mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-30 14:25:36 +08:00
1506 lines
70 KiB
C++
1506 lines
70 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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struct Listen_Socket {
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HSteamListenSocket socket_id;
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int virtual_port;
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};
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enum connect_socket_status {
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CONNECT_SOCKET_NO_CONNECTION,
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CONNECT_SOCKET_CONNECTING,
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CONNECT_SOCKET_NOT_ACCEPTED,
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CONNECT_SOCKET_CONNECTED,
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CONNECT_SOCKET_CLOSED,
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CONNECT_SOCKET_TIMEDOUT
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};
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struct Connect_Socket {
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int virtual_port;
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SteamNetworkingIdentity remote_identity;
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HSteamNetConnection remote_id;
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HSteamListenSocket listen_socket_id;
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enum connect_socket_status status;
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int64 user_data;
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std::queue<std::string> data;
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};
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class Steam_Networking_Sockets :
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public ISteamNetworkingSockets001,
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public ISteamNetworkingSockets002,
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public ISteamNetworkingSockets003,
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public ISteamNetworkingSockets006,
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public ISteamNetworkingSockets
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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::vector<struct Listen_Socket> listen_sockets;
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std::map<HSteamNetConnection, struct Connect_Socket> connect_sockets;
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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_networkingsockets_callback\n");
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Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object;
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steam_networkingsockets->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_networkingsockets_run_every_runcb\n");
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Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object;
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steam_networkingsockets->RunCallbacks();
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}
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Steam_Networking_Sockets(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_Sockets::steam_callback, this);
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this->network->setCallback(CALLBACK_ID_NETWORKING_SOCKETS, settings->get_local_steam_id(), &Steam_Networking_Sockets::steam_callback, this);
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this->run_every_runcb->add(&Steam_Networking_Sockets::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_Sockets()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this);
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}
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HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort)
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{
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static HSteamListenSocket socket_id;
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++socket_id;
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if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id;
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auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&nSteamConnectVirtualPort](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort;});
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if (conn != listen_sockets.end()) return k_HSteamListenSocket_Invalid;
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struct Listen_Socket listen_socket;
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listen_socket.socket_id = socket_id;
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listen_socket.virtual_port = nSteamConnectVirtualPort;
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listen_sockets.push_back(listen_socket);
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return socket_id;
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}
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struct Listen_Socket *get_connection_socket(HSteamListenSocket id)
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{
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auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&id](struct Listen_Socket const& conn) { return conn.socket_id == id;});
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if (conn == listen_sockets.end()) return NULL;
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return &(*conn);
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}
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bool send_packet_new_connection(HSteamNetConnection m_hConn)
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{
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auto connect_socket = connect_sockets.find(m_hConn);
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if (connect_socket == connect_sockets.end()) return false;
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//TODO: right now this only supports connecting with steam id, might need to make ip/port connections work in the future when I find a game that uses them.
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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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msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
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msg.set_allocated_networking_sockets(new Networking_Sockets);
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if (connect_socket->second.status == CONNECT_SOCKET_CONNECTING) {
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msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_REQUEST);
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} else if (connect_socket->second.status == CONNECT_SOCKET_CONNECTED) {
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msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_ACCEPTED);
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}
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msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port);
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msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
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msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
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return network->sendTo(&msg, true);
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}
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HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid)
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{
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Connect_Socket socket = {};
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socket.remote_identity = remote_identity;
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socket.virtual_port = virtual_port;
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socket.listen_socket_id = listen_socket_id;
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socket.remote_id = remote_id;
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socket.status = status;
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socket.user_data = -1;
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static HSteamNetConnection socket_id;
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++socket_id;
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if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id;
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if (connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) {
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return k_HSteamNetConnection_Invalid;
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}
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return socket_id;
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}
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ESteamNetworkingConnectionState convert_status(enum connect_socket_status old_status)
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{
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if (old_status == CONNECT_SOCKET_NO_CONNECTION) return k_ESteamNetworkingConnectionState_None;
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if (old_status == CONNECT_SOCKET_CONNECTING) return k_ESteamNetworkingConnectionState_Connecting;
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if (old_status == CONNECT_SOCKET_NOT_ACCEPTED) return k_ESteamNetworkingConnectionState_Connecting;
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if (old_status == CONNECT_SOCKET_CONNECTED) return k_ESteamNetworkingConnectionState_Connected;
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if (old_status == CONNECT_SOCKET_CLOSED) return k_ESteamNetworkingConnectionState_ClosedByPeer;
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if (old_status == CONNECT_SOCKET_TIMEDOUT) return k_ESteamNetworkingConnectionState_ProblemDetectedLocally;
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return k_ESteamNetworkingConnectionState_None;
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}
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void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status)
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{
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auto connect_socket = connect_sockets.find(m_hConn);
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if (connect_socket == connect_sockets.end()) return;
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struct SteamNetConnectionStatusChangedCallback_t data = {};
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data.m_hConn = connect_socket->first;
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data.m_info.m_identityRemote = connect_socket->second.remote_identity;
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data.m_info.m_hListenSocket = connect_socket->second.listen_socket_id;
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data.m_info.m_nUserData = connect_socket->second.user_data;
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//TODO
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//m_addrRemote
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//m_eEndReason
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data.m_info.m_eState = convert_status(connect_socket->second.status);
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data.m_eOldState = convert_status(old_status);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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/// Creates a "server" socket that listens for clients to connect to, either by calling
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/// ConnectSocketBySteamID or ConnectSocketByIPv4Address.
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///
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/// nSteamConnectVirtualPort specifies how clients can connect to this socket using
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/// ConnectBySteamID. A negative value indicates that this functionality is
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/// disabled and clients must connect by IP address. It's very common for applications
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/// to only have one listening socket; in that case, use zero. If you need to open
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/// multiple listen sockets and have clients be able to connect to one or the other, then
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/// nSteamConnectVirtualPort should be a small integer constant unique to each listen socket
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/// you create.
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///
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/// In the open-source version of this API, you must pass -1 for nSteamConnectVirtualPort
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///
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/// If you want clients to connect to you by your IPv4 addresses using
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/// ConnectByIPv4Address, then you must set nPort to be nonzero. Steam will
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/// bind a UDP socket to the specified local port, and clients will send packets using
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/// ordinary IP routing. It's up to you to take care of NAT, protecting your server
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/// from DoS, etc. If you don't need clients to connect to you by IP, then set nPort=0.
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/// Use nIP if you wish to bind to a particular local interface. Typically you will use 0,
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/// which means to listen on all interfaces, and accept the default outbound IP address.
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/// If nPort is zero, then nIP must also be zero.
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///
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/// A SocketStatusCallback_t callback when another client attempts a connection.
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HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocket %i %u %u\n", nSteamConnectVirtualPort, nIP, nPort);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return new_listen_socket(nSteamConnectVirtualPort);
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}
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/// Creates a "server" socket that listens for clients to connect to by
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/// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6)
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///
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/// You must select a specific local port to listen on and set it
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/// the port field of the local address.
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///
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/// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()).
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/// This means that you will not bind to any particular local interface. In addition,
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/// if possible the socket will be bound in "dual stack" mode, which means that it can
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/// accept both IPv4 and IPv6 clients. If you wish to bind a particular interface, then
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/// set the local address to the appropriate IPv4 or IPv6 IP.
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///
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/// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t
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/// will be posted. The connection will be in the connecting state.
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HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n");
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}
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HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n");
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}
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/// Creates a connection and begins talking to a "server" over UDP at the
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/// given IPv4 or IPv6 address. The remote host must be listening with a
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/// matching call to CreateListenSocketIP on the specified port.
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///
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/// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start
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/// connecting, and then another one on either timeout or successful connection.
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///
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/// If the server does not have any identity configured, then their network address
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/// will be the only identity in use. Or, the network host may provide a platform-specific
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/// identity with or without a valid certificate to authenticate that identity. (These
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/// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's
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/// up to your application to decide whether to allow the connection.
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///
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/// By default, all connections will get basic encryption sufficient to prevent
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/// casual eavesdropping. But note that without certificates (or a shared secret
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/// distributed through some other out-of-band mechanism), you don't have any
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/// way of knowing who is actually on the other end, and thus are vulnerable to
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/// man-in-the-middle attacks.
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HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n");
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}
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HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n");
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}
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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/// ConnectP2P. It's very common for applications to only have one listening socket;
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/// in that case, use zero. If you need to open multiple listen sockets and have clients
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/// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000)
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/// unique to each listen socket you create.
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///
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
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/// when your app initializes
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HSteamListenSocket CreateListenSocketP2P( int nVirtualPort )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return new_listen_socket(nVirtualPort);
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}
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HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort);
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//TODO config options
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return new_listen_socket(nVirtualPort);
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}
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/// Begin connecting to a server that is identified using a platform-specific identifier.
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/// This requires some sort of third party rendezvous service, and will depend on the
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/// platform and what other libraries and services you are integrating with.
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///
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/// At the time of this writing, there is only one supported rendezvous service: Steam.
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/// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the
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/// client is online and facilitate a relay connection. Note that all P2P connections on
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/// Steam are currently relayed.
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///
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
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/// when your app initializes
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HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P old %i\n", nVirtualPort);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr();
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if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) {
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %llu\n", identityRemote.GetSteamID64());
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//steam id identity
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} else if (ip) {
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4());
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//ip addr
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} else {
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return k_HSteamNetConnection_Invalid;
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}
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HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort);
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send_packet_new_connection(socket);
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return socket;
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}
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HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %i\n", nVirtualPort);
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//TODO config options
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return ConnectP2P(identityRemote, nVirtualPort);
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}
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/// Creates a connection and begins talking to a remote destination. The remote host
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/// must be listening with a matching call to CreateListenSocket.
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///
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/// Use ConnectBySteamID to connect using the SteamID (client or game server) as the network address.
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/// Use ConnectByIPv4Address to connect by IP address.
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///
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/// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start connecting,
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/// and then another one on timeout or successful connection
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//#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
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HSteamNetConnection ConnectBySteamID( CSteamID steamIDTarget, int nVirtualPort )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectBySteamID\n");
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}
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//#endif
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HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPv4Address\n");
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}
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/// Accept an incoming connection that has been received on a listen socket.
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///
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/// When a connection attempt is received (perhaps after a few basic handshake
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/// packets have been exchanged to prevent trivial spoofing), a connection interface
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/// object is created in the k_ESteamNetworkingConnectionState_Connecting state
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/// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your
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/// application MUST either accept or close the connection. (It may not ignore it.)
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/// Accepting the connection will transition it either into the connected state,
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/// of the finding route state, depending on the connection type.
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///
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/// You should take action within a second or two, because accepting the connection is
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/// what actually sends the reply notifying the client that they are connected. If you
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/// delay taking action, from the client's perspective it is the same as the network
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/// being unresponsive, and the client may timeout the connection attempt. In other
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/// words, the client cannot distinguish between a delay caused by network problems
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/// and a delay caused by the application.
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///
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/// This means that if your application goes for more than a few seconds without
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/// processing callbacks (for example, while loading a map), then there is a chance
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/// that a client may attempt to connect in that interval and fail due to timeout.
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///
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/// If the application does not respond to the connection attempt in a timely manner,
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/// and we stop receiving communication from the client, the connection attempt will
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/// be timed out locally, transitioning the connection to the
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/// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also
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/// close the connection before it is accepted, and a transition to the
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/// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact
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/// sequence of events.
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///
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/// Returns k_EResultInvalidParam if the handle is invalid.
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/// Returns k_EResultInvalidState if the connection is not in the appropriate state.
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/// (Remember that the connection state could change in between the time that the
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/// notification being posted to the queue and when it is received by the application.)
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EResult AcceptConnection( HSteamNetConnection hConn )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::AcceptConnection %u\n", hConn);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto connect_socket = connect_sockets.find(hConn);
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if (connect_socket == connect_sockets.end()) return k_EResultInvalidParam;
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if (connect_socket->second.status != CONNECT_SOCKET_NOT_ACCEPTED) return k_EResultInvalidState;
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connect_socket->second.status = CONNECT_SOCKET_CONNECTED;
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send_packet_new_connection(connect_socket->first);
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return k_EResultOK;
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}
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/// Disconnects from the remote host and invalidates the connection handle.
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/// Any unread data on the connection is discarded.
