remote items test
[carveJwlIkooP6JGAAIwe30JlM.git] / network.c
1 #include "player.h"
2 #include "network.h"
3 #include "network_msg.h"
4 #include "network_common.h"
5 #include "player_remote.h"
6
7 static void scores_update(void);
8
9 static int packet_minsize( SteamNetworkingMessage_t *msg, u32 size ){
10 if( msg->m_cbSize < size ) {
11 vg_error( "Invalid packet size (must be at least %u)\n", size );
12 return 0;
13 }
14 else{
15 return 1;
16 }
17 }
18
19 static void on_auth_ticket_recieved( void *result, void *context ){
20 EncryptedAppTicketResponse_t *response = result;
21
22 if( response->m_eResult == k_EResultOK ){
23 vg_info( " New app ticket ready\n" );
24 }
25 else{
26 vg_warn( " Could not request new encrypted app ticket (%u)\n",
27 response->m_eResult );
28 }
29
30 if( SteamAPI_ISteamUser_GetEncryptedAppTicket( hSteamUser,
31 network_client.app_symmetric_key,
32 vg_list_size(network_client.app_symmetric_key),
33 &network_client.app_key_length )){
34 vg_success( " Loaded app ticket\n" );
35 }
36 else{
37 vg_error( " No ticket availible\n" );
38 network_client.app_key_length = 0;
39 }
40 }
41
42 static void request_auth_ticket(void){
43 /*
44 * TODO Check for one thats cached on the disk and load it.
45 * This might be OK though because steam seems to cache the result
46 */
47
48 vg_info( "Requesting new authorization ticket\n" );
49
50 vg_steam_async_call *call = vg_alloc_async_steam_api_call();
51 call->userdata = NULL;
52 call->p_handler = on_auth_ticket_recieved;
53 call->id =
54 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 );
55 }
56
57 #if 0
58 static void send_score_request(void){
59 vg_info( "Requesting scores\n" );
60 netmsg_scores_request req;
61 req.inetmsg_id = k_inetmsg_scores_request;
62
63 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
64 hSteamNetworkingSockets, network_client.remote,
65 &req, sizeof(netmsg_scores_request),
66 k_nSteamNetworkingSend_Reliable, NULL );
67 }
68
69 static void send_score_update(void){
70 vg_info( "Sending scores\n" );
71 u32 size = sizeof(netmsg_set_score) +
72 vg_list_size(track_infos)*sizeof(struct netmsg_score_record);
73 netmsg_set_score *setscore = alloca( size );
74 setscore->inetmsg_id = k_inetmsg_set_score;
75
76 int count = 0;
77 for( u32 i=0; i<vg_list_size(track_infos); i++ ){
78 if( track_infos[i].push ){
79 track_infos[i].push = 0;
80
81 #if 0
82 highscore_record *user_record = highscore_find_user_record( 0, i );
83
84 if( !user_record ){
85 vg_error( "No score set but tried to upload for track %u\n", i );
86 continue;
87 }
88 #endif
89 highscore_record *user_record = &track_infos[i].record;
90
91 setscore->records[count].trackid = i;
92 setscore->records[count].playerid = 0;
93 setscore->records[count].points = user_record->points;
94 setscore->records[count].time = user_record->time;
95
96 count ++;
97 }
98 }
99
100 if( count == 0 ) return;
101 u32 send_size = sizeof(netmsg_set_score) +
102 count*sizeof(struct netmsg_score_record);
103 setscore->record_count = count;
104
105 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
106 hSteamNetworkingSockets, network_client.remote, setscore, send_size,
107 k_nSteamNetworkingSend_Reliable, NULL );
108 }
109
110 static void send_nickname(void){
111 netmsg_set_nickname nick;
112 nick.inetmsg_id = k_inetmsg_set_nickname;
113
114 memset( nick.nickname, 0, 16 );
115 vg_strncpy( steam_username_at_startup, nick.nickname, 16,
116 k_strncpy_allow_cutoff );
117
118 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
119 hSteamNetworkingSockets, network_client.remote,
120 &nick, sizeof(netmsg_set_nickname),
121 k_nSteamNetworkingSend_Reliable, NULL );
122
123 network_client.name_update = 0;
124 }
125 #endif
126
127 #if 0
128 static void server_routine_update(void){
129 send_score_update();
130 send_score_request();
131 }
132 #endif
133
134 static void network_send_username(void){
135 netmsg_playerusername *update = alloca( sizeof(netmsg_playerusername)+
136 NETWORK_USERNAME_MAX );
137 update->inetmsg_id = k_inetmsg_playerusername;
138 update->index = 0xffffffff;
139
140 ISteamFriends *hSteamFriends = SteamAPI_SteamFriends();
141 const char *username = SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends);
