mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-12-24 19:58:37 +01:00
Beggining of a actually working steam networking sockets implementation.
This commit is contained in:
parent
e252f83e8a
commit
66932785c3
2 changed files with 327 additions and 20 deletions
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@ -112,8 +112,7 @@ message Network_Old {
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message Networking_Sockets {
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enum Types {
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CONNECTION_REQUEST_IP = 0;
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CONNECTION_REQUEST_STEAMID = 1;
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CONNECTION_REQUEST = 0;
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CONNECTION_ACCEPTED = 2;
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CONNECTION_END = 3;
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DATA = 4;
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@ -21,11 +21,30 @@ struct Listen_Socket {
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HSteamListenSocket socket_id;
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int virtual_port;
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uint32 ip;
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uint16 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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@ -38,6 +57,7 @@ public ISteamNetworkingSockets
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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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@ -75,15 +95,18 @@ Steam_Networking_Sockets(class Settings *settings, class Networking *network, cl
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}
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HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort)
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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_socket.ip = nIP;
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listen_socket.port = nPort;
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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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@ -95,6 +118,80 @@ struct Listen_Socket *get_connection_socket(HSteamListenSocket id)
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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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@ -122,7 +219,7 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP,
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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, nIP, nPort);
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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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@ -179,7 +276,9 @@ HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address )
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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\n");
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PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %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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/// Begin connecting to a server that is identified using a platform-specific identifier.
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@ -195,7 +294,24 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort )
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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\n");
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PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %u\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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/// Creates a connection and begins talking to a remote destination. The remote host
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@ -254,7 +370,16 @@ HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort )
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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\n");
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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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@ -281,7 +406,27 @@ EResult AcceptConnection( HSteamNetConnection hConn )
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/// ignored.
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bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CloseConnection\n");
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PRINT_DEBUG("Steam_Networking_Sockets::CloseConnection %u\n", hPeer);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto connect_socket = connect_sockets.find(hPeer);
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if (connect_socket == connect_sockets.end()) return false;
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if (connect_socket->second.status != CONNECT_SOCKET_CLOSED && connect_socket->second.status != CONNECT_SOCKET_TIMEDOUT) {
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//TODO send/nReason and pszDebug
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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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msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END);
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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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network->sendTo(&msg, true);
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}
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connect_sockets.erase(connect_socket);
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return true;
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}
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@ -304,12 +449,40 @@ bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteR
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bool CloseListenSocket( HSteamListenSocket hSocket )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&hSocket](struct Listen_Socket const& conn) { return conn.socket_id == hSocket;});
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if (conn == listen_sockets.end()) return false;
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std::queue<HSteamNetConnection> to_close;
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auto socket_conn = std::begin(connect_sockets);
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while (socket_conn != std::end(connect_sockets)) {
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if (socket_conn->second.listen_socket_id == hSocket) {
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to_close.push(socket_conn->first);
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}
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++socket_conn;
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}
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while (to_close.size()) {
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CloseConnection(to_close.front(), 0, "", false);
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to_close.pop();
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}
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listen_sockets.erase(conn);
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return true;
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}
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/// Set connection user data. Returns false if the handle is invalid.
