3 #include "network_msg.h"
4 #include "network_common.h"
5 #include "player_remote.h"
8 static void scores_update(void);
10 static int packet_minsize( SteamNetworkingMessage_t
*msg
, u32 size
){
11 if( msg
->m_cbSize
< size
) {
12 vg_error( "Invalid packet size (must be at least %u)\n", size
);
20 static void on_auth_ticket_recieved( void *result
, void *context
){
21 EncryptedAppTicketResponse_t
*response
= result
;
23 if( response
->m_eResult
== k_EResultOK
){
24 vg_info( " New app ticket ready\n" );
27 vg_warn( " Could not request new encrypted app ticket (%u)\n",
28 response
->m_eResult
);
31 if( SteamAPI_ISteamUser_GetEncryptedAppTicket( hSteamUser
,
32 network_client
.app_symmetric_key
,
33 vg_list_size(network_client
.app_symmetric_key
),
34 &network_client
.app_key_length
)){
35 vg_success( " Loaded app ticket\n" );
38 vg_error( " No ticket availible\n" );
39 network_client
.app_key_length
= 0;
43 static void request_auth_ticket(void){
45 * TODO Check for one thats cached on the disk and load it.
46 * This might be OK though because steam seems to cache the result
49 vg_info( "Requesting new authorization ticket\n" );
51 vg_steam_async_call
*call
= vg_alloc_async_steam_api_call();
52 call
->userdata
= NULL
;
53 call
->p_handler
= on_auth_ticket_recieved
;
55 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser
, NULL
, 0 );
59 static void send_score_request(void){
60 vg_info( "Requesting scores\n" );
61 netmsg_scores_request req
;
62 req
.inetmsg_id
= k_inetmsg_scores_request
;
64 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
65 hSteamNetworkingSockets
, network_client
.remote
,
66 &req
, sizeof(netmsg_scores_request
),
67 k_nSteamNetworkingSend_Reliable
, NULL
);
70 static void send_score_update(void){
71 vg_info( "Sending scores\n" );
72 u32 size
= sizeof(netmsg_set_score
) +
73 vg_list_size(track_infos
)*sizeof(struct netmsg_score_record
);
74 netmsg_set_score
*setscore
= alloca( size
);
75 setscore
->inetmsg_id
= k_inetmsg_set_score
;
78 for( u32 i
=0; i
<vg_list_size(track_infos
); i
++ ){
79 if( track_infos
[i
].push
){
80 track_infos
[i
].push
= 0;
83 highscore_record
*user_record
= highscore_find_user_record( 0, i
);
86 vg_error( "No score set but tried to upload for track %u\n", i
);
90 highscore_record
*user_record
= &track_infos
[i
].record
;
92 setscore
->records
[count
].trackid
= i
;
93 setscore
->records
[count
].playerid
= 0;
94 setscore
->records
[count
].points
= user_record
->points
;
95 setscore
->records
[count
].time
= user_record
->time
;
101 if( count
== 0 ) return;
102 u32 send_size
= sizeof(netmsg_set_score
) +
103 count
*sizeof(struct netmsg_score_record
);
104 setscore
->record_count
= count
;
106 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
107 hSteamNetworkingSockets
, network_client
.remote
, setscore
, send_size
,
108 k_nSteamNetworkingSend_Reliable
, NULL
);
111 static void send_nickname(void){
112 netmsg_set_nickname nick
;
113 nick
.inetmsg_id
= k_inetmsg_set_nickname
;
115 memset( nick
.nickname
, 0, 16 );
116 vg_strncpy( steam_username_at_startup
, nick
.nickname
, 16,
117 k_strncpy_allow_cutoff
);
119 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
120 hSteamNetworkingSockets
, network_client
.remote
,
121 &nick
, sizeof(netmsg_set_nickname
),
122 k_nSteamNetworkingSend_Reliable
, NULL
);
124 network_client
.name_update
= 0;
129 static void server_routine_update(void){
131 send_score_request();
135 static void network_send_username(void){
136 netmsg_playerusername
*update
= alloca( sizeof(netmsg_playerusername
)+
137 NETWORK_USERNAME_MAX
