3 #include "network_msg.h"
4 #include "network_common.h"
5 #include "player_remote.h"
8 #include "world_routes.h"
10 static void scores_update(void);
12 static int packet_minsize( SteamNetworkingMessage_t
*msg
, u32 size
){
13 if( msg
->m_cbSize
< size
) {
14 vg_error( "Invalid packet size (must be at least %u)\n", size
);
22 static void on_auth_ticket_recieved( void *result
, void *context
){
23 EncryptedAppTicketResponse_t
*response
= result
;
25 if( response
->m_eResult
== k_EResultOK
){
26 vg_info( " New app ticket ready\n" );
29 vg_warn( " Could not request new encrypted app ticket (%u)\n",
30 response
->m_eResult
);
33 if( SteamAPI_ISteamUser_GetEncryptedAppTicket( hSteamUser
,
34 network_client
.app_symmetric_key
,
35 vg_list_size(network_client
.app_symmetric_key
),
36 &network_client
.app_key_length
)){
37 vg_success( " Loaded app ticket\n" );
40 vg_error( " No ticket availible\n" );
41 network_client
.app_key_length
= 0;
45 static void request_auth_ticket(void){
47 * TODO Check for one thats cached on the disk and load it.
48 * This might be OK though because steam seems to cache the result
51 vg_info( "Requesting new authorization ticket\n" );
53 vg_steam_async_call
*call
= vg_alloc_async_steam_api_call();
54 call
->userdata
= NULL
;
55 call
->p_handler
= on_auth_ticket_recieved
;
57 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser
, NULL
, 0 );
61 static void send_score_request(void){
62 vg_info( "Requesting scores\n" );
63 netmsg_scores_request req
;
64 req
.inetmsg_id
= k_inetmsg_scores_request
;
66 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
67 hSteamNetworkingSockets
, network_client
.remote
,
68 &req
, sizeof(netmsg_scores_request
),
69 k_nSteamNetworkingSend_Reliable
, NULL
);
72 static void send_score_update(void){
73 vg_info( "Sending scores\n" );
74 u32 size
= sizeof(netmsg_set_score
) +
75 vg_list_size(track_infos
)*sizeof(struct netmsg_score_record
);
76 netmsg_set_score
*setscore
= alloca( size
);
77 setscore
->inetmsg_id
= k_inetmsg_set_score
;
80 for( u32 i
=0; i
<vg_list_size(track_infos
); i
++ ){
81 if( track_infos
[i
].push
){
82 track_infos
[i
].push
= 0;
85 highscore_record
*user_record
= highscore_find_user_record( 0, i
);
88 vg_error( "No score set but tried to upload for track %u\n", i
);
92 highscore_record
*user_record
= &track_infos
[i
].record
;
94 setscore
->records
[count
].trackid
= i
;
95 setscore
->records
[count
].playerid
= 0;
96 setscore
->records
[count
].points
= user_record
->points
;
97 setscore
->records
[count
].time
= user_record
->time
;
103 if( count
== 0 ) return;
104 u32 send_size
= sizeof(netmsg_set_score
) +
105 count
*sizeof(struct netmsg_score_record
);
106 setscore
->record_count
= count
;
108 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
109 hSteamNetworkingSockets
, network_client
.remote
, setscore
, send_size
,
110 k_nSteamNetworkingSend_Reliable
, NULL
);
113 static void send_nickname(void){
114 netmsg_set_nickname nick
;
115 nick
.inetmsg_id
= k_inetmsg_set_nickname
;
117 memset( nick
.nickname
, 0, 16 );
118 vg_strncpy( steam_username_at_startup
, nick
.nickname
, 16,
119 k_strncpy_allow_cutoff
);
121 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
122 hSteamNetworkingSockets
, network_client
.remote
,
123 &nick
, sizeof(netmsg_set_nickname
),
124 k_nSteamNetworkingSend_Reliable
, NULL
);
126 network_client
.name_update
= 0;
131 static void server_routine_update(void){
133 send_score_request();
137 static void network_send_username(void){
138 netmsg_playerusername
*update
= alloca( sizeof(netmsg_playerusername
)+
139 NETWORK_USERNAME_MAX
);
140 update
->inetmsg_id
= k_inetmsg_playerusername
;
141 update
->index
= 0xff;
143 ISteamFriends
*hSteamFriends
= SteamAPI_SteamFriends();
144 const char *username
= SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends
);
145 u32 chs
= str_utf8_collapse( username
, update
->name
, NETWORK_USERNAME_MAX
);
147 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
148 hSteamNetworkingSockets
, network_client
.remote
,
149 update
, sizeof(netmsg_playerusername
)+chs
+1,
150 k_nSteamNetworkingSend_Reliable
, NULL
);
153 static void network_send_request( netmsg_request
*req
, vg_msg
*body
,
155 netmsg_request
*res
, vg_msg
*body
,
161 vg_info( "Request scoreboard. Info (%u):\n", body
->cur
.co
);
162 vg_msg_print( body
, len
);
164 if( body
->error
!= k_vg_msg_error_OK
){
165 vg_error( "Body not OK\n" );
171 req
->id
= vg_pool_lru( &network_client
.request_pool
);
173 vg_pool_watch( &network_client
.request_pool
, req
->id
);
174 struct network_request
*pn
=
175 vg_pool_item( &network_client
.request_pool
, req
->id
);
176 pn
->callback
= callback
;
177 pn
->sendtime
= vg
.time_real
;
178 pn
->userdata
= userdata
;
181 vg_error( "Unable to send request. Pool is full.\n" );
188 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
189 hSteamNetworkingSockets
, network_client
.remote
,
190 req
, sizeof(netmsg_request
)+len
,
191 k_nSteamNetworkingSend_Reliable
, NULL
);
194 static void network_scoreboard_callback( netmsg_request
*res
, vg_msg
*body
,
196 world_instance
*world
= world_current_instance();
198 world_routes_recv_scoreboard( world
, body
, userdata
, res
->status
);
199 if( userdata
== world_sfd
.active_route_board
)
200 world_sfd_compile_active_scores();
205 /* mod_uid: world mod uid,
206 * route_uid: run name (just a string)
210 * 2 ALL TIME + CURRENT WEEK
212 * 10+ specific week index
214 static void network_request_scoreboard( const char *mod_uid
,
215 const char *route_uid
,
216 u32 week
, u64 userdata
){
217 if( !network_client
.remote
)
220 netmsg_request
*req
= alloca( sizeof(netmsg_request
) + 512 );
221 req
->inetmsg_id
= k_inetmsg_request
;
224 vg_msg_init( &data
, req
->q
, 512 );
225 vg_msg_wkvstr( &data
, "endpoint", "scoreboard" );
226 vg_msg_wkvstr( &data
, "mod", mod_uid
);
227 vg_msg_wkvstr( &data
, "route", route_uid
);
228 vg_msg_wkvu32( &data
, "week", week
);
229 network_send_request( req
, &data
, network_scoreboard_callback
, userdata
);
232 static void network_publish_callback( netmsg_request
*res
, vg_msg
*body
,
234 if( res
->status
!= k_request_status_ok
){
235 vg_error( "Publish laptime, server error #%d\n", (i32
)res
->status
);
239 static void network_publish_laptime( const char *mod_uid
,
240 const char *route_uid
, f64 lap_time
){
241 if( !network_client
.remote
)
244 i32 time_centiseconds
= lap_time
* 100.0;
246 netmsg_request
*req
= alloca( sizeof(netmsg_request
) + 512 );
247 req
->inetmsg_id
= k_inetmsg_request
;
250 vg_msg_init( &data
, req
->q
, 512 );
