mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-25 01:44:15 +08:00
347 lines
13 KiB
C++
347 lines
13 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"
|
|
|
|
class Steam_Networking_Utils :
|
|
public ISteamNetworkingUtils001,
|
|
public ISteamNetworkingUtils
|
|
{
|
|
class Settings *settings;
|
|
class Networking *network;
|
|
class SteamCallResults *callback_results;
|
|
class SteamCallBacks *callbacks;
|
|
class RunEveryRunCB *run_every_runcb;
|
|
std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
|
|
FSteamNetworkingSocketsDebugOutput debug_function;
|
|
bool relay_initialized = false;
|
|
|
|
public:
|
|
static void steam_callback(void *object, Common_Message *msg)
|
|
{
|
|
PRINT_DEBUG("steam_networkingutils_callback\n");
|
|
|
|
Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
|
|
steam_networkingutils->Callback(msg);
|
|
}
|
|
|
|
static void steam_run_every_runcb(void *object)
|
|
{
|
|
PRINT_DEBUG("steam_networkingutils_run_every_runcb\n");
|
|
|
|
Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
|
|
steam_networkingutils->RunCallbacks();
|
|
}
|
|
|
|
Steam_Networking_Utils(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
|
|
{
|
|
this->settings = settings;
|
|
this->network = network;
|
|
this->run_every_runcb = run_every_runcb;
|
|
//this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Utils::steam_callback, this);
|
|
this->run_every_runcb->add(&Steam_Networking_Utils::steam_run_every_runcb, this);
|
|
|
|
this->callback_results = callback_results;
|
|
this->callbacks = callbacks;
|
|
}
|
|
|
|
~Steam_Networking_Utils()
|
|
{
|
|
//TODO rm network callbacks
|
|
this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this);
|
|
}
|
|
|
|
bool InitializeRelayAccess()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n");
|
|
relay_initialized = true;
|
|
return true;
|
|
}
|
|
|
|
/// Fetch current status of the relay network.
|
|
///
|
|
/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
|
|
/// both the user and gameserver interfaces any time the status changes, or
|
|
/// ping measurement starts or stops.
|
|
///
|
|
/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
|
|
/// more details, you can pass a non-NULL value.
|
|
ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetRelayNetworkStatus %p\n", pDetails);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
|
|
//TODO: check if this is how real steam returns it
|
|
SteamRelayNetworkStatus_t data = {};
|
|
if (relay_initialized) {
|
|
data.m_eAvail = k_ESteamNetworkingAvailability_Current;
|
|
data.m_bPingMeasurementInProgress = 0;
|
|
data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current;
|
|
data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current;
|
|
strcpy(data.m_debugMsg, "OK");
|
|
}
|
|
|
|
if (pDetails) {
|
|
*pDetails = data;
|
|
}
|
|
|
|
return k_ESteamNetworkingAvailability_Current;
|
|
}
|
|
|
|
float GetLocalPingLocation( SteamNetworkPingLocation_t &result )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetLocalPingLocation\n");
|
|
if (relay_initialized) {
|
|
result.m_data[2] = 123;
|
|
result.m_data[8] = 67;
|
|
return 2.0;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeBetweenTwoLocations\n");
|
|
//return k_nSteamNetworkingPing_Unknown;
|
|
return 10;
|
|
}
|
|
|
|
|
|
int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeFromLocalHost\n");
|
|
return 10;
|
|
}
|
|
|
|
|
|
void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::ConvertPingLocationToString\n");
|
|
strncpy(pszBuf, "fra=10+2", cchBufSize);
|
|
}
|
|
|
|
|
|
bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::ParsePingLocationString\n");
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CheckPingDataUpToDate( float flMaxAgeSeconds )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds);
|
|
relay_initialized = true;
|
|
return true;
|
|
}
|
|
|
|
|
|
bool IsPingMeasurementInProgress()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::IsPingMeasurementInProgress\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetPingToDataCenter\n");
|
|
}
|
|
|
|
|
|
int GetDirectPingToPOP( SteamNetworkingPOPID popID )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetDirectPingToPOP\n");
|
|
}
|
|
|
|
|
|
int GetPOPCount()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetPOPCount\n");
|
|
}
|
|
|
|
|
|
int GetPOPList( SteamNetworkingPOPID *list, int nListSz )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetPOPList\n");
|
|
}
|
|
|
|
|
|
//
|
|
// Misc
|
|
//
|
|
|
|
/// Fetch current timestamp. This timer has the following properties:
|
|
///
|
|
/// - Monotonicity is guaranteed.
|
|
/// - The initial value will be at least 24*3600*30*1e6, i.e. about
|
|
/// 30 days worth of microseconds. In this way, the timestamp value of
|
|
/// 0 will always be at least "30 days ago". Also, negative numbers
|
|
/// will never be returned.
|
|
/// - Wraparound / overflow is not a practical concern.
|
|
///
|
|
/// If you are running under the debugger and stop the process, the clock
|
|
/// might not advance the full wall clock time that has elapsed between
|
|
/// calls. If the process is not blocked from normal operation, the
|
|
/// timestamp values will track wall clock time, even if you don't call
|
|
/// the function frequently.
|
|
///
|
|
/// The value is only meaningful for this run of the process. Don't compare
|
|
/// it to values obtained on another computer, or other runs of the same process.
|
|
SteamNetworkingMicroseconds GetLocalTimestamp()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetLocalTimestamp\n");
|
|
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - initialized_time).count() + (SteamNetworkingMicroseconds)24*3600*30*1e6;
|
|
}
|
|
|
|
|
|
/// Set a function to receive network-related information that is useful for debugging.
|
|
/// This can be very useful during development, but it can also be useful for troubleshooting
|
|
/// problems with tech savvy end users. If you have a console or other log that customers
|
|
/// can examine, these log messages can often be helpful to troubleshoot network issues.
|
|
/// (Especially any warning/error messages.)
|
|
///
|
|
/// The detail level indicates what message to invoke your callback on. Lower numeric
|
|
/// value means more important, and the value you pass is the lowest priority (highest
|
|
/// numeric value) you wish to receive callbacks for.
|
|
///
|
|
/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
|
|
/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
|
|
/// request a high detail level and then filter out messages in your callback. Instead,
|
|
/// call function function to adjust the desired level of detail.
|
|
///
|
|
/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
|
|
/// Your output function must be threadsafe and fast! Do not make any other
|
|
/// Steamworks calls from within the handler.
|
|
void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::SetDebugOutputFunction %i\n", eDetailLevel);
|
|
if (eDetailLevel != k_ESteamNetworkingSocketsDebugOutputType_None) {
|
|
debug_function = pfnFunc;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
|
|
//
|
|
|
|
// Shortcuts for common cases. (Implemented as inline functions below)
|
|
/*
|
|
bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
|
|
bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
|
|
bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
|
|
bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
|
|
bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
|
|
bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
|
|
*/
|
|
/// Set a configuration value.
|
|
/// - eValue: which value is being set
|
|
/// - eScope: Onto what type of object are you applying the setting?
|
|
/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
|
|
/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
|
|
/// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope,
|
|
/// causing the value for that object to use global defaults. Or at global scope, passing NULL
|
|
/// will reset any custom value and restore it to the system default.
|
|
/// NOTE: When setting callback functions, do not pass the function pointer directly.
|
|
/// Your argument should be a pointer to a function pointer.
|
|
bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
|
ESteamNetworkingConfigDataType eDataType, const void *pArg )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue\n");
|
|
}
|
|
|
|
|
|
/// Get a configuration value.
|
|
/// - eValue: which value to fetch
|
|
/// - eScopeType: query setting on what type of object
|
|
/// - eScopeArg: the object to query the setting for
|
|
/// - pOutDataType: If non-NULL, the data type of the value is returned.
|
|
/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
|
|
/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
|
|
ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
|
|
ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetConfigValue\n");
|
|
}
|
|
|
|
|
|
/// Returns info about a configuration value. Returns false if the value does not exist.
|
|
/// pOutNextValue can be used to iterate through all of the known configuration values.
|
|
/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
|
|
/// Any of the output parameters can be NULL if you do not need that information.
|
|
bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetConfigValueInfo\n");
|
|
}
|
|
|
|
|
|
/// Return the lowest numbered configuration value available in the current environment.
|
|
ESteamNetworkingConfigValue GetFirstConfigValue()
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::GetFirstConfigValue\n");
|
|
}
|
|
|
|
|
|
// String conversions. You'll usually access these using the respective
|
|
// inline methods.
|
|
void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ToString\n");
|
|
}
|
|
|
|
bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ParseString\n");
|
|
}
|
|
|
|
void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n");
|
|
}
|
|
|
|
bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ParseString\n");
|
|
}
|
|
|
|
|
|
void RunCallbacks()
|
|
{
|
|
}
|
|
|
|
void Callback(Common_Message *msg)
|
|
{
|
|
if (msg->has_low_level()) {
|
|
if (msg->low_level().type() == Low_Level::CONNECT) {
|
|
|
|
}
|
|
|
|
if (msg->low_level().type() == Low_Level::DISCONNECT) {
|
|
|
|
}
|
|
}
|
|
|
|
if (msg->has_networking_sockets()) {
|
|
|
|
}
|
|
}
|
|
|
|
|
|
};
|