test network 1
[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 void on_auth_ticket_recieved( void *result, void *context ){
9 EncryptedAppTicketResponse_t *response = result;
10
11 if( response->m_eResult == k_EResultOK ){
12 vg_info( " New app ticket ready\n" );
13 }
14 else{
15 vg_warn( " Could not request new encrypted app ticket (%u)\n",
16 response->m_eResult );
17 }
18
19 if( SteamAPI_ISteamUser_GetEncryptedAppTicket( hSteamUser,
20 network_client.app_symmetric_key,
21 vg_list_size(network_client.app_symmetric_key),
22 &network_client.app_key_length )){
23 vg_success( " Loaded app ticket\n" );
24 }
25 else{
26 vg_error( " No ticket availible\n" );
27 network_client.app_key_length = 0;
28 }
29 }
30
31 static void request_auth_ticket(void){
32 /*
33 * TODO Check for one thats cached on the disk and load it.
34 * This might be OK though because steam seems to cache the result
35 */
36
37 vg_info( "Requesting new authorization ticket\n" );
38
39 vg_steam_async_call *call = vg_alloc_async_steam_api_call();
40 call->userdata = NULL;
41 call->p_handler = on_auth_ticket_recieved;
42 call->id =
43 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 );
44 }
45
46 static void send_auth_ticket(void){
47 u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
48 netmsg_auth *auth = alloca(size);
49
50 auth->inetmsg_id = k_inetmsg_auth;
51 auth->ticket_length = network_client.app_key_length;
52 for( int i=0; i<network_client.app_key_length; i++ )
53 auth->ticket[i] = network_client.app_symmetric_key[i];
54
55 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
56 hSteamNetworkingSockets, network_client.remote, auth, size,
57 k_nSteamNetworkingSend_Reliable, NULL );
58 }
59
60 static void send_score_request(void){
61 vg_info( "Requesting scores\n" );
62 netmsg_scores_request req;
63 req.inetmsg_id = k_inetmsg_scores_request;
64
65 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
66 hSteamNetworkingSockets, network_client.remote,
67 &req, sizeof(netmsg_scores_request),
68 k_nSteamNetworkingSend_Reliable, NULL );
69 }
70
71 static void send_score_update(void){
72 vg_info( "Sending scores\n" );
73 u32 size = sizeof(netmsg_set_score) +
74 vg_list_size(track_infos)*sizeof(struct netmsg_score_record);
75 netmsg_set_score *setscore = alloca( size );
76 setscore->inetmsg_id = k_inetmsg_set_score;
77
78 int count = 0;
79 for( u32 i=0; i<vg_list_size(track_infos); i++ ){
80 if( track_infos[i].push ){
81 track_infos[i].push = 0;
82
83 #if 0
84 highscore_record *user_record = highscore_find_user_record( 0, i );
85
86 if( !user_record ){
87 vg_error( "No score set but tried to upload for track %u\n", i );
88 continue;
89 }
90 #endif
91 highscore_record *user_record = &track_infos[i].record;
92
93 setscore->records[count].trackid = i;
94 setscore->records[count].playerid = 0;
95 setscore->records[count].points = user_record->points;
96 setscore->records[count].time = user_record->time;
97
98 count ++;
99 }
100 }
101
102 if( count == 0 ) return;
103 u32 send_size = sizeof(netmsg_set_score) +
104 count*sizeof(struct netmsg_score_record);
105 setscore->record_count = count;
106
107 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
108 hSteamNetworkingSockets, network_client.remote, setscore, send_size,
109 k_nSteamNetworkingSend_Reliable, NULL );
110 }
111
112 static void send_nickname(void){
113 netmsg_set_nickname nick;
114 nick.inetmsg_id = k_inetmsg_set_nickname;
115
116 memset( nick.nickname, 0, 16 );
117 vg_strncpy( steam_username_at_startup, nick.nickname, 16,
118 k_strncpy_allow_cutoff );
119
120 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
121 hSteamNetworkingSockets, network_client.remote,
122 &nick, sizeof(netmsg_set_nickname),
123 k_nSteamNetworkingSend_Reliable, NULL );
124
125 network_client.name_update = 0;
126 }
127
128 static void network_send_playerframe(void){
129 netmsg_playerframe frame;
130 frame.inetmsg_id = k_inetmsg_playerframe;
131 v3_copy( localplayer.rb.co, frame.pos_temp );
132
133 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
134 hSteamNetworkingSockets, network_client.remote,
135 &frame, sizeof(frame),
136 k_nSteamNetworkingSend_Unreliable, NULL );
137 }
138
139 static void server_routine_update(void){
140 if( network_client.name_update )
141 send_nickname();
142
143 send_score_update();
144 send_score_request();
145 }
146
147 static void on_server_connect_status( CallbackMsg_t *msg ){
148 SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
149 vg_info( " Connection status changed for %lu\n", info->m_hConn );
150 vg_info( " %s -> %s\n",
151 string_ESteamNetworkingConnectionState(info->m_eOldState),
152 string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
153
154 if( info->m_hConn == network_client.remote ){
155 network_client.state = info->m_info.m_eState;
156
157 if( info->m_info.m_eState ==
158 k_ESteamNetworkingConnectionState_Connected ){
159 vg_success(" Connected to remote server.. authenticating\n");
160 send_auth_ticket();
161 }
162 else if( info->m_info.m_eState ==
163 k_ESteamNetworkingConnectionState_ClosedByPeer ){
164
165 if( info->m_info.m_eEndReason ==
166 k_ESteamNetConnectionEnd_Remote_Max ){
167 network_client.retries = 40;
168 }
169
170 SteamAPI_ISteamNetworkingSockets_CloseConnection(
171 hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
172 network_client.remote = 0;
173 }
174 else if( info->m_info.m_eState ==
175 k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
176 SteamAPI_ISteamNetworkingSockets_CloseConnection(
177 hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
178 network_client.remote = 0;
179 }
180 }
181 else{
182 //vg_warn( " Recieved signal from unknown connection\n" );
183 }
184 }
185
186 static void network_connect(void){
187 /* Connect to server if not connected */
188 SteamNetworkingIPAddr remoteAddr;
189
190 #ifdef SR_USE_LOCALHOST
191 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr, 27402 );
192 #else
193 const char *server_lon1 = "46.101.34.155:27402";
194 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 );
195 #endif
196
197 char buf[256];
198 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
199 vg_info( "connect to: %s\n", buf );
200
201 network_client.remote = SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
202 hSteamNetworkingSockets, &remoteAddr, 0, NULL );
203 }
204
205 static void on_inet_scoreboard( SteamNetworkingMessage_t *msg ){
206 netmsg_scoreboard *sb = msg->m_pData;
207
208 u32 base_size = sizeof(netmsg_scoreboard)-
209 sizeof(struct netmsg_board)*vg_list_size(track_infos),
210 expected = base_size+sizeof(struct netmsg_board)*sb->board_count;
211
212 if( msg->m_cbSize != expected ){
213 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
214 msg->m_cbSize, expected );
215 }
216 else{
217 if( vg_list_size(track_infos) > sb->board_count )
218 vg_warn( "Server is out of date, not enough boards recieved\n");
219 else if( vg_list_size(track_infos) < sb->board_count )
220 vg_warn( "Client out of date, server sent more boards than we have\n");
221 else
222 vg_success( "Recieved new scoreboards from server\n" );
223
224 for( int i=0; i < vg_min(sb->board_count,vg_list_size(track_infos)); i++){
225 scoreboard_client_data.boards[i] = sb->boards[i];
226 highscores_board_printf( stdout, sb->boards[i].data, 10 );
227 }
228 }
229
230 #if 0
231 /* We dont need to stay on the server currently */
232 SteamAPI_ISteamNetworkingSockets_CloseConnection(
233 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
234 #endif
235
236 network_scores_updated = 1;
237 }
238
239 static void poll_remote_connection(void){
240 SteamNetworkingMessage_t *messages[32];
241 int len;
242
243 for( int i=0; i<10; i++ ){
244 len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
245 hSteamNetworkingSockets, network_client.remote,
246 messages, vg_list_size(messages));
247
248 if( len <= 0 )
249 return;
250
251 for( int i=0; i<len; i++ ){
252 SteamNetworkingMessage_t *msg = messages[i];
253
254 if( msg->m_cbSize < sizeof(netmsg_blank) ){
255 vg_warn( "Discarding message (too small: %d)\n", msg->m_cbSize );
256 continue;
257 }
258
259 netmsg_blank *tmp = msg->m_pData;
260
261 if( tmp->inetmsg_id == k_inetmsg_scoreboard )
262 on_inet_scoreboard( msg );
263
264 if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){
265 player_remote_packet( msg );
266 }
267
268 SteamAPI_SteamNetworkingMessage_t_Release( msg );
269 }
270 }
271 }
272
273 static void network_update(void){
274 if( !steam_ready )
275 return;
276
277 ESteamNetworkingConnectionState state = network_client.state;
278
279 if( state == k_ESteamNetworkingConnectionState_Connected ){
280 poll_remote_connection();
281 f64 frame_delta = vg.time_real - network_client.last_frame;
282
283 if( frame_delta > 0.1 ){
284 network_client.last_frame = vg.time_real;
285 network_send_playerframe();
286 }
287 }
288 else {
289 if( (state == k_ESteamNetworkingConnectionState_Connecting) ||
290 (state == k_ESteamNetworkingConnectionState_FindingRoute) ){
291 return;
292 }
293 else {
294 f64 waited = vg.time_real - network_client.last_attempt,
295 min_wait = 1.0;
296
297 if( network_client.retries > 5 )
298 min_wait = 60.0;
299
300 if( waited < min_wait )
301 return;
302
303 network_connect();
304 network_client.retries ++;
305 network_client.last_attempt = vg.time_real;
306 }
307 }
308 }
309
310 static void network_init(void){
311 vg_console_reg_var( "network_info", &network_client.network_info,
312 k_var_dtype_i32, VG_VAR_PERSISTENT );
313 if( steam_ready ){
314 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
315 on_server_connect_status );
316 request_auth_ticket();
317 }
318 }
319
320 static void network_end(void){
321 /* TODO: Send buffered highscores that were not already */
322 if( (network_client.state == k_ESteamNetworkingConnectionState_Connected) ||
323 (network_client.state == k_ESteamNetworkingConnectionState_Connecting) )
324 {
325 SteamAPI_ISteamNetworkingSockets_CloseConnection(
326 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
327 }
328 }