mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 03:05:35 +08:00
Fix errrors in network.
(linux and windows C++ things arent the same [I HATE BOTH OF YOU WHY NOT STANDARDIZE!]) revert "&" checks on type instead of "=="
This commit is contained in:
parent
7c5b4e5325
commit
e4f488bbdc
@ -109,8 +109,7 @@ static void log_exception(LPEXCEPTION_POINTERS ex_pointers)
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auto now = std::chrono::system_clock::now();
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auto t_now = std::chrono::system_clock::to_time_t(now);
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auto gm_time = std::gmtime(&t_now);
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auto asc_time = std::asctime(gm_time);
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auto time = std::string(asc_time);
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auto time = std::string(asc_time ? asc_time : "");
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time.pop_back(); // remove the trailing '\n' added by asctime
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common_helpers::write(file, "[" + time + "]");
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{
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@ -870,11 +870,11 @@ bool Auth_Manager::endAuth(CSteamID id)
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void Auth_Manager::Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() & Low_Level::CONNECT) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() & Low_Level::DISCONNECT) {
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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PRINT_DEBUG("TICKET DISCONNECT");
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auto t = std::begin(inbound);
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while (t != std::end(inbound)) {
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@ -889,7 +889,7 @@ void Auth_Manager::Callback(Common_Message *msg)
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}
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if (msg->has_auth_ticket()) {
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if (msg->auth_ticket().type() & Auth_Ticket::CANCEL) {
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if (msg->auth_ticket().type() == Auth_Ticket::CANCEL) {
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PRINT_DEBUG("TICKET CANCEL " "%" PRIu64, msg->source_id());
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uint32 number = msg->auth_ticket().number();
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auto t = std::begin(inbound);
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@ -291,11 +291,16 @@ static int send_packet_to(sock_t sock, IP_PORT ip_port, char *data, unsigned lon
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size_t addrsize = 0;
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struct sockaddr_in *addr4 = (struct sockaddr_in *)&addr;
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addrsize = sizeof(struct sockaddr_in);
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#if defined(STEAM_WIN32)
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int addrsize = sizeof(struct sockaddr_in);
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#else
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socklen_t addrsize = sizeof(struct sockaddr_in);
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#endif
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addr4->sin_family = AF_INET;
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addr4->sin_addr.s_addr = ip_port.ip;
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addr4->sin_port = ip_port.port;
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return sendto(sock, data, length, 0, (struct sockaddr *)&addr, static_cast<int>(addrsize));
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return sendto(sock, data, length, 0, (struct sockaddr *)&addr, addrsize);
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}
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static int receive_packet(sock_t sock, IP_PORT *ip_port, char *data, unsigned long max_length)
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@ -375,12 +380,16 @@ static bool bind_socket(sock_t sock, uint16 port)
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size_t addrsize;
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struct sockaddr_in *addr4 = (struct sockaddr_in *)&addr;
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addrsize = sizeof(struct sockaddr_in);
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#if defined(STEAM_WIN32)
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int addrsize = sizeof(struct sockaddr_in);
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#else
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socklen_t addrsize = sizeof(struct sockaddr_in);
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#endif
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addr4->sin_family = AF_INET;
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addr4->sin_port = htons(port);
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addr4->sin_addr.s_addr = 0;
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return !bind(sock, (struct sockaddr *)&addr, static_cast<int>(addrsize));
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return !bind(sock, (struct sockaddr *)&addr, addrsize);
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}
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static bool socket_reuseaddr(sock_t sock)
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@ -470,7 +479,7 @@ static bool unbuffer_tcp(struct TCP_Socket &socket, Common_Message *msg)
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static bool recv_tcp(struct TCP_Socket &socket)
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{
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if (is_socket_valid(socket.sock)) {
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unsigned int size = receive_buffer_amount(socket.sock), old_size = static_cast<uint32>(socket.send_buffer.size());
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unsigned int size = receive_buffer_amount(socket.sock), old_size = static_cast<uint32>(socket.recv_buffer.size());
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int len;
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socket.recv_buffer.resize(old_size + size);
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if (size > 0) {
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@ -707,7 +716,7 @@ bool Networking::handle_announce(Common_Message *msg, IP_PORT ip_port)
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conn->last_received = std::chrono::high_resolution_clock::now();
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if (msg->announce().type() & Announce::PING) {
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if (msg->announce().type() == Announce::PING) {
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Common_Message msg = create_announce(false);
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size_t size = msg.ByteSizeLong();
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char *buffer = new char[size];
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@ -724,7 +733,7 @@ bool Networking::handle_announce(Common_Message *msg, IP_PORT ip_port)
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send_packet_to(udp_socket, ip_port, buffer, static_cast<unsigned long>(size));
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delete[] buffer;
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}
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} else if (msg->announce().type() & Announce::PONG) {
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} else if (msg->announce().type() == Announce::PONG) {
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conn->udp_ip_port = ip_port;
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conn->udp_pinged = true;
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}
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@ -877,7 +877,7 @@ void Steam_Controller::TriggerVibration( ControllerHandle_t controllerHandle, un
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rumble_length_ms = 100;
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#endif
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unsigned gamepad_device = (static_cast<unsigned int>(controllerHandle) - 1);
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unsigned gamepad_device = static_cast<unsigned int>(controllerHandle - 1);
