mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-05 06:01:07 +00:00
931 lines
38 KiB
C++
931 lines
38 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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//packet timeout in seconds for non connections
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#define ORPHANED_PACKET_TIMEOUT (20)
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#define NEW_CONNECTION_TIMEOUT (20.0)
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#define OLD_CHANNEL_NUMBER 1
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struct Steam_Networking_Connection {
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CSteamID remote;
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std::set<int> open_channels;
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};
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struct steam_listen_socket {
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SNetListenSocket_t id;
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int nVirtualP2PPort;
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uint32 nIP;
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uint16 nPort;
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};
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enum steam_socket_connection_status {
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SOCKET_CONNECTING,
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SOCKET_CONNECTED,
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SOCKET_DISCONNECTED,
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SOCKET_KILLED,
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};
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struct steam_connection_socket {
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SNetSocket_t id;
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SNetListenSocket_t listen_id;
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enum steam_socket_connection_status status;
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CSteamID target;
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int nVirtualPort;
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uint32 nIP;
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uint16 nPort;
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SNetSocket_t other_id;
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std::vector<Network_Old> data_packets;
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};
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class Steam_Networking :
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public ISteamNetworking001,
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public ISteamNetworking002,
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public ISteamNetworking003,
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public ISteamNetworking004,
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public ISteamNetworking
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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std::vector<Common_Message> messages;
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std::vector<struct Steam_Networking_Connection> connections;
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std::vector<struct steam_listen_socket> listen_sockets;
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std::vector<struct steam_connection_socket> connection_sockets;
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std::map<CSteamID, std::chrono::high_resolution_clock::time_point> new_connection_times;
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bool connection_exists(CSteamID id)
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{
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return std::find_if(connections.begin(), connections.end(), [&id](struct Steam_Networking_Connection const& conn) { return conn.remote == id;}) != connections.end();
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}
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struct Steam_Networking_Connection *get_or_create_connection(CSteamID id)
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{
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auto conn = std::find_if(connections.begin(), connections.end(), [&id](struct Steam_Networking_Connection const& conn) { return conn.remote == id;});
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if (connections.end() == conn) {
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struct Steam_Networking_Connection connection;
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connection.remote = id;
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connections.push_back(connection);
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return &(connections[connections.size() - 1]);
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} else {
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return &(*conn);
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}
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}
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void remove_connection(CSteamID id)
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{
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auto conn = std::begin(connections);
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while (conn != std::end(connections)) {
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if (conn->remote == id) {
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conn = connections.erase(conn);
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} else {
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++conn;
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}
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}
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//pretty sure steam also clears the entire queue of messages for that connection
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auto msg = std::begin(messages);
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while (msg != std::end(messages)) {
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if (msg->source_id() == id.ConvertToUint64()) {
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msg = messages.erase(msg);
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} else {
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++msg;
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}
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}
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}