);
138 update
->inetmsg_id
= k_inetmsg_playerusername
;
139 update
->index
= 0xff;
141 ISteamFriends
*hSteamFriends
= SteamAPI_SteamFriends();
142 const char *username
= SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends
);
143 u32 chs
= str_utf8_collapse( username
, update
->name
, NETWORK_USERNAME_MAX
);
145 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
146 hSteamNetworkingSockets
, network_client
.remote
,
147 update
, sizeof(netmsg_playerusername
)+chs
+1,
148 k_nSteamNetworkingSend_Reliable
, NULL
);
151 static void network_send_request( netmsg_request
*req
, vg_msg
*body
,
152 void (*callback
)( netmsg_request
*res
,
157 vg_info( "Request scoreboard. Info (%u):\n", body
->len
);
158 vg_msg_print( body
);
160 if( body
->error
!= k_vg_msg_error_OK
){
161 vg_error( "Body not OK\n" );
167 req
->id
= vg_pool_lru( &network_client
.request_pool
);
169 vg_pool_watch( &network_client
.request_pool
, req
->id
);
170 struct network_request
*pn
=
171 vg_pool_item( &network_client
.request_pool
, req
->id
);
172 pn
->callback
= callback
;
173 pn
->sendtime
= vg
.time_real
;
176 vg_error( "Unable to send request. Pool is full.\n" );
183 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
184 hSteamNetworkingSockets
, network_client
.remote
,
185 req
, sizeof(netmsg_request
)+len
,
186 k_nSteamNetworkingSend_Reliable
, NULL
);
189 static void network_scoreboard_callback( netmsg_request
*res
, vg_msg
*body
){
190 for( u32 i
=0; i
<13; i
++ )
193 if( res
->status
!= k_request_status_ok
){
196 vg_strnull( &s
, buf
, 32 );
197 vg_strcat( &s
, "Error: " );
198 vg_strcati32( &s
, res
->status
);
200 sfd_encode( 4, buf
);
204 /* TODO: frame pointers?? */
208 if( vg_msg_seekframe( &rows
, "rows", k_vg_msg_first
) ){
211 while( vg_msg_seekframe( &entry
, NULL
, k_vg_msg_next
) ){
212 const char *username
= vg_msg_seekkvstr( &entry
, "username",
214 sfd_encode( l
++, username
);
215 vg_msg_skip_frame( &entry
);
220 /* mod_uid: world mod uid,
221 * route_uid: run name (just a string)
222 * week: 0 for all-time, n for week #
224 static void network_request_scoreboard( const char *mod_uid
,
225 const char *route_uid
,
227 if( !network_client
.remote
)
230 netmsg_request
*req
= alloca( sizeof(netmsg_request
) + 512 );
231 req
->inetmsg_id
= k_inetmsg_request
;
232 req
->id
= 0; /* TODO: pool allocatable */
238 vg_msg_wkvstr( &data
, "endpoint", "scoreboard" );
239 vg_msg_wkvstr( &data
, "mod", mod_uid
);
240 vg_msg_wkvstr( &data
, "route", route_uid
);
241 vg_msg_wkvu32( &data
, "week", week
);
242 network_send_request( req
, &data
, network_scoreboard_callback
);
245 static void network_request_rx_300_400( SteamNetworkingMessage_t
*msg
){
246 netmsg_blank
*tmp
= msg
->m_pData
;
248 if( tmp
->inetmsg_id
== k_inetmsg_request
){
251 else if( tmp
->inetmsg_id
== k_inetmsg_response
){
252 netmsg_request
*res
= (netmsg_request
*)msg
->m_pData
;
257 if( res
->status
== k_request_status_ok
){
259 data
.len
= msg
->m_cbSize
- sizeof(netmsg_request
);
261 vg_success( "Response to #%d:\n", (i32
)res
->id
);
262 vg_msg_print( &data
);
266 vg_warn( "Server response to #%d: %d\n", (i32
)res
->id
, res
->status
);
270 struct network_request
*pn
=
271 vg_pool_item( &network_client
.request_pool
, res
->id
);
272 pn
->callback( res
, body
);
273 vg_pool_unwatch( &network_client
.request_pool
, res
->id
);
278 static void network_send_item( enum netmsg_playeritem_type type
){
279 if( !network_client
.remote
)
282 netmsg_playeritem
*item
=
283 alloca( sizeof(netmsg_playeritem
) + ADDON_UID_MAX
);
284 item
->inetmsg_id
= k_inetmsg_playeritem
