test network 5
[carveJwlIkooP6JGAAIwe30JlM.git] / network.c
1 #include "player.h"
2 #include "network.h"
3 #include "network_msg.h"
4 #include "player_remote.h"
5
6 static void scores_update(void);
7
8 static int packet_minsize( SteamNetworkingMessage_t *msg, u32 size ){
9 if( msg->m_cbSize < size ) {
10 vg_error( "Invalid packet size (must be at least %u)\n", size );
11 return 0;
12 }
13 else{
14 return 1;
15 }
16 }
17
18 static void on_auth_ticket_recieved( void *result, void *context ){
19 EncryptedAppTicketResponse_t *response = result;
20
21 if( response->m_eResult == k_EResultOK ){
22 vg_info( " New app ticket ready\n" );
23 }
24 else{
25 vg_warn( " Could not request new encrypted app ticket (%u)\n",
26 response->m_eResult );
27 }
28
29 if( SteamAPI_ISteamUser_GetEncryptedAppTicket( hSteamUser,
30 network_client.app_symmetric_key,
31 vg_list_size(network_client.app_symmetric_key),
32 &network_client.app_key_length )){
33 vg_success( " Loaded app ticket\n" );
34 }
35 else{
36 vg_error( " No ticket availible\n" );
37 network_client.app_key_length = 0;
38 }
39 }
40
41 static void request_auth_ticket(void){
42 /*
43 * TODO Check for one thats cached on the disk and load it.
44 * This might be OK though because steam seems to cache the result
45 */
46
47 vg_info( "Requesting new authorization ticket\n" );
48
49 vg_steam_async_call *call = vg_alloc_async_steam_api_call();
50 call->userdata = NULL;
51 call->p_handler = on_auth_ticket_recieved;
52 call->id =
53 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 );
54 }
55
56 #if 0
57 static void send_score_request(void){
58 vg_info( "Requesting scores\n" );
59 netmsg_scores_request req;
60 req.inetmsg_id = k_inetmsg_scores_request;
61
62 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
63 hSteamNetworkingSockets, network_client.remote,
64 &req, sizeof(netmsg_scores_request),
65 k_nSteamNetworkingSend_Reliable, NULL );
66 }
67
68 static void send_score_update(void){
69 vg_info( "Sending scores\n" );
70 u32 size = sizeof(netmsg_set_score) +
71 vg_list_size(track_infos)*sizeof(struct netmsg_score_record);
72 netmsg_set_score *setscore = alloca( size );
73 setscore->inetmsg_id = k_inetmsg_set_score;
74
75 int count = 0;
76 for( u32 i=0; i<vg_list_size(track_infos); i++ ){
77 if( track_infos[i].push ){
78 track_infos[i].push = 0;
79
80 #if 0
81 highscore_record *user_record = highscore_find_user_record( 0, i );
82
83 if( !user_record ){
84 vg_error( "No score set but tried to upload for track %u\n", i );
85 continue;
86 }
87 #endif
88 highscore_record *user_record = &track_infos[i].record;
89
90 setscore->records[count].trackid = i;
91 setscore->records[count].playerid = 0;
92 setscore->records[count].points = user_record->points;
93 setscore->records[count].time = user_record->time;
94
95 count ++;
96 }
97 }
98
99 if( count == 0 ) return;
100 u32 send_size = sizeof(netmsg_set_score) +
101 count*sizeof(struct netmsg_score_record);
102 setscore->record_count = count;
103
104 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
105 hSteamNetworkingSockets, network_client.remote, setscore, send_size,
106 k_nSteamNetworkingSend_Reliable, NULL );
107 }
108
109 static void send_nickname(void){
110 netmsg_set_nickname nick;
111 nick.inetmsg_id = k_inetmsg_set_nickname;
112
113 memset( nick.nickname, 0, 16 );
114 vg_strncpy( steam_username_at_startup, nick.nickname, 16,
115 k_strncpy_allow_cutoff );
116
117 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
118 hSteamNetworkingSockets, network_client.remote,
119 &nick, sizeof(netmsg_set_nickname),
120 k_nSteamNetworkingSend_Reliable, NULL );
121
122 network_client.name_update = 0;
123 }
124 #endif
125
126 #if 0
127 static void server_routine_update(void){
128 send_score_update();
129 send_score_request();
130 }
131 #endif
132
133 static void network_send_username(void){
134 netmsg_playerusername update;
135 memset( &update, 0, sizeof(update) );
136 update.inetmsg_id = k_inetmsg_playerusername;
137 update.index = 0xffffffff;
138
139 ISteamFriends *hSteamFriends = SteamAPI_SteamFriends();
140 const char *username = SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends);
141 str_utf8_collapse( username, update.username, sizeof(update.username) );
142
143 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
144 hSteamNetworkingSockets, network_client.remote,
145 &update, sizeof(update),
146 k_nSteamNetworkingSend_Reliable, NULL );
147 }
148
149 static void network_disconnect(void){
150 SteamAPI_ISteamNetworkingSockets_CloseConnection(
151 hSteamNetworkingSockets, network_client.remote, 0, NULL, 0 );
152 network_client.remote = 0;
153
154 for( int i=0; i<vg_list_size(netplayers.list); i++ ){
155 netplayers.list[i].active = 0;
156 }
157 }
158
159 static void on_server_connect_status( CallbackMsg_t *msg ){
160 SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
161 vg_info( " Connection status changed for %lu\n", info->m_hConn );
162 vg_info( " %s -> %s\n",
163 string_ESteamNetworkingConnectionState(info->m_eOldState),
164 string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
165
166 if( info->m_hConn == network_client.remote ){
167 network_client.state = info->m_info.m_eState;
168
169 if( info->m_info.m_eState ==
170 k_ESteamNetworkingConnectionState_Connected ){
171 vg_success(" Connected to remote server.. authenticating\n");
172
173 /* TODO: We should really wait to see if the server is in auth mode
174 * first... */
175 u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
176 netmsg_auth *auth = alloca(size);
177 auth->inetmsg_id = k_inetmsg_auth;
178 auth->ticket_length = network_client.app_key_length;
179 for( int i=0; i<network_client.app_key_length; i++ )
180 auth->ticket[i] = network_client.app_symmetric_key[i];
181
182 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
183 hSteamNetworkingSockets, network_client.remote, auth, size,
184 k_nSteamNetworkingSend_Reliable, NULL );
185
186 network_send_username();
187 }
188 else if( info->m_info.m_eState ==
189 k_ESteamNetworkingConnectionState_ClosedByPeer ){
190
191 if( info->m_info.m_eEndReason ==
192 k_ESteamNetConnectionEnd_Remote_Max ){
193 network_client.retries = 40;
194 }
195 network_disconnect();
196 }
197 else if( info->m_info.m_eState ==
198 k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
199 network_disconnect();
200 }
201 }
202 else{
203 //vg_warn( " Recieved signal from unknown connection\n" );
204 }
205 }
206
207 static void on_persona_state_change( CallbackMsg_t *msg ){
208 if( network_client.remote ){
209 PersonaStateChange_t *info = (void *)msg->m_pubParam;
210
211 ISteamUser *hSteamUser = SteamAPI_SteamUser();
212
213 vg_info( "User: %llu, change: %u\n", info->m_ulSteamID,
214 info->m_nChangeFlags );
215
216 if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){
217 if( info->m_nChangeFlags & k_EPersonaChangeName ){
218 network_send_username();
219 }
220 }
221 }
222 }
223
224 static void network_connect(void){
225 /* Connect to server if not connected */
226 SteamNetworkingIPAddr remoteAddr;
227
228 #ifdef SR_USE_LOCALHOST
229 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr, 27402 );
230 #else
231 const char *server_lon1 = "46.101.34.155:27402";
232 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 );
233 #endif
234 const char *server_lan = "192.168.1.32:27402";
235 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lan );
236
237 char buf[256];
238 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
239 vg_info( "connect to: %s\n", buf );
240
241 network_client.remote = SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