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SNetSocket_t create_connection_socket(CSteamID target, int nVirtualPort, uint32 nIP, uint16 nPort, SNetListenSocket_t id=0, enum steam_socket_connection_status status=SOCKET_CONNECTING, SNetSocket_t other_id=0)
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{
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static SNetSocket_t socket_number = 0;
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bool found = 0;
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do {
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++socket_number;
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for (auto & c: connection_sockets) {
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if (c.id == socket_number || socket_number == 0) {
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found = true;
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break;
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}
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}
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} while (found);
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struct steam_connection_socket socket;
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socket.id = socket_number;
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socket.listen_id = id;
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socket.status = status;
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socket.target = target;
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socket.nVirtualPort = nVirtualPort;
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socket.nIP = nIP;
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socket.nPort = nPort;
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socket.other_id = other_id;
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connection_sockets.push_back(socket);
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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(target.ConvertToUint64());
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msg.set_allocated_network_old(new Network_Old);
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if (nPort) {
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msg.mutable_network_old()->set_type(Network_Old::CONNECTION_REQUEST_IP);
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msg.mutable_network_old()->set_port(nPort);
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} else {
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msg.mutable_network_old()->set_type(Network_Old::CONNECTION_REQUEST_STEAMID);
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msg.mutable_network_old()->set_port(nVirtualPort);
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}
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if (socket.status == SOCKET_CONNECTED) {
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msg.mutable_network_old()->set_type(Network_Old::CONNECTION_ACCEPTED);
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}
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msg.mutable_network_old()->set_connection_id(socket.other_id);
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msg.mutable_network_old()->set_connection_id_from(socket.id);
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if (target.IsValid()) {
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network->sendTo(&msg, true);
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} else if (nIP) {
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network->sendToIPPort(&msg, nIP, nPort, true);
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}
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return socket.id;
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}
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struct steam_connection_socket *get_connection_socket(SNetSocket_t id)
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{
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auto conn = std::find_if(connection_sockets.begin(), connection_sockets.end(), [&id](struct steam_connection_socket const& conn) { return conn.id == id;});
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if (conn == connection_sockets.end()) return NULL;
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return &(*conn);
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}
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void remove_killed_connection_sockets()
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{
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auto socket = std::begin(connection_sockets);
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while (socket != std::end(connection_sockets)) {
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if (socket->status == SOCKET_KILLED || socket->status == SOCKET_DISCONNECTED) {
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socket = connection_sockets.erase(socket);
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} else {
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++socket;
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}
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}
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}
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public:
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static void steam_networking_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_networking_callback\n");
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Steam_Networking *steam_networking = (Steam_Networking *)object;
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steam_networking->Callback(msg);
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}
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static void steam_networking_run_every_runcp(void *object)
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{
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PRINT_DEBUG("steam_networking_run_every_runcp\n");
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Steam_Networking *steam_networking = (Steam_Networking *)object;
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steam_networking->RunCallbacks();
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}
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Steam_Networking(class Settings *settings, class Networking *network, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->network = network;
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this->run_every_runcb = run_every_runcb;
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this->network->setCallback(CALLBACK_ID_NETWORKING, settings->get_local_steam_id(), &Steam_Networking::steam_networking_callback, this);
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking::steam_networking_callback, this);
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this->run_every_runcb->add(&Steam_Networking::steam_networking_run_every_runcp, this);
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this->callbacks = callbacks;
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PRINT_DEBUG("steam_networking_contructor %llu messages: %p\n", settings->get_local_steam_id().ConvertToUint64(), &messages);
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}
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~Steam_Networking()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Networking::steam_networking_run_every_runcp, this);
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}
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////////////////////////////////////////////////////////////////////////////////////////////
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// Session-less connection functions
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// automatically establishes NAT-traversing or Relay server connections
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// Sends a P2P packet to the specified user
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// UDP-like, unreliable and a max packet size of 1200 bytes
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// the first packet send may be delayed as the NAT-traversal code runs
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// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
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// see EP2PSend enum above for the descriptions of the different ways of sending packets
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//
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// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
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// with the same channel number in order to retrieve the data on the other end
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// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
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bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel)
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{
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PRINT_DEBUG("Steam_Networking::SendP2PPacket len %u sendtype: %u channel: %u to: %llu\n", cubData, eP2PSendType, nChannel, steamIDRemote.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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bool reliable = false;
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if (eP2PSendType == k_EP2PSendReliable || eP2PSendType == k_EP2PSendReliableWithBuffering) reliable = true;
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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(steamIDRemote.ConvertToUint64());
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msg.set_allocated_network(new Network);
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if (!connection_exists(steamIDRemote)) {
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msg.mutable_network()->set_type(Network::NEW_CONNECTION);
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network->sendTo(&msg, true);
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}
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msg.mutable_network()->set_channel(nChannel);
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msg.mutable_network()->set_data(pubData, cubData);
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msg.mutable_network()->set_type(Network::DATA);
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struct Steam_Networking_Connection *conn = get_or_create_connection(steamIDRemote);
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new_connection_times.erase(steamIDRemote);
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conn->open_channels.insert(nChannel);
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bool ret = network->sendTo(&msg, reliable);
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PRINT_DEBUG("Sent message with size: %zu %u\n", msg.network().data().size(), ret);
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return ret;
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}
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bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType ) {
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PRINT_DEBUG("Steam_Networking::SendP2PPacket old\n");
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return SendP2PPacket(steamIDRemote, pubData, cubData, eP2PSendType, OLD_CHANNEL_NUMBER);
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}
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// returns true if any data is available for read, and the amount of data that will need to be read
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bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel)
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{
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PRINT_DEBUG("Steam_Networking::IsP2PPacketAvailable channel: %i\n", nChannel);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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//Not sure if this should be here because it slightly screws up games that don't like such low "pings"
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//Commenting it out for now because it looks like it causes a bug where 20xx gets stuck in an infinite receive packet loop
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//this->network->Run();
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//RunCallbacks();
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PRINT_DEBUG("Messages %zu %p\n", messages.size(), &messages);
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for (auto &msg : messages) {
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if (connection_exists((uint64)msg.source_id()) && msg.mutable_network()->channel() == nChannel && msg.network().processed()) {
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uint32 size = msg.mutable_network()->data().size();
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if (pcubMsgSize) *pcubMsgSize = size;
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PRINT_DEBUG("available with size: %lu\n", size);