;
285 item
->type_index
= type
;
288 if( (type
== k_netmsg_playeritem_world0
) ||
289 (type
== k_netmsg_playeritem_world1
) ){
291 addon_reg
*reg
= world_static
.addon_hub
;
293 if( type
== k_netmsg_playeritem_world1
)
294 reg
= world_static
.addon_client
;
297 addon_alias_uid( ®
->alias
, item
->uid
);
303 enum addon_type addon_type
= k_addon_type_none
;
304 if( type
== k_netmsg_playeritem_board
){
305 view_id
= localplayer
.board_view_slot
;
306 addon_type
= k_addon_type_board
;
308 else if( type
== k_netmsg_playeritem_player
){
309 view_id
= localplayer
.playermodel_view_slot
;
310 addon_type
= k_addon_type_player
;
315 struct addon_cache
*cache
= &addon_system
.cache
[addon_type
];
316 vg_pool
*pool
= &cache
->pool
;
318 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
319 addon_cache_entry
*entry
= vg_pool_item( pool
, view_id
);
320 addon_alias_uid( &entry
->reg_ptr
->alias
, item
->uid
);
321 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
324 vg_info( "send equip: [%u] %s\n",
325 item
->type_index
, item
->uid
);
326 u32 chs
= strlen(item
->uid
);
328 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
329 hSteamNetworkingSockets
, network_client
.remote
,
330 item
, sizeof(netmsg_playeritem
)+chs
+1,
331 k_nSteamNetworkingSend_Reliable
, NULL
);
334 static void network_disconnect(void){
335 SteamAPI_ISteamNetworkingSockets_CloseConnection(
336 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 0 );
337 network_client
.remote
= 0;
339 for( int i
=0; i
<vg_list_size(netplayers
.list
); i
++ ){
340 netplayers
.list
[i
].active
= 0;
344 static void on_server_connect_status( CallbackMsg_t
*msg
){
345 SteamNetConnectionStatusChangedCallback_t
*info
= (void *)msg
->m_pubParam
;
346 vg_info( " Connection status changed for %lu\n", info
->m_hConn
);
347 vg_info( " %s -> %s\n",
348 string_ESteamNetworkingConnectionState(info
->m_eOldState
),
349 string_ESteamNetworkingConnectionState(info
->m_info
.m_eState
) );
351 if( info
->m_hConn
== network_client
.remote
){
352 network_client
.state
= info
->m_info
.m_eState
;
354 if( info
->m_info
.m_eState
==
355 k_ESteamNetworkingConnectionState_Connected
){
356 vg_success(" Connected to remote server.. authenticating\n");
358 /* TODO: We should really wait to see if the server is in auth mode
360 u32 size
= sizeof(netmsg_auth
) + network_client
.app_key_length
;
361 netmsg_auth
*auth
= alloca(size
);
362 auth
->inetmsg_id
= k_inetmsg_auth
;
363 auth
->ticket_length
= network_client
.app_key_length
;
364 for( int i
=0; i
<network_client
.app_key_length
; i
++ )
365 auth
->ticket
[i
] = network_client
.app_symmetric_key
[i
];
367 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
368 hSteamNetworkingSockets
, network_client
.remote
, auth
, size
,
369 k_nSteamNetworkingSend_Reliable
, NULL
);
371 network_send_username();
373 for( u32 i
=0; i
<k_netmsg_playeritem_max
; i
++ ){
374 network_send_item(i
);
377 else if( info
->m_info
.m_eState
==
378 k_ESteamNetworkingConnectionState_ClosedByPeer
){
380 if( info
->m_info
.m_eEndReason
==
381 k_ESteamNetConnectionEnd_Remote_Max
){
382 network_client
.retries
= 40;
384 network_disconnect();
386 else if( info
->m_info
.m_eState
==
387 k_ESteamNetworkingConnectionState_ProblemDetectedLocally
){
388 network_disconnect();
392 //vg_warn( " Recieved signal from unknown connection\n" );
396 static void on_persona_state_change( CallbackMsg_t
*msg
){
397 if( network_client
.remote
){
398 PersonaStateChange_t
*info
= (void *)msg
->m_pubParam
;
400 ISteamUser
*hSteamUser
= SteamAPI_SteamUser();
