Steam networking messages implementation.
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						990a0eb71f
					
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			@ -125,6 +125,20 @@ message Networking_Sockets {
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    bytes data = 5;
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}
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message Networking_Messages {
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    enum Types {
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        CONNECTION_NEW = 0;
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        CONNECTION_ACCEPT = 1;
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        CONNECTION_END = 2;
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        DATA = 3;
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    }
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    Types type = 1;
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    uint32 channel = 2;
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    uint32 id_from = 3;
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    bytes data = 5;
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}
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message Gameserver {
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    uint64 id = 1;
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    bytes game_description = 2;
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			@ -212,6 +226,7 @@ message Common_Message {
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        Network_Old network_old = 12;
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        Networking_Sockets networking_sockets = 13;
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        Steam_Messages steam_messages = 14;
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        Networking_Messages networking_messages = 15;
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    }
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    uint32 source_ip = 128;
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			@ -554,6 +554,11 @@ void Networking::do_callbacks_message(Common_Message *msg)
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        PRINT_DEBUG("has_steam_messages\n");
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        run_callbacks(CALLBACK_ID_STEAM_MESSAGES, msg);
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    }
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    if (msg->has_networking_messages()) {
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        PRINT_DEBUG("has_networking_messages\n");
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        run_callbacks(CALLBACK_ID_NETWORKING_MESSAGES, msg);
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    }
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}
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bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket)
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			@ -56,6 +56,7 @@ enum Callback_Ids {
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    CALLBACK_ID_FRIEND_MESSAGES,
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    CALLBACK_ID_NETWORKING_SOCKETS,
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    CALLBACK_ID_STEAM_MESSAGES,
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    CALLBACK_ID_NETWORKING_MESSAGES,
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    CALLBACK_IDS_MAX
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};
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			@ -17,6 +17,22 @@
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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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			@ -26,7 +42,13 @@ public ISteamNetworkingMessages
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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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			@ -48,11 +70,14 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
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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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			@ -61,6 +86,45 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
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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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			@ -106,7 +170,57 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
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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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    return k_EResultNoConnection;
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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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			@ -116,7 +230,42 @@ EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const
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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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    return 0;
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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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			@ -129,7 +278,14 @@ int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOu
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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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    return false;
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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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			@ -140,7 +296,23 @@ bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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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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    return false;
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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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			@ -150,6 +322,7 @@ bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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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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			@ -165,12 +338,62 @@ bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nL
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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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    return k_ESteamNetworkingConnectionState_None;
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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)) {
 | 
			
		||||
        CSteamID source_id((uint64)msg->source_id());
 | 
			
		||||
 | 
			
		||||
        auto conn = connections.find(source_id);
 | 
			
		||||
        if (conn != connections.end()) {
 | 
			
		||||
            if (conn->second.remote_id == msg->networking_messages().id_from())
 | 
			
		||||
                conn->second.data[msg->networking_messages().channel()].push(msg->networking_messages().data());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        msg = incoming_data.erase(msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    auto conn = std::begin(connections);
 | 
			
		||||
    while (conn != std::end(connections)) {
 | 
			
		||||
        if (!conn->second.accepted && check_timedout(conn->second.created, NETWORKING_MESSAGES_TIMEOUT)) {
 | 
			
		||||
            conn = connections.erase(conn);
 | 
			
		||||
        } else {
 | 
			
		||||
            ++conn;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Callback(Common_Message *msg)
 | 
			
		||||
| 
						 | 
				
			
			@ -181,7 +404,33 @@ void Callback(Common_Message *msg)
 | 
			
		|||
        }
 | 
			
		||||
 | 
			
		||||
        if (msg->low_level().type() == Low_Level::DISCONNECT) {
 | 
			
		||||
            end_connection((uint64)msg->source_id());
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    if (msg->has_networking_messages()) {
 | 
			
		||||
        PRINT_DEBUG("Steam_Networking_Messages: got network socket msg %u\n", msg->networking_messages().type());
 | 
			
		||||
        if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) {
 | 
			
		||||
            SteamNetworkingIdentity identity;
 | 
			
		||||
            identity.SetSteamID64(msg->source_id());
 | 
			
		||||
            auto conn = find_or_create_message_connection(identity, true, false);
 | 
			
		||||
            conn->second.remote_id = msg->networking_messages().id_from();
 | 
			
		||||
            conn->second.dead = false;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) {
 | 
			
		||||
            auto conn = connections.find((uint64)msg->source_id());
 | 
			
		||||
            if (conn != connections.end()) {
 | 
			
		||||
                conn->second.remote_id = msg->networking_messages().id_from();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) {
 | 
			
		||||
            end_connection((uint64)msg->source_id());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (msg->networking_messages().type() == Networking_Messages::DATA) {
 | 
			
		||||
            incoming_data.push_back(Common_Message(*msg));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in New Issue