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return true;
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}
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}
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PRINT_DEBUG("Not available\n");
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if (pcubMsgSize) *pcubMsgSize = 0;
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return false;
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}
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bool IsP2PPacketAvailable( uint32 *pcubMsgSize)
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{
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PRINT_DEBUG("Steam_Networking::IsP2PPacketAvailable old\n");
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return IsP2PPacketAvailable(pcubMsgSize, OLD_CHANNEL_NUMBER);
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}
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// reads in a packet that has been sent from another user via SendP2PPacket()
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// returns the size of the message and the steamID of the user who sent it in the last two parameters
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// if the buffer passed in is too small, the message will be truncated
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// this call is not blocking, and will return false if no data is available
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bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel)
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{
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PRINT_DEBUG("Steam_Networking::ReadP2PPacket %u %i\n", cubDest, nChannel);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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//Not sure if this should be here because it slightly screws up games that don't like such low "pings"
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//Commenting it out for now because it looks like it causes a bug where 20xx gets stuck in an infinite receive packet loop
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//this->network->Run();
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//RunCallbacks();
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bool read = false;
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PRINT_DEBUG("Number messages %zu\n", messages.size());
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auto msg = std::begin(messages);
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while (msg != std::end(messages)) {
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if (connection_exists((uint64)msg->source_id()) && msg->network().channel() == nChannel && msg->network().processed()) {
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uint32 msg_size = msg->network().data().size();
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if (msg_size > cubDest) msg_size = cubDest;
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if (pcubMsgSize) *pcubMsgSize = msg_size;
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memcpy(pubDest, msg->network().data().data(), msg_size);
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#ifndef EMU_RELEASE_BUILD
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for (int i = 0; i < msg_size; ++i) {
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PRINT_DEBUG("%02hhX", ((char*)pubDest)[i]);
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}PRINT_DEBUG("\n");
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#endif
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*psteamIDRemote = CSteamID((uint64)msg->source_id());
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PRINT_DEBUG("Steam_Networking::ReadP2PPacket len %u channel: %u from: %llu\n", msg_size, nChannel, msg->source_id());
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msg = messages.erase(msg);
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return true;
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}
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++msg;
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}
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if (pcubMsgSize) *pcubMsgSize = 0;
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if (psteamIDRemote) *psteamIDRemote = k_steamIDNil;
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return false;
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}
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bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote)
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{
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PRINT_DEBUG("Steam_Networking::ReadP2PPacket old\n");
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return ReadP2PPacket(pubDest, cubDest, pcubMsgSize, psteamIDRemote, OLD_CHANNEL_NUMBER);
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}
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// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
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// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
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// if you don't want to talk to the user, just ignore the request
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// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
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// this may be called multiple times for a single user
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// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
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bool AcceptP2PSessionWithUser( CSteamID steamIDRemote )
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{
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PRINT_DEBUG("Steam_Networking::AcceptP2PSessionWithUser %llu\n", steamIDRemote.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Steam_Networking_Connection *conn = get_or_create_connection(steamIDRemote);
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if (conn) new_connection_times.erase(steamIDRemote);
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return !!conn;
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}
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// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
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// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