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if (gamepad_device > GAMEPAD_COUNT) return;
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rumble_thread_data->rumble_mutex.lock();
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rumble_thread_data->data[gamepad_device].new_data = true;
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@ -1199,7 +1199,7 @@ void Steam_Friends::RunCallbacks()
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void Steam_Friends::Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() & Low_Level::DISCONNECT) {
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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PRINT_DEBUG("Disconnect");
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uint64 id = msg->source_id();
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auto f = std::find_if(friends.begin(), friends.end(), [&id](Friend const& item) { return item.id() == id; });
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@ -1210,7 +1210,7 @@ void Steam_Friends::Callback(Common_Message *msg)
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}
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}
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if (msg->low_level().type() & Low_Level::CONNECT) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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PRINT_DEBUG("Connect %llu", (uint64)msg->source_id());
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Common_Message msg_;
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msg_.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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@ -1254,7 +1254,7 @@ void Steam_Friends::Callback(Common_Message *msg)
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}
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if (msg->has_friend_messages()) {
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if (msg->friend_messages().type() & Friend_Messages::LOBBY_INVITE) {
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if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) {
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PRINT_DEBUG("Got Lobby Invite");
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Friend *f = find_friend((uint64)msg->source_id());
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if (f) {
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@ -1280,7 +1280,7 @@ void Steam_Friends::Callback(Common_Message *msg)
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}
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}
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if (msg->friend_messages().type() & Friend_Messages::GAME_INVITE) {
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if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) {
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PRINT_DEBUG("Got Game Invite");
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//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
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if (overlay->Ready() && !settings->hasOverlayAutoAcceptInviteFromFriend(msg->source_id()))
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@ -641,7 +641,7 @@ void Steam_Matchmaking_Servers::server_details(Gameserver *g, gameserveritem_t *
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g->set_num_players(ssq_a2s_info->players);
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g->set_version(static_cast<uint32_t>(std::stoull(ssq_a2s_info->version, NULL, 0)));
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if (ssq_info_has_port(ssq_a2s_info)) g->set_port(ssq_a2s_info->port);
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if (ssq_info_has_gameid(ssq_a2s_info)) g->set_appid(static_cast<uint32_t>(ssq_a2s_info->gameid));
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if (ssq_info_has_gameid(ssq_a2s_info)) g->set_appid(ssq_a2s_info->gameid);
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else g->set_appid(ssq_a2s_info->id);
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g->set_offline(false);
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} else {
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@ -858,11 +858,11 @@ void Steam_Networking::Callback(Common_Message *msg)
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PRINT_DEBUG("msg data: '%s'",
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common_helpers::uint8_vector_to_hex_string(std::vector<uint8_t>(msg->network().data().begin(), msg->network().data().end())).c_str());
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if (msg->network().type() & Network_pb::DATA) {
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if (msg->network().type() == Network_pb::DATA) {
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unprocessed_messages.push_back(Common_Message(*msg));
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}
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if (msg->network().type() & Network_pb::NEW_CONNECTION) {
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if (msg->network().type() == Network_pb::NEW_CONNECTION) {
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std::lock_guard<std::recursive_mutex> lock(messages_mutex);
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auto msg_temp = std::begin(messages);
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while (msg_temp != std::end(messages)) {
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@ -878,7 +878,7 @@ void Steam_Networking::Callback(Common_Message *msg)
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if (msg->has_network_old()) {
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PRINT_DEBUG("got network socket msg %u", msg->network_old().type());
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if (msg->network_old().type() & Network_Old::CONNECTION_REQUEST_IP) {
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if (msg->network_old().type() == Network_Old::CONNECTION_REQUEST_IP) {
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for (auto & listen : listen_sockets) {
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if (listen.nPort == msg->network_old().port()) {
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SNetSocket_t new_sock = create_connection_socket((uint64)msg->source_id(), 0, 0, msg->network_old().port(), listen.id, SOCKET_CONNECTED, static_cast<SNetSocket_t>(msg->network_old().connection_id_from()));
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@ -892,7 +892,7 @@ void Steam_Networking::Callback(Common_Message *msg)
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}
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}
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}
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} else if (msg->network_old().type() & Network_Old::CONNECTION_REQUEST_STEAMID) {
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} else if (msg->network_old().type() == Network_Old::CONNECTION_REQUEST_STEAMID) {
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for (auto & listen : listen_sockets) {
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if (listen.nVirtualP2PPort == msg->network_old().port()) {
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SNetSocket_t new_sock = create_connection_socket((uint64)msg->source_id(), msg->network_old().port(), 0, 0, listen.id, SOCKET_CONNECTED, static_cast<SNetSocket_t>(msg->network_old().connection_id_from()));
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@ -907,7 +907,7 @@ void Steam_Networking::Callback(Common_Message *msg)
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}
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}
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} else if (msg->network_old().type() & Network_Old::CONNECTION_ACCEPTED) {
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} else if (msg->network_old().type() == Network_Old::CONNECTION_ACCEPTED) {
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struct steam_connection_socket *socket = get_connection_socket(static_cast<SNetSocket_t>(msg->network_old().connection_id()));
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if (socket && socket->nPort && socket->status == SOCKET_CONNECTING && !socket->target.IsValid()) {
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socket->target = (uint64)msg->source_id();
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@ -923,7 +923,7 @@ void Steam_Networking::Callback(Common_Message *msg)
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data.m_eSNetSocketState = k_ESNetSocketStateConnected; //TODO is this the right state?