251 vg_msg_wkvstr( &data
, "endpoint", "setlap" );
252 vg_msg_wkvstr( &data
, "mod", mod_uid
);
253 vg_msg_wkvstr( &data
, "route", route_uid
);
254 vg_msg_wkvi32( &data
, "time", time_centiseconds
);
255 network_send_request( req
, &data
, network_publish_callback
, 0 );
258 static void network_request_rx_300_400( SteamNetworkingMessage_t
*msg
){
259 netmsg_blank
*tmp
= msg
->m_pData
;
261 if( tmp
->inetmsg_id
== k_inetmsg_request
){
264 else if( tmp
->inetmsg_id
== k_inetmsg_response
){
265 netmsg_request
*res
= (netmsg_request
*)msg
->m_pData
;
270 if( res
->status
== k_request_status_ok
){
271 vg_msg_init( &data
, res
->q
, msg
->m_cbSize
- sizeof(netmsg_request
) );
272 vg_success( "Response to #%d:\n", (i32
)res
->id
);
273 vg_msg_print( &data
, data
.max
);
277 vg_warn( "Server response to #%d: %d\n", (i32
)res
->id
, res
->status
);
281 struct network_request
*pn
=
282 vg_pool_item( &network_client
.request_pool
, res
->id
);
283 pn
->callback( res
, body
, pn
->userdata
);
284 vg_pool_unwatch( &network_client
.request_pool
, res
->id
);
289 static void network_send_item( enum netmsg_playeritem_type type
){
290 if( !network_client
.remote
)
293 netmsg_playeritem
*item
=
294 alloca( sizeof(netmsg_playeritem
) + ADDON_UID_MAX
);
295 item
->inetmsg_id
= k_inetmsg_playeritem
;
296 item
->type_index
= type
;
299 if( (type
== k_netmsg_playeritem_world0
) ||
300 (type
== k_netmsg_playeritem_world1
) ){
302 enum world_purpose purpose
= type
- k_netmsg_playeritem_world0
;
303 addon_reg
*reg
= world_static
.instance_addons
[ purpose
];
306 addon_alias_uid( ®
->alias
, item
->uid
);
312 enum addon_type addon_type
= k_addon_type_none
;
313 if( type
== k_netmsg_playeritem_board
){
314 view_id
= localplayer
.board_view_slot
;
315 addon_type
= k_addon_type_board
;
317 else if( type
== k_netmsg_playeritem_player
){
318 view_id
= localplayer
.playermodel_view_slot
;
319 addon_type
= k_addon_type_player
;
324 struct addon_cache
*cache
= &addon_system
.cache
[addon_type
];
325 vg_pool
*pool
= &cache
->pool
;
327 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
328 addon_cache_entry
*entry
= vg_pool_item( pool
, view_id
);
329 addon_alias_uid( &entry
->reg_ptr
->alias
, item
->uid
);
330 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
333 vg_info( "send equip: [%u] %s\n",
334 item
->type_index
, item
->uid
);
335 u32 chs
= strlen(item
->uid
);
337 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
338 hSteamNetworkingSockets
, network_client
.remote
,
339 item
, sizeof(netmsg_playeritem
)+chs
+1,
340 k_nSteamNetworkingSend_Reliable
, NULL
);
343 static void network_disconnect(void){
344 SteamAPI_ISteamNetworkingSockets_CloseConnection(
345 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 0 );
346 network_client
.remote
= 0;
348 for( int i
=0; i
<vg_list_size(netplayers
.list
); i
++ ){
349 netplayers
.list
[i
].active
= 0;
353 static void on_server_connect_status( CallbackMsg_t
*msg
){
354 SteamNetConnectionStatusChangedCallback_t
*info
= (void *)msg
->m_pubParam
;
355 vg_info( " Connection status changed for %lu\n", info
->m_hConn
);
356 vg_info( " %s -> %s\n",
357 string_ESteamNetworkingConnectionState(info
->m_eOldState
),
358 string_ESteamNetworkingConnectionState(info
->m_info
.m_eState
) );
360 if( info
->m_hConn
== network_client
.remote
){
361 network_client
.state
= info
->m_info
.m_eState
;
363 if( info
->m_info
.m_eState
==
364 k_ESteamNetworkingConnectionState_Connected
){
365 vg_success(" Connected to remote server.. authenticating\n");
367 /* TODO: We should really wait to see if the server is in auth mode
369 u32 size
= sizeof(netmsg_auth
) + network_client
.app_key_length
;
370 netmsg_auth
*auth
= alloca(size
);
371 auth
->inetmsg_id
= k_inetmsg_auth
;
372 auth
->ticket_length
= network_client
.app_key_length
;
373 for( int i
=0; i
<network_client
.app_key_length
; i
++ )
374 auth
->ticket
[i
] = network_client
.app_symmetric_key
[i
];
376 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
377 hSteamNetworkingSockets
, network_client
.remote
, auth
, size
,
378 k_nSteamNetworkingSend_Reliable
, NULL
);
380 network_send_username();
382 for( u32 i
=0; i
<k_netmsg_playeritem_max
; i
++ ){
383 network_send_item(i
);
386 else if( info
->m_info
.m_eState
==
387 k_ESteamNetworkingConnectionState_ClosedByPeer
){
389 if( info
->m_info
.m_eEndReason
==
390 k_ESteamNetConnectionEnd_Remote_Max
){
391 network_client
.retries
= 40;
393 network_disconnect();
395 else if( info
->m_info
.m_eState
==
396 k_ESteamNetworkingConnectionState_ProblemDetectedLocally
){
397 network_disconnect();
401 //vg_warn( " Recieved signal from unknown connection\n" );
405 static void on_persona_state_change( CallbackMsg_t
*msg
){
406 if( network_client
.remote
){
407 PersonaStateChange_t
*info
= (void *)msg
->m_pubParam
;
409 ISteamUser
*hSteamUser
= SteamAPI_SteamUser();
411 vg_info( "User: %llu, change: %u\n", info
->m_ulSteamID
,
412 info
->m_nChangeFlags
);
414 if( info
->m_ulSteamID
== SteamAPI_ISteamUser_GetSteamID(hSteamUser
) ){
415 if( info
->m_nChangeFlags
& k_EPersonaChangeName
){
416 network_send_username();
422 static void network_connect(void){
423 /* Connect to server if not connected */
424 SteamNetworkingIPAddr remoteAddr
;
426 #ifdef SR_USE_LOCALHOST
427 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr
, 27402 );
429 const char *server_lon1
= "46.101.34.155:27402";
430 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr
, server_lon1
);
432 const char *server_lan
= "192.168.1.32:27402";
433 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr
, server_lan
);
436 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr
, buf
, 256, 1 );
437 vg_info( "connect to: %s\n", buf
);
439 network_client
.remote
= SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
440 hSteamNetworkingSockets
, &remoteAddr
, 0, NULL
);
444 static void on_inet_scoreboard( SteamNetworkingMessage_t
*msg
){
445 netmsg_scoreboard
*sb
= msg
->m_pData
;
447 u32 base_size
= sizeof(netmsg_scoreboard
)-
448 sizeof(struct netmsg_board
)*vg_list_size(track_infos
),
449 expected
= base_size
+sizeof(struct netmsg_board
)*sb
->board_count
;
451 if( msg
->m_cbSize
!= expected
){
452 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
453 msg
->m_cbSize
, expected
);
456 if( vg_list_size(track_infos
) > sb
->board_count
)
457 vg_warn( "Server is out of date, not enough boards recieved\n");
458 else if( vg_list_size(track_infos
) < sb
->board_count
)
459 vg_warn( "Client out of date, server sent more boards than we have\n");
461 vg_success( "Recieved new scoreboards from server\n" );
463 for( int i
=0; i
< vg_min(sb
->board_count
,vg_list_size(track_infos
)); i
++){
464 scoreboard_client_data
.boards
[i
] = sb
->boards
[i
];
465 highscores_board_printf( stdout
, sb
->boards
[i
].data
, 10 );
470 /* We dont need to stay on the server currently */
471 SteamAPI_ISteamNetworkingSockets_CloseConnection(
472 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );
475 network_scores_updated
= 1;
479 static void poll_remote_connection(void){
480 SteamNetworkingMessage_t
*messages
[32];
483 for( int i
=0; i
<10; i
++ ){
484 len
= SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
485 hSteamNetworkingSockets
, network_client
.remote
,
486 messages
, vg_list_size(messages
));
491 for( int i
=0; i
<len
; i
++ ){
492 SteamNetworkingMessage_t
*msg
= messages
[i
];
494 if( msg
->m_cbSize
< sizeof(netmsg_blank
) ){
495 vg_warn( "Discarding message (too small: %d)\n", msg
->m_cbSize
);
499 netmsg_blank
*tmp
= msg
->m_pData
;
501 if( (tmp
->inetmsg_id
>= 200) && (tmp
->inetmsg_id
< 300) ){
502 player_remote_rx_200_300( msg
);
504 else if( (tmp
->inetmsg_id
>= 300) && (tmp
->inetmsg_id
< 400) ){
505 network_request_rx_300_400( msg
);
508 SteamAPI_SteamNetworkingMessage_t_Release( msg
);
513 static void network_update(void){
517 ESteamNetworkingConnectionState state
= network_client
.state
;
519 if( state
== k_ESteamNetworkingConnectionState_Connected
){
520 poll_remote_connection();
521 f64 frame_delta
= vg
.time_real
- network_client
.last_frame
;
523 if( frame_delta
> NETWORK_FRAMERATE
){
524 network_client
.last_frame
= vg
.time_real
;
525 remote_player_send_playerframe();
526 player__clear_sfx_buffer();
529 remote_player_debug_update();
532 if( (state
== k_ESteamNetworkingConnectionState_Connecting
) ||
533 (state
== k_ESteamNetworkingConnectionState_FindingRoute
) ){
537 f64 waited
= vg
.time_real
- network_client
.last_attempt
,
540 if( network_client
.retries
> 5 )
543 if( waited
< min_wait
)
547 network_client
.retries
++;
548 network_client
.last_attempt
= vg
.time_real
;
553 static void network_init(void){
554 vg_console_reg_var( "network_info", &network_client
.network_info
,
555 k_var_dtype_i32
, VG_VAR_PERSISTENT
);
557 u32 alloc_size
= sizeof(struct network_request
)*NETWORK_MAX_REQUESTS
;
558 network_client
.request_buffer
=
559 vg_linear_alloc( vg_mem
.rtmemory
, alloc_size
);
560 memset( network_client
.request_buffer
, 0, alloc_size
);
562 vg_pool
*pool
= &network_client
.request_pool
;
563 pool
->buffer
= network_client
.request_buffer
;
564 pool
->count
= NETWORK_MAX_REQUESTS
;
565 pool
->stride
= sizeof( struct network_request
);
566 pool
->offset
= offsetof( struct network_request
, poolnode
);
567 vg_pool_init( pool
);
569 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack
,
570 on_server_connect_status
);
571 steam_register_callback( k_iPersonaStateChange
,
572 on_persona_state_change
);
573 request_auth_ticket();
577 static void network_end(void){
578 /* TODO: Send buffered highscores that were not already */
579 if( (network_client
.state
== k_ESteamNetworkingConnectionState_Connected
) ||
580 (network_client
.state
== k_ESteamNetworkingConnectionState_Connecting
) )
582 SteamAPI_ISteamNetworkingSockets_CloseConnection(
583 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );