Some networking/matchmaking improvements.
parent
0e72e995ee
commit
a0b66407bf
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@ -1141,6 +1141,16 @@ bool Networking::sendToIPPort(Common_Message *msg, uint32 ip, uint16 port, bool
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return true;
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}
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uint32 Networking::getIP(CSteamID id)
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{
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Connection *conn = find_connection(id, this->appid);
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if (conn) {
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return ntohl(conn->tcp_ip_port.ip);
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}
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return 0;
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}
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bool Networking::sendTo(Common_Message *msg, bool reliable, Connection *conn)
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{
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if (!enabled) return false;
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@ -135,6 +135,7 @@ public:
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bool sendToIPPort(Common_Message *msg, uint32 ip, uint16 port, bool reliable);
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bool setCallback(Callback_Ids id, CSteamID steam_id, void (*message_callback)(void *object, Common_Message *msg), void *object);
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uint32 getIP(CSteamID id);
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uint32 getOwnIP();
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void shutDown();
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@ -113,7 +113,7 @@ void send_lobby_data()
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}
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}
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void trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, double cb_timeout=0.0, bool send_changed_lobby=true)
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void trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, double cb_timeout=0.005, bool send_changed_lobby=true)
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{
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PRINT_DEBUG("Lobby dataupdate %llu %llu\n", lobby.ConvertToUint64(), member.ConvertToUint64());
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LobbyDataUpdate_t data;
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@ -1092,8 +1092,11 @@ CSteamID GetLobbyOwner( CSteamID steamIDLobby )
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PRINT_DEBUG("GetLobbyOwner %llu\n", steamIDLobby.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Lobby *lobby = get_lobby(steamIDLobby);
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if (!lobby || lobby->deleted()) return k_steamIDNil;
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Lobby_Member *member = get_lobby_member(lobby, settings->get_local_steam_id());
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CSteamID id = k_steamIDNil;
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if (lobby) id = (uint64)lobby->owner();
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if (member) id = (uint64)lobby->owner();
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return id;
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}
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@ -453,9 +453,8 @@ bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionS
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pConnectionState->m_bUsingRelay = false;
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pConnectionState->m_nBytesQueuedForSend = 0;
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pConnectionState->m_nPacketsQueuedForSend = 0;
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//TODO ip?
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pConnectionState->m_nRemoteIP = 0;
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pConnectionState->m_nRemotePort = 0;
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pConnectionState->m_nRemoteIP = network->getIP(steamIDRemote);
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pConnectionState->m_nRemotePort = 12345;
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}
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PRINT_DEBUG("Connection\n");
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@ -470,7 +469,7 @@ bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionS
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// P2P packet relay is allowed by default
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bool AllowP2PPacketRelay( bool bAllow )
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{
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PRINT_DEBUG("Steam_Networking::AllowP2PPacketRelay\n");
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PRINT_DEBUG("Steam_Networking::AllowP2PPacketRelay %u\n", bAllow);
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return true;
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}
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