142 u32 chs = str_utf8_collapse( username, update->name, NETWORK_USERNAME_MAX );
143
144 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
145 hSteamNetworkingSockets, network_client.remote,
146 update, sizeof(netmsg_playerusername)+chs+1,
147 k_nSteamNetworkingSend_Reliable, NULL );
148 }
149
150 static void network_send_item( enum addon_type type ){
151 if( network_client.remote ){
152 u16 id = 0;
153 if( type == k_addon_type_board )
154 id = localplayer.board_view_slot;
155 else if( type == k_addon_type_player )
156 id = localplayer.playermodel_view_slot;
157
158 struct addon_cache *cache = &addon_system.cache[type];
159 vg_pool *pool = &cache->pool;
160
161 netmsg_playeritem *item =
162 alloca( sizeof(netmsg_playeritem) + ADDON_UID_MAX );
163 item->inetmsg_id = k_inetmsg_playeritem;
164 item->type = type;
165 item->client = 0;
166
167 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
168 addon_cache_entry *entry = vg_pool_item( pool, id );
169 addon_alias_uid( &entry->reg_ptr->alias, item->uid );
170 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
171
172 vg_info( "send equip: [%u] %s\n",
173 item->type, item->uid );
174
175 u32 chs = strlen(item->uid);
176
177 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
178 hSteamNetworkingSockets, network_client.remote,
179 item, sizeof(netmsg_playeritem)+chs+1,
180 k_nSteamNetworkingSend_Reliable, NULL );
181 }
182 }
183
184 static void network_disconnect(void){
185 SteamAPI_ISteamNetworkingSockets_CloseConnection(
186 hSteamNetworkingSockets, network_client.remote, 0, NULL, 0 );
187 network_client.remote = 0;
188
189 for( int i=0; i<vg_list_size(netplayers.list); i++ ){
190 netplayers.list[i].active = 0;
191 }
192 }
193
194 static void on_server_connect_status( CallbackMsg_t *msg ){
195 SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
196 vg_info( " Connection status changed for %lu\n", info->m_hConn );
197 vg_info( " %s -> %s\n",
198 string_ESteamNetworkingConnectionState(info->m_eOldState),
199 string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
200
201 if( info->m_hConn == network_client.remote ){
202 network_client.state = info->m_info.m_eState;
203
204 if( info->m_info.m_eState ==
205 k_ESteamNetworkingConnectionState_Connected ){
206 vg_success(" Connected to remote server.. authenticating\n");
207
208 /* TODO: We should really wait to see if the server is in auth mode
209 * first... */
210 u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
211 netmsg_auth *auth = alloca(size);
212 auth->inetmsg_id = k_inetmsg_auth;
213 auth->ticket_length = network_client.app_key_length;
214 for( int i=0; i<network_client.app_key_length; i++ )
215 auth->ticket[i] = network_client.app_symmetric_key[i];
216
217 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
218 hSteamNetworkingSockets, network_client.remote, auth, size,
219 k_nSteamNetworkingSend_Reliable, NULL );
220
221 network_send_username();
222 network_send_item( k_addon_type_board );
223 network_send_item( k_addon_type_player );
224 }
225 else if( info->m_info.m_eState ==
226 k_ESteamNetworkingConnectionState_ClosedByPeer ){
227
228 if( info->m_info.m_eEndReason ==
229 k_ESteamNetConnectionEnd_Remote_Max ){
230 network_client.retries = 40;
231 }
232 network_disconnect();
233 }
234 else if( info->m_info.m_eState ==
235 k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
236 network_disconnect();
237 }
238 }
239 else{
240 //vg_warn( " Recieved signal from unknown connection\n" );
241 }
242 }
243
244 static void on_persona_state_change( CallbackMsg_t *msg ){
245 if( network_client.remote ){
246 PersonaStateChange_t *info = (void *)msg->m_pubParam;
247
248 ISteamUser *hSteamUser = SteamAPI_SteamUser();
249
250 vg_info( "User: %llu, change: %u\n", info->m_ulSteamID,
251 info->m_nChangeFlags );
252
253 if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){
254 if( info->m_nChangeFlags & k_EPersonaChangeName ){
255 network_send_username();
256 }
257 }
258 }
259 }
260
261 static void network_connect(void){
262 /* Connect to server if not connected */
263 SteamNetworkingIPAddr remoteAddr;
264
265 #ifdef SR_USE_LOCALHOST
266 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr, 27402 );
267 #else
268 const char *server_lon1 = "46.101.34.155:27402";
269 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 );
270 #endif
271 const char *server_lan = "192.168.1.32:27402";
272 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lan );
273
274 char buf[256];
275 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
276 vg_info( "connect to: %s\n", buf );
277
278 network_client.remote = SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
279 hSteamNetworkingSockets, &remoteAddr, 0, NULL );
280 }
281
282 static void on_inet_scoreboard( SteamNetworkingMessage_t *msg ){
283 netmsg_scoreboard *sb = msg->m_pData;
284
285 u32 base_size = sizeof(netmsg_scoreboard)-
286 sizeof(struct netmsg_board)*vg_list_size(track_infos),
287 expected = base_size+sizeof(struct netmsg_board)*sb->board_count;
288
289 if( msg->m_cbSize != expected ){
290 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
291 msg->m_cbSize, expected );
292 }
293 else{
294 if( vg_list_size(track_infos) > sb->board_count )
295 vg_warn( "Server is out of date, not enough boards recieved\n");
296 else if( vg_list_size(track_infos) < sb->board_count )
297 vg_warn( "Client out of date, server sent more boards than we have\n");
298 else
299 vg_success( "Recieved new scoreboards from server\n" );
300
301 for( int i=0; i < vg_min(sb->board_count,vg_list_size(track_infos)); i++){
302 scoreboard_client_data.boards[i] = sb->boards[i];
303 highscores_board_printf( stdout, sb->boards[i].data, 10 );
304 }
305 }
306
307 #if 0
308 /* We dont need to stay on the server currently */
309 SteamAPI_ISteamNetworkingSockets_CloseConnection(
310 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
311 #endif
312
313 network_scores_updated = 1;
314 }
315
316 static void poll_remote_connection(void){
317 SteamNetworkingMessage_t *messages[32];
318 int len;
319
320 for( int i=0; i<10; i++ ){
321 len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
322 hSteamNetworkingSockets, network_client.remote,
323 messages, vg_list_size(messages));
324
325 if( len <= 0 )
326 return;
327
328 for( int i=0; i<len; i++ ){
329 SteamNetworkingMessage_t *msg = messages[i];
330
331 if( msg->m_cbSize < sizeof(netmsg_blank) ){
332 vg_warn( "Discarding message (too small: %d)\n", msg->m_cbSize );
333 continue;
334 }
335
336 netmsg_blank *tmp = msg->m_pData;
337
338 if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){
339 player_remote_rx_200_300( msg );
340 }
341
342 SteamAPI_SteamNetworkingMessage_t_Release( msg );
343 }
344 }
345 }
346
347 static void network_update(void){
348 if( !steam_ready )
349 return;
350
351 ESteamNetworkingConnectionState state = network_client.state;
352
353 if( state == k_ESteamNetworkingConnectionState_Connected ){
354 poll_remote_connection();
355 f64 frame_delta = vg.time_real - network_client.last_frame;
356
357 if( frame_delta > 0.1 ){
358 network_client.last_frame = vg.time_real;
359 remote_player_send_playerframe();
360 }
361
362 remote_player_debug_update();
363 }
364 else {
365 if( (state == k_ESteamNetworkingConnectionState_Connecting) ||
366 (state == k_ESteamNetworkingConnectionState_FindingRoute) ){
367 return;
368 }
369 else {
370 f64 waited = vg.time_real - network_client.last_attempt,
371 min_wait = 1.0;
372
373 if( network_client.retries > 5 )
374 min_wait = 60.0;
375
376 if( waited < min_wait )
377 return;
378
379 network_connect();
380 network_client.retries ++;
381 network_client.last_attempt = vg.time_real;
382 }
383 }
384 }
385
386 static void network_init(void){
387 vg_console_reg_var( "network_info", &network_client.network_info,
388 k_var_dtype_i32, VG_VAR_PERSISTENT );
389 if( steam_ready ){
390 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
391 on_server_connect_status );
392 steam_register_callback( k_iPersonaStateChange,
393 on_persona_state_change );
394 request_auth_ticket();
395 }
396 }
397
398 static void network_end(void){
399 /* TODO: Send buffered highscores that were not already */
400 if( (network_client.state == k_ESteamNetworkingConnectionState_Connected) ||
401 (network_client.state == k_ESteamNetworkingConnectionState_Connecting) )
402 {
403 SteamAPI_ISteamNetworkingSockets_CloseConnection(
404 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
405 }
406 }