3 #include "network_msg.h"
4 #include "player_remote.h"
6 static void scores_update(void);
8 static void on_auth_ticket_recieved( void *result
, void *context
){
9 EncryptedAppTicketResponse_t
*response
= result
;
11 if( response
->m_eResult
== k_EResultOK
){
12 vg_info( " New app ticket ready\n" );
15 vg_warn( " Could not request new encrypted app ticket (%u)\n",
16 response
->m_eResult
);
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" );
26 vg_error( " No ticket availible\n" );
27 network_client
.app_key_length
= 0;
31 static void request_auth_ticket(void){
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
37 vg_info( "Requesting new authorization ticket\n" );
39 vg_steam_async_call
*call
= vg_alloc_async_steam_api_call();
40 call
->userdata
= NULL
;
41 call
->p_handler
= on_auth_ticket_recieved
;
43 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser
, NULL
, 0 );
46 static void send_auth_ticket(void){
47 u32 size
= sizeof(netmsg_auth
) + network_client
.app_key_length
;
48 netmsg_auth
*auth
= alloca(size
);
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
];
55 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
56 hSteamNetworkingSockets
, network_client
.remote
, auth
, size
,
57 k_nSteamNetworkingSend_Reliable
, NULL
);
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
;
65 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
66 hSteamNetworkingSockets
, network_client
.remote
,
67 &req
, sizeof(netmsg_scores_request
),
68 k_nSteamNetworkingSend_Reliable
, NULL
);
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
;
79 for( u32 i
=0; i
<vg_list_size(track_infos
); i
++ ){
80 if( track_infos
[i
].push
){
81 track_infos
[i
].push
= 0;
84 highscore_record
*user_record
= highscore_find_user_record( 0, i
);
87 vg_error( "No score set but tried to upload for track %u\n", i
);
91 highscore_record
*user_record
= &track_infos
[i
].record
;
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
;
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
;
107 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
108 hSteamNetworkingSockets
, network_client
.remote
, setscore
, send_size
,
109 k_nSteamNetworkingSend_Reliable
, NULL
);
112 static void send_nickname(void){
113 netmsg_set_nickname nick
;
114 nick
.inetmsg_id
= k_inetmsg_set_nickname
;
116 memset( nick
.nickname
, 0, 16 );
117 vg_strncpy( steam_username_at_startup
, nick
.nickname
, 16,
118 k_strncpy_allow_cutoff
);
120 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
121 hSteamNetworkingSockets
, network_client
.remote
,
122 &nick
, sizeof(netmsg_set_nickname
),
123 k_nSteamNetworkingSend_Reliable
, NULL
);
125 network_client
.name_update
= 0;
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
);
133 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
134 hSteamNetworkingSockets
, network_client
.remote
,
135 &frame
, sizeof(frame
),
136 k_nSteamNetworkingSend_Unreliable
, NULL
);
139 static void server_routine_update(void){
140 if( network_client
.name_update
)
144 send_score_request();
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
) );
154 if( info
->m_hConn
== network_client
.remote
){
155 network_client
.state
= info
->m_info
.m_eState
;
157 if( info
->m_info
.m_eState
==
158 k_ESteamNetworkingConnectionState_Connected
){
159 vg_success(" Connected to remote server.. authenticating\n");
162 else if( info
->m_info
.m_eState
==
163 k_ESteamNetworkingConnectionState_ClosedByPeer
){
165 if( info
->m_info
.m_eEndReason
==
166 k_ESteamNetConnectionEnd_Remote_Max
){
167 network_client
.retries
= 40;
170 SteamAPI_ISteamNetworkingSockets_CloseConnection(
171 hSteamNetworkingSockets
, info
->m_hConn
, 0, NULL
, 0 );
172 network_client
.remote
= 0;
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;
182 //vg_warn( " Recieved signal from unknown connection\n" );
186 static void network_connect(void){
187 /* Connect to server if not connected */
188 SteamNetworkingIPAddr remoteAddr
;
190 #ifdef SR_USE_LOCALHOST
191 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr
, 27402 );
193 const char *server_lon1
= "46.101.34.155:27402";
194 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr
, server_lon1
);
198 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr
, buf
, 256, 1 );
199 vg_info( "connect to: %s\n", buf
);
201 network_client
.remote
= SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
202 hSteamNetworkingSockets
, &remoteAddr
, 0, NULL
);
205 static void on_inet_scoreboard( SteamNetworkingMessage_t
*msg
){
206 netmsg_scoreboard
*sb
= msg
->m_pData
;
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
;
212 if( msg
->m_cbSize
!= expected
){
213 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
214 msg
->m_cbSize
, expected
);
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");
222 vg_success( "Recieved new scoreboards from server\n" );
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 );
231 /* We dont need to stay on the server currently */
232 SteamAPI_ISteamNetworkingSockets_CloseConnection(
233 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );
236 network_scores_updated
= 1;
239 static void poll_remote_connection(void){
240 SteamNetworkingMessage_t
*messages
[32];
243 for( int i
=0; i
<10; i
++ ){
244 len
= SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
245 hSteamNetworkingSockets
, network_client
.remote
,
246 messages
, vg_list_size(messages
));
251 for( int i
=0; i
<len
; i
++ ){
252 SteamNetworkingMessage_t
*msg
= messages
[i
];
254 if( msg
->m_cbSize
< sizeof(netmsg_blank
) ){
255 vg_warn( "Discarding message (too small: %d)\n", msg
->m_cbSize
);
259 netmsg_blank
*tmp
= msg
->m_pData
;
261 if( tmp
->inetmsg_id
== k_inetmsg_scoreboard
)
262 on_inet_scoreboard( msg
);
264 if( (tmp
->inetmsg_id
>= 200) && (tmp
->inetmsg_id
< 300) ){
265 player_remote_packet( msg
);
268 SteamAPI_SteamNetworkingMessage_t_Release( msg
);
273 static void network_update(void){
277 ESteamNetworkingConnectionState state
= network_client
.state
;
279 if( state
== k_ESteamNetworkingConnectionState_Connected
){
280 poll_remote_connection();
281 f64 frame_delta
= vg
.time_real
- network_client
.last_frame
;
283 if( frame_delta
> 0.1 ){
284 network_client
.last_frame
= vg
.time_real
;
285 network_send_playerframe();
289 if( (state
== k_ESteamNetworkingConnectionState_Connecting
) ||
290 (state
== k_ESteamNetworkingConnectionState_FindingRoute
) ){
294 f64 waited
= vg
.time_real
- network_client
.last_attempt
,
297 if( network_client
.retries
> 5 )
300 if( waited
< min_wait
)
304 network_client
.retries
++;
305 network_client
.last_attempt
= vg
.time_real
;
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
);
314 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack
,
315 on_server_connect_status
);
316 request_auth_ticket();
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
) )
325 SteamAPI_ISteamNetworkingSockets_CloseConnection(
326 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );