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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software ; you can redistribute it and / or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation ; either
version 3 of the License , or ( at your option ) any later version .
The Goldberg Emulator is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
Lesser General Public License for more details .
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator ; if not , see
< http : //www.gnu.org/licenses/>. */
# include "base.h"
//packet timeout in seconds for non connections
# define ORPHANED_PACKET_TIMEOUT (20)
# define OLD_CHANNEL_NUMBER 1
struct Steam_Networking_Connection {
CSteamID remote ;
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std : : set < int > open_channels ;
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} ;
struct steam_listen_socket {
SNetListenSocket_t id ;
int nVirtualP2PPort ;
uint32 nIP ;
uint16 nPort ;
} ;
enum steam_socket_connection_status {
SOCKET_CONNECTING ,
SOCKET_CONNECTED ,
SOCKET_DISCONNECTED ,
SOCKET_KILLED ,
} ;
struct steam_connection_socket {
SNetSocket_t id ;
SNetListenSocket_t listen_id ;
enum steam_socket_connection_status status ;
CSteamID target ;
int nVirtualPort ;
uint32 nIP ;
uint16 nPort ;
SNetSocket_t other_id ;
std : : vector < Network_Old > data_packets ;
} ;
class Steam_Networking :
public ISteamNetworking001 ,
public ISteamNetworking002 ,
public ISteamNetworking003 ,
public ISteamNetworking004 ,
public ISteamNetworking
{
class Settings * settings ;
class Networking * network ;
class SteamCallBacks * callbacks ;
class RunEveryRunCB * run_every_runcb ;
std : : vector < Common_Message > messages ;
std : : vector < struct Steam_Networking_Connection > connections ;
std : : vector < struct steam_listen_socket > listen_sockets ;
std : : vector < struct steam_connection_socket > connection_sockets ;
bool connection_exists ( CSteamID id )
{
return std : : find_if ( connections . begin ( ) , connections . end ( ) , [ & id ] ( struct Steam_Networking_Connection const & conn ) { return conn . remote = = id ; } ) ! = connections . end ( ) ;
}
struct Steam_Networking_Connection * get_or_create_connection ( CSteamID id )
{
auto conn = std : : find_if ( connections . begin ( ) , connections . end ( ) , [ & id ] ( struct Steam_Networking_Connection const & conn ) { return conn . remote = = id ; } ) ;
if ( connections . end ( ) = = conn ) {
struct Steam_Networking_Connection connection ;
connection . remote = id ;
connections . push_back ( connection ) ;
return & ( connections [ connections . size ( ) - 1 ] ) ;
} else {
return & ( * conn ) ;
}
}
void remove_connection ( CSteamID id )
{
auto conn = std : : begin ( connections ) ;
while ( conn ! = std : : end ( connections ) ) {
if ( conn - > remote = = id ) {
conn = connections . erase ( conn ) ;
} else {
+ + conn ;
}
}
//pretty sure steam also clears the entire queue of messages for that connection
auto msg = std : : begin ( messages ) ;
while ( msg ! = std : : end ( messages ) ) {
if ( msg - > source_id ( ) = = id . ConvertToUint64 ( ) ) {
msg = messages . erase ( msg ) ;
} else {
+ + msg ;
}
}
}
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 )
{
static SNetSocket_t socket_number = 0 ;
bool found = 0 ;
do {
+ + socket_number ;
for ( auto & c : connection_sockets ) {
if ( c . id = = socket_number | | socket_number = = 0 ) {
found = true ;
break ;
}
}
} while ( found ) ;
struct steam_connection_socket socket ;
socket . id = socket_number ;
socket . listen_id = id ;
socket . status = status ;
socket . target = target ;
socket . nVirtualPort = nVirtualPort ;
socket . nIP = nIP ;
socket . nPort = nPort ;
socket . other_id = other_id ;
connection_sockets . push_back ( socket ) ;
Common_Message msg ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_dest_id ( target . ConvertToUint64 ( ) ) ;
msg . set_allocated_network_old ( new Network_Old ) ;
if ( nPort ) {
msg . mutable_network_old ( ) - > set_type ( Network_Old : : CONNECTION_REQUEST_IP ) ;
msg . mutable_network_old ( ) - > set_port ( nPort ) ;
} else {
msg . mutable_network_old ( ) - > set_type ( Network_Old : : CONNECTION_REQUEST_STEAMID ) ;
msg . mutable_network_old ( ) - > set_port ( nVirtualPort ) ;
}
if ( socket . status = = SOCKET_CONNECTED ) {
msg . mutable_network_old ( ) - > set_type ( Network_Old : : CONNECTION_ACCEPTED ) ;
}
msg . mutable_network_old ( ) - > set_connection_id ( socket . other_id ) ;
msg . mutable_network_old ( ) - > set_connection_id_from ( socket . id ) ;
if ( target . IsValid ( ) ) {
network - > sendTo ( & msg , true ) ;
} else if ( nIP ) {
network - > sendToIPPort ( & msg , nIP , nPort , true ) ;
}
return socket . id ;
}
struct steam_connection_socket * get_connection_socket ( SNetSocket_t id )
{
auto conn = std : : find_if ( connection_sockets . begin ( ) , connection_sockets . end ( ) , [ & id ] ( struct steam_connection_socket const & conn ) { return conn . id = = id ; } ) ;
if ( conn = = connection_sockets . end ( ) ) return NULL ;
return & ( * conn ) ;
}
void remove_killed_connection_sockets ( )
{
auto socket = std : : begin ( connection_sockets ) ;
while ( socket ! = std : : end ( connection_sockets ) ) {
if ( socket - > status = = SOCKET_KILLED | | socket - > status = = SOCKET_DISCONNECTED ) {
socket = connection_sockets . erase ( socket ) ;
} else {
+ + socket ;
}
}
}
public :
static void steam_networking_callback ( void * object , Common_Message * msg )
{
PRINT_DEBUG ( " steam_networking_callback \n " ) ;
Steam_Networking * steam_networking = ( Steam_Networking * ) object ;
steam_networking - > Callback ( msg ) ;
}
static void steam_networking_run_every_runcp ( void * object )
{
PRINT_DEBUG ( " steam_networking_run_every_runcp \n " ) ;
Steam_Networking * steam_networking = ( Steam_Networking * ) object ;
steam_networking - > RunCallbacks ( ) ;
}
Steam_Networking ( class Settings * settings , class Networking * network , class SteamCallBacks * callbacks , class RunEveryRunCB * run_every_runcb )
{
this - > settings = settings ;
this - > network = network ;
this - > run_every_runcb = run_every_runcb ;
this - > network - > setCallback ( CALLBACK_ID_NETWORKING , settings - > get_local_steam_id ( ) , & Steam_Networking : : steam_networking_callback , this ) ;
this - > network - > setCallback ( CALLBACK_ID_USER_STATUS , settings - > get_local_steam_id ( ) , & Steam_Networking : : steam_networking_callback , this ) ;
this - > run_every_runcb - > add ( & Steam_Networking : : steam_networking_run_every_runcp , this ) ;
this - > callbacks = callbacks ;
PRINT_DEBUG ( " steam_networking_contructor %llu messages: %p \n " , settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) , & messages ) ;
}
~ Steam_Networking ( )
{
//TODO rm network callbacks
this - > run_every_runcb - > remove ( & Steam_Networking : : steam_networking_run_every_runcp , this ) ;
}
////////////////////////////////////////////////////////////////////////////////////////////
// Session-less connection functions
// automatically establishes NAT-traversing or Relay server connections
// Sends a P2P packet to the specified user
// UDP-like, unreliable and a max packet size of 1200 bytes
// the first packet send may be delayed as the NAT-traversal code runs
// if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t
// see EP2PSend enum above for the descriptions of the different ways of sending packets
//
// nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket()
// with the same channel number in order to retrieve the data on the other end
// using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources
bool SendP2PPacket ( CSteamID steamIDRemote , const void * pubData , uint32 cubData , EP2PSend eP2PSendType , int nChannel )
{
PRINT_DEBUG ( " Steam_Networking::SendP2PPacket len %u sendtype: %u channel: %u to: %llu \n " , cubData , eP2PSendType , nChannel , steamIDRemote . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
bool reliable = false ;
if ( eP2PSendType = = k_EP2PSendReliable | | eP2PSendType = = k_EP2PSendReliableWithBuffering ) reliable = true ;
Common_Message msg ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_dest_id ( steamIDRemote . ConvertToUint64 ( ) ) ;
msg . set_allocated_network ( new Network ) ;
if ( ! connection_exists ( steamIDRemote ) ) {
msg . mutable_network ( ) - > set_type ( Network : : CLEAR_BEFORE ) ;
network - > sendTo ( & msg , true ) ;
}
msg . mutable_network ( ) - > set_channel ( nChannel ) ;
msg . mutable_network ( ) - > set_data ( pubData , cubData ) ;
msg . mutable_network ( ) - > set_type ( Network : : DATA ) ;
