mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 13:14:01 +08:00
447 lines
18 KiB
C++
447 lines
18 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
|
|
This file is part of the Goldberg Emulator
|
|
|
|
The Goldberg Emulator is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public
|
|
License as published by the Free Software Foundation; either
|
|
version 3 of the License, or (at your option) any later version.
|
|
|
|
The Goldberg Emulator is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public
|
|
License along with the Goldberg Emulator; if not, see
|
|
<http://www.gnu.org/licenses/>. */
|
|
|
|
#include "base.h"
|
|
|
|
#define NETWORKING_MESSAGES_TIMEOUT 30.0
|
|
|
|
struct Steam_Message_Connection {
|
|
SteamNetworkingIdentity remote_identity;
|
|
std::map<int, std::queue<std::string>> data;
|
|
|
|
std::list<int> channels;
|
|
bool accepted = false;
|
|
bool dead = false;
|
|
|
|
unsigned id;
|
|
unsigned remote_id = 0;
|
|
|
|
std::chrono::high_resolution_clock::time_point created = std::chrono::high_resolution_clock::now();
|
|
};
|
|
|
|
class Steam_Networking_Messages :
|
|
public ISteamNetworkingMessages
|
|
{
|
|
class Settings *settings;
|
|
class Networking *network;
|
|
class SteamCallResults *callback_results;
|
|
class SteamCallBacks *callbacks;
|
|
class RunEveryRunCB *run_every_runcb;
|
|
|
|
std::map<CSteamID, Steam_Message_Connection> connections;
|
|
std::list<Common_Message> incoming_data;
|
|
|
|
unsigned id_counter = 0;
|
|
std::chrono::steady_clock::time_point created;
|
|
public:
|
|
|
|
static void steam_callback(void *object, Common_Message *msg)
|
|
{
|
|
PRINT_DEBUG("steam_networking_messages_callback\n");
|
|
|
|
Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object;
|
|
steam_networking_messages->Callback(msg);
|
|
}
|
|
|
|
static void steam_run_every_runcb(void *object)
|
|
{
|
|
PRINT_DEBUG("steam_networking_messages_run_every_runcb\n");
|
|
|
|
Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object;
|
|
steam_networking_messages->RunCallbacks();
|
|
}
|
|
|
|
Steam_Networking_Messages(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
|
|
{
|
|
this->settings = settings;
|
|
this->network = network;
|
|
this->run_every_runcb = run_every_runcb;
|
|
this->network->setCallback(CALLBACK_ID_NETWORKING_MESSAGES, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
|
|
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
|
|
this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this);
|
|
|
|
this->callback_results = callback_results;
|
|
this->callbacks = callbacks;
|
|
|
|
this->created = std::chrono::steady_clock::now();
|
|
}
|
|
|
|
~Steam_Networking_Messages()
|
|
{
|
|
//TODO rm network callbacks
|
|
this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this);
|
|
}
|
|
|
|
std::map<CSteamID, Steam_Message_Connection>::iterator find_or_create_message_connection(SteamNetworkingIdentity identityRemote, bool incoming, bool restartbroken)
|
|
{
|
|
auto conn = connections.find(identityRemote.GetSteamID());
|
|
if (conn == connections.end() || (conn->second.dead && restartbroken)) {
|
|
++id_counter;
|
|
struct Steam_Message_Connection con;
|
|
con.remote_identity = identityRemote;
|
|
con.id = id_counter;
|
|
connections[identityRemote.GetSteamID()] = con;
|
|
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(con.remote_identity.GetSteamID64());
|
|
msg.set_allocated_networking_messages(new Networking_Messages);
|
|
if (incoming) {
|
|
msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_ACCEPT);
|
|
} else {
|
|
msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_NEW);
|
|
}
|
|
msg.mutable_networking_messages()->set_channel(0);
|
|
msg.mutable_networking_messages()->set_id_from(con.id);
|
|
network->sendTo(&msg, true);
|
|
|
|
conn = connections.find(identityRemote.GetSteamID());
|
|
|
|
if (incoming) {
|
|
SteamNetworkingMessagesSessionRequest_t data;
|
|
data.m_identityRemote = con.remote_identity;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
}
|
|
|
|
if (!incoming) {
|
|
conn->second.accepted = true;
|
|
}
|
|
|
|
return conn;
|
|
}
|
|
|
|
/// Sends a message to the specified host. If we don't already have a session with that user,
|
|
/// a session is implicitly created. There might be some handshaking that needs to happen
|
|
/// before we can actually begin sending message data. If this handshaking fails and we can't
|
|
/// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t.
|
|
/// There is no notification when the operation succeeds. (You should have the peer send a reply
|
|
/// for this purpose.)
|
|
///
|
|
/// Sending a message to a host will also implicitly accept any incoming connection from that host.
|
|
///
|
|
/// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options
|
|
///
|
|
/// nRemoteChannel is a routing number you can use to help route message to different systems.
|
|
/// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve
|
|
/// the data on the other end.
|
|
///
|
|
/// Using different channels to talk to the same user will still use the same underlying
|
|
/// connection, saving on resources. If you don't need this feature, use 0.