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///
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/// nReason is an application defined code that will be received on the other
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/// end and recorded (when possible) in backend analytics. The value should
|
|
/// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need
|
|
/// to communicate any information to the remote host, and do not want analytics to
|
|
/// be able to distinguish "normal" connection terminations from "exceptional" ones,
|
|
/// You may pass zero, in which case the generic value of
|
|
/// k_ESteamNetConnectionEnd_App_Generic will be used.
|
|
///
|
|
/// pszDebug is an optional human-readable diagnostic string that will be received
|
|
/// by the remote host and recorded (when possible) in backend analytics.
|
|
///
|
|
/// If you wish to put the socket into a "linger" state, where an attempt is made to
|
|
/// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data
|
|
/// is not flushed.
|
|
///
|
|
/// If the connection has already ended and you are just freeing up the
|
|
/// connection interface, the reason code, debug string, and linger flag are
|
|
/// ignored.
|
|
bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CloseConnection %u\n", hPeer);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto connect_socket = connect_sockets.find(hPeer);
|
|
if (connect_socket == connect_sockets.end()) return false;
|
|
|
|
if (connect_socket->second.status != CONNECT_SOCKET_CLOSED && connect_socket->second.status != CONNECT_SOCKET_TIMEDOUT) {
|
|
//TODO send/nReason and pszDebug
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
|
|
msg.set_allocated_networking_sockets(new Networking_Sockets);
|
|
msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END);
|
|
msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port);
|
|
msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
|
|
msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
|
|
network->sendTo(&msg, true);
|
|
}
|
|
|
|
connect_sockets.erase(connect_socket);
|
|
return true;
|
|
}
|
|
|
|
|
|
/// Destroy a listen socket, and all the client sockets generated by accepting connections
|
|
/// on the listen socket.
|
|
///
|
|
/// pszNotifyRemoteReason determines what cleanup actions are performed on the client
|
|
/// sockets being destroyed. (See DestroySocket for more details.)
|
|
///
|
|
/// Note that if cleanup is requested and you have requested the listen socket bound to a
|
|
/// particular local port to facilitate direct UDP/IPv4 connections, then the underlying UDP
|
|
/// socket must remain open until all clients have been cleaned up.
|
|
bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteReason )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket old\n");
|
|
}
|
|
|
|
/// Destroy a listen socket. All the connections that were accepting on the listen
|
|
/// socket are closed ungracefully.
|
|
bool CloseListenSocket( HSteamListenSocket hSocket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&hSocket](struct Listen_Socket const& conn) { return conn.socket_id == hSocket;});
|
|
if (conn == listen_sockets.end()) return false;
|
|
|
|
std::queue<HSteamNetConnection> to_close;
|
|
|
|
auto socket_conn = std::begin(connect_sockets);
|
|
while (socket_conn != std::end(connect_sockets)) {
|
|
if (socket_conn->second.listen_socket_id == hSocket) {
|
|
to_close.push(socket_conn->first);
|
|
}
|
|
|
|
++socket_conn;
|
|
}
|
|
|
|
while (to_close.size()) {
|
|
CloseConnection(to_close.front(), 0, "", false);
|
|
to_close.pop();
|
|
}
|
|
|
|
listen_sockets.erase(conn);
|
|
return true;
|
|
}
|
|
|
|
/// Set connection user data. Returns false if the handle is invalid.
|
|
bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionUserData\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
auto connect_socket = connect_sockets.find(hPeer);
|
|
if (connect_socket == connect_sockets.end()) return false;
|
|
connect_socket->second.user_data = nUserData;
|
|
return true;
|
|
}
|
|
|
|
|
|
/// Fetch connection user data. Returns -1 if handle is invalid
|
|
/// or if you haven't set any userdata on the connection.
|
|
int64 GetConnectionUserData( HSteamNetConnection hPeer )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionUserData\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
auto connect_socket = connect_sockets.find(hPeer);
|
|
if (connect_socket == connect_sockets.end()) return -1;
|
|
return connect_socket->second.user_data;
|
|
}
|
|
|
|
|
|
/// Set a name for the connection, used mostly for debugging
|
|
void SetConnectionName( HSteamNetConnection hPeer, const char *pszName )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionName\n");
|
|
}
|
|
|
|
|
|
/// Fetch connection name. Returns false if handle is invalid
|
|
bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionName\n");
|
|
}
|
|
|
|
|
|
/// Send a message to the remote host on the connected socket.
|
|
///
|
|
/// eSendType determines the delivery guarantees that will be provided,
|
|
/// when data should be buffered, etc.
|
|
///
|
|
/// Note that the semantics we use for messages are not precisely
|
|
/// the same as the semantics of a standard "stream" socket.
|
|
/// (SOCK_STREAM) For an ordinary stream socket, the boundaries
|
|
/// between chunks are not considered relevant, and the sizes of
|
|
/// the chunks of data written will not necessarily match up to
|
|
/// the sizes of the chunks that are returned by the reads on
|
|
/// the other end. The remote host might read a partial chunk,
|
|
/// or chunks might be coalesced. For the message semantics
|
|
/// used here, however, the sizes WILL match. Each send call
|
|
/// will match a successful read call on the remote host
|
|
/// one-for-one. If you are porting existing stream-oriented
|
|
/// code to the semantics of reliable messages, your code should
|
|
/// work the same, since reliable message semantics are more
|
|
/// strict than stream semantics. The only caveat is related to
|
|
/// performance: there is per-message overhead to retain the
|
|
/// messages sizes, and so if your code sends many small chunks
|
|
/// of data, performance will suffer. Any code based on stream
|
|
/// sockets that does not write excessively small chunks will
|
|
/// work without any changes.
|
|
EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, ESteamNetworkingSendType eSendType )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old\n");
|
|
}
|
|
|
|
/// Send a message to the remote host on the specified connection.
|
|
///
|
|
/// nSendFlags determines the delivery guarantees that will be provided,
|
|
/// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable
|
|
///
|
|
/// Note that the semantics we use for messages are not precisely
|
|
/// the same as the semantics of a standard "stream" socket.
|
|
/// (SOCK_STREAM) For an ordinary stream socket, the boundaries
|
|
/// between chunks are not considered relevant, and the sizes of
|
|
/// the chunks of data written will not necessarily match up to
|
|
/// the sizes of the chunks that are returned by the reads on
|
|
/// the other end. The remote host might read a partial chunk,
|
|
/// or chunks might be coalesced. For the message semantics
|
|
/// used here, however, the sizes WILL match. Each send call
|
|
/// will match a successful read call on the remote host
|
|
/// one-for-one. If you are porting existing stream-oriented
|
|
/// code to the semantics of reliable messages, your code should
|
|
/// work the same, since reliable message semantics are more
|
|
/// strict than stream semantics. The only caveat is related to
|
|
/// performance: there is per-message overhead to retain the
|
|
/// message sizes, and so if your code sends many small chunks
|
|
/// of data, performance will suffer. Any code based on stream
|
|
/// sockets that does not write excessively small chunks will
|
|
/// work without any changes.
|
|
///
|
|
/// The pOutMessageNumber is an optional pointer to receive the
|
|
/// message number assigned to the message, if sending was successful.
|
|
///
|
|
/// Returns:
|
|
/// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big.
|
|
/// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend)
|
|
/// - k_EResultInvalidState: connection is in an invalid state
|
|
/// - k_EResultNoConnection: connection has ended
|
|
/// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because
|
|
/// we were not ready to send it.
|
|
/// - k_EResultLimitExceeded: there was already too much data queued to be sent.
|
|
/// (See k_ESteamNetworkingConfig_SendBufferSize)
|
|
EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection %u, len %u, flags %i\n", hConn, cbData, nSendFlags);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
auto connect_socket = connect_sockets.find(hConn);
|
|
if (connect_socket == connect_sockets.end()) return k_EResultInvalidParam;
|
|
if (connect_socket->second.status == CONNECT_SOCKET_CLOSED) return k_EResultNoConnection;
|
|
if (connect_socket->second.status == CONNECT_SOCKET_TIMEDOUT) return k_EResultNoConnection;
|
|
if (connect_socket->second.status != CONNECT_SOCKET_CONNECTED) return k_EResultInvalidState;
|
|
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
|
|
msg.set_allocated_networking_sockets(new Networking_Sockets);
|
|
msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA);
|
|
msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port);
|
|
msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
|
|
msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
|
|
msg.mutable_networking_sockets()->set_data(pData, cbData);
|
|
bool reliable = false;
|
|
if (nSendFlags & k_nSteamNetworkingSend_Reliable) reliable = true;
|
|
|
|
if (network->sendTo(&msg, reliable)) return k_EResultOK;
|
|
return k_EResultFail;
|
|
}
|
|
|
|
EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old %u, len %u, flags %i\n", hConn, cbData, nSendFlags);
|
|
return SendMessageToConnection(hConn, pData, cbData, nSendFlags, NULL);
|
|
}
|
|
|
|
/// Send one or more messages without copying the message payload.
|
|
/// This is the most efficient way to send messages. To use this
|
|
/// function, you must first allocate a message object using
|
|
/// ISteamNetworkingUtils::AllocateMessage. (Do not declare one
|
|
/// on the stack or allocate your own.)
|
|
///
|
|
/// You should fill in the message payload. You can either let
|
|
/// it allocate the buffer for you and then fill in the payload,
|
|
/// or if you already have a buffer allocated, you can just point
|
|
/// m_pData at your buffer and set the callback to the appropriate function
|
|
/// to free it. Note that if you use your own buffer, it MUST remain valid
|
|
/// until the callback is executed. And also note that your callback can be
|
|
/// invoked at ant time from any thread (perhaps even before SendMessages
|
|
/// returns!), so it MUST be fast and threadsafe.
|
|
///
|
|
/// You MUST also fill in:
|
|
/// - m_conn - the handle of the connection to send the message to
|
|
/// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags.
|
|
///
|
|
/// All other fields are currently reserved and should not be modified.
|
|
///
|
|
/// The library will take ownership of the message structures. They may
|
|
/// be modified or become invalid at any time, so you must not read them
|
|
/// after passing them to this function.
|
|
///
|
|
/// pOutMessageNumberOrResult is an optional array that will receive,
|
|
/// for each message, the message number that was assigned to the message
|
|
/// if sending was successful. If sending failed, then a negative EResult
|
|
/// valid is placed into the array. For example, the array will hold
|
|
/// -k_EResultInvalidState if the connection was in an invalid state.
|
|
/// See ISteamNetworkingSockets::SendMessageToConnection for possible
|
|
/// failure codes.
|
|
void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SendMessages\n");
|
|
}
|
|
|
|
|
|
/// If Nagle is enabled (its on by default) then when calling
|
|
/// SendMessageToConnection the message will be queued up the Nagle time
|
|
/// before being sent to merge small messages into the same packet.
|
|
///
|
|
/// Call this function to flush any queued messages and send them immediately
|
|
/// on the next transmission time (often that means right now).
|
|
EResult FlushMessagesOnConnection( HSteamNetConnection hConn )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::FlushMessagesOnConnection\n");
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn)
|
|
{
|
|
auto connect_socket = connect_sockets.find(hConn);
|
|
if (connect_socket == connect_sockets.end()) return NULL;
|
|
if (connect_socket->second.data.empty()) return NULL;
|
|
SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t();
|
|
unsigned long size = connect_socket->second.data.front().size();
|
|
pMsg->m_pData = malloc(size);
|
|
pMsg->m_cbSize = size;
|
|
memcpy(pMsg->m_pData, connect_socket->second.data.front().data(), size);
|
|
pMsg->m_conn = hConn;
|
|
pMsg->m_identityPeer = connect_socket->second.remote_identity;
|
|
pMsg->m_nConnUserData = connect_socket->second.user_data;
|
|
//TODO
|
|
//pMsg->m_usecTimeReceived =
|
|
//pMsg->m_nMessageNumber =
|
|
pMsg->m_pfnFreeData = &free_steam_message_data;
|
|
pMsg->m_pfnRelease = &delete_steam_message;
|
|
pMsg->m_nChannel = 0;
|
|
connect_socket->second.data.pop();
|
|
return pMsg;
|
|
}
|
|
|
|
/// Fetch the next available message(s) from the connection, if any.
|
|
/// Returns the number of messages returned into your array, up to nMaxMessages.
|
|
/// If the connection handle is invalid, -1 is returned.
|
|
///
|
|
/// The order of the messages returned in the array is relevant.
|
|
/// Reliable messages will be received in the order they were sent (and with the
|
|
/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
|
|
///
|
|
/// Unreliable messages may be dropped, or delivered out of order withrespect to
|
|
/// each other or with respect to reliable messages. The same unreliable message
|
|
/// may be received multiple times.
|
|
///
|
|
/// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each
|
|
/// of them free up resources after you are done. It is safe to keep the object alive for
|
|
/// a little while (put it into some queue, etc), and you may call Release() from any thread.
|
|
int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection %u %i\n", hConn, nMaxMessages);
|
|
if (!ppOutMessages || !nMaxMessages) return 0;
|
|
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
SteamNetworkingMessage_t *msg = NULL;
|
|
int messages = 0;
|
|
while ((msg = get_steam_message_connection(hConn)) && messages < nMaxMessages) {
|
|
ppOutMessages[messages] = msg;
|
|
++messages;
|
|
}
|
|
|
|
return messages;
|
|
}
|
|
|
|
/// Same as ReceiveMessagesOnConnection, but will return the next message available
|
|
/// on any connection that was accepted through the specified listen socket. Examine
|
|
/// SteamNetworkingMessage_t::m_conn to know which client connection.
|
|
///
|
|
/// Delivery order of messages among different clients is not defined. They may
|
|
/// be returned in an order different from what they were actually received. (Delivery
|
|
/// order of messages from the same client is well defined, and thus the order of the
|
|
/// messages is relevant!)