struct Steam_Networking_Connection * conn = get_or_create_connection ( steamIDRemote ) ;
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conn - > open_channels . insert ( nChannel ) ;
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bool ret = network - > sendTo ( & msg , reliable ) ;
PRINT_DEBUG ( " Sent message with size: %zu %u \n " , msg . network ( ) . data ( ) . size ( ) , ret ) ;
return ret ;
}
bool SendP2PPacket ( CSteamID steamIDRemote , const void * pubData , uint32 cubData , EP2PSend eP2PSendType ) {
PRINT_DEBUG ( " Steam_Networking::SendP2PPacket old \n " ) ;
return SendP2PPacket ( steamIDRemote , pubData , cubData , eP2PSendType , OLD_CHANNEL_NUMBER ) ;
}
// returns true if any data is available for read, and the amount of data that will need to be read
bool IsP2PPacketAvailable ( uint32 * pcubMsgSize , int nChannel )
{
PRINT_DEBUG ( " Steam_Networking::IsP2PPacketAvailable channel: %i \n " , nChannel ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
//Not sure if this should be here because it slightly screws up games that don't like such low "pings"
//Commenting it out for now because it looks like it causes a bug where 20xx gets stuck in an infinite receive packet loop
//this->network->Run();
//RunCallbacks();
PRINT_DEBUG ( " Messages %zu %p \n " , messages . size ( ) , & messages ) ;
for ( auto & msg : messages ) {
if ( connection_exists ( ( uint64 ) msg . source_id ( ) ) & & msg . mutable_network ( ) - > channel ( ) = = nChannel & & msg . network ( ) . processed ( ) ) {
uint32 size = msg . mutable_network ( ) - > data ( ) . size ( ) ;
if ( pcubMsgSize ) * pcubMsgSize = size ;
PRINT_DEBUG ( " available with size: %lu \n " , size ) ;
return true ;
}
}
PRINT_DEBUG ( " Not available \n " ) ;
return false ;
}
bool IsP2PPacketAvailable ( uint32 * pcubMsgSize )
{
PRINT_DEBUG ( " Steam_Networking::IsP2PPacketAvailable old \n " ) ;
return IsP2PPacketAvailable ( pcubMsgSize , OLD_CHANNEL_NUMBER ) ;
}
// reads in a packet that has been sent from another user via SendP2PPacket()
// returns the size of the message and the steamID of the user who sent it in the last two parameters
// if the buffer passed in is too small, the message will be truncated
// this call is not blocking, and will return false if no data is available
bool ReadP2PPacket ( void * pubDest , uint32 cubDest , uint32 * pcubMsgSize , CSteamID * psteamIDRemote , int nChannel )
{
PRINT_DEBUG ( " Steam_Networking::ReadP2PPacket %u %i \n " , cubDest , nChannel ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
//Not sure if this should be here because it slightly screws up games that don't like such low "pings"
//Commenting it out for now because it looks like it causes a bug where 20xx gets stuck in an infinite receive packet loop
//this->network->Run();
//RunCallbacks();
bool read = false ;
PRINT_DEBUG ( " Number messages %zu \n " , messages . size ( ) ) ;
auto msg = std : : begin ( messages ) ;
while ( msg ! = std : : end ( messages ) ) {
if ( connection_exists ( ( uint64 ) msg - > source_id ( ) ) & & msg - > network ( ) . channel ( ) = = nChannel & & msg - > network ( ) . processed ( ) ) {
uint32 msg_size = msg - > network ( ) . data ( ) . size ( ) ;
if ( msg_size > cubDest ) msg_size = cubDest ;
if ( pcubMsgSize ) * pcubMsgSize = msg_size ;
memcpy ( pubDest , msg - > network ( ) . data ( ) . data ( ) , msg_size ) ;
# ifndef EMU_RELEASE_BUILD
for ( int i = 0 ; i < msg_size ; + + i ) {
PRINT_DEBUG ( " %02hhX " , ( ( char * ) pubDest ) [ i ] ) ;
} PRINT_DEBUG ( " \n " ) ;
# endif
* psteamIDRemote = CSteamID ( ( uint64 ) msg - > source_id ( ) ) ;
PRINT_DEBUG ( " Steam_Networking::ReadP2PPacket len %u channel: %u from: %llu \n " , msg_size , nChannel , msg - > source_id ( ) ) ;
msg = messages . erase ( msg ) ;
return true ;
}
+ + msg ;
}
return false ;
}
bool ReadP2PPacket ( void * pubDest , uint32 cubDest , uint32 * pcubMsgSize , CSteamID * psteamIDRemote )
{
PRINT_DEBUG ( " Steam_Networking::ReadP2PPacket old \n " ) ;
return ReadP2PPacket ( pubDest , cubDest , pcubMsgSize , psteamIDRemote , OLD_CHANNEL_NUMBER ) ;
}
// AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback
// P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet
// if you don't want to talk to the user, just ignore the request
