mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-31 04:44:16 +08:00
147fc50be1
custom broadcasts can now be put in the steam_settings folder.
144 lines
4.5 KiB
C++
144 lines
4.5 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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#ifndef NETWORK_INCLUDE
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#define NETWORK_INCLUDE
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#include "net.pb.h"
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#include <chrono>
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inline bool protobuf_message_equal(const google::protobuf::MessageLite& msg_a,
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const google::protobuf::MessageLite& msg_b) {
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return (msg_a.GetTypeName() == msg_b.GetTypeName()) &&
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(msg_a.SerializeAsString() == msg_b.SerializeAsString());
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}
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#define DEFAULT_PORT 47584
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#if defined(STEAM_WIN32)
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typedef unsigned int sock_t;
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#else
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typedef int sock_t;
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#endif
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bool check_timedout(std::chrono::high_resolution_clock::time_point old, double timeout);
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struct IP_PORT {
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uint32 ip;
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uint16 port;
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};
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struct Network_Callback {
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void (*message_callback)(void *object, Common_Message *msg);
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void *object;
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CSteamID steam_id;
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};
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enum Callback_Ids {
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CALLBACK_ID_USER_STATUS,
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CALLBACK_ID_LOBBY,
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CALLBACK_ID_NETWORKING,
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CALLBACK_ID_GAMESERVER,
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CALLBACK_ID_FRIEND,
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CALLBACK_ID_AUTH_TICKET,
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CALLBACK_ID_FRIEND_MESSAGES,
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CALLBACK_ID_NETWORKING_SOCKETS,
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CALLBACK_IDS_MAX
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};
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struct Network_Callback_Container {
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std::vector<struct Network_Callback> callbacks;
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};
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struct TCP_Socket {
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sock_t sock = ~0;
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bool received_data = false;
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std::vector<char> recv_buffer;
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std::vector<char> send_buffer;
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std::chrono::high_resolution_clock::time_point last_heartbeat_sent, last_heartbeat_received;
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};
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struct Connection {
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struct TCP_Socket tcp_socket_outgoing, tcp_socket_incoming;
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bool connected = false;
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IP_PORT udp_ip_port;
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bool udp_pinged = false;
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IP_PORT tcp_ip_port;
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std::vector<CSteamID> ids;
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uint32 appid;
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std::chrono::high_resolution_clock::time_point last_received;
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};
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class Networking {
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bool enabled = false;
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bool alive;
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std::chrono::high_resolution_clock::time_point last_run;
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sock_t udp_socket, tcp_socket;
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uint16 udp_port, tcp_port;
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uint32 own_ip;
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std::vector<struct Connection> connections;
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struct Connection *find_connection(CSteamID id, uint32 appid = 0);
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struct Connection *new_connection(CSteamID id, uint32 appid);
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bool handle_announce(Common_Message *msg, IP_PORT ip_port);
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bool handle_low_level_udp(Common_Message *msg, IP_PORT ip_port);
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bool handle_tcp(Common_Message *msg, struct TCP_Socket &socket);
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void send_announce_broadcasts();
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std::vector<CSteamID> ids;
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uint32 appid;
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std::chrono::high_resolution_clock::time_point last_broadcast;
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std::vector<uint32_t> custom_broadcasts;
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std::vector<struct TCP_Socket> accepted;
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std::recursive_mutex mutex;
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struct Network_Callback_Container callbacks[CALLBACK_IDS_MAX];
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std::vector<Common_Message> local_send;
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bool add_id_connection(struct Connection *connection, CSteamID steam_id);
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void run_callbacks(Callback_Ids id, Common_Message *msg);
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void run_callback_user(CSteamID steam_id, bool online, uint32 appid);
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void do_callbacks_message(Common_Message *msg);
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Common_Message create_announce(bool request);
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public:
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//NOTE: for all functions ips/ports are passed/returned in host byte order
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//ex: 127.0.0.1 should be passed as 0x7F000001
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static std::set<uint32> resolve_ip(std::string dns);
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Networking(CSteamID id, uint32 appid, uint16 port, std::set<uint32_t> *custom_broadcasts);
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void addListenId(CSteamID id);
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void setAppID(uint32 appid);
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void Run();
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bool sendTo(Common_Message *msg, bool reliable, Connection *conn = NULL);
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bool sendToAllIndividuals(Common_Message *msg, bool reliable);
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bool sendToAll(Common_Message *msg, bool reliable);
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bool sendToIPPort(Common_Message *msg, uint32 ip, uint16 port, bool reliable);
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bool setCallback(Callback_Ids id, CSteamID steam_id, void (*message_callback)(void *object, Common_Message *msg), void *object);
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uint32 getOwnIP();
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void shutDown();
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bool isAlive();
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};
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#endif
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