/* 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 . */ #include "base.h" struct Listen_Socket { HSteamListenSocket socket_id; int virtual_port; uint32 ip; uint16 port; }; class Steam_Networking_Sockets : public ISteamNetworkingSockets001, public ISteamNetworkingSockets { class Settings *settings; class Networking *network; class SteamCallResults *callback_results; class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; std::vector listen_sockets; public: static void steam_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_networkingsockets_callback\n"); Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object; steam_networkingsockets->Callback(msg); } static void steam_run_every_runcb(void *object) { PRINT_DEBUG("steam_networkingsockets_run_every_runcb\n"); Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object; steam_networkingsockets->RunCallbacks(); } Steam_Networking_Sockets(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_Sockets::steam_callback, this); this->network->setCallback(CALLBACK_ID_NETWORKING_SOCKETS, settings->get_local_steam_id(), &Steam_Networking_Sockets::steam_callback, this); this->run_every_runcb->add(&Steam_Networking_Sockets::steam_run_every_runcb, this); this->callback_results = callback_results; this->callbacks = callbacks; } ~Steam_Networking_Sockets() { //TODO rm network callbacks this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this); } HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort) { static HSteamListenSocket socket_id; ++socket_id; struct Listen_Socket listen_socket; listen_socket.socket_id = socket_id; listen_socket.virtual_port = nSteamConnectVirtualPort; listen_socket.ip = nIP; listen_socket.port = nPort; listen_sockets.push_back(listen_socket); return socket_id; } struct Listen_Socket *get_connection_socket(HSteamListenSocket id) { auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&id](struct Listen_Socket const& conn) { return conn.socket_id == id;}); if (conn == listen_sockets.end()) return NULL; return &(*conn); } /// Creates a "server" socket that listens for clients to connect to, either by calling /// ConnectSocketBySteamID or ConnectSocketByIPv4Address. /// /// nSteamConnectVirtualPort specifies how clients can connect to this socket using /// ConnectBySteamID. A negative value indicates that this functionality is /// disabled and clients must connect by IP address. It's very common for applications /// to only have one listening socket; in that case, use zero. If you need to open /// multiple listen sockets and have clients be able to connect to one or the other, then /// nSteamConnectVirtualPort should be a small integer constant unique to each listen socket /// you create. /// /// In the open-source version of this API, you must pass -1 for nSteamConnectVirtualPort /// /// If you want clients to connect to you by your IPv4 addresses using /// ConnectByIPv4Address, then you must set nPort to be nonzero. Steam will /// bind a UDP socket to the specified local port, and clients will send packets using /// ordinary IP routing. It's up to you to take care of NAT, protecting your server /// from DoS, etc. If you don't need clients to connect to you by IP, then set nPort=0. /// Use nIP if you wish to bind to a particular local interface. Typically you will use 0, /// which means to listen on all interfaces, and accept the default outbound IP address. /// If nPort is zero, then nIP must also be zero. /// /// A SocketStatusCallback_t callback when another client attempts a connection. HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocket %i %u %u\n", nSteamConnectVirtualPort, nIP, nPort); std::lock_guard lock(global_mutex); return new_listen_socket(nSteamConnectVirtualPort, nIP, nPort); } /// Creates a "server" socket that listens for clients to connect to by /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) /// /// You must select a specific local port to listen on and set it /// the port field of the local address. /// /// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()). /// This means that you will not bind to any particular local interface. In addition, /// if possible the socket will be bound in "dual stack" mode, which means that it can /// accept both IPv4 and IPv6 clients. If you wish to bind a particular interface, then /// set the local address to the appropriate IPv4 or IPv6 IP. /// /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t /// will be posted. The connection will be in the connecting state. HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n"); } /// Creates a connection and begins talking to a "server" over UDP at the /// given IPv4 or IPv6 address. The remote host must be listening with a /// matching call to CreateListenSocketIP on the specified port. /// /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start /// connecting, and then another one on either timeout or successful connection. /// /// If the server does not have any identity configured, then their network address /// will be the only identity in use. Or, the network host may provide a platform-specific /// identity with or without a valid certificate to authenticate that identity. (These /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's /// up to your application to decide whether to allow the connection. /// /// By default, all connections will get basic encryption sufficient to prevent /// casual eavesdropping. But note that without certificates (or a shared secret /// distributed through some other out-of-band mechanism), you don't have any /// way of knowing who is actually on the other end, and thus are vulnerable to /// man-in-the-middle attacks. HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); } /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// /// nVirtualPort specifies how clients can connect to this socket using /// ConnectP2P. It's very common for applications to only have one listening socket; /// in that case, use zero. If you need to open multiple listen sockets and have clients /// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000) /// unique to each listen socket you create. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// when your app initializes HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P\n"); } /// Begin connecting to a server that is identified using a platform-specific identifier. /// This requires some sort of third party rendezvous service, and will depend on the /// platform and what other libraries and services you are integrating with. /// /// At the time of this writing, there is only one supported rendezvous service: Steam. /// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the /// client is online and facilitate a relay connection. Note that all P2P connections on /// Steam are currently relayed. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// when your app initializes HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P\n"); } /// Creates a connection and begins talking to a remote destination. The remote host /// must be listening with a matching call to CreateListenSocket. /// /// Use ConnectBySteamID to connect using the SteamID (client or game server) as the network address. /// Use ConnectByIPv4Address to connect by IP address. /// /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start connecting, /// and then another one on timeout or successful connection //#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE HSteamNetConnection ConnectBySteamID( CSteamID steamIDTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectBySteamID\n"); } //#endif HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPv4Address\n"); } /// Accept an incoming connection that has been received on a listen socket. /// /// When a connection attempt is received (perhaps after a few basic handshake /// packets have been exchanged to prevent trivial spoofing), a connection interface /// object is created in the k_ESteamNetworkingConnectionState_Connecting state /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your /// application MUST either accept or close the connection. (It may not ignore it.) /// Accepting the connection will transition it either into the connected state, /// of the finding route state, depending on the connection type. /// /// You should take action within a second or two, because accepting the connection is /// what actually sends the reply notifying the client that they are connected. If you /// delay taking action, from the client's perspective it is the same as the network /// being unresponsive, and the client may timeout the connection attempt. In other /// words, the client cannot distinguish between a delay caused by network problems /// and a delay caused by the application. /// /// This means that if your application goes for more than a few seconds without /// processing callbacks (for example, while loading a map), then there is a chance /// that a client may attempt to connect in that interval and fail due to timeout. /// /// If the application does not respond to the connection attempt in a timely manner, /// and we stop receiving communication from the client, the connection attempt will /// be timed out locally, transitioning the connection to the /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also /// close the connection before it is accepted, and a transition to the /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact /// sequence of events. /// /// Returns k_EResultInvalidParam if the handle is invalid. /// Returns k_EResultInvalidState if the connection is not in the appropriate state. /// (Remember that the connection state could change in between the time that the /// notification being posted to the queue and when it is received by the application.) EResult AcceptConnection( HSteamNetConnection hConn ) { PRINT_DEBUG("Steam_Networking_Sockets::AcceptConnection\n"); } /// Disconnects from the remote host and invalidates the connection handle. /// Any unread data on the connection is discarded. /// /// nReason is an application defined code that will be received on the other /// end and recorded (when possible) in backend analytics. The value should /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need /// to communicate any information to the remote host, and do not want analytics to /// be able to distinguish "normal" connection terminations from "exceptional" ones, /// You may pass zero, in which case the generic value of /// k_ESteamNetConnectionEnd_App_Generic will be used. /// /// pszDebug is an optional human-readable diagnostic string that will be received /// by the remote host and recorded (when possible) in backend analytics. /// /// If you wish to put the socket into a "linger" state, where an attempt is made to /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data /// is not flushed. /// /// If the connection has already ended and you are just freeing up the /// connection interface, the reason code, debug string, and linger flag are /// ignored. bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) { PRINT_DEBUG("Steam_Networking_Sockets::CloseConnection\n"); } /// Destroy a listen socket, and all the client sockets generated by accepting connections /// on the listen socket. /// /// pszNotifyRemoteReason determines what cleanup actions are performed on the client /// sockets being destroyed. (See DestroySocket for more details.) /// /// Note that if cleanup is requested and you have requested the listen socket bound to a /// particular local port to facilitate direct UDP/IPv4 connections, then the underlying UDP /// socket must remain open until all clients have been cleaned up. bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteReason ) { PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket old\n"); } /// Destroy a listen socket. All the connections that were accepting on the listen /// socket are closed ungracefully. bool CloseListenSocket( HSteamListenSocket hSocket ) { PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket\n"); } /// Set connection user data. Returns false if the handle is invalid. bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionUserData\n"); } /// Fetch connection user data. Returns -1 if handle is invalid /// or if you haven't set any userdata on the connection. int64 GetConnectionUserData( HSteamNetConnection hPeer ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionUserData\n"); } /// Set a name for the connection, used mostly for debugging void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionName\n"); } /// Fetch connection name. Returns false if handle is invalid bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionName\n"); } /// Send a message to the remote host on the connected socket. /// /// eSendType determines the delivery guarantees that will be provided, /// when data should be buffered, etc. /// /// Note that the semantics we use for messages are not precisely /// the same as the semantics of a standard "stream" socket. /// (SOCK_STREAM) For an ordinary stream socket, the boundaries /// between chunks are not considered relevant, and the sizes of /// the chunks of data written will not necessarily match up to /// the sizes of the chunks that are returned by the reads on /// the other end. The remote host might read a partial chunk, /// or chunks might be coalesced. For the message semantics /// used here, however, the sizes WILL match. Each send call /// will match a successful read call on the remote host /// one-for-one. If you are porting existing stream-oriented /// code to the semantics of reliable messages, your code should /// work the same, since reliable message semantics are more /// strict than stream semantics. The only caveat is related to /// performance: there is per-message overhead to retain the /// messages sizes, and so if your code sends many small chunks /// of data, performance will suffer. Any code based on stream /// sockets that does not write excessively small chunks will /// work without any changes. EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, ESteamNetworkingSendType eSendType ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old\n"); } /// Send a message to the remote host on the specified connection. /// /// nSendFlags determines the delivery guarantees that will be provided, /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable /// /// Note that the semantics we use for messages are not precisely /// the same as the semantics of a standard "stream" socket. /// (SOCK_STREAM) For an ordinary stream socket, the boundaries /// between chunks are not considered relevant, and the sizes of /// the chunks of data written will not necessarily match up to /// the sizes of the chunks that are returned by the reads on /// the other end. The remote host might read a partial chunk, /// or chunks might be coalesced. For the message semantics /// used here, however, the sizes WILL match. Each send call /// will match a successful read call on the remote host /// one-for-one. If you are porting existing stream-oriented /// code to the semantics of reliable messages, your code should /// work the same, since reliable message semantics are more /// strict than stream semantics. The only caveat is related to /// performance: there is per-message overhead to retain the /// message sizes, and so if your code sends many small chunks /// of data, performance will suffer. Any code based on stream /// sockets that does not write excessively small chunks will /// work without any changes. /// /// Returns: /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) /// - k_EResultInvalidState: connection is in an invalid state /// - k_EResultNoConnection: connection has ended /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because /// we were not ready to send it. /// - k_EResultLimitExceeded: there was already too much data queued to be sent. /// (See k_ESteamNetworkingConfig_SendBufferSize) virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection\n"); } /// If Nagle is enabled (its on by default) then when calling /// SendMessageToConnection the message will be queued up the Nagle time /// before being sent to merge small messages into the same packet. /// /// Call this function to flush any queued messages and send them immediately /// on the next transmission time (often that means right now). EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) { PRINT_DEBUG("Steam_Networking_Sockets::FlushMessagesOnConnection\n"); } /// Fetch the next available message(s) from the connection, if any. /// Returns the number of messages returned into your array, up to nMaxMessages. /// If the connection handle is invalid, -1 is returned. /// /// The order of the messages returned in the array is relevant. /// Reliable messages will be received in the order they were sent (and with the /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). /// /// Unreliable messages may be dropped, or delivered out of order withrespect to /// each other or with respect to reliable messages. The same unreliable message /// may be received multiple times. /// /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each /// of them free up resources after you are done. It is safe to keep the object alive for /// a little while (put it into some queue, etc), and you may call Release() from any thread. int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection\n"); } /// Same as ReceiveMessagesOnConnection, but will return the next message available /// on any connection that was accepted through the specified listen socket. Examine /// SteamNetworkingMessage_t::m_conn to know which client connection. /// /// Delivery order of messages among different clients is not defined. They may /// be returned in an order different from what they were actually received. (Delivery /// order of messages from the same client is well defined, and thus the order of the /// messages is relevant!) int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket\n"); } /// Returns basic information about the high-level state of the connection. bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); } /// Fetch the next available message(s) from the socket, if any. /// Returns the number of messages returned into your array, up to nMaxMessages. /// If the connection handle is invalid, -1 is returned. /// /// The order of the messages returned in the array is relevant. /// Reliable messages will be received in the order they were sent (and with the /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). /// /// FIXME - We're still debating the exact set of guarantees for unreliable, so this might change. /// Unreliable messages may not be received. The order of delivery of unreliable messages /// is NOT specified. They may be received out of order with respect to each other or /// reliable messages. They may be received multiple times! /// /// If any messages are returned, you MUST call Release() to each of them free up resources /// after you are done. It is safe to keep the object alive for a little while (put it /// into some queue, etc), and you may call Release() from any thread. int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection\n"); } /// Same as ReceiveMessagesOnConnection, but will return the next message available /// on any client socket that was accepted through the specified listen socket. Examine /// SteamNetworkingMessage_t::m_conn to know which client connection. /// /// Delivery order of messages among different clients is not defined. They may /// be returned in an order different from what they were actually received. (Delivery /// order of messages from the same client is well defined, and thus the order of the /// messages is relevant!) int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket\n"); } /// Returns information about the specified connection. bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); } /// Returns brief set of connection status that you might want to display /// to the user in game. bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) { PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n"); } /// Returns detailed connection stats in text format. Useful /// for dumping to a log, etc. /// /// Returns: /// -1 failure (bad connection handle) /// 0 OK, your buffer was filled in and '\0'-terminated /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. Try again with a buffer of at least N bytes. int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) { PRINT_DEBUG("Steam_Networking_Sockets::GetDetailedConnectionStatus\n"); } /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. /// /// An IPv6 address of ::0 means "any IPv4 or IPv6" /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) { PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketAddress\n"); } /// Returns information about the listen socket. /// /// *pnIP and *pnPort will be 0 if the socket is set to listen for connections based /// on SteamID only. If your listen socket accepts connections on IPv4, then both /// fields will return nonzero, even if you originally passed a zero IP. However, /// note that the address returned may be a private address (e.g. 10.0.0.x or 192.168.x.x), /// and may not be reachable by a general host on the Internet. bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPort ) { PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketInfo\n"); std::lock_guard 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; return true; } /// Create a pair of connections that are talking to each other, e.g. a loopback connection. /// This is very useful for testing, or so that your client/server code can work the same /// even when you are running a local "server". /// /// The two connections will immediately be placed into the connected state, and no callbacks /// will be posted immediately. After this, if you close either connection, the other connection /// will receive a callback, exactly as if they were communicating over the network. You must /// close *both* sides in order to fully clean up the resources! /// /// By default, internal buffers are used, completely bypassing the network, the chopping up of /// messages into packets, encryption, copying the payload, etc. This means that loopback /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended /// to encrypt and decrypt. /// /// The SteamID assigned to both ends of the connection will be the SteamID of this interface. bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair old\n"); } /// Create a pair of connections that are talking to each other, e.g. a loopback connection. /// This is very useful for testing, or so that your client/server code can work the same /// even when you are running a local "server". /// /// The two connections will immediately be placed into the connected state, and no callbacks /// will be posted immediately. After this, if you close either connection, the other connection /// will receive a callback, exactly as if they were communicating over the network. You must /// close *both* sides in order to fully clean up the resources! /// /// By default, internal buffers are used, completely bypassing the network, the chopping up of /// messages into packets, encryption, copying the payload, etc. This means that loopback /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended /// to encrypt and decrypt. /// /// If you wish to assign a specific identity to either connection, you may pass a particular /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic /// "localhost" identity. If you use real network loopback, this might be translated to the /// actual bound loopback port. Otherwise, the port will be zero. bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair\n"); } /// Get the identity assigned to this interface. /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID /// even if they are not signed into Steam.) bool GetIdentity( SteamNetworkingIdentity *pIdentity ) { PRINT_DEBUG("Steam_Networking_Sockets::GetIdentity\n"); } //#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE // // Clients connecting to dedicated servers hosted in a data center, // using central-authority-granted tickets. // /// Called when we receive a ticket from our central matchmaking system. Puts the /// ticket into a persistent cache, and optionally returns the parsed ticket. /// /// See stamdatagram_ticketgen.h for more details. bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceivedRelayAuthTicket\n"); } /// Search cache for a ticket to talk to the server on the specified virtual port. /// If found, returns the number of second until the ticket expires, and optionally /// the complete cracked ticket. Returns 0 if we don't have a ticket. /// /// Typically this is useful just to confirm that you have a ticket, before you /// call ConnectToHostedDedicatedServer to connect to the server. int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old\n"); } /// Search cache for a ticket to talk to the server on the specified virtual port. /// If found, returns the number of seconds until the ticket expires, and optionally /// the complete cracked ticket. Returns 0 if we don't have a ticket. /// /// Typically this is useful just to confirm that you have a ticket, before you /// call ConnectToHostedDedicatedServer to connect to the server. int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer\n"); } /// Client call to connect to a server hosted in a Valve data center, on the specified virtual /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! /// /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses /// connection to Steam or the central backend, or the app is restarted or crashes, etc. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// when your app initializes HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer\n"); } /// Client call to connect to a server hosted in a Valve data center, on the specified virtual /// port. You should have received a ticket for this server, or else this connect call will fail! /// /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses /// connection to Steam or the central backend, or the app is restarted or crashes, etc. HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old\n"); } // // Servers hosted in Valve data centers // /// Returns the value of the SDR_LISTEN_PORT environment variable. uint16 GetHostedDedicatedServerPort() { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPort\n"); //TODO? return 27054; } /// If you are running in a production data center, this will return the data /// center code. Returns 0 otherwise. SteamNetworkingPOPID GetHostedDedicatedServerPOPID() { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPOPID\n"); } /// Return info about the hosted server. You will need to send this information to your /// backend, and put it in tickets, so that the relays will know how to forward traffic from /// clients to your server. See SteamDatagramRelayAuthTicket for more info. /// /// NOTE ABOUT DEVELOPMENT ENVIRONMENTS: /// In production in our data centers, these parameters are configured via environment variables. /// In development, the only one you need to set is SDR_LISTEN_PORT, which is the local port you /// want to listen on. Furthermore, if you are running your server behind a corporate firewall, /// you probably will not be able to put the routing information returned by this function into /// tickets. Instead, it should be a public internet address that the relays can use to send /// data to your server. So you might just end up hardcoding a public address and setup port /// forwarding on your corporate firewall. In that case, the port you put into the ticket /// needs to be the public-facing port opened on your firewall, if it is different from the /// actual server port. /// /// This function will fail if SteamDatagramServer_Init has not been called. /// /// Returns false if the SDR_LISTEN_PORT environment variable is not set. bool GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress %p\n", pRouting); std::lock_guard lock(global_mutex); pRouting->SetDevAddress(network->getOwnIP(), 27054); return true; } /// Create a listen socket on the specified virtual port. The physical UDP port to use /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not /// configured, this call will fail. /// /// Note that this call MUST be made through the SteamNetworkingSocketsGameServer() interface HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket %i\n", nVirtualPort); std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort, 0, 0); } //#endif // #ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE // // Gets some debug text from the connection // bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionDebugText\n"); } // // Set and get configuration values, see ESteamNetworkingConfigurationValue for individual descriptions. // // Returns the value or -1 is eConfigValue is invalid int32 GetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValue\n"); } // Returns true if successfully set bool SetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue, int32 nValue ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationValue %i: %i\n", eConfigValue, nValue); return true; } // Return the name of an int configuration value, or NULL if config value isn't known const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValueName\n"); } // // Set and get configuration strings, see ESteamNetworkingConfigurationString for individual descriptions. // // Get the configuration string, returns length of string needed if pDest is nullpr or destSize is 0 // returns -1 if the eConfigValue is invalid int32 GetConfigurationString( ESteamNetworkingConfigurationString eConfigString, char *pDest, int32 destSize ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationString\n"); } bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *pString ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationString\n"); } // Return the name of a string configuration value, or NULL if config value isn't known const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eConfigString ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationStringName\n"); } // // Set and get configuration values, see ESteamNetworkingConnectionConfigurationValue for individual descriptions. // // Returns the value or -1 is eConfigValue is invalid int32 GetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionConfigurationValue\n"); } // Returns true if successfully set bool SetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue, int32 nValue ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionConfigurationValue\n"); } // TEMP KLUDGE Call to invoke all queued callbacks. // Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks. // You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks // to minimize potential changes in timing when that change happens. void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) { PRINT_DEBUG("Steam_Networking_Sockets:RunCallbacks\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()) { } } };