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bool CloseP2PSessionWithUser( CSteamID steamIDRemote )
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{
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PRINT_DEBUG("Steam_Networking::CloseP2PSessionWithUser %llu\n", steamIDRemote.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!connection_exists(steamIDRemote)) {
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return false;
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}
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remove_connection(steamIDRemote);
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return true;
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}
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// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
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// open channels to a user have been closed, the open session to the user will be closed and new data from this
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// user will trigger a P2PSessionRequest_t callback
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bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel )
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{
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PRINT_DEBUG("Steam_Networking::CloseP2PChannelWithUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!connection_exists(steamIDRemote)) {
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return false;
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}
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struct Steam_Networking_Connection *conn = get_or_create_connection(steamIDRemote);
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conn->open_channels.erase(nChannel);
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if (conn->open_channels.size() == 0) {
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remove_connection(steamIDRemote);
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}
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return true;
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}
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// fills out P2PSessionState_t structure with details about the underlying connection to the user
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// should only needed for debugging purposes
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// returns false if no connection exists to the specified user
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bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState )
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{
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PRINT_DEBUG("Steam_Networking::GetP2PSessionState %llu\n", steamIDRemote.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (!connection_exists(steamIDRemote) && (steamIDRemote != settings->get_local_steam_id())) {
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if (pConnectionState) {
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pConnectionState->m_bConnectionActive = false;
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pConnectionState->m_bConnecting = false;
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pConnectionState->m_eP2PSessionError = 0;
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pConnectionState->m_bUsingRelay = false;
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pConnectionState->m_nBytesQueuedForSend = 0;
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pConnectionState->m_nPacketsQueuedForSend = 0;
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pConnectionState->m_nRemoteIP = 0;
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pConnectionState->m_nRemotePort = 0;
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}
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PRINT_DEBUG("No Connection\n");
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return false;
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}
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if (pConnectionState) {
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pConnectionState->m_bConnectionActive = true;
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pConnectionState->m_bConnecting = false;
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pConnectionState->m_eP2PSessionError = 0;
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pConnectionState->m_bUsingRelay = false;
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pConnectionState->m_nBytesQueuedForSend = 0;
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pConnectionState->m_nPacketsQueuedForSend = 0;
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//TODO ip?
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pConnectionState->m_nRemoteIP = 0;
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pConnectionState->m_nRemotePort = 0;
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}
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PRINT_DEBUG("Connection\n");
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return true;
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}
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// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
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// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
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// or to existing connections that need to automatically reconnect after this value is set.
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//
|
|
// P2P packet relay is allowed by default
|
|
bool AllowP2PPacketRelay( bool bAllow )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::AllowP2PPacketRelay\n");
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
// LISTEN / CONNECT style interface functions
|
|
//
|
|
// This is an older set of functions designed around the Berkeley TCP sockets model
|
|
// it's preferential that you use the above P2P functions, they're more robust
|
|
// and these older functions will be removed eventually
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
SNetListenSocket_t socket_number = 0;
|
|
// creates a socket and listens others to connect
|
|
// will trigger a SocketStatusCallback_t callback on another client connecting
|
|
// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
|
|
// this can usually just be 0 unless you want multiple sets of connections
|
|
// unIP is the local IP address to bind to
|
|
// pass in 0 if you just want the default local IP
|
|
