mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-18 21:25:32 +00:00
317 lines
12 KiB
C++
317 lines
12 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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class Steam_Networking_Utils :
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public ISteamNetworkingUtils001,
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public ISteamNetworkingUtils
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
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FSteamNetworkingSocketsDebugOutput debug_function;
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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_networkingutils_callback\n");
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Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
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steam_networkingutils->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_networkingutils_run_every_runcb\n");
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Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object;
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steam_networkingutils->RunCallbacks();
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}
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Steam_Networking_Utils(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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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_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Utils::steam_callback, this);
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this->run_every_runcb->add(&Steam_Networking_Utils::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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}
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~Steam_Networking_Utils()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this);
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}
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bool InitializeRelayAccess()
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{
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PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n");
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return true;
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}
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/// Fetch current status of the relay network.
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///
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/// SteamRelayNetworkStatus_t is also a callback. It will be triggered on
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/// both the user and gameserver interfaces any time the status changes, or
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/// ping measurement starts or stops.
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///
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/// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want
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/// more details, you can pass a non-NULL value.
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ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetRelayNetworkStatus\n");
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return k_ESteamNetworkingAvailability_Current;
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}
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float GetLocalPingLocation( SteamNetworkPingLocation_t &result )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetLocalPingLocation\n");
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return -1;
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}
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int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 )
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{
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PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeBetweenTwoLocations\n");
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return k_nSteamNetworkingPing_Unknown ;
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}
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int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation )
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{
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PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeFromLocalHost\n");
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}
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void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize )
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{
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PRINT_DEBUG("Steam_Networking_Utils::ConvertPingLocationToString\n");
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}
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bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result )
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{
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PRINT_DEBUG("Steam_Networking_Utils::ParsePingLocationString\n");
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}
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bool CheckPingDataUpToDate( float flMaxAgeSeconds )
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{
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PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds);
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return true;
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}
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bool IsPingMeasurementInProgress()
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{
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PRINT_DEBUG("Steam_Networking_Utils::IsPingMeasurementInProgress\n");
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}
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int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetPingToDataCenter\n");
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}
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int GetDirectPingToPOP( SteamNetworkingPOPID popID )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetDirectPingToPOP\n");
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}
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int GetPOPCount()
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetPOPCount\n");
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}
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int GetPOPList( SteamNetworkingPOPID *list, int nListSz )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetPOPList\n");
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}
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//
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// Misc
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//
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/// Fetch current timestamp. This timer has the following properties:
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///
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/// - Monotonicity is guaranteed.
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/// - The initial value will be at least 24*3600*30*1e6, i.e. about
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/// 30 days worth of microseconds. In this way, the timestamp value of
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/// 0 will always be at least "30 days ago". Also, negative numbers
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/// will never be returned.
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/// - Wraparound / overflow is not a practical concern.
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///
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/// If you are running under the debugger and stop the process, the clock
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/// might not advance the full wall clock time that has elapsed between
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/// calls. If the process is not blocked from normal operation, the
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/// timestamp values will track wall clock time, even if you don't call
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/// the function frequently.
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///
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/// The value is only meaningful for this run of the process. Don't compare
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/// it to values obtained on another computer, or other runs of the same process.
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SteamNetworkingMicroseconds GetLocalTimestamp()
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetLocalTimestamp\n");
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return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - initialized_time).count() + (SteamNetworkingMicroseconds)24*3600*30*1e6;
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}
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/// Set a function to receive network-related information that is useful for debugging.
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/// This can be very useful during development, but it can also be useful for troubleshooting
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/// problems with tech savvy end users. If you have a console or other log that customers
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/// can examine, these log messages can often be helpful to troubleshoot network issues.
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/// (Especially any warning/error messages.)
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///
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/// The detail level indicates what message to invoke your callback on. Lower numeric
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/// value means more important, and the value you pass is the lowest priority (highest
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/// numeric value) you wish to receive callbacks for.
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///
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/// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg
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/// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT
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/// request a high detail level and then filter out messages in your callback. Instead,
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/// call function function to adjust the desired level of detail.
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///
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/// IMPORTANT: This may be called from a service thread, while we own a mutex, etc.
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/// Your output function must be threadsafe and fast! Do not make any other
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/// Steamworks calls from within the handler.
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void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SetDebugOutputFunction %i\n", eDetailLevel);
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if (eDetailLevel != k_ESteamNetworkingSocketsDebugOutputType_None) {
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debug_function = pfnFunc;
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}
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}
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//
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// Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions.
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//
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// Shortcuts for common cases. (Implemented as inline functions below)
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/*
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bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val );
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bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val );
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bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val );
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bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val );
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bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val );
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bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val );
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*/
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/// Set a configuration value.
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/// - eValue: which value is being set
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/// - eScope: Onto what type of object are you applying the setting?
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/// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc.
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/// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly!
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/// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope,
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/// causing the value for that object to use global defaults. Or at global scope, passing NULL
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/// will reset any custom value and restore it to the system default.
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/// NOTE: When setting callback functions, do not pass the function pointer directly.
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/// Your argument should be a pointer to a function pointer.
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bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType eDataType, const void *pArg )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue\n");
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}
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/// Get a configuration value.
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/// - eValue: which value to fetch
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/// - eScopeType: query setting on what type of object
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/// - eScopeArg: the object to query the setting for
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/// - pOutDataType: If non-NULL, the data type of the value is returned.
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/// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.)
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/// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required.
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ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj,
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ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetConfigValue\n");
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}
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/// Returns info about a configuration value. Returns false if the value does not exist.
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/// pOutNextValue can be used to iterate through all of the known configuration values.
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/// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value)
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/// Any of the output parameters can be NULL if you do not need that information.
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bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue )
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetConfigValueInfo\n");
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}
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/// Return the lowest numbered configuration value available in the current environment.
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ESteamNetworkingConfigValue GetFirstConfigValue()
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{
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PRINT_DEBUG("Steam_Networking_Utils::GetFirstConfigValue\n");
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}
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// String conversions. You'll usually access these using the respective
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// inline methods.
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void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ToString\n");
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}
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bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ParseString\n");
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}
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void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n");
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}
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bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr )
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{
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PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ParseString\n");
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}
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void RunCallbacks()
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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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}
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}
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if (msg->has_networking_sockets()) {
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}
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}
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};
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