3 #include "network_msg.h"
4 #include "player_remote.h"
6 static void scores_update(void);
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
);
18 static void on_auth_ticket_recieved( void *result
, void *context
){
19 EncryptedAppTicketResponse_t
*response
= result
;
21 if( response
->m_eResult
== k_EResultOK
){
22 vg_info( " New app ticket ready\n" );
25 vg_warn( " Could not request new encrypted app ticket (%u)\n",
26 response
->m_eResult
);
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" );
36 vg_error( " No ticket availible\n" );
37 network_client
.app_key_length
= 0;
41 static void request_auth_ticket(void){
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
47 vg_info( "Requesting new authorization ticket\n" );
49 vg_steam_async_call
*call
= vg_alloc_async_steam_api_call();
50 call
->userdata
= NULL
;
51 call
->p_handler
= on_auth_ticket_recieved
;
53 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser
, NULL
, 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
;
62 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
63 hSteamNetworkingSockets
, network_client
.remote
,
64 &req
, sizeof(netmsg_scores_request
),
65 k_nSteamNetworkingSend_Reliable
, NULL
);
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
;
76 for( u32 i
=0; i
<vg_list_size(track_infos
); i
++ ){
77 if( track_infos
[i
].push
){
78 track_infos
[i
].push
= 0;
81 highscore_record
*user_record
= highscore_find_user_record( 0, i
);
84 vg_error( "No score set but tried to upload for track %u\n", i
);
88 highscore_record
*user_record
= &track_infos
[i
].record
;
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
;
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
;
104 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
105 hSteamNetworkingSockets
, network_client
.remote
, setscore
, send_size
,
106 k_nSteamNetworkingSend_Reliable
, NULL
);
109 static void send_nickname(void){
110 netmsg_set_nickname nick
;
111 nick
.inetmsg_id
= k_inetmsg_set_nickname
;
113 memset( nick
.nickname
, 0, 16 );
114 vg_strncpy( steam_username_at_startup
, nick
.nickname
, 16,
115 k_strncpy_allow_cutoff
);
117 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
118 hSteamNetworkingSockets
, network_client
.remote
,
119 &nick
, sizeof(netmsg_set_nickname
),
120 k_nSteamNetworkingSend_Reliable
, NULL
);
122 network_client
.name_update
= 0;
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
);
131 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
132 hSteamNetworkingSockets
, network_client
.remote
,
133 &frame
, sizeof(frame
),
134 k_nSteamNetworkingSend_Unreliable
, NULL
);
138 static void server_routine_update(void){
140 send_score_request();
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;
150 ISteamFriends
*hSteamFriends
= SteamAPI_SteamFriends();
151 const char *username
= SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends
);
152 str_utf8_collapse( username
, update
.username
, sizeof(update
.username
) );
154 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
155 hSteamNetworkingSockets
, network_client
.remote
,
156 &update
, sizeof(update
),
157 k_nSteamNetworkingSend_Reliable
, NULL
);
160 static void network_disconnect(void){
161 SteamAPI_ISteamNetworkingSockets_CloseConnection(
162 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 0 );
163 network_client
.remote
= 0;
165 for( int i
=0; i
<vg_list_size(netplayers
.list
); i
++ ){
166 netplayers
.list
[i
].active
= 0;
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
) );
177 if( info
->m_hConn
== network_client
.remote
){
178 network_client
.state
= info
->m_info
.m_eState
;
180 if( info
->m_info
.m_eState
==
181 k_ESteamNetworkingConnectionState_Connected
){
182 vg_success(" Connected to remote server.. authenticating\n");
184 /* TODO: We should really wait to see if the server is in auth mode
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
];
193 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
194 hSteamNetworkingSockets
, network_client
.remote
, auth
, size
,
195 k_nSteamNetworkingSend_Reliable
, NULL
);
197 network_send_username();
199 else if( info
->m_info
.m_eState
==
200 k_ESteamNetworkingConnectionState_ClosedByPeer
){
202 if( info
->m_info
.m_eEndReason
==
203 k_ESteamNetConnectionEnd_Remote_Max
){
204 network_client
.retries
= 40;
206 network_disconnect();
208 else if( info
->m_info
.m_eState
==
209 k_ESteamNetworkingConnectionState_ProblemDetectedLocally
){
210 network_disconnect();
214 //vg_warn( " Recieved signal from unknown connection\n" );
218 static void on_persona_state_change( CallbackMsg_t
*msg
){
219 if( network_client
.remote
){
220 PersonaStateChange_t
*info
= (void *)msg
->m_pubParam
;
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();
231 static void network_connect(void){
232 /* Connect to server if not connected */
233 SteamNetworkingIPAddr remoteAddr
;
235 #ifdef SR_USE_LOCALHOST
236 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr
, 27402 );
238 const char *server_lon1
= "46.101.34.155:27402";
239 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr
, server_lon1
);
241 const char *server_lan
= "192.168.1.32:27402";
242 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr
, server_lan
);
245 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr
, buf
, 256, 1 );
246 vg_info( "connect to: %s\n", buf
);
248 network_client
.remote
= SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
249 hSteamNetworkingSockets
, &remoteAddr
, 0, NULL
);
252 static void on_inet_scoreboard( SteamNetworkingMessage_t
*msg
){
253 netmsg_scoreboard
*sb
= msg
->m_pData
;
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
;
259 if( msg
->m_cbSize
!= expected
){
260 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
261 msg
->m_cbSize
, expected
);
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");
269 vg_success( "Recieved new scoreboards from server\n" );
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 );
278 /* We dont need to stay on the server currently */
279 SteamAPI_ISteamNetworkingSockets_CloseConnection(
280 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );
283 network_scores_updated
= 1;
286 static void poll_remote_connection(void){
287 SteamNetworkingMessage_t
*messages
[32];
290 for( int i
=0; i
<10; i
++ ){
291 len
= SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
292 hSteamNetworkingSockets
, network_client
.remote
,
293 messages
, vg_list_size(messages
));
298 for( int i
=0; i
<len
; i
++ ){
299 SteamNetworkingMessage_t
*msg
= messages
[i
];
301 if( msg
->m_cbSize
< sizeof(netmsg_blank
) ){
302 vg_warn( "Discarding message (too small: %d)\n", msg
->m_cbSize
);
306 netmsg_blank
*tmp
= msg
->m_pData
;
308 if( (tmp
->inetmsg_id
>= 200) && (tmp
->inetmsg_id
< 300) ){
309 player_remote_rx_200_300( msg
);
312 SteamAPI_SteamNetworkingMessage_t_Release( msg
);
317 static void network_update(void){
321 ESteamNetworkingConnectionState state
= network_client
.state
;
323 if( state
== k_ESteamNetworkingConnectionState_Connected
){
324 poll_remote_connection();
325 f64 frame_delta
= vg
.time_real
- network_client
.last_frame
;
327 if( frame_delta
> 0.1 ){
328 network_client
.last_frame
= vg
.time_real
;
329 network_send_playerframe();
333 if( (state
== k_ESteamNetworkingConnectionState_Connecting
) ||
334 (state
== k_ESteamNetworkingConnectionState_FindingRoute
) ){
338 f64 waited
= vg
.time_real
- network_client
.last_attempt
,
341 if( network_client
.retries
> 5 )
344 if( waited
< min_wait
)
348 network_client
.retries
++;
349 network_client
.last_attempt
= vg
.time_real
;
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
);
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();
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
) )
371 SteamAPI_ISteamNetworkingSockets_CloseConnection(
372 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );