test network 4
[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 static void network_send_playerframe(void){
127 netmsg_playerframe frame;
128 frame.inetmsg_id = k_inetmsg_playerframe;
129 v3_copy( localplayer.rb.co, frame.pos_temp );
130
131 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
132 hSteamNetworkingSockets, network_client.remote,
133 &frame, sizeof(frame),
134 k_nSteamNetworkingSend_Unreliable, NULL );
135 }
136
137 #if 0
138 static void server_routine_update(void){
139 send_score_update();
140 send_score_request();
141 }
142 #endif
143
144 static void network_send_username(void){
145 netmsg_playerusername update;
146 memset( &update, 0, sizeof(update) );
147 update.inetmsg_id = k_inetmsg_playerusername;
148 update.index = 0xffffffff;
149
150 ISteamFriends *hSteamFriends = SteamAPI_SteamFriends();
151 const char *username = SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends);
152 str_utf8_collapse( username, update.username, sizeof(update.username) );
153
154 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
155 hSteamNetworkingSockets, network_client.remote,
156 &update, sizeof(update),
157 k_nSteamNetworkingSend_Reliable, NULL );
158 }
159
160 static void network_disconnect(void){
161 SteamAPI_ISteamNetworkingSockets_CloseConnection(
162 hSteamNetworkingSockets, network_client.remote, 0, NULL, 0 );
163 network_client.remote = 0;
164
165 for( int i=0; i<vg_list_size(netplayers.list); i++ ){
166 netplayers.list[i].active = 0;
167 }
168 }
169
170 static void on_server_connect_status( CallbackMsg_t *msg ){
171 SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
172 vg_info( " Connection status changed for %lu\n", info->m_hConn );
173 vg_info( " %s -> %s\n",
174 string_ESteamNetworkingConnectionState(info->m_eOldState),
175 string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
176
177 if( info->m_hConn == network_client.remote ){
178 network_client.state = info->m_info.m_eState;
179
180 if( info->m_info.m_eState ==
181 k_ESteamNetworkingConnectionState_Connected ){
182 vg_success(" Connected to remote server.. authenticating\n");
183
184 /* TODO: We should really wait to see if the server is in auth mode
185 * first... */
186 u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
187 netmsg_auth *auth = alloca(size);
188 auth->inetmsg_id = k_inetmsg_auth;
189 auth->ticket_length = network_client.app_key_length;
190 for( int i=0; i<network_client.app_key_length; i++ )
191 auth->ticket[i] = network_client.app_symmetric_key[i];
192
193 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
194 hSteamNetworkingSockets, network_client.remote, auth, size,
195 k_nSteamNetworkingSend_Reliable, NULL );
196
197 network_send_username();
198 }
199 else if( info->m_info.m_eState ==
200 k_ESteamNetworkingConnectionState_ClosedByPeer ){
201
202 if( info->m_info.m_eEndReason ==
203 k_ESteamNetConnectionEnd_Remote_Max ){
204 network_client.retries = 40;
205 }
206 network_disconnect();
207 }
208 else if( info->m_info.m_eState ==
209 k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
210 network_disconnect();
211 }
212 }
213 else{
214 //vg_warn( " Recieved signal from unknown connection\n" );
215 }
216 }
217
218 static void on_persona_state_change( CallbackMsg_t *msg ){
219 if( network_client.remote ){
220 PersonaStateChange_t *info = (void *)msg->m_pubParam;
221
222 ISteamUser *hSteamUser = SteamAPI_SteamUser();
223 if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){
224 if( info->m_nChangeFlags == k_EPersonaChangeNickname ){
225 network_send_username();
226 }
227 }
228 }
229 }
230
231 static void network_connect(void){
232 /* Connect to server if not connected */
233 SteamNetworkingIPAddr remoteAddr;
234
235 #ifdef SR_USE_LOCALHOST
236 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr, 27402 );
237 #else
238 const char *server_lon1 = "46.101.34.155:27402";
239 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 );
240 #endif
241 const char *server_lan = "192.168.1.32:27402";