// if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically
// this may be called multiple times for a single user
// (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)
bool AcceptP2PSessionWithUser ( CSteamID steamIDRemote )
{
PRINT_DEBUG ( " Steam_Networking::AcceptP2PSessionWithUser %llu \n " , steamIDRemote . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Steam_Networking_Connection * conn = get_or_create_connection ( steamIDRemote ) ;
return ! ! conn ;
}
// call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood
// if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted
bool CloseP2PSessionWithUser ( CSteamID steamIDRemote )
{
PRINT_DEBUG ( " Steam_Networking::CloseP2PSessionWithUser %llu \n " , steamIDRemote . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( ! connection_exists ( steamIDRemote ) ) {
return false ;
}
remove_connection ( steamIDRemote ) ;
return true ;
}
// call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels
// open channels to a user have been closed, the open session to the user will be closed and new data from this
// user will trigger a P2PSessionRequest_t callback
bool CloseP2PChannelWithUser ( CSteamID steamIDRemote , int nChannel )
{
PRINT_DEBUG ( " Steam_Networking::CloseP2PChannelWithUser \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( ! connection_exists ( steamIDRemote ) ) {
return false ;
}
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 ) {
remove_connection ( steamIDRemote ) ;
}
return true ;
}
// fills out P2PSessionState_t structure with details about the underlying connection to the user
// should only needed for debugging purposes
// returns false if no connection exists to the specified user
bool GetP2PSessionState ( CSteamID steamIDRemote , P2PSessionState_t * pConnectionState )
{
PRINT_DEBUG ( " Steam_Networking::GetP2PSessionState %llu \n " , steamIDRemote . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( ! connection_exists ( steamIDRemote ) & & ( steamIDRemote ! = settings - > get_local_steam_id ( ) ) ) {
if ( pConnectionState ) {
pConnectionState - > m_bConnectionActive = false ;
pConnectionState - > m_bConnecting = false ;
pConnectionState - > m_eP2PSessionError = 0 ;
pConnectionState - > m_bUsingRelay = false ;
pConnectionState - > m_nBytesQueuedForSend = 0 ;
pConnectionState - > m_nPacketsQueuedForSend = 0 ;
pConnectionState - > m_nRemoteIP = 0 ;
pConnectionState - > m_nRemotePort = 0 ;
}
PRINT_DEBUG ( " No Connection \n " ) ;
return false ;
}
if ( pConnectionState ) {
pConnectionState - > m_bConnectionActive = true ;
pConnectionState - > m_bConnecting = false ;
pConnectionState - > m_eP2PSessionError = 0 ;
pConnectionState - > m_bUsingRelay = false ;
pConnectionState - > m_nBytesQueuedForSend = 0 ;
pConnectionState - > m_nPacketsQueuedForSend = 0 ;
//TODO ip?
pConnectionState - > m_nRemoteIP = 0 ;
pConnectionState - > m_nRemotePort = 0 ;
}
PRINT_DEBUG ( " Connection \n " ) ;
return true ;
}
// Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection
// or NAT-traversal cannot be established. Only applies to connections created after setting this value,
// or to existing connections that need to automatically reconnect after this value is set.
//
// 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 ) 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 ) ) {
P2PSessionRequest_t data ;
memset ( & data , 0 , sizeof ( data ) ) ;
data . m_steamIDRemote = CSteamID ( source_id ) ;
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callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) , 0.1 , true ) ;
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} else {
struct Steam_Networking_Connection * conn = get_or_create_connection ( source_id ) ;
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conn - > open_channels . insert ( msg . network ( ) . channel ( ) ) ;
2019-04-13 16:21:56 +00:00
}
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 ( ) ;
}
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 | messages %p: %zu \n " , msg - > source_id ( ) , msg - > dest_id ( ) , msg - > network ( ) . data ( ) . size ( ) , & 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 : : CLEAR_BEFORE ) {
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 - > 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 ) {
}
}
}
} ;