/* 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 . */ #include "base.h" class Steam_Networking_Utils : public ISteamNetworkingUtils001, public ISteamNetworkingUtils002, public ISteamNetworkingUtils003, public ISteamNetworkingUtils { class Settings *settings; class Networking *network; class SteamCallResults *callback_results; class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; std::chrono::time_point initialized_time = std::chrono::steady_clock::now(); FSteamNetworkingSocketsDebugOutput debug_function; bool relay_initialized = false; bool init_relay = false; 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; } /// 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; } bool InitializeRelayAccess() { PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n"); 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; } /// 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 lock(global_mutex); //TODO: check if this is how real steam returns it SteamRelayNetworkStatus_t data = {}; if (relay_initialized) { data = get_network_status(); } if (pDetails) { *pDetails = data; } return k_ESteamNetworkingAvailability_Current; } 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; } 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; } int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) { PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeFromLocalHost\n"); return 10; } void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) { PRINT_DEBUG("Steam_Networking_Utils::ConvertPingLocationToString\n"); strncpy(pszBuf, "fra=10+2", cchBufSize); } bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) { PRINT_DEBUG("Steam_Networking_Utils::ParsePingLocationString\n"); return true; } bool CheckPingDataUpToDate( float flMaxAgeSeconds ) { PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds); init_relay = true; return relay_initialized; } bool IsPingMeasurementInProgress() { PRINT_DEBUG("Steam_Networking_Utils::IsPingMeasurementInProgress\n"); return false; } int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) { PRINT_DEBUG("Steam_Networking_Utils::GetPingToDataCenter\n"); return 0; } int GetDirectPingToPOP( SteamNetworkingPOPID popID ) { PRINT_DEBUG("Steam_Networking_Utils::GetDirectPingToPOP\n"); return 0; } int GetPOPCount() { PRINT_DEBUG("Steam_Networking_Utils::GetPOPCount\n"); return 0; } int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) { PRINT_DEBUG("Steam_Networking_Utils::GetPOPList\n"); return 0; } // // 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::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; } } // // 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; } // // 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 " "%" PRIdPTR " %i %p\n", eValue, eScopeType, scopeObj, eDataType, pArg); return true; } /// 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; } /// 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("TODO: Steam_Networking_Utils::GetConfigValueInfo old\n"); //TODO flat api return false; } /// 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; } /// Return the lowest numbered configuration value available in the current environment. ESteamNetworkingConfigValue GetFirstConfigValue() { PRINT_DEBUG("Steam_Networking_Utils::GetFirstConfigValue\n"); return k_ESteamNetworkingConfig_Invalid; } /// 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; } // 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(cbBuf, str_addr.length() + 1); strncpy(buf, str_addr.c_str(), cbBuf); buf[cbBuf - 1] = '\0'; } 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; } ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr ) { PRINT_DEBUG("TODO: %s\n", __FUNCTION__); return k_ESteamNetworkingFakeIPType_NotFake; } 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(cbBuf, str.length() + 1); strncpy(buf, str.c_str(), cbBuf); buf[cbBuf - 1] = '\0'; } 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; } void RunCallbacks() { if (init_relay && !relay_initialized) { relay_initialized = true; SteamRelayNetworkStatus_t data = get_network_status(); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } 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()) { } } };