mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-10-30 21:20:10 +00:00
439 lines
18 KiB
C++
439 lines
18 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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#define NETWORKING_MESSAGES_TIMEOUT 30.0
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struct Steam_Message_Connection {
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SteamNetworkingIdentity remote_identity;
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std::map<int, std::queue<std::string>> data;
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std::list<int> channels;
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bool accepted = false;
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bool dead = false;
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unsigned id;
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unsigned remote_id = 0;
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std::chrono::high_resolution_clock::time_point created = std::chrono::high_resolution_clock::now();
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};
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class Steam_Networking_Messages :
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public ISteamNetworkingMessages
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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std::map<CSteamID, Steam_Message_Connection> connections;
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std::list<Common_Message> incoming_data;
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unsigned id_counter = 0;
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std::chrono::steady_clock::time_point created;
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public:
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static void steam_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_networking_messages_callback\n");
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Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object;
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steam_networking_messages->Callback(msg);
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}
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static void steam_run_every_runcb(void *object)
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{
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PRINT_DEBUG("steam_networking_messages_run_every_runcb\n");
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Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object;
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steam_networking_messages->RunCallbacks();
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}
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Steam_Networking_Messages(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, 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_MESSAGES, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
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this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this);
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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this->created = std::chrono::steady_clock::now();
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}
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~Steam_Networking_Messages()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this);
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}
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std::map<CSteamID, Steam_Message_Connection>::iterator find_or_create_message_connection(SteamNetworkingIdentity identityRemote, bool incoming, bool restartbroken)
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{
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end() || (conn->second.dead && restartbroken)) {
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++id_counter;
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struct Steam_Message_Connection con;
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con.remote_identity = identityRemote;
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con.id = id_counter;
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connections[identityRemote.GetSteamID()] = con;
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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(con.remote_identity.GetSteamID64());
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msg.set_allocated_networking_messages(new Networking_Messages);
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if (incoming) {
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msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_ACCEPT);
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} else {
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msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_NEW);
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}
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msg.mutable_networking_messages()->set_channel(0);
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msg.mutable_networking_messages()->set_id_from(con.id);
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network->sendTo(&msg, true);
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conn = connections.find(identityRemote.GetSteamID());
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if (incoming) {
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SteamNetworkingMessagesSessionRequest_t data;
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data.m_identityRemote = con.remote_identity;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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if (!incoming) {
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conn->second.accepted = true;
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}
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return conn;
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}
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/// Sends a message to the specified host. If we don't already have a session with that user,
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/// a session is implicitly created. There might be some handshaking that needs to happen
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/// before we can actually begin sending message data. If this handshaking fails and we can't
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/// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t.
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/// There is no notification when the operation succeeds. (You should have the peer send a reply
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/// for this purpose.)
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///
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/// Sending a message to a host will also implicitly accept any incoming connection from that host.
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///
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/// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options
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///
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/// nRemoteChannel is a routing number you can use to help route message to different systems.
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/// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve
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/// the data on the other end.
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///
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/// Using different channels to talk to the same user will still use the same underlying
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/// connection, saving on resources. If you don't need this feature, use 0.
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/// Otherwise, small integers are the most efficient.
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///
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/// It is guaranteed that reliable messages to the same host on the same channel
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/// will be be received by the remote host (if they are received at all) exactly once,
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/// and in the same order that they were send.
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///
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/// NO other order guarantees exist! In particular, unreliable messages may be dropped,
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/// received out of order with respect to each other and with respect to reliable data,
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/// or may be received multiple times. Messages on different channels are *not* guaranteed
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/// to be received in the order they were sent.
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///
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/// A note for those familiar with TCP/IP ports, or converting an existing codebase that
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/// opened multiple sockets: You might notice that there is only one channel, and with
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/// TCP/IP each endpoint has a port number. You can think of the channel number as the
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/// *destination* port. If you need each message to also include a "source port" (so the
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/// recipient can route the reply), then just put that in your message. That is essentially
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/// how UDP works!
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///
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/// Returns:
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/// - k_EREsultOK on success.
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/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
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/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use
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/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
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/// and start a new one, you must call CloseSessionWithUser
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/// - See SendMessageToConnection::SendMessageToConnection for more
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EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel )
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{
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PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr();
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bool reliable = false;
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if (nSendFlags & k_nSteamNetworkingSend_Reliable) {
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reliable = true;
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}
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bool restart_broken = false;
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if (nSendFlags & k_nSteamNetworkingSend_AutoRestartBrokenSession) {
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restart_broken = true;
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}
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if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) {
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PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %llu\n", identityRemote.GetSteamID64());
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//steam id identity
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} else if (ip) {
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PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4());
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//ip addr
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return k_EResultNoConnection; //TODO
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} else {
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return k_EResultNoConnection;
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}
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auto conn = find_or_create_message_connection(identityRemote, false, restart_broken);
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if (conn->second.dead) {
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return k_EResultNoConnection;
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}
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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(conn->second.remote_identity.GetSteamID64());
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msg.set_allocated_networking_messages(new Networking_Messages);
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msg.mutable_networking_messages()->set_type(Networking_Messages::DATA);
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msg.mutable_networking_messages()->set_channel(nRemoteChannel);
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msg.mutable_networking_messages()->set_id_from(conn->second.id);
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msg.mutable_networking_messages()->set_data(pubData, cubData);
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network->sendTo(&msg, reliable);
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return k_EResultOK;
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}
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static void free_steam_message_data(SteamNetworkingMessage_t *pMsg)
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{
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free(pMsg->m_pData);
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pMsg->m_pData = NULL;
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}
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static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
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{
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if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg);
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delete pMsg;
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}
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/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
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/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
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///
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/// When you're done with the message object(s), make sure and call Release()!