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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} else if (msg->network_old().type() & Network_Old::CONNECTION_END) {
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} else if (msg->network_old().type() == Network_Old::CONNECTION_END) {
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struct steam_connection_socket *socket = get_connection_socket(static_cast<SNetSocket_t>(msg->network_old().connection_id()));
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if (socket && socket->status == SOCKET_CONNECTED && msg->source_id() == socket->target.ConvertToUint64()) {
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struct SocketStatusCallback_t data;
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@ -943,7 +943,7 @@ void Steam_Networking::Callback(Common_Message *msg)
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}
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if (msg->has_low_level()) {
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if (msg->low_level().type() & Low_Level::DISCONNECT) {
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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CSteamID source_id((uint64)msg->source_id());
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if (connection_exists(source_id)) {
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P2PSessionConnectFail_t data;
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@ -965,7 +965,7 @@ void Steam_Networking::Callback(Common_Message *msg)
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}
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} else
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if (msg->low_level().type() & Low_Level::CONNECT) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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}
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@ -382,18 +382,18 @@ void Steam_Networking_Messages::RunCallbacks()
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void Steam_Networking_Messages::Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() & Low_Level::CONNECT) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() & Low_Level::DISCONNECT) {
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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end_connection((uint64)msg->source_id());
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}
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}
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if (msg->has_networking_messages()) {
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PRINT_DEBUG("got network socket msg %u", msg->networking_messages().type());
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if (msg->networking_messages().type() & Networking_Messages::CONNECTION_NEW) {
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if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) {
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SteamNetworkingIdentity identity;
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identity.SetSteamID64(msg->source_id());
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auto conn = find_or_create_message_connection(identity, true, false);
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@ -401,18 +401,18 @@ void Steam_Networking_Messages::Callback(Common_Message *msg)
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conn->second.dead = false;
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}
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if (msg->networking_messages().type() & Networking_Messages::CONNECTION_ACCEPT) {
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if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) {
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auto conn = connections.find((uint64)msg->source_id());
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if (conn != connections.end()) {
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conn->second.remote_id = msg->networking_messages().id_from();
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}
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}
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if (msg->networking_messages().type() & Networking_Messages::CONNECTION_END) {
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if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) {
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end_connection((uint64)msg->source_id());
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}
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if (msg->networking_messages().type() & Networking_Messages::DATA) {
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if (msg->networking_messages().type() == Networking_Messages::DATA) {
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incoming_data.push_back(Common_Message(*msg));
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}
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}
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@ -939,7 +939,7 @@ EResult Steam_Networking_Sockets::GetConnectionRealTimeStatus( HSteamNetConnecti
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pStatus->m_flInPacketsPerSec = 0.0;
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pStatus->m_flInBytesPerSec = 0.0;
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pStatus->m_cbSentUnackedReliable = 0;
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pStatus->m_usecQueueTime = static_cast<SteamNetworkingMicroseconds>(0.0f);
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pStatus->m_usecQueueTime = 0;
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//Note some games (volcanoids) might not allocate a struct the whole size of SteamNetworkingQuickConnectionStatus
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//keep this in mind in future interface updates
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@ -715,11 +715,11 @@ void Steam_Networking_Utils::RunCallbacks()
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void Steam_Networking_Utils::Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() & Low_Level::CONNECT) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() & Low_Level::DISCONNECT) {
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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}
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}
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