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