Fix games that use the ip and port to identify socket connections.
parent
f147638f99
commit
0a5f136bc3
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@ -210,6 +210,27 @@ ESteamNetworkingConnectionState convert_status(enum connect_socket_status old_st
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return k_ESteamNetworkingConnectionState_None;
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return k_ESteamNetworkingConnectionState_None;
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}
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}
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void set_steamnetconnectioninfo(std::map<HSteamNetConnection, Connect_Socket>::iterator connect_socket, SteamNetConnectionInfo_t *pInfo)
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{
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pInfo->m_identityRemote = connect_socket->second.remote_identity;
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pInfo->m_nUserData = connect_socket->second.user_data;
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pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
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pInfo->m_addrRemote.Clear(); //TODO
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if (connect_socket->second.real_port != SNS_DISABLED_PORT) {
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pInfo->m_addrRemote.SetIPv4(network->getIP(connect_socket->second.remote_identity.GetSteamID()), connect_socket->first);
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}
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pInfo->m_idPOPRemote = 0;
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pInfo->m_idPOPRelay = 0;
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pInfo->m_eState = convert_status(connect_socket->second.status);
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pInfo->m_eEndReason = 0; //TODO
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pInfo->m_szEndDebug[0] = 0;
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sprintf(pInfo->m_szConnectionDescription, "%u", connect_socket->first);
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//Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t when calling GetConnectionInfo
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//keep this in mind in future interface updates
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}
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void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status)
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void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status)
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{
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{
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auto connect_socket = connect_sockets.find(m_hConn);
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auto connect_socket = connect_sockets.find(m_hConn);
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@ -217,14 +238,8 @@ void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old
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struct SteamNetConnectionStatusChangedCallback_t data = {};
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struct SteamNetConnectionStatusChangedCallback_t data = {};
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data.m_hConn = connect_socket->first;
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data.m_hConn = connect_socket->first;
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data.m_info.m_identityRemote = connect_socket->second.remote_identity;
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data.m_info.m_hListenSocket = connect_socket->second.listen_socket_id;
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data.m_info.m_nUserData = connect_socket->second.user_data;
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//TODO
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//m_addrRemote
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//m_eEndReason
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data.m_info.m_eState = convert_status(connect_socket->second.status);
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data.m_eOldState = convert_status(old_status);
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data.m_eOldState = convert_status(old_status);
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set_steamnetconnectioninfo(connect_socket, &data.m_info);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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@ -883,16 +898,7 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn
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auto connect_socket = connect_sockets.find(hConn);
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auto connect_socket = connect_sockets.find(hConn);
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if (connect_socket == connect_sockets.end()) return false;
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if (connect_socket == connect_sockets.end()) return false;
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pInfo->m_identityRemote = connect_socket->second.remote_identity;
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set_steamnetconnectioninfo(connect_socket, pInfo);
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pInfo->m_nUserData = connect_socket->second.user_data;
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pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
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pInfo->m_addrRemote.Clear(); //TODO
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pInfo->m_idPOPRemote = 0;
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pInfo->m_idPOPRelay = 0;
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pInfo->m_eState = convert_status(connect_socket->second.status);
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pInfo->m_eEndReason = 0; //TODO
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pInfo->m_szEndDebug[0] = 0;
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sprintf(pInfo->m_szConnectionDescription, "%u", hConn);
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//Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t
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//Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t
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//keep this in mind in future interface updates
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//keep this in mind in future interface updates
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