mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 02:44:16 +08:00
752 lines
26 KiB
C++
752 lines
26 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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class Steam_Networking_Utils :
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public ISteamNetworkingUtils001,
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public ISteamNetworkingUtils002,
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public ISteamNetworkingUtils003,
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public ISteamNetworkingUtils
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
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FSteamNetworkingSocketsDebugOutput debug_function;
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bool relay_initialized = false;
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bool init_relay = false;
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public:
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static void steam_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_networkingutils_callback\n");
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Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
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steam_networkingutils->Callback(msg);
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}
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static void steam_run_every_runcb(void *object)
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{
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PRINT_DEBUG("steam_networkingutils_run_every_runcb\n");
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Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
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steam_networkingutils->RunCallbacks();
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}
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Steam_Networking_Utils(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->network = network;
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this->run_every_runcb = run_every_runcb;
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//this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Utils::steam_callback, this);
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this->run_every_runcb->add(&Steam_Networking_Utils::steam_run_every_runcb, this);
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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}
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~Steam_Networking_Utils()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this);
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}
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static void free_steam_message_data(SteamNetworkingMessage_t *pMsg)
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{
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free(pMsg->m_pData);
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pMsg->m_pData = NULL;
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}
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static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
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{
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if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg);
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delete pMsg;
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}
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/// Allocate and initialize a message object. Usually the reason
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/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
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/// The returned object will have all of the relevant fields cleared to zero.
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///
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/// Optionally you can also request that this system allocate space to
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/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
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/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
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/// m_pData will point to the allocated buffer, m_cbSize will be set to the
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/// size, and m_pfnFreeData will be set to the proper function to free up
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/// the buffer.
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///
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/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
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/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
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/// set each of these.
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///
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/// You can use SteamNetworkingMessage_t::Release to free up the message
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/// bookkeeping object and any associated buffer. See
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/// ISteamNetworkingSockets::SendMessages for details on reference
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/// counting and ownership.
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SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer )
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{
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PRINT_DEBUG("Steam_Networking_Utils::AllocateMessage\n");
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SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t();
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pMsg->m_pfnFreeData = &free_steam_message_data;
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pMsg->m_pfnRelease = &delete_steam_message;
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if (cbAllocateBuffer < 0)
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cbAllocateBuffer = 0;
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if (cbAllocateBuffer)
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pMsg->m_pData = malloc(cbAllocateBuffer);
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pMsg->m_cbSize = cbAllocateBuffer;
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return pMsg;
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}
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bool InitializeRelayAccess()
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{
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PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n");
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init_relay = true;
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return relay_initialized;
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}
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SteamRelayNetworkStatus_t get_network_status()
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{
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SteamRelayNetworkStatus_t data = {};
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data.m_eAvail = k_ESteamNetworkingAvailability_Current;
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data.m_bPingMeasurementInProgress = 0;
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data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current;
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data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current;
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strcpy(data.m_debugMsg, "OK");
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return data;
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}
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/// Fetch current status of the relay network.
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///
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/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
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/// both the user and gameserver interfaces any time the status changes, or
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/// ping measurement starts or stops.
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///
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/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
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/// more details, you can pass a non-NULL value.
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ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetRelayNetworkStatus %p\n", pDetails);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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//TODO: check if this is how real steam returns it
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SteamRelayNetworkStatus_t data = {};
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if (relay_initialized) {
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data = get_network_status();
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}
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if (pDetails) {
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*pDetails = data;
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}
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return k_ESteamNetworkingAvailability_Current;
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}
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float GetLocalPingLocation( SteamNetworkPingLocation_t &result )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetLocalPingLocation\n");
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if (relay_initialized) {
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result.m_data[2] = 123;
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result.m_data[8] = 67;
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return 2.0;
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}
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return -1;
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}
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int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 )
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{
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PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeBetweenTwoLocations\n");
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//return k_nSteamNetworkingPing_Unknown;
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return 10;
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}
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int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation )
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{
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PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeFromLocalHost\n");
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return 10;
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}
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void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize )
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{
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PRINT_DEBUG("Steam_Networking_Utils::ConvertPingLocationToString\n");
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strncpy(pszBuf, "fra=10+2", cchBufSize);
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}
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bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result )
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{
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PRINT_DEBUG("Steam_Networking_Utils::ParsePingLocationString\n");
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return true;
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}
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bool CheckPingDataUpToDate( float flMaxAgeSeconds )
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{
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PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds);
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init_relay = true;
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return relay_initialized;
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}
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bool IsPingMeasurementInProgress()
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{
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PRINT_DEBUG("Steam_Networking_Utils::IsPingMeasurementInProgress\n");
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return false;
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}
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int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetPingToDataCenter\n");
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return 0;
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}
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int GetDirectPingToPOP( SteamNetworkingPOPID popID )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetDirectPingToPOP\n");
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return 0;
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}
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int GetPOPCount()
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetPOPCount\n");
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return 0;
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}
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int GetPOPList( SteamNetworkingPOPID *list, int nListSz )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetPOPList\n");
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return 0;
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}
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//
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// Misc
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//
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/// Fetch current timestamp. This timer has the following properties:
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///
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/// - Monotonicity is guaranteed.
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/// - The initial value will be at least 24*3600*30*1e6, i.e. about
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/// 30 days worth of microseconds. In this way, the timestamp value of
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/// 0 will always be at least "30 days ago". Also, negative numbers
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/// will never be returned.
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/// - Wraparound / overflow is not a practical concern.
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///
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/// If you are running under the debugger and stop the process, the clock
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/// might not advance the full wall clock time that has elapsed between
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/// calls. If the process is not blocked from normal operation, the
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/// timestamp values will track wall clock time, even if you don't call
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/// the function frequently.