|
|
int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket %u %i\n", hSocket, nMaxMessages);
|
|
if (!ppOutMessages || !nMaxMessages) return 0;
|
|
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
SteamNetworkingMessage_t *msg = NULL;
|
|
int messages = 0;
|
|
|
|
auto socket_conn = std::begin(connect_sockets);
|
|
while (socket_conn != std::end(connect_sockets) && messages < nMaxMessages) {
|
|
if (socket_conn->second.listen_socket_id == hSocket) {
|
|
while ((msg = get_steam_message_connection(socket_conn->first)) && messages < nMaxMessages) {
|
|
ppOutMessages[messages] = msg;
|
|
++messages;
|
|
}
|
|
}
|
|
|
|
++socket_conn;
|
|
}
|
|
|
|
return messages;
|
|
}
|
|
|
|
/// Returns basic information about the high-level state of the connection.
|
|
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n");
|
|
}
|
|
|
|
|
|
/// Fetch the next available message(s) from the socket, if any.
|
|
/// Returns the number of messages returned into your array, up to nMaxMessages.
|
|
/// If the connection handle is invalid, -1 is returned.
|
|
///
|
|
/// The order of the messages returned in the array is relevant.
|
|
/// Reliable messages will be received in the order they were sent (and with the
|
|
/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
|
|
///
|
|
/// FIXME - We're still debating the exact set of guarantees for unreliable, so this might change.
|
|
/// Unreliable messages may not be received. The order of delivery of unreliable messages
|
|
/// is NOT specified. They may be received out of order with respect to each other or
|
|
/// reliable messages. They may be received multiple times!
|
|
///
|
|
/// If any messages are returned, you MUST call Release() to each of them free up resources
|
|
/// after you are done. It is safe to keep the object alive for a little while (put it
|
|
/// into some queue, etc), and you may call Release() from any thread.
|
|
int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection\n");
|
|
}
|
|
|
|
|
|
/// Same as ReceiveMessagesOnConnection, but will return the next message available
|
|
/// on any client socket that was accepted through the specified listen socket. Examine
|
|
/// SteamNetworkingMessage_t::m_conn to know which client connection.
|
|
///
|
|
/// Delivery order of messages among different clients is not defined. They may
|
|
/// be returned in an order different from what they were actually received. (Delivery
|
|
/// order of messages from the same client is well defined, and thus the order of the
|
|
/// messages is relevant!)
|
|
int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket\n");
|
|
}
|
|
|
|
|
|
/// Returns information about the specified connection.
|
|
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n");
|
|
}
|
|
|
|
|
|
/// Returns brief set of connection status that you might want to display
|
|
/// to the user in game.
|
|
bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n");
|
|
}
|
|
|
|
|
|
/// Returns detailed connection stats in text format. Useful
|
|
/// for dumping to a log, etc.
|
|
///
|
|
/// Returns:
|
|
/// -1 failure (bad connection handle)
|
|
/// 0 OK, your buffer was filled in and '\0'-terminated
|
|
/// >0 Your buffer was either nullptr, or it was too small and the text got truncated. Try again with a buffer of at least N bytes.
|
|
int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetDetailedConnectionStatus\n");
|
|
}
|
|
|
|
/// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to.
|
|
///
|
|
/// An IPv6 address of ::0 means "any IPv4 or IPv6"
|
|
/// An IPv6 address of ::ffff:0000:0000 means "any IPv4"
|
|
bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketAddress\n");
|
|
}
|
|
|
|
/// Returns information about the listen socket.
|
|
///
|
|
/// *pnIP and *pnPort will be 0 if the socket is set to listen for connections based
|
|
/// on SteamID only. If your listen socket accepts connections on IPv4, then both
|
|
/// fields will return nonzero, even if you originally passed a zero IP. However,
|
|
/// note that the address returned may be a private address (e.g. 10.0.0.x or 192.168.x.x),
|
|
/// and may not be reachable by a general host on the Internet.
|
|
bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPort )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketInfo\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
struct Listen_Socket *socket = get_connection_socket(hSocket);
|
|
if (!socket) return false;
|
|
if (pnIP) *pnIP = 0;//socket->ip;
|
|
if (pnPort) *pnPort = 0;//socket->port;
|
|
return true;
|
|
}
|
|
|
|
|
|
/// Create a pair of connections that are talking to each other, e.g. a loopback connection.
|
|
/// This is very useful for testing, or so that your client/server code can work the same
|
|
/// even when you are running a local "server".
|
|
///
|
|
/// The two connections will immediately be placed into the connected state, and no callbacks
|
|
/// will be posted immediately. After this, if you close either connection, the other connection
|
|
/// will receive a callback, exactly as if they were communicating over the network. You must
|
|
/// close *both* sides in order to fully clean up the resources!
|
|
///
|
|
/// By default, internal buffers are used, completely bypassing the network, the chopping up of
|
|
/// messages into packets, encryption, copying the payload, etc. This means that loopback
|
|
/// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will
|
|
/// cause the socket pair to send packets through the local network loopback device (127.0.0.1)
|
|
/// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended
|
|
/// to encrypt and decrypt.
|
|
///
|
|
/// The SteamID assigned to both ends of the connection will be the SteamID of this interface.
|
|
bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair old\n");
|
|
}
|
|
|
|
/// Create a pair of connections that are talking to each other, e.g. a loopback connection.
|
|
/// This is very useful for testing, or so that your client/server code can work the same
|
|
/// even when you are running a local "server".
|
|
///
|
|
/// The two connections will immediately be placed into the connected state, and no callbacks
|
|
/// will be posted immediately. After this, if you close either connection, the other connection
|
|
/// will receive a callback, exactly as if they were communicating over the network. You must
|
|
/// close *both* sides in order to fully clean up the resources!
|
|
///
|
|
/// By default, internal buffers are used, completely bypassing the network, the chopping up of
|
|
/// messages into packets, encryption, copying the payload, etc. This means that loopback
|
|
/// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will
|
|
/// cause the socket pair to send packets through the local network loopback device (127.0.0.1)
|
|
/// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended
|
|
/// to encrypt and decrypt.
|
|
///
|
|
/// If you wish to assign a specific identity to either connection, you may pass a particular
|
|
/// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic
|
|
/// "localhost" identity. If you use real network loopback, this might be translated to the
|
|
/// actual bound loopback port. Otherwise, the port will be zero.
|
|
bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair\n");
|
|
}
|
|
|
|
/// Get the identity assigned to this interface.
|
|
/// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned
|
|
/// to the gameserver. Returns false and sets the result to an invalid identity if we don't know
|
|
/// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID
|
|
/// even if they are not signed into Steam.)
|
|
bool GetIdentity( SteamNetworkingIdentity *pIdentity )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetIdentity\n");
|
|
}
|
|
|
|
/// Indicate our desire to be ready participate in authenticated communications.