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int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
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{
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PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int message_counter = 0;
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for (auto & conn : connections) {
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auto chan = conn.second.data.find(nLocalChannel);
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if (chan != conn.second.data.end()) {
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while (!chan->second.empty() && message_counter <= nMaxMessages) {
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SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); //TODO size is wrong
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unsigned long size = chan->second.front().size();
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pMsg->m_pData = malloc(size);
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pMsg->m_cbSize = size;
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memcpy(pMsg->m_pData, chan->second.front().data(), size);
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pMsg->m_conn = conn.second.id;
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pMsg->m_identityPeer = conn.second.remote_identity;
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pMsg->m_nConnUserData = -1;
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pMsg->m_usecTimeReceived = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - created).count();
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//TODO: messagenumber?
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// pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter;
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// ++connect_socket->second.packet_receive_counter;
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pMsg->m_pfnFreeData = &free_steam_message_data;
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pMsg->m_pfnRelease = &delete_steam_message;
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pMsg->m_nChannel = nLocalChannel;
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ppOutMessages[message_counter] = pMsg;
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++message_counter;
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chan->second.pop();
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}
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}
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if (message_counter >= nMaxMessages) {
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break;
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}
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}
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PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel got %u\n", message_counter);
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return message_counter;
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}
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/// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback
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/// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't
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/// tried to talk to them. If you don't want to talk to them, just ignore the request.
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/// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to
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/// be posted periodically. This may be called multiple times for a single user.
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///
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/// Calling SendMessage() on the other user, this implicitly accepts any pending session request.
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bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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{
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PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end()) {
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return false;
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}
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conn->second.accepted = true;
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return true;
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}
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/// Call this when you're done talking to a user to immediately 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
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/// be posted.
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///
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/// Note that sessions that go unused for a few minutes are automatically timed out.
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bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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{
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PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end()) {
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return false;
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}
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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(conn->second.remote_identity.GetSteamID64());
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msg.set_allocated_networking_messages(new Networking_Messages);
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msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_END);
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msg.mutable_networking_messages()->set_channel(0);
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msg.mutable_networking_messages()->set_id_from(conn->second.id);
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network->sendTo(&msg, true);
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connections.erase(conn);
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return true;
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}
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/// Call this when you're done talking to a user on a specific channel. Once all
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/// open channels to a user have been closed, the open session to the user will be
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/// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t
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/// callback
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bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel )
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{
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PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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/// Returns information about the latest state of a connection, if any, with the given peer.
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/// Primarily intended for debugging purposes, but can also be used to get more detailed
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/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.)
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///
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/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
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/// if no connection exists with specified peer. You may pass nullptr for either parameter if
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/// you do not need the corresponding details. Note that sessions time out after a while,
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/// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait
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/// indefinitely to obtain the reason for failure.
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ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus )
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{
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PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto conn = connections.find(identityRemote.GetSteamID());
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if (conn == connections.end()) {
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return k_ESteamNetworkingConnectionState_None;
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}
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if (pConnectionInfo) {
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//TODO
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}
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if (pQuickStatus) {
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//TODO
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}
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if (conn->second.remote_id == 0 || !conn->second.accepted) {
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return k_ESteamNetworkingConnectionState_Connecting;
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}
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if (conn->second.dead) {
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return k_ESteamNetworkingConnectionState_ClosedByPeer;
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}
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return k_ESteamNetworkingConnectionState_Connected;
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}
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void end_connection(CSteamID steam_id)
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{
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auto conn = connections.find(steam_id);
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if (conn != connections.end()) {
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conn->second.dead = true;
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}
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}
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void RunCallbacks()
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{
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auto msg = std::begin(incoming_data);
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while (msg != std::end(incoming_data)) {
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CSteamID source_id((uint64)msg->source_id());
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auto conn = connections.find(source_id);
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if (conn != connections.end()) {
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if (conn->second.remote_id == msg->networking_messages().id_from())
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conn->second.data[msg->networking_messages().channel()].push(msg->networking_messages().data());
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}
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msg = incoming_data.erase(msg);
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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->second.accepted && check_timedout(conn->second.created, NETWORKING_MESSAGES_TIMEOUT)) {
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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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}
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void Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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end_connection((uint64)msg->source_id());
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}
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}
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if (msg->has_networking_messages()) {
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PRINT_DEBUG("Steam_Networking_Messages: got network socket msg %u\n", msg->networking_messages().type());
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if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) {
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SteamNetworkingIdentity identity;
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identity.SetSteamID64(msg->source_id());
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auto conn = find_or_create_message_connection(identity, true, false);
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conn->second.remote_id = msg->networking_messages().id_from();
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conn->second.dead = false;
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}
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if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) {
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auto conn = connections.find((uint64)msg->source_id());
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if (conn != connections.end()) {
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conn->second.remote_id = msg->networking_messages().id_from();
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}
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}
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if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) {
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end_connection((uint64)msg->source_id());
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}
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if (msg->networking_messages().type() == Networking_Messages::DATA) {
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incoming_data.push_back(Common_Message(*msg));
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}
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}
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}
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};
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