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///
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/// The value is only meaningful for this run of the process. Don't compare
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/// it to values obtained on another computer, or other runs of the same process.
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SteamNetworkingMicroseconds GetLocalTimestamp()
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetLocalTimestamp\n");
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return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - initialized_time).count() + (SteamNetworkingMicroseconds)24*3600*30*1e6;
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}
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/// Set a function to receive network-related information that is useful for debugging.
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/// This can be very useful during development, but it can also be useful for troubleshooting
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/// problems with tech savvy end users. If you have a console or other log that customers
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/// can examine, these log messages can often be helpful to troubleshoot network issues.
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/// (Especially any warning/error messages.)
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///
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/// The detail level indicates what message to invoke your callback on. Lower numeric
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/// value means more important, and the value you pass is the lowest priority (highest
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/// numeric value) you wish to receive callbacks for.
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///
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/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
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/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
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/// request a high detail level and then filter out messages in your callback. Instead,
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/// call function function to adjust the desired level of detail.
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///
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/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
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/// Your output function must be threadsafe and fast! Do not make any other
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/// Steamworks calls from within the handler.
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void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SetDebugOutputFunction %i\n", eDetailLevel);
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if (eDetailLevel != k_ESteamNetworkingSocketsDebugOutputType_None) {
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debug_function = pfnFunc;
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}
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}
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//
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// Fake IP
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//
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// Useful for interfacing with code that assumes peers are identified using an IPv4 address
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//
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/// Return true if an IPv4 address is one that might be used as a "fake" one.
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/// This function is fast; it just does some logical tests on the IP and does
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/// not need to do any lookup operations.
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// inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; }
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ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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return k_ESteamNetworkingFakeIPType_NotFake;
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}
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/// Get the real identity associated with a given FakeIP.
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///
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/// On failure, returns:
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/// - k_EResultInvalidParam: the IP is not a FakeIP.
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/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
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///
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/// FakeIP's used by active connections, or the FakeIPs assigned to local identities,
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/// will always work. FakeIPs for recently destroyed connections will continue to
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/// return results for a little while, but not forever. At some point, we will forget
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/// FakeIPs to save space. It's reasonably safe to assume that you can read back the
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/// real identity of a connection very soon after it is destroyed. But do not wait
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/// indefinitely.
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EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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return k_EResultNoMatch;
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}
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//
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// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
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//
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// Shortcuts for common cases. (Implemented as inline functions below)
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/*
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bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
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bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
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bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
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bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
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bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
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bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
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*/
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/// Set a configuration value.
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/// - eValue: which value is being set
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/// - eScope: Onto what type of object are you applying the setting?
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/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
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/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
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/// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope,
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/// causing the value for that object to use global defaults. Or at global scope, passing NULL
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/// will reset any custom value and restore it to the system default.
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/// NOTE: When setting callback functions, do not pass the function pointer directly.
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/// Your argument should be a pointer to a function pointer.
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bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType eDataType, const void *pArg )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue %i %i " "%" PRIdPTR " %i %p\n", eValue, eScopeType, scopeObj, eDataType, pArg);
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return true;
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}
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/// Get a configuration value.
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/// - eValue: which value to fetch
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/// - eScopeType: query setting on what type of object
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/// - eScopeArg: the object to query the setting for
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/// - pOutDataType: If non-NULL, the data type of the value is returned.
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/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
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/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
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ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetConfigValue\n");
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return k_ESteamNetworkingGetConfigValue_BadValue;
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}
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/// Returns info about a configuration value. Returns false if the value does not exist.
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/// pOutNextValue can be used to iterate through all of the known configuration values.
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/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
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/// Any of the output parameters can be NULL if you do not need that information.
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bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue )
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{
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PRINT_DEBUG("TODO: Steam_Networking_Utils::GetConfigValueInfo old\n");
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//TODO flat api
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return false;
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}
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/// Get info about a configuration value. Returns the name of the value,
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/// or NULL if the value doesn't exist. Other output parameters can be NULL
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/// if you do not need them.
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const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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//TODO flat api
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return NULL;
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}
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/// Return the lowest numbered configuration value available in the current environment.
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ESteamNetworkingConfigValue GetFirstConfigValue()
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetFirstConfigValue\n");
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return k_ESteamNetworkingConfig_Invalid;
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}
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/// Iterate the list of all configuration values in the current environment that it might
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/// be possible to display or edit using a generic UI. To get the first iterable value,
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/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
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/// to signal end of list.
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///
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/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
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/// are recommended to only be editable in "debug" or "dev" mode and typically should not be
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/// shown in a retail environment where a malicious local user might use this to cheat.
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ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars )
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{
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PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
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return k_ESteamNetworkingConfig_Invalid;
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}
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// String conversions. You'll usually access these using the respective
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// inline methods.
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void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ToString\n");
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if (buf == nullptr || cbBuf == 0)
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return;
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char buffer[64]; // Its enought for ipv4 & ipv6 + port
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std::string str_addr;
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if (addr.IsIPv4())
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{
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in_addr ipv4_addr;
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ipv4_addr.s_addr = htonl(addr.GetIPv4());
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if (inet_ntop(AF_INET, &ipv4_addr, buffer, sizeof(buffer) / sizeof(*buffer)) != nullptr)
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{
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if (bWithPort)
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{
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str_addr = buffer;
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str_addr += ':';
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str_addr += std::to_string(addr.m_port);
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}
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else
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{
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str_addr = buffer;
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}
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}
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}
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else
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{
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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<size_t>(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<size_t>(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()) {
|
|
|
|
}
|
|
}
|
|
|
|
|
|
};
|