|
|
/// If we are currently not ready, then steps will be taken to obtain the necessary
|
|
/// certificates. (This includes a certificate for us, as well as any CA certificates
|
|
/// needed to authenticate peers.)
|
|
///
|
|
/// You can call this at program init time if you know that you are going to
|
|
/// be making authenticated connections, so that we will be ready immediately when
|
|
/// those connections are attempted. (Note that essentially all connections require
|
|
/// authentication, with the exception of ordinary UDP connections with authentication
|
|
/// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call
|
|
/// this function, we will wait until a feature is utilized that that necessitates
|
|
/// these resources.
|
|
///
|
|
/// You can also call this function to force a retry, if failure has occurred.
|
|
/// Once we make an attempt and fail, we will not automatically retry.
|
|
/// In this respect, the behavior of the system after trying and failing is the same
|
|
/// as before the first attempt: attempting authenticated communication or calling
|
|
/// this function will call the system to attempt to acquire the necessary resources.
|
|
///
|
|
/// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t
|
|
/// to monitor the status.
|
|
///
|
|
/// Returns the current value that would be returned from GetAuthenticationStatus.
|
|
ESteamNetworkingAvailability InitAuthentication()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::InitAuthentication\n");
|
|
}
|
|
|
|
/// Query our readiness to participate in authenticated communications. A
|
|
/// SteamNetAuthenticationStatus_t callback is posted any time this status changes,
|
|
/// but you can use this function to query it at any time.
|
|
///
|
|
/// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only
|
|
/// want this high level status, you can pass NULL for pDetails. If you want further
|
|
/// details, pass non-NULL to receive them.
|
|
ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetAuthenticationStatus\n");
|
|
}
|
|
|
|
/// Create a new poll group.
|
|
///
|
|
/// You should destroy the poll group when you are done using DestroyPollGroup
|
|
HSteamNetPollGroup CreatePollGroup()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n");
|
|
}
|
|
|
|
/// Destroy a poll group created with CreatePollGroup().
|
|
///
|
|
/// If there are any connections in the poll group, they are removed from the group,
|
|
/// and left in a state where they are not part of any poll group.
|
|
/// Returns false if passed an invalid poll group handle.
|
|
bool DestroyPollGroup( HSteamNetPollGroup hPollGroup )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n");
|
|
}
|
|
|
|
/// Assign a connection to a poll group. Note that a connection may only belong to a
|
|
/// single poll group. Adding a connection to a poll group implicitly removes it from
|
|
/// any other poll group it is in.
|
|
///
|
|
/// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current
|
|
/// poll group without adding it to a new poll group.
|
|
///
|
|
/// If there are received messages currently pending on the connection, an attempt
|
|
/// is made to add them to the queue of messages for the poll group in approximately
|
|
/// the order that would have applied if the connection was already part of the poll
|
|
/// group at the time that the messages were received.
|
|
///
|
|
/// Returns false if the connection handle is invalid, or if the poll group handle
|
|
/// is invalid (and not k_HSteamNetPollGroup_Invalid).
|
|
bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup\n");
|
|
}
|
|
|
|
/// Same as ReceiveMessagesOnConnection, but will return the next messages available
|
|
/// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn
|
|
/// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also
|
|
/// be useful.)
|
|
///
|
|
/// Delivery order of messages among different connections will usually match the
|
|
/// order that the last packet was received which completed the message. But this
|
|
/// is not a strong guarantee, especially for packets received right as a connection
|
|
/// is being assigned to poll group.
|
|
///
|
|
/// Delivery order of messages on the same connection is well defined and the
|
|
/// same guarantees are present as mentioned in ReceiveMessagesOnConnection.
|
|
/// (But the messages are not grouped by connection, so they will not necessarily
|
|
/// appear consecutively in the list; they may be interleaved with messages for
|
|
/// other connections.)
|
|
int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup\n");
|
|
}
|
|
|
|
|
|
//#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
|
|
|
|
//
|
|
// Clients connecting to dedicated servers hosted in a data center,
|
|
// using central-authority-granted tickets.
|
|
//
|
|
|
|
/// Called when we receive a ticket from our central matchmaking system. Puts the
|
|
/// ticket into a persistent cache, and optionally returns the parsed ticket.
|
|
///
|
|
/// See stamdatagram_ticketgen.h for more details.
|
|
bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ReceivedRelayAuthTicket\n");
|
|
}
|
|
|
|
|
|
/// Search cache for a ticket to talk to the server on the specified virtual port.
|
|
/// If found, returns the number of second until the ticket expires, and optionally
|
|
/// the complete cracked ticket. Returns 0 if we don't have a ticket.
|
|
///
|
|
/// Typically this is useful just to confirm that you have a ticket, before you
|
|
/// call ConnectToHostedDedicatedServer to connect to the server.
|
|
int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old\n");
|
|
}
|
|
|
|
/// Search cache for a ticket to talk to the server on the specified virtual port.
|
|
/// If found, returns the number of seconds until the ticket expires, and optionally
|
|
/// the complete cracked ticket. Returns 0 if we don't have a ticket.
|
|
///
|
|
/// Typically this is useful just to confirm that you have a ticket, before you
|
|
/// call ConnectToHostedDedicatedServer to connect to the server.
|
|
int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer\n");
|
|
}
|
|
|
|
/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
|
|
/// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail!
|
|
///
|
|
/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
|
|
/// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses
|
|
/// connection to Steam or the central backend, or the app is restarted or crashes, etc.
|
|
///
|
|
/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
|
|
/// when your app initializes
|
|
HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old\n");
|
|
}
|
|
|
|
/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
|
|
/// port. You should have received a ticket for this server, or else this connect call will fail!
|
|
///
|
|
/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
|
|
/// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses
|
|
/// connection to Steam or the central backend, or the app is restarted or crashes, etc.
|
|
HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget, int nVirtualPort )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer older\n");
|
|
}
|
|
|
|
HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer\n");
|
|
}
|
|
|
|
//
|
|
// Servers hosted in Valve data centers
|
|
//
|
|
|
|
/// Returns the value of the SDR_LISTEN_PORT environment variable.
|
|
uint16 GetHostedDedicatedServerPort()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPort\n");
|
|
//TODO?
|
|
return 27054;
|
|
}
|
|
|
|
|
|
/// If you are running in a production data center, this will return the data
|
|
/// center code. Returns 0 otherwise.
|
|
SteamNetworkingPOPID GetHostedDedicatedServerPOPID()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPOPID\n");
|
|
}
|
|
|
|
|
|
/// Return info about the hosted server. You will need to send this information to your
|
|
/// backend, and put it in tickets, so that the relays will know how to forward traffic from
|
|
/// clients to your server. See SteamDatagramRelayAuthTicket for more info.
