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Retry connections in steam networking sockets a few times.
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@ -52,6 +52,9 @@ struct Connect_Socket {
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unsigned long long packet_receive_counter;
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unsigned long long packet_receive_counter;
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CSteamID created_by;
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CSteamID created_by;
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std::chrono::steady_clock::time_point connect_request_last_sent;
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unsigned connect_requests_sent;
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};
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};
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struct shared_between_client_server {
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struct shared_between_client_server {
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@ -217,6 +220,8 @@ HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity,
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socket.user_data = -1;
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socket.user_data = -1;
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socket.poll_group = k_HSteamNetPollGroup_Invalid;
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socket.poll_group = k_HSteamNetPollGroup_Invalid;
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socket.created_by = settings->get_local_steam_id();
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socket.created_by = settings->get_local_steam_id();
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socket.connect_request_last_sent = std::chrono::steady_clock::now();
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socket.connect_requests_sent = 0;
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HSteamNetConnection socket_id = get_socket_id();
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HSteamNetConnection socket_id = get_socket_id();
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if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id;
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if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id;
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@ -1996,6 +2001,17 @@ void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks )
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void RunCallbacks()
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void RunCallbacks()
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{
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{
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//TODO: timeout unaccepted connections after a few seconds or so
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//TODO: timeout unaccepted connections after a few seconds or so
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auto current_time = std::chrono::steady_clock::now();
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auto socket_conn = std::begin(s->connect_sockets);
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while (socket_conn != std::end(s->connect_sockets)) {
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if (socket_conn->second.connect_requests_sent < 10 && socket_conn->second.status == CONNECT_SOCKET_CONNECTING && (std::chrono::duration_cast<std::chrono::milliseconds>(current_time - socket_conn->second.connect_request_last_sent).count() > 3000)) {
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send_packet_new_connection(socket_conn->first);
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socket_conn->second.connect_request_last_sent = current_time;
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socket_conn->second.connect_requests_sent += 1;
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}
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++socket_conn;
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}
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}
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}
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@ -2031,10 +2047,13 @@ void Callback(Common_Message *msg)
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}
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}
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if (conn != s->listen_sockets.end()) {
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if (conn != s->listen_sockets.end()) {
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SteamNetworkingIdentity identity;
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auto connect_socket = std::find_if(s->connect_sockets.begin(), s->connect_sockets.end(), [msg](const auto &in) {return in.second.remote_identity.GetSteamID64() == msg->source_id() && (in.second.status == CONNECT_SOCKET_NOT_ACCEPTED || in.second.status == CONNECT_SOCKET_CONNECTED) && in.second.remote_id == msg->networking_sockets().connection_id_from();});
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identity.SetSteamID64(msg->source_id());
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if (connect_socket == s->connect_sockets.end()) {
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HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from());
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SteamNetworkingIdentity identity;
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launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION);
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identity.SetSteamID64(msg->source_id());
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HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from());
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launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION);
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}
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}
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}
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} else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) {
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} else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) {
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