242 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lan );
243
244 char buf[256];
245 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
246 vg_info( "connect to: %s\n", buf );
247
248 network_client.remote = SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
249 hSteamNetworkingSockets, &remoteAddr, 0, NULL );
250 }
251
252 static void on_inet_scoreboard( SteamNetworkingMessage_t *msg ){
253 netmsg_scoreboard *sb = msg->m_pData;
254
255 u32 base_size = sizeof(netmsg_scoreboard)-
256 sizeof(struct netmsg_board)*vg_list_size(track_infos),
257 expected = base_size+sizeof(struct netmsg_board)*sb->board_count;
258
259 if( msg->m_cbSize != expected ){
260 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
261 msg->m_cbSize, expected );
262 }
263 else{
264 if( vg_list_size(track_infos) > sb->board_count )
265 vg_warn( "Server is out of date, not enough boards recieved\n");
266 else if( vg_list_size(track_infos) < sb->board_count )
267 vg_warn( "Client out of date, server sent more boards than we have\n");
268 else
269 vg_success( "Recieved new scoreboards from server\n" );
270
271 for( int i=0; i < vg_min(sb->board_count,vg_list_size(track_infos)); i++){
272 scoreboard_client_data.boards[i] = sb->boards[i];
273 highscores_board_printf( stdout, sb->boards[i].data, 10 );
274 }
275 }
276
277 #if 0
278 /* We dont need to stay on the server currently */
279 SteamAPI_ISteamNetworkingSockets_CloseConnection(
280 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
281 #endif
282
283 network_scores_updated = 1;
284 }
285
286 static void poll_remote_connection(void){
287 SteamNetworkingMessage_t *messages[32];
288 int len;
289
290 for( int i=0; i<10; i++ ){
291 len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
292 hSteamNetworkingSockets, network_client.remote,
293 messages, vg_list_size(messages));
294
295 if( len <= 0 )
296 return;
297
298 for( int i=0; i<len; i++ ){
299 SteamNetworkingMessage_t *msg = messages[i];
300
301 if( msg->m_cbSize < sizeof(netmsg_blank) ){
302 vg_warn( "Discarding message (too small: %d)\n", msg->m_cbSize );
303 continue;
304 }
305
306 netmsg_blank *tmp = msg->m_pData;
307
308 if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){
309 player_remote_rx_200_300( msg );
310 }
311
312 SteamAPI_SteamNetworkingMessage_t_Release( msg );
313 }
314 }
315 }
316
317 static void network_update(void){
318 if( !steam_ready )
319 return;
320
321 ESteamNetworkingConnectionState state = network_client.state;
322
323 if( state == k_ESteamNetworkingConnectionState_Connected ){
324 poll_remote_connection();
325 f64 frame_delta = vg.time_real - network_client.last_frame;
326
327 if( frame_delta > 0.1 ){
328 network_client.last_frame = vg.time_real;
329 network_send_playerframe();
330 }
331 }
332 else {
333 if( (state == k_ESteamNetworkingConnectionState_Connecting) ||
334 (state == k_ESteamNetworkingConnectionState_FindingRoute) ){
335 return;
336 }
337 else {
338 f64 waited = vg.time_real - network_client.last_attempt,
339 min_wait = 1.0;
340
341 if( network_client.retries > 5 )
342 min_wait = 60.0;
343
344 if( waited < min_wait )
345 return;
346
347 network_connect();
348 network_client.retries ++;
349 network_client.last_attempt = vg.time_real;
350 }
351 }
352 }
353
354 static void network_init(void){
355 vg_console_reg_var( "network_info", &network_client.network_info,
356 k_var_dtype_i32, VG_VAR_PERSISTENT );
357 if( steam_ready ){
358 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
359 on_server_connect_status );
360 steam_register_callback( k_iPersonaStateChange,
361 on_persona_state_change );
362 request_auth_ticket();
363 }
364 }
365
366 static void network_end(void){
367 /* TODO: Send buffered highscores that were not already */
368 if( (network_client.state == k_ESteamNetworkingConnectionState_Connected) ||
369 (network_client.state == k_ESteamNetworkingConnectionState_Connecting) )
370 {
371 SteamAPI_ISteamNetworkingSockets_CloseConnection(
372 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
373 }
374 }