mirror of
https://github.com/Detanup01/gbe_fork.git
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282 lines
14 KiB
C++
282 lines
14 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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#ifndef __INCLUDED_STEAM_NETWORKING_UTILS_H__
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#define __INCLUDED_STEAM_NETWORKING_UTILS_H__
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#include "base.h"
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class Steam_Networking_Utils :
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public ISteamNetworkingUtils001,
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public ISteamNetworkingUtils002,
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public ISteamNetworkingUtils003,
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public ISteamNetworkingUtils
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{
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class Settings *settings{};
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class Networking *network{};
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class SteamCallResults *callback_results{};
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class SteamCallBacks *callbacks{};
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class RunEveryRunCB *run_every_runcb{};
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std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
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FSteamNetworkingSocketsDebugOutput debug_function{};
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bool relay_initialized = false;
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bool init_relay = true; // Initializing relay immediately when we ask for it. Fixing Elden Ring SeamlessCoop
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// NOTE from Detanup01: They should call InitializeRelayAccess BTW. Whoever write that mod cannot read valve docs.
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/*
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Valve docs:
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If you know that you are going to be using the relay network
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(for example, because you anticipate making P2P connections),
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call this to initialize the relay network.
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If you do not call this, the initialization will be delayed until
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the first time you use a feature that requires access to the relay network,
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which will delay that first access.
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*/
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static void free_steam_message_data(SteamNetworkingMessage_t *pMsg);
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static void delete_steam_message(SteamNetworkingMessage_t *pMsg);
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static void steam_callback(void *object, Common_Message *msg);
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static void steam_run_every_runcb(void *object);
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public:
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Steam_Networking_Utils(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb);
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~Steam_Networking_Utils();
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/// Allocate and initialize a message object. Usually the reason
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/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
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/// The returned object will have all of the relevant fields cleared to zero.
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///
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/// Optionally you can also request that this system allocate space to
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/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
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/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
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/// m_pData will point to the allocated buffer, m_cbSize will be set to the
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/// size, and m_pfnFreeData will be set to the proper function to free up
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/// the buffer.
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///
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/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
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/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
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/// set each of these.
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///
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/// You can use SteamNetworkingMessage_t::Release to free up the message
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/// bookkeeping object and any associated buffer. See
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/// ISteamNetworkingSockets::SendMessages for details on reference
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/// counting and ownership.
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SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer );
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bool InitializeRelayAccess();
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SteamRelayNetworkStatus_t get_network_status();
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/// Fetch current status of the relay network.
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///
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/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
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/// both the user and gameserver interfaces any time the status changes, or
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/// ping measurement starts or stops.
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///
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/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
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/// more details, you can pass a non-NULL value.
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ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails );
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float GetLocalPingLocation( SteamNetworkPingLocation_t &result );
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int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 );
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int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation );
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void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize );
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bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result );
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bool CheckPingDataUpToDate( float flMaxAgeSeconds );
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bool IsPingMeasurementInProgress();
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int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP );
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int GetDirectPingToPOP( SteamNetworkingPOPID popID );
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int GetPOPCount();
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int GetPOPList( SteamNetworkingPOPID *list, int nListSz );
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//
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// Misc
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//
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/// Fetch current timestamp. This timer has the following properties:
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///
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/// - Monotonicity is guaranteed.
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/// - The initial value will be at least 24*3600*30*1e6, i.e. about
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/// 30 days worth of microseconds. In this way, the timestamp value of
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/// 0 will always be at least "30 days ago". Also, negative numbers
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/// will never be returned.
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/// - Wraparound / overflow is not a practical concern.
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///
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/// If you are running under the debugger and stop the process, the clock
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/// might not advance the full wall clock time that has elapsed between
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/// calls. If the process is not blocked from normal operation, the
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/// timestamp values will track wall clock time, even if you don't call
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/// the function frequently.
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///
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/// The value is only meaningful for this run of the process. Don't compare
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/// it to values obtained on another computer, or other runs of the same process.
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SteamNetworkingMicroseconds GetLocalTimestamp();
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/// Set a function to receive network-related information that is useful for debugging.
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/// This can be very useful during development, but it can also be useful for troubleshooting
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/// problems with tech savvy end users. If you have a console or other log that customers
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/// can examine, these log messages can often be helpful to troubleshoot network issues.
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/// (Especially any warning/error messages.)
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///
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/// The detail level indicates what message to invoke your callback on. Lower numeric
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/// value means more important, and the value you pass is the lowest priority (highest
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/// numeric value) you wish to receive callbacks for.
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///
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/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
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/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
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/// request a high detail level and then filter out messages in your callback. Instead,
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/// call function function to adjust the desired level of detail.
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///
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/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
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/// Your output function must be threadsafe and fast! Do not make any other
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/// Steamworks calls from within the handler.
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void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc );
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//
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// Fake IP
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//
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// Useful for interfacing with code that assumes peers are identified using an IPv4 address
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//
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/// Return true if an IPv4 address is one that might be used as a "fake" one.
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/// This function is fast; it just does some logical tests on the IP and does
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/// not need to do any lookup operations.
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// inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; }
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ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 );
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/// Get the real identity associated with a given FakeIP.
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///
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/// On failure, returns:
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/// - k_EResultInvalidParam: the IP is not a FakeIP.
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/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity.
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///
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/// FakeIP's used by active connections, or the FakeIPs assigned to local identities,
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/// will always work. FakeIPs for recently destroyed connections will continue to
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/// return results for a little while, but not forever. At some point, we will forget
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/// FakeIPs to save space. It's reasonably safe to assume that you can read back the
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/// real identity of a connection very soon after it is destroyed. But do not wait
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/// indefinitely.
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EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity );
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//
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// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
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//
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// Shortcuts for common cases. (Implemented as inline functions below)
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/*
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bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
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bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
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bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
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bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
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bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
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bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
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*/
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/// Set a configuration value.
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/// - eValue: which value is being set
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/// - eScope: Onto what type of object are you applying the setting?
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/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
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/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
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/// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope,
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/// causing the value for that object to use global defaults. Or at global scope, passing NULL
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/// will reset any custom value and restore it to the system default.
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/// NOTE: When setting callback functions, do not pass the function pointer directly.
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/// Your argument should be a pointer to a function pointer.
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bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType eDataType, const void *pArg );
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/// Get a configuration value.
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/// - eValue: which value to fetch
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/// - eScopeType: query setting on what type of object
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/// - eScopeArg: the object to query the setting for
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/// - pOutDataType: If non-NULL, the data type of the value is returned.
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/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
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/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
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ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult );
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/// Returns info about a configuration value. Returns false if the value does not exist.
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/// pOutNextValue can be used to iterate through all of the known configuration values.
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/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
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/// Any of the output parameters can be NULL if you do not need that information.
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bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue );
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/// Get info about a configuration value. Returns the name of the value,
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/// or NULL if the value doesn't exist. Other output parameters can be NULL
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/// if you do not need them.
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const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope );
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/// Return the lowest numbered configuration value available in the current environment.
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ESteamNetworkingConfigValue GetFirstConfigValue();
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/// Iterate the list of all configuration values in the current environment that it might
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/// be possible to display or edit using a generic UI. To get the first iterable value,
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/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid
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/// to signal end of list.
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///
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/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that
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/// are recommended to only be editable in "debug" or "dev" mode and typically should not be
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/// shown in a retail environment where a malicious local user might use this to cheat.
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ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars );
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// String conversions. You'll usually access these using the respective
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// inline methods.
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void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort );
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bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr );
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ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr );
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void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf );
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bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr );
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void RunCallbacks();
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void Callback(Common_Message *msg);
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};
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#endif // __INCLUDED_STEAM_NETWORKING_UTILS_H__
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