// unPort is the port to use
|
|
// pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
|
|
SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::CreateListenSocket %i %u %hu %u\n", nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
for (auto & c : listen_sockets) {
|
|
if (c.nVirtualP2PPort == nVirtualP2PPort || c.nPort == nPort)
|
|
return 0;
|
|
}
|
|
|
|
++socket_number;
|
|
if (!socket_number) ++socket_number;
|
|
|
|
struct steam_listen_socket socket;
|
|
socket.id = socket_number;
|
|
socket.nVirtualP2PPort = nVirtualP2PPort;
|
|
socket.nIP = nIP;
|
|
socket.nPort = nPort;
|
|
listen_sockets.push_back(socket);
|
|
return socket.id;
|
|
}
|
|
|
|
SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::CreateListenSocket old\n");
|
|
return CreateListenSocket(nVirtualP2PPort, nIP, nPort, true);
|
|
}
|
|
|
|
// creates a socket and begin connection to a remote destination
|
|
// can connect via a known steamID (client or game server), or directly to an IP
|
|
// on success will trigger a SocketStatusCallback_t callback
|
|
// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
|
|
SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::CreateP2PConnectionSocket %llu %i %i %u\n", steamIDTarget.ConvertToUint64(), nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
//TODO: nTimeoutSec
|
|
return create_connection_socket(steamIDTarget, nVirtualPort, 0, 0);
|
|
}
|
|
|
|
SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::CreateP2PConnectionSocket old\n");
|
|
return CreateP2PConnectionSocket(steamIDTarget, nVirtualPort, nTimeoutSec, true);
|
|
}
|
|
|
|
SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::CreateConnectionSocket %u %hu %i\n", nIP, nPort, nTimeoutSec);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
//TODO: nTimeoutSec
|
|
return create_connection_socket((uint64)0, 0, nIP, nPort);
|
|
}
|
|
|
|
|
|
// disconnects the connection to the socket, if any, and invalidates the handle
|
|
// any unread data on the socket will be thrown away
|
|
// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
|
|
bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::DestroySocket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
struct steam_connection_socket *socket = get_connection_socket(hSocket);
|
|
if (!socket || socket->status == SOCKET_KILLED) return false;
|
|
socket->status = SOCKET_KILLED;
|
|
return true;
|
|
}
|
|
|
|
// destroying a listen socket will automatically kill all the regular sockets generated from it
|
|
bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::DestroyListenSocket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
auto c = std::begin(listen_sockets);
|
|
while (c != std::end(listen_sockets)) {
|
|
if (c->id == hSocket) {
|
|
c = listen_sockets.erase(c);
|
|
for (auto & socket : connection_sockets) {
|
|
if (socket.listen_id == hSocket) {
|
|
socket.status = SOCKET_KILLED;
|
|
}
|
|
}
|
|
return true;
|
|
} else {
|
|
++c;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// sending data
|
|
// must be a handle to a connected socket
|
|
// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
|
|
// use the reliable flag with caution; although the resend rate is pretty aggressive,
|
|
// it can still cause stalls in receiving data (like TCP)
|
|
bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::SendDataOnSocket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
struct steam_connection_socket *socket = get_connection_socket(hSocket);
|
|
if (!socket || socket->status != SOCKET_CONNECTED) return false;
|
|
|
|
Common_Message msg;
|
|
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(socket->target.ConvertToUint64());
|
|
msg.set_allocated_network_old(new Network_Old);
|
|
msg.mutable_network_old()->set_type(Network_Old::DATA);
|
|
msg.mutable_network_old()->set_connection_id(socket->other_id);
|
|
msg.mutable_network_old()->set_data(pubData, cubData);
|
|
return network->sendTo(&msg, bReliable);
|
|
}
|
|
|
|
|
|
// receiving data
|
|
// returns false if there is no data remaining
|
|
// fills out *pcubMsgSize with the size of the next message, in bytes
|
|
bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::IsDataAvailableOnSocket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
struct steam_connection_socket *socket = get_connection_socket(hSocket);
|
|
if (!socket) {
|
|
if (pcubMsgSize) *pcubMsgSize = 0;
|
|
return false;
|
|
}
|
|
|
|
if (socket->data_packets.size() == 0) return false;
|
|
if (pcubMsgSize) *pcubMsgSize = socket->data_packets[0].data().size();
|
|
return true;
|
|
}
|
|
|
|
|
|
// fills in pubDest with the contents of the message
|
|
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
|
// if *pcubMsgSize < cubDest, only partial data is written
|
|
// returns false if no data is available
|
|
bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::RetrieveDataFromSocket\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
struct steam_connection_socket *socket = get_connection_socket(hSocket);
|
|
if (!socket || socket->data_packets.size() == 0) return false;
|
|
|
|
auto msg = std::begin(socket->data_packets);
|
|
if (msg != std::end(socket->data_packets)) {
|
|
uint32 msg_size = msg->data().size();
|
|
if (msg_size > cubDest) msg_size = cubDest;
|
|
if (pcubMsgSize) *pcubMsgSize = msg_size;
|
|
memcpy(pubDest, msg->data().data(), msg_size);
|
|
msg = socket->data_packets.erase(msg);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// checks for data from any socket that has been connected off this listen socket
|
|
// returns false if there is no data remaining
|
|
// fills out *pcubMsgSize with the size of the next message, in bytes
|
|
// fills out *phSocket with the socket that data is available on
|
|
bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::IsDataAvailable\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
if (!hListenSocket) return false;
|
|
|
|
for (auto & socket : connection_sockets) {
|
|
if (socket.listen_id == hListenSocket && socket.data_packets.size()) {
|
|
if (pcubMsgSize) *pcubMsgSize = socket.data_packets[0].data().size();
|
|
if (phSocket) *phSocket = socket.id;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// retrieves data from any socket that has been connected off this listen socket
|
|
// fills in pubDest with the contents of the message
|
|
// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
|
|
// if *pcubMsgSize < cubDest, only partial data is written
|
|
// returns false if no data is available
|
|
// fills out *phSocket with the socket that data is available on
|
|
bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::RetrieveData\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
if (!hListenSocket) return false;
|
|
|
|
for (auto & socket : connection_sockets) {
|
|
if (socket.listen_id == hListenSocket && socket.data_packets.size()) {
|
|
auto msg = std::begin(socket.data_packets);
|
|
if (msg != std::end(socket.data_packets)) {
|
|
uint32 msg_size = msg->data().size();
|
|
if (msg_size > cubDest) msg_size = cubDest;
|
|
if (pcubMsgSize) *pcubMsgSize = msg_size;
|
|
if (phSocket) *phSocket = socket.id;
|
|
memcpy(pubDest, msg->data().data(), msg_size);
|
|
msg = socket.data_packets.erase(msg);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// returns information about the specified socket, filling out the contents of the pointers
|
|
bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::GetSocketInfo\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
struct steam_connection_socket *socket = get_connection_socket(hSocket);
|
|
if (!socket) return false;
|
|
if (pSteamIDRemote) *pSteamIDRemote = socket->target;
|
|
if (peSocketStatus) {
|
|
//TODO: I'm not sure what peSocketStatus is supposed to be but I'm guessing it's ESNetSocketState
|
|
if (socket->status == SOCKET_CONNECTED) {
|
|
*peSocketStatus = k_ESNetSocketStateConnected;
|
|
} else if (socket->status == SOCKET_CONNECTING) {
|
|
*peSocketStatus = k_ESNetSocketStateInitiated;
|
|
} else if (socket->status == SOCKET_DISCONNECTED) {
|
|
*peSocketStatus = k_ESNetSocketStateDisconnecting;
|
|
} else if (socket->status == SOCKET_KILLED) {
|
|
*peSocketStatus = k_ESNetSocketStateConnectionBroken;
|
|
} else {
|
|
*peSocketStatus = k_ESNetSocketStateInvalid;
|
|
}
|
|
}
|
|
|
|
if (punIPRemote) *punIPRemote = socket->nIP;
|
|
if (punPortRemote) *punPortRemote = socket->nPort;
|
|
return true;
|
|
}
|
|
|
|
|
|
// returns which local port the listen socket is bound to
|
|
// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
|
|
bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::GetListenSocketInfo\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&hListenSocket](struct steam_listen_socket const& conn) { return conn.id == hListenSocket;});
|
|
if (conn == listen_sockets.end()) return false;
|
|
if (pnIP) *pnIP = conn->nIP;
|
|
if (pnPort) *pnPort = conn->nPort;
|
|
return true;
|
|
}
|
|
|
|
|
|
// returns true to describe how the socket ended up connecting
|
|
ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::GetSocketConnectionType\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
struct steam_connection_socket *socket = get_connection_socket(hSocket);
|
|
if (!socket || socket->status != SOCKET_CONNECTED) return k_ESNetSocketConnectionTypeNotConnected;
|
|
else return k_ESNetSocketConnectionTypeUDP;
|
|
}
|
|
|
|
|
|
// max packet size, in bytes
|
|
int GetMaxPacketSize( SNetSocket_t hSocket )
|
|
{
|
|
PRINT_DEBUG("Steam_Networking::GetMaxPacketSize\n");
|
|
return 1500;
|
|
}
|
|
|
|
void RunCallbacks()
|
|
{
|
|
uint64 current_time = std::chrono::duration_cast<std::chrono::duration<uint64>>(std::chrono::system_clock::now().time_since_epoch()).count();
|
|
|
|
for (auto &msg : messages) {
|
|
CSteamID source_id((uint64)msg.source_id());
|
|
if (!msg.network().processed()) {
|
|
if (!connection_exists(source_id)) {
|
|
if (new_connection_times.find(source_id) == new_connection_times.end()) {
|
|
P2PSessionRequest_t data;
|
|
memset(&data, 0, sizeof(data));
|
|
data.m_steamIDRemote = CSteamID(source_id);
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1);
|
|
new_connection_times[source_id] = std::chrono::high_resolution_clock::now();
|
|
}
|
|
} else {
|
|
struct Steam_Networking_Connection *conn = get_or_create_connection(source_id);
|
|
conn->open_channels.insert(msg.network().channel());
|
|
}
|
|
|
|
msg.mutable_network()->set_processed(true);
|
|
msg.mutable_network()->set_time_processed(current_time);
|
|
}
|
|
}
|
|
|
|
auto msg = std::begin(messages);
|
|
while (msg != std::end(messages)) {
|
|
bool deleted = false;
|
|
if (msg->network().processed()) {
|
|
if (!connection_exists((uint64)msg->source_id())) {
|
|
if (msg->network().time_processed() + ORPHANED_PACKET_TIMEOUT < current_time) {
|
|
deleted = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (deleted) {
|
|
msg = messages.erase(msg);
|
|
} else {
|
|
++msg;
|
|
}
|
|
}
|
|
|
|
//TODO: not sure if sockets should be wiped right away
|
|
remove_killed_connection_sockets();
|
|
|
|
for(auto it = new_connection_times.begin(); it != new_connection_times.end(); ) {
|
|
if (std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::high_resolution_clock::now() - it->second).count() > NEW_CONNECTION_TIMEOUT) {
|
|
it = new_connection_times.erase(it);
|
|
//TODO send packet to other side to tell them connection has "failed".
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Callback(Common_Message *msg)
|
|
{
|
|
if (msg->has_network()) {
|
|
#ifndef EMU_RELEASE_BUILD
|
|
PRINT_DEBUG("Steam_Networking: got msg from: %llu to: %llu size %zu type %u | messages %p: %zu\n", msg->source_id(), msg->dest_id(), msg->network().data().size(), msg->network().type(), &messages, messages.size());
|
|
for (int i = 0; i < msg->network().data().size(); ++i) {
|
|
PRINT_DEBUG("%02hhX", msg->network().data().data()[i]);
|
|
}PRINT_DEBUG("\n");
|
|
#endif
|
|
|
|
if (msg->network().type() == Network::DATA) {
|
|
messages.push_back(Common_Message(*msg));
|
|
}
|
|
|
|
if (msg->network().type() == Network::NEW_CONNECTION) {
|
|
auto msg_temp = std::begin(messages);
|
|
while (msg_temp != std::end(messages)) {
|
|
//only delete processed to handle unreliable message arriving at the same time.
|
|
if (msg_temp->source_id() == msg->source_id() && msg_temp->network().processed()) {
|
|
msg_temp = messages.erase(msg_temp);
|
|
} else {
|
|
++msg_temp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (msg->has_network_old()) {
|
|
PRINT_DEBUG("Steam_Networking: got network socket msg %u\n", msg->network_old().type());
|
|
if (msg->network_old().type() == Network_Old::CONNECTION_REQUEST_IP) {
|
|
for (auto & listen : listen_sockets) {
|
|
if (listen.nPort == msg->network_old().port()) {
|
|
SNetSocket_t new_sock = create_connection_socket((uint64)msg->source_id(), 0, 0, msg->network_old().port(), listen.id, SOCKET_CONNECTED, msg->network_old().connection_id_from());
|
|
if (new_sock) {
|
|
struct SocketStatusCallback_t data;
|
|
data.m_hSocket = new_sock;
|
|
data.m_hListenSocket = listen.id;
|
|
data.m_steamIDRemote = (uint64)msg->source_id();
|
|
data.m_eSNetSocketState = k_ESNetSocketStateConnected; //TODO is this the right state?