242 hSteamNetworkingSockets, &remoteAddr, 0, NULL );
243 }
244
245 static void on_inet_scoreboard( SteamNetworkingMessage_t *msg ){
246 netmsg_scoreboard *sb = msg->m_pData;
247
248 u32 base_size = sizeof(netmsg_scoreboard)-
249 sizeof(struct netmsg_board)*vg_list_size(track_infos),
250 expected = base_size+sizeof(struct netmsg_board)*sb->board_count;
251
252 if( msg->m_cbSize != expected ){
253 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
254 msg->m_cbSize, expected );
255 }
256 else{
257 if( vg_list_size(track_infos) > sb->board_count )
258 vg_warn( "Server is out of date, not enough boards recieved\n");
259 else if( vg_list_size(track_infos) < sb->board_count )
260 vg_warn( "Client out of date, server sent more boards than we have\n");
261 else
262 vg_success( "Recieved new scoreboards from server\n" );
263
264 for( int i=0; i < vg_min(sb->board_count,vg_list_size(track_infos)); i++){
265 scoreboard_client_data.boards[i] = sb->boards[i];
266 highscores_board_printf( stdout, sb->boards[i].data, 10 );
267 }
268 }
269
270 #if 0
271 /* We dont need to stay on the server currently */
272 SteamAPI_ISteamNetworkingSockets_CloseConnection(
273 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
274 #endif
275
276 network_scores_updated = 1;
277 }
278
279 static void poll_remote_connection(void){
280 SteamNetworkingMessage_t *messages[32];
281 int len;
282
283 for( int i=0; i<10; i++ ){
284 len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
285 hSteamNetworkingSockets, network_client.remote,
286 messages, vg_list_size(messages));
287
288 if( len <= 0 )
289 return;
290
291 for( int i=0; i<len; i++ ){
292 SteamNetworkingMessage_t *msg = messages[i];
293
294 if( msg->m_cbSize < sizeof(netmsg_blank) ){
295 vg_warn( "Discarding message (too small: %d)\n", msg->m_cbSize );
296 continue;
297 }
298
299 netmsg_blank *tmp = msg->m_pData;
300
301 if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){
302 player_remote_rx_200_300( msg );
303 }
304
305 SteamAPI_SteamNetworkingMessage_t_Release( msg );
306 }
307 }
308 }
309
310 static void network_update(void){
311 if( !steam_ready )
312 return;
313
314 ESteamNetworkingConnectionState state = network_client.state;
315
316 if( state == k_ESteamNetworkingConnectionState_Connected ){
317 poll_remote_connection();
318 f64 frame_delta = vg.time_real - network_client.last_frame;
319
320 if( frame_delta > 0.1 ){
321 network_client.last_frame = vg.time_real;
322 remote_player_send_playerframe();
323 }
324
325 remote_player_debug_update();
326 }
327 else {
328 if( (state == k_ESteamNetworkingConnectionState_Connecting) ||
329 (state == k_ESteamNetworkingConnectionState_FindingRoute) ){
330 return;
331 }
332 else {
333 f64 waited = vg.time_real - network_client.last_attempt,
334 min_wait = 1.0;
335
336 if( network_client.retries > 5 )
337 min_wait = 60.0;
338
339 if( waited < min_wait )
340 return;
341
342 network_connect();
343 network_client.retries ++;
344 network_client.last_attempt = vg.time_real;
345 }
346 }
347 }
348
349 static void network_init(void){
350 vg_console_reg_var( "network_info", &network_client.network_info,
351 k_var_dtype_i32, VG_VAR_PERSISTENT );
352 if( steam_ready ){
353 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
354 on_server_connect_status );
355 steam_register_callback( k_iPersonaStateChange,
356 on_persona_state_change );
357 request_auth_ticket();
358 }
359 }
360
361 static void network_end(void){
362 /* TODO: Send buffered highscores that were not already */
363 if( (network_client.state == k_ESteamNetworkingConnectionState_Connected) ||
364 (network_client.state == k_ESteamNetworkingConnectionState_Connecting) )
365 {
366 SteamAPI_ISteamNetworkingSockets_CloseConnection(
367 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
368 }
369 }