|
|
///
|
|
/// NOTE ABOUT DEVELOPMENT ENVIRONMENTS:
|
|
/// In production in our data centers, these parameters are configured via environment variables.
|
|
/// In development, the only one you need to set is SDR_LISTEN_PORT, which is the local port you
|
|
/// want to listen on. Furthermore, if you are running your server behind a corporate firewall,
|
|
/// you probably will not be able to put the routing information returned by this function into
|
|
/// tickets. Instead, it should be a public internet address that the relays can use to send
|
|
/// data to your server. So you might just end up hardcoding a public address and setup port
|
|
/// forwarding on your corporate firewall. In that case, the port you put into the ticket
|
|
/// needs to be the public-facing port opened on your firewall, if it is different from the
|
|
/// actual server port.
|
|
///
|
|
/// This function will fail if SteamDatagramServer_Init has not been called.
|
|
///
|
|
/// Returns false if the SDR_LISTEN_PORT environment variable is not set.
|
|
bool GetHostedDedicatedServerAddress001( SteamDatagramHostedAddress *pRouting )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress002 %p\n", pRouting);
|
|
return GetHostedDedicatedServerAddress(pRouting) == k_EResultOK;
|
|
}
|
|
|
|
/// Return info about the hosted server. This contains the PoPID of the server,
|
|
/// and opaque routing information that can be used by the relays to send traffic
|
|
/// to your server.
|
|
///
|
|
/// You will need to send this information to your backend, and put it in tickets,
|
|
/// so that the relays will know how to forward traffic from
|
|
/// clients to your server. See SteamDatagramRelayAuthTicket for more info.
|
|
///
|
|
/// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin,
|
|
/// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info
|
|
/// to your game coordinator service, and also login securely at the same time.
|
|
///
|
|
/// On a successful exit, k_EResultOK is returned
|
|
///
|
|
/// Unsuccessful exit:
|
|
/// - Something other than k_EResultOK is returned.
|
|
/// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET
|
|
/// is not set.)
|
|
/// - k_EResultPending: we do not (yet) have the authentication information needed.
|
|
/// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch
|
|
/// the network config, this data should always be available immediately.
|
|
/// - A non-localized diagnostic debug message will be placed in m_data that describes
|
|
/// the cause of the failure.
|
|
///
|
|
/// NOTE: The returned blob is not encrypted. Send it to your backend, but don't
|
|
/// directly share it with clients.
|
|
virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress %p\n", pRouting);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
pRouting->SetDevAddress(network->getOwnIP(), 27054);
|
|
return k_EResultOK;
|
|
}
|
|
|
|
/// Create a listen socket on the specified virtual port. The physical UDP port to use
|
|
/// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not
|
|
/// configured, this call will fail.
|
|
///
|
|
/// Note that this call MUST be made through the SteamNetworkingSocketsGameServer() interface
|
|
HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return new_listen_socket(nVirtualPort);
|
|
}
|
|
|
|
/// Create a listen socket on the specified virtual port. The physical UDP port to use
|
|
/// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not
|
|
/// configured, this call will fail.
|
|
///
|
|
/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
|
|
///
|
|
/// If you need to set any initial config options, pass them here. See
|
|
/// SteamNetworkingConfigValue_t for more about why this is preferable to
|
|
/// setting the options "immediately" after creation.
|
|
HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort);
|
|
//TODO config options
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return new_listen_socket(nVirtualPort);
|
|
}
|
|
|
|
|
|
//#endif // #ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
|
|
|
|
//
|
|
// Gets some debug text from the connection
|
|
//
|
|
bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionDebugText\n");
|
|
}
|
|
|
|
|
|
//
|
|
// Set and get configuration values, see ESteamNetworkingConfigurationValue for individual descriptions.
|
|
//
|
|
// Returns the value or -1 is eConfigValue is invalid
|
|
int32 GetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValue\n");
|
|
}
|
|
|
|
// Returns true if successfully set
|
|
bool SetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue, int32 nValue )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationValue %i: %i\n", eConfigValue, nValue);
|
|
return true;
|
|
}
|
|
|
|
|
|
// Return the name of an int configuration value, or NULL if config value isn't known
|
|
const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfigValue )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValueName\n");
|
|
}
|
|
|
|
|
|
//
|
|
// Set and get configuration strings, see ESteamNetworkingConfigurationString for individual descriptions.
|
|
//
|
|
// Get the configuration string, returns length of string needed if pDest is nullpr or destSize is 0
|
|
// returns -1 if the eConfigValue is invalid
|
|
int32 GetConfigurationString( ESteamNetworkingConfigurationString eConfigString, char *pDest, int32 destSize )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationString\n");
|
|
}
|
|
|
|
bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *pString )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationString\n");
|
|
}
|
|
|
|
|
|
// Return the name of a string configuration value, or NULL if config value isn't known
|
|
const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eConfigString )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationStringName\n");
|
|
}
|
|
|
|
|
|
//
|
|
// Set and get configuration values, see ESteamNetworkingConnectionConfigurationValue for individual descriptions.
|
|
//
|
|
// Returns the value or -1 is eConfigValue is invalid
|
|
int32 GetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionConfigurationValue\n");
|
|
}
|
|
|
|
// Returns true if successfully set
|
|
bool SetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue, int32 nValue )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionConfigurationValue\n");
|
|
}
|
|
|
|
/// Generate an authentication blob that can be used to securely login with
|
|
/// your backend, using SteamDatagram_ParseHostedServerLogin. (See
|
|
/// steamdatagram_gamecoordinator.h)
|
|
///
|
|
/// Before calling the function:
|
|
/// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave
|
|
/// all other fields uninitialized.
|
|
/// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be
|
|
/// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.)
|
|
///
|
|
/// On a successful exit:
|
|
/// - k_EResultOK is returned
|
|
/// - All of the remaining fields of pLoginInfo will be filled out.
|
|
/// - *pcbSignedBlob contains the size of the serialized blob that has been
|
|
/// placed into pBlob.
|
|
///
|
|
/// Unsuccessful exit:
|
|
/// - Something other than k_EResultOK is returned.
|
|
/// - k_EResultNotLoggedOn: you are not logged in (yet)
|
|
/// - See GetHostedDedicatedServerAddress for more potential failure return values.
|
|
/// - A non-localized diagnostic debug message will be placed in pBlob that describes
|
|
/// the cause of the failure.
|
|
///
|
|
/// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin
|
|
/// with the cert that is issued to this server. In dev environments, it's OK if you do
|
|
/// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.)
|
|
/// Otherwise, you will need a signed cert.
|
|
///
|
|
/// NOTE: The routing blob returned here is not encrypted. Send it to your backend
|
|
/// and don't share it directly with clients.
|
|
EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetGameCoordinatorServerLogin\n");
|
|
}
|
|
|
|
//
|
|
// Relayed connections using custom signaling protocol
|
|
//
|
|
// This is used if you have your own method of sending out-of-band
|
|
// signaling / rendezvous messages through a mutually trusted channel.
|
|
//
|
|
|
|
/// Create a P2P "client" connection that does signaling over a custom
|
|
/// rendezvous/signaling channel.
|
|
///
|
|
/// pSignaling points to a new object that you create just for this connection.
|
|
/// It must stay valid until Release() is called. Once you pass the
|
|
/// object to this function, it assumes ownership. Release() will be called
|
|
/// from within the function call if the call fails. Furthermore, until Release()
|
|
/// is called, you should be prepared for methods to be invoked on your
|
|
/// object from any thread! You need to make sure your object is threadsafe!
|
|
/// Furthermore, you should make sure that dispatching the methods is done
|
|
/// as quickly as possible.
|
|
///
|
|
/// This function will immediately construct a connection in the "connecting"
|
|
/// state. Soon after (perhaps before this function returns, perhaps in another thread),
|
|
/// the connection will begin sending signaling messages by calling
|
|
/// ISteamNetworkingConnectionCustomSignaling::SendSignal.
|
|
///
|
|
/// When the remote peer accepts the connection (See
|
|
/// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest),
|
|
/// it will begin sending signaling messages. When these messages are received,
|
|
/// you can pass them to the connection using ReceivedP2PCustomSignal.
|
|
///
|
|
/// If you know the identity of the peer that you expect to be on the other end,
|
|
/// you can pass their identity to improve debug output or just detect bugs.
|
|
/// If you don't know their identity yet, you can pass NULL, and their
|
|
/// identity will be established in the connection handshake.
|
|
///
|
|
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
|
|
/// when your app initializes
|
|
///
|
|
/// If you need to set any initial config options, pass them here. See
|
|
/// SteamNetworkingConfigValue_t for more about why this is preferable to
|
|
/// setting the options "immediately" after creation.
|
|
HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n");
|
|
}
|
|
|
|
/// Called when custom signaling has received a message. When your
|
|
/// signaling channel receives a message, it should save off whatever
|
|
/// routing information was in the envelope into the context object,
|
|
/// and then pass the payload to this function.
|
|
///
|
|
/// A few different things can happen next, depending on the message:
|
|
///
|
|
/// - If the signal is associated with existing connection, it is dealt
|
|
/// with immediately. If any replies need to be sent, they will be
|
|
/// dispatched using the ISteamNetworkingConnectionCustomSignaling
|
|
/// associated with the connection.
|
|
/// - If the message represents a connection request (and the request
|
|
/// is not redundant for an existing connection), a new connection
|
|
/// will be created, and ReceivedConnectRequest will be called on your
|
|
/// context object to determine how to proceed.
|
|
/// - Otherwise, the message is for a connection that does not
|
|
/// exist (anymore). In this case, we *may* call SendRejectionReply
|
|
/// on your context object.
|
|
///
|
|
/// In any case, we will not save off pContext or access it after this
|
|
/// function returns.
|
|
///
|
|
/// Returns true if the message was parsed and dispatched without anything
|
|
/// unusual or suspicious happening. Returns false if there was some problem
|
|
/// with the message that prevented ordinary handling. (Debug output will
|
|
/// usually have more information.)
|
|
///
|
|
/// If you expect to be using relayed connections, then you probably want
|
|
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
|
|
bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n");
|
|
}
|
|
|
|
//
|
|
// Certificate provision by the application. On Steam, we normally handle all this automatically
|
|
// and you will not need to use these advanced functions.
|
|
//
|
|
|
|
/// Get blob that describes a certificate request. You can send this to your game coordinator.
|
|
/// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will
|
|
/// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required
|
|
/// size. (256 bytes is a very conservative estimate.)
|
|
///
|
|
/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
|
|
bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::GetCertificateRequest\n");
|
|
}
|
|
|
|
/// Set the certificate. The certificate blob should be the output of
|
|
/// SteamDatagram_CreateCert.
|
|
bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets::SetCertificate\n");
|
|
}
|
|
|
|
// TEMP KLUDGE Call to invoke all queued callbacks.
|
|
// Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks.
|
|
// You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks
|
|
// to minimize potential changes in timing when that change happens.
|
|
void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Sockets:RunCallbacks\n");
|
|
}
|
|
|
|
|
|
void RunCallbacks()
|
|
{
|
|
//TODO: timeout unaccepted connections after a few seconds or so
|
|
}
|
|
|
|
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) {
|
|
for (auto & connect_socket : connect_sockets) {
|
|
if (connect_socket.second.remote_identity.GetSteamID64() == msg->source_id()) {
|
|
enum connect_socket_status old_status = connect_socket.second.status;
|
|
connect_socket.second.status = CONNECT_SOCKET_TIMEDOUT;
|
|
launch_callback(connect_socket.first, old_status);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (msg->has_networking_sockets()) {
|
|
PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u\n", msg->networking_sockets().type());
|
|
if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_REQUEST) {
|
|
int virtual_port = msg->networking_sockets().port();
|
|
|
|
auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;});
|
|
if (conn != listen_sockets.end()) {
|
|
SteamNetworkingIdentity identity;
|
|
identity.SetSteamID64(msg->source_id());
|
|
HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from());
|
|
launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION);
|
|
}
|
|
|
|
} else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) {
|
|
auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id());
|
|
if (connect_socket != connect_sockets.end()) {
|
|
if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTING) {
|
|
connect_socket->second.remote_id = msg->networking_sockets().connection_id_from();
|
|
connect_socket->second.status = CONNECT_SOCKET_CONNECTED;
|
|
launch_callback(connect_socket->first, CONNECT_SOCKET_CONNECTING);
|
|
}
|
|
}
|
|
} else if (msg->networking_sockets().type() == Networking_Sockets::DATA) {
|
|
auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id());
|
|
if (connect_socket != connect_sockets.end()) {
|
|
if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) {
|
|
connect_socket->second.data.push(msg->networking_sockets().data());
|
|
}
|
|
}
|
|
} else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_END) {
|
|
auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id());
|
|
if (connect_socket != connect_sockets.end()) {
|
|
if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) {
|
|
enum connect_socket_status old_status = connect_socket->second.status;
|
|
connect_socket->second.status = CONNECT_SOCKET_CLOSED;
|
|
launch_callback(connect_socket->first, old_status);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|