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
}
|
|
}
|
|
} else if (msg->network_old().type() == Network_Old::CONNECTION_REQUEST_STEAMID) {
|
|
for (auto & listen : listen_sockets) {
|
|
if (listen.nVirtualP2PPort == msg->network_old().port()) {
|
|
SNetSocket_t new_sock = create_connection_socket((uint64)msg->source_id(), msg->network_old().port(), 0, 0, listen.id, SOCKET_CONNECTED, msg->network_old().connection_id_from());
|
|
if (new_sock) {
|
|
struct SocketStatusCallback_t data;
|
|
data.m_hSocket = new_sock;
|
|
data.m_hListenSocket = listen.id;
|
|
data.m_steamIDRemote = (uint64)msg->source_id();
|
|
data.m_eSNetSocketState = k_ESNetSocketStateConnected; //TODO is this the right state?
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
}
|
|
}
|
|
|
|
} else if (msg->network_old().type() == Network_Old::CONNECTION_ACCEPTED) {
|
|
struct steam_connection_socket *socket = get_connection_socket(msg->network_old().connection_id());
|
|
if (socket && socket->nPort && socket->status == SOCKET_CONNECTING && !socket->target.IsValid()) {
|
|
socket->target = (uint64)msg->source_id();
|
|
}
|
|
|
|
if (socket && socket->status == SOCKET_CONNECTING && msg->source_id() == socket->target.ConvertToUint64()) {
|
|
socket->status = SOCKET_CONNECTED;
|
|
socket->other_id = msg->network_old().connection_id_from();
|
|
struct SocketStatusCallback_t data;
|
|
data.m_hSocket = socket->id;
|
|
data.m_hListenSocket = socket->listen_id;
|
|
data.m_steamIDRemote = socket->target;
|
|
data.m_eSNetSocketState = k_ESNetSocketStateConnected; //TODO is this the right state?
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
} else if (msg->network_old().type() == Network_Old::CONNECTION_END) {
|
|
struct steam_connection_socket *socket = get_connection_socket(msg->network_old().connection_id());
|
|
if (socket && socket->status == SOCKET_CONNECTED && msg->source_id() == socket->target.ConvertToUint64()) {
|
|
struct SocketStatusCallback_t data;
|
|
socket->status = SOCKET_DISCONNECTED;
|
|
data.m_hSocket = socket->id;
|
|
data.m_hListenSocket = socket->listen_id;
|
|
data.m_steamIDRemote = socket->target;
|
|
data.m_eSNetSocketState = k_ESNetSocketStateRemoteEndDisconnected; //TODO is this the right state?
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
} else if (msg->network_old().type() == Network_Old::DATA) {
|
|
struct steam_connection_socket *socket = get_connection_socket(msg->network_old().connection_id());
|
|
if (socket && socket->status == SOCKET_CONNECTED && msg->source_id() == socket->target.ConvertToUint64()) {
|
|
socket->data_packets.push_back(msg->network_old());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (msg->has_low_level()) {
|
|
if (msg->low_level().type() == Low_Level::DISCONNECT) {
|
|
CSteamID source_id((uint64)msg->source_id());
|
|
if (connection_exists(source_id)) {
|
|
P2PSessionConnectFail_t data;
|
|
data.m_steamIDRemote = source_id;
|
|
data.m_eP2PSessionError = k_EP2PSessionErrorDestinationNotLoggedIn;
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
for (auto & socket : connection_sockets) {
|
|
if (socket.target.ConvertToUint64() == msg->source_id()) {
|
|
struct SocketStatusCallback_t data;
|
|
socket.status = SOCKET_DISCONNECTED;
|
|
data.m_hSocket = socket.id;
|
|
data.m_hListenSocket = socket.listen_id;
|
|
data.m_steamIDRemote = socket.target;
|
|
data.m_eSNetSocketState = k_ESNetSocketStateConnectionBroken; //TODO is this the right state?
|
|
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
}
|
|
} else
|
|
|
|
if (msg->low_level().type() == Low_Level::CONNECT) {
|
|
|
|
}
|
|
}
|
|
}
|
|
};
|