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bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionUserData\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto connect_socket = connect_sockets.find(hPeer);
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if (connect_socket == connect_sockets.end()) return false;
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connect_socket->second.user_data = nUserData;
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return true;
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}
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@ -318,6 +491,10 @@ bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData )
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int64 GetConnectionUserData( HSteamNetConnection hPeer )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionUserData\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto connect_socket = connect_sockets.find(hPeer);
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if (connect_socket == connect_sockets.end()) return -1;
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return connect_socket->second.user_data;
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}
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@ -400,7 +577,29 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u
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/// (See k_ESteamNetworkingConfig_SendBufferSize)
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virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection\n");
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PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection %u, len %u, flags %i\n", hConn, cbData, nSendFlags);
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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_CLOSED) return k_EResultNoConnection;
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if (connect_socket->second.status == CONNECT_SOCKET_TIMEDOUT) return k_EResultNoConnection;
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if (connect_socket->second.status != CONNECT_SOCKET_CONNECTED) return k_EResultInvalidState;
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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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msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA);
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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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msg.mutable_networking_sockets()->set_data(pData, cbData);
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bool reliable = false;
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if (nSendFlags & k_nSteamNetworkingSend_Reliable) reliable = true;
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if (network->sendTo(&msg, reliable)) return k_EResultOK;
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return k_EResultFail;
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}
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/// If Nagle is enabled (its on by default) then when calling
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@ -414,6 +613,41 @@ EResult FlushMessagesOnConnection( HSteamNetConnection hConn )
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PRINT_DEBUG("Steam_Networking_Sockets::FlushMessagesOnConnection\n");
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}
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static void free_steam_message_data(SteamNetworkingMessage_t *pMsg)
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{
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free(pMsg->m_pData);
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pMsg->m_pData = NULL;
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}
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static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
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{
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if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg);
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delete pMsg;
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}
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SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn)
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{
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auto connect_socket = connect_sockets.find(hConn);
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if (connect_socket == connect_sockets.end()) return NULL;
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if (connect_socket->second.data.empty()) return NULL;
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SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t();
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unsigned long size = connect_socket->second.data.front().size();
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pMsg->m_pData = malloc(size);
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pMsg->m_cbSize = size;
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memcpy(pMsg->m_pData, connect_socket->second.data.front().data(), size);
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pMsg->m_conn = hConn;
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pMsg->m_sender = connect_socket->second.remote_identity;
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pMsg->m_nConnUserData = connect_socket->second.user_data;
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//TODO
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//pMsg->m_usecTimeReceived =
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//pMsg->m_nMessageNumber =
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pMsg->m_pfnFreeData = &free_steam_message_data;
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pMsg->m_pfnRelease = &delete_steam_message;
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pMsg->m_nChannel = 0;
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connect_socket->second.data.pop();
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return pMsg;
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}
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/// Fetch the next available message(s) from the connection, if any.
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/// Returns the number of messages returned into your array, up to nMaxMessages.
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/// If the connection handle is invalid, -1 is returned.
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@ -431,7 +665,18 @@ EResult FlushMessagesOnConnection( HSteamNetConnection hConn )
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/// a little while (put it into some queue, etc), and you may call Release() from any thread.
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int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
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{
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PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection\n");
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PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection %u %i\n", hConn, nMaxMessages);
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if (!ppOutMessages || !nMaxMessages) return 0;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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SteamNetworkingMessage_t *msg = NULL;
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int messages = 0;
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while ((msg = get_steam_message_connection(hConn)) && messages < nMaxMessages) {
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ppOutMessages[messages] = msg;
|
||||
++messages;
|
||||
}
|
||||
|
||||
return messages;
|
||||
}
|
||||
|
||||
/// Same as ReceiveMessagesOnConnection, but will return the next message available
|
||||
|
@ -444,7 +689,26 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa
|
|||
/// messages is relevant!)
|
||||
int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket\n");
|
||||
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.
|
||||
|
@ -539,8 +803,8 @@ bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPo
|
|||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
struct Listen_Socket *socket = get_connection_socket(hSocket);
|
||||
if (!socket) return false;
|
||||
if (pnIP) *pnIP = socket->ip;
|
||||
if (pnPort) *pnPort = socket->port;
|
||||
if (pnIP) *pnIP = 0;//socket->ip;
|
||||
if (pnPort) *pnPort = 0;//socket->port;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -725,7 +989,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort )
|
|||
{
|
||||
PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket %i\n", nVirtualPort);
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
return new_listen_socket(nVirtualPort, 0, 0);
|
||||
return new_listen_socket(nVirtualPort);
|
||||
}
|
||||
|
||||
|
||||
|
@ -815,6 +1079,7 @@ void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks )
|
|||
|
||||
void RunCallbacks()
|
||||
{
|
||||
//TODO: timeout unaccepted connections after a few seconds or so
|
||||
}
|
||||
|
||||
void Callback(Common_Message *msg)
|
||||
|
@ -825,12 +1090,55 @@ void Callback(Common_Message *msg)
|
|||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue