
//
// 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 \n " ) ;
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return false ;
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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 " ) ;
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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 )
{
PRINT_DEBUG ( " Steam_Networking_Utils::GetConfigValueInfo \n " ) ;
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return false ;
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}
/// Return the lowest numbered configuration value available in the current environment.
ESteamNetworkingConfigValue GetFirstConfigValue ( )
{
PRINT_DEBUG ( " Steam_Networking_Utils::GetFirstConfigValue \n " ) ;
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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 " ) ;
}
bool SteamNetworkingIPAddr_ParseString ( SteamNetworkingIPAddr * pAddr , const char * pszStr )
{
PRINT_DEBUG ( " Steam_Networking_Utils::SteamNetworkingIPAddr_ParseString \n " ) ;
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return false ;
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}
void SteamNetworkingIdentity_ToString ( const SteamNetworkingIdentity & identity , char * buf , size_t cbBuf )
{
PRINT_DEBUG ( " Steam_Networking_Utils::SteamNetworkingIdentity_ToString \n " ) ;
}
bool SteamNetworkingIdentity_ParseString ( SteamNetworkingIdentity * pIdentity , const char * pszStr )
{
PRINT_DEBUG ( " Steam_Networking_Utils::SteamNetworkingIdentity_ParseString \n " ) ;
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return false ;
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}
void RunCallbacks ( )
{
}
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 ( ) ) {
}
}
} ;