|
|
/// Otherwise, small integers are the most efficient.
|
|
///
|
|
/// It is guaranteed that reliable messages to the same host on the same channel
|
|
/// will be be received by the remote host (if they are received at all) exactly once,
|
|
/// and in the same order that they were send.
|
|
///
|
|
/// NO other order guarantees exist! In particular, unreliable messages may be dropped,
|
|
/// received out of order with respect to each other and with respect to reliable data,
|
|
/// or may be received multiple times. Messages on different channels are *not* guaranteed
|
|
/// to be received in the order they were sent.
|
|
///
|
|
/// A note for those familiar with TCP/IP ports, or converting an existing codebase that
|
|
/// opened multiple sockets: You might notice that there is only one channel, and with
|
|
/// TCP/IP each endpoint has a port number. You can think of the channel number as the
|
|
/// *destination* port. If you need each message to also include a "source port" (so the
|
|
/// recipient can route the reply), then just put that in your message. That is essentially
|
|
/// how UDP works!
|
|
///
|
|
/// Returns:
|
|
/// - k_EREsultOK on success.
|
|
/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
|
|
/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use
|
|
/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
|
|
/// and start a new one, you must call CloseSessionWithUser
|
|
/// - See SendMessageToConnection::SendMessageToConnection for more
|
|
EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr();
|
|
bool reliable = false;
|
|
if (nSendFlags & k_nSteamNetworkingSend_Reliable) {
|
|
reliable = true;
|
|
}
|
|
|
|
bool restart_broken = false;
|
|
if (nSendFlags & k_nSteamNetworkingSend_AutoRestartBrokenSession) {
|
|
restart_broken = true;
|
|
}
|
|
|
|
if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) {
|
|
PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %llu\n", identityRemote.GetSteamID64());
|
|
//steam id identity
|
|
} else if (ip) {
|
|
PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4());
|
|
//ip addr
|
|
return k_EResultNoConnection; //TODO
|
|
} else {
|
|
return k_EResultNoConnection;
|
|
}
|
|
|
|
auto conn = find_or_create_message_connection(identityRemote, false, restart_broken);
|
|
if (conn->second.dead) {
|
|
return k_EResultNoConnection;
|
|
}
|
|
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(conn->second.remote_identity.GetSteamID64());
|
|
msg.set_allocated_networking_messages(new Networking_Messages);
|
|
msg.mutable_networking_messages()->set_type(Networking_Messages::DATA);
|
|
msg.mutable_networking_messages()->set_channel(nRemoteChannel);
|
|
msg.mutable_networking_messages()->set_id_from(conn->second.id);
|
|
msg.mutable_networking_messages()->set_data(pubData, cubData);
|
|
|
|
network->sendTo(&msg, reliable);
|
|
return k_EResultOK;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
|
|
/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
|
|
///
|
|
/// When you're done with the message object(s), make sure and call Release()!
|
|
int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
int message_counter = 0;
|
|
|
|
for (auto & conn : connections) {
|
|
auto chan = conn.second.data.find(nLocalChannel);
|
|
if (chan != conn.second.data.end()) {
|
|
while (!chan->second.empty() && message_counter < nMaxMessages) {
|
|
SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); //TODO size is wrong
|
|
unsigned long size = chan->second.front().size();
|
|
pMsg->m_pData = malloc(size);
|
|
pMsg->m_cbSize = size;
|
|
memcpy(pMsg->m_pData, chan->second.front().data(), size);
|
|
pMsg->m_conn = conn.second.id;
|
|
pMsg->m_identityPeer = conn.second.remote_identity;
|
|
pMsg->m_nConnUserData = -1;
|
|
pMsg->m_usecTimeReceived = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - created).count();
|
|
//TODO: messagenumber?
|
|
// pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter;
|
|
// ++connect_socket->second.packet_receive_counter;
|
|
|
|
pMsg->m_pfnFreeData = &free_steam_message_data;
|
|
pMsg->m_pfnRelease = &delete_steam_message;
|
|
pMsg->m_nChannel = nLocalChannel;
|
|
ppOutMessages[message_counter] = pMsg;
|
|
++message_counter;
|
|
chan->second.pop();
|
|
}
|
|
}
|
|
|
|
if (message_counter >= nMaxMessages) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel got %u\n", message_counter);
|
|
return message_counter;
|
|
}
|
|
|
|
/// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback
|
|
/// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't
|
|
/// tried to talk to them. If you don't want to talk to them, just ignore the request.
|
|
/// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to
|
|
/// be posted periodically. This may be called multiple times for a single user.
|
|
///
|
|
/// Calling SendMessage() on the other user, this implicitly accepts any pending session request.
|
|
bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
auto conn = connections.find(identityRemote.GetSteamID());
|
|
if (conn == connections.end()) {
|
|
return false;
|
|
}
|
|
|
|
conn->second.accepted = true;
|
|
return true;
|
|
}
|
|
|
|
/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
|
|
/// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will
|
|
/// be posted.
|
|
///
|
|
/// Note that sessions that go unused for a few minutes are automatically timed out.
|
|
bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
auto conn = connections.find(identityRemote.GetSteamID());
|
|
if (conn == connections.end()) {
|
|
return false;
|
|
}
|
|
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(conn->second.remote_identity.GetSteamID64());
|
|
msg.set_allocated_networking_messages(new Networking_Messages);
|
|
msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_END);
|
|
msg.mutable_networking_messages()->set_channel(0);
|
|
msg.mutable_networking_messages()->set_id_from(conn->second.id);
|
|
network->sendTo(&msg, true);
|
|
|
|
connections.erase(conn);
|
|
return true;
|
|
}
|
|
|
|
/// Call this when you're done talking to a user on a specific channel. Once all
|
|
/// open channels to a user have been closed, the open session to the user will be
|
|
/// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t
|
|
/// callback
|
|
bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
//TODO
|
|
return false;
|
|
}
|
|
|
|
/// Returns information about the latest state of a connection, if any, with the given peer.
|
|
/// Primarily intended for debugging purposes, but can also be used to get more detailed
|
|
/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.)
|
|
///
|
|
/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
|
|
/// if no connection exists with specified peer. You may pass nullptr for either parameter if
|
|
/// you do not need the corresponding details. Note that sessions time out after a while,
|
|
/// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait
|
|
/// indefinitely to obtain the reason for failure.
|
|
ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
auto conn = connections.find(identityRemote.GetSteamID());
|
|
if (conn == connections.end()) {
|
|
return k_ESteamNetworkingConnectionState_None;
|
|
}
|
|
|
|
ESteamNetworkingConnectionState state = k_ESteamNetworkingConnectionState_Connected;
|
|
if (conn->second.remote_id == 0 || !conn->second.accepted) {
|
|
state = k_ESteamNetworkingConnectionState_Connecting;
|
|
} else if (conn->second.dead) {
|
|
state = k_ESteamNetworkingConnectionState_ClosedByPeer;
|
|
}
|
|
|
|
if (pConnectionInfo) {
|
|
memset(pConnectionInfo, 0, sizeof(SteamNetConnectionInfo_t));
|
|
pConnectionInfo->m_eState = state;
|
|
pConnectionInfo->m_identityRemote = conn->second.remote_identity;
|
|
//TODO
|
|
}
|
|
|
|
if (pQuickStatus) {
|
|
memset(pQuickStatus, 0, sizeof(SteamNetworkingQuickConnectionStatus));
|
|
pQuickStatus->m_eState = state;
|
|
pQuickStatus->m_nPing = 10; //TODO: calculate real numbers?
|
|
pQuickStatus->m_flConnectionQualityLocal = 1.0;
|
|
pQuickStatus->m_flConnectionQualityRemote = 1.0;
|
|
//TODO
|
|
}
|
|
|
|
return k_ESteamNetworkingConnectionState_Connected;
|
|
}
|
|
|
|
void end_connection(CSteamID steam_id)
|
|
{
|
|
auto conn = connections.find(steam_id);
|
|
if (conn != connections.end()) {
|
|
conn->second.dead = true;
|
|
}
|
|
}
|
|
|
|
void RunCallbacks()
|
|
{
|
|
auto msg = std::begin(incoming_data);
|
|
while (msg != std::end(incoming_data)) {
|
|
CSteamID source_id((uint64)msg->source_id());
|
|
|
|
auto conn = connections.find(source_id);
|
|
if (conn != connections.end()) {
|
|
if (conn->second.remote_id == msg->networking_messages().id_from())
|
|
conn->second.data[msg->networking_messages().channel()].push(msg->networking_messages().data());
|
|
}
|
|
|
|
msg = incoming_data.erase(msg);
|
|
}
|
|
|
|
auto conn = std::begin(connections);
|
|
while (conn != std::end(connections)) {
|
|
if (!conn->second.accepted && check_timedout(conn->second.created, NETWORKING_MESSAGES_TIMEOUT)) {
|
|
conn = connections.erase(conn);
|
|
} else {
|
|
++conn;
|
|
}
|
|
}
|
|
}
|
|
|
|
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) {
|
|
end_connection((uint64)msg->source_id());
|
|
}
|
|
}
|
|
|
|
if (msg->has_networking_messages()) {
|
|
PRINT_DEBUG("Steam_Networking_Messages: got network socket msg %u\n", msg->networking_messages().type());
|
|
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) {
|
|
SteamNetworkingIdentity identity;
|
|
identity.SetSteamID64(msg->source_id());
|
|
auto conn = find_or_create_message_connection(identity, true, false);
|
|
conn->second.remote_id = msg->networking_messages().id_from();
|
|
conn->second.dead = false;
|
|
}
|
|
|
|
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) {
|
|
auto conn = connections.find((uint64)msg->source_id());
|
|
if (conn != connections.end()) {
|
|
conn->second.remote_id = msg->networking_messages().id_from();
|
|
}
|
|
}
|
|
|
|
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) {
|
|
end_connection((uint64)msg->source_id());
|
|
}
|
|
|
|
if (msg->networking_messages().type() == Networking_Messages::DATA) {
|
|
incoming_data.push_back(Common_Message(*msg));
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|