402 vg_info( "User: %llu, change: %u\n", info
->m_ulSteamID
,
403 info
->m_nChangeFlags
);
405 if( info
->m_ulSteamID
== SteamAPI_ISteamUser_GetSteamID(hSteamUser
) ){
406 if( info
->m_nChangeFlags
& k_EPersonaChangeName
){
407 network_send_username();
413 static void network_connect(void){
414 /* Connect to server if not connected */
415 SteamNetworkingIPAddr remoteAddr
;
417 #ifdef SR_USE_LOCALHOST
418 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr
, 27402 );
420 const char *server_lon1
= "46.101.34.155:27402";
421 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr
, server_lon1
);
423 const char *server_lan
= "192.168.1.32:27402";
424 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr
, server_lan
);
427 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr
, buf
, 256, 1 );
428 vg_info( "connect to: %s\n", buf
);
430 network_client
.remote
= SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
431 hSteamNetworkingSockets
, &remoteAddr
, 0, NULL
);
434 static void on_inet_scoreboard( SteamNetworkingMessage_t
*msg
){
435 netmsg_scoreboard
*sb
= msg
->m_pData
;
437 u32 base_size
= sizeof(netmsg_scoreboard
)-
438 sizeof(struct netmsg_board
)*vg_list_size(track_infos
),
439 expected
= base_size
+sizeof(struct netmsg_board
)*sb
->board_count
;
441 if( msg
->m_cbSize
!= expected
){
442 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
443 msg
->m_cbSize
, expected
);
446 if( vg_list_size(track_infos
) > sb
->board_count
)
447 vg_warn( "Server is out of date, not enough boards recieved\n");
448 else if( vg_list_size(track_infos
) < sb
->board_count
)
449 vg_warn( "Client out of date, server sent more boards than we have\n");
451 vg_success( "Recieved new scoreboards from server\n" );
453 for( int i
=0; i
< vg_min(sb
->board_count
,vg_list_size(track_infos
)); i
++){
454 scoreboard_client_data
.boards
[i
] = sb
->boards
[i
];
455 highscores_board_printf( stdout
, sb
->boards
[i
].data
, 10 );
460 /* We dont need to stay on the server currently */
461 SteamAPI_ISteamNetworkingSockets_CloseConnection(
462 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );
465 network_scores_updated
= 1;
468 static void poll_remote_connection(void){
469 SteamNetworkingMessage_t
*messages
[32];
472 for( int i
=0; i
<10; i
++ ){
473 len
= SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
474 hSteamNetworkingSockets
, network_client
.remote
,
475 messages
, vg_list_size(messages
));
480 for( int i
=0; i
<len
; i
++ ){
481 SteamNetworkingMessage_t
*msg
= messages
[i
];
483 if( msg
->m_cbSize
< sizeof(netmsg_blank
) ){
484 vg_warn( "Discarding message (too small: %d)\n", msg
->m_cbSize
);
488 netmsg_blank
*tmp
= msg
->m_pData
;
490 if( (tmp
->inetmsg_id
>= 200) && (tmp
->inetmsg_id
< 300) ){
491 player_remote_rx_200_300( msg
);
493 else if( (tmp
->inetmsg_id
>= 300) && (tmp
->inetmsg_id
< 400) ){
494 network_request_rx_300_400( msg
);
497 SteamAPI_SteamNetworkingMessage_t_Release( msg
);
502 static void network_update(void){
506 ESteamNetworkingConnectionState state
= network_client
.state
;
508 if( state
== k_ESteamNetworkingConnectionState_Connected
){
509 poll_remote_connection();
510 f64 frame_delta
= vg
.time_real
- network_client
.last_frame
;
512 if( frame_delta
> NETWORK_FRAMERATE
){
513 network_client
.last_frame
= vg
.time_real
;
514 remote_player_send_playerframe();
515 player__clear_sfx_buffer();
518 remote_player_debug_update();
521 if( (state
== k_ESteamNetworkingConnectionState_Connecting
) ||
522 (state
== k_ESteamNetworkingConnectionState_FindingRoute
) ){
526 f64 waited
= vg
.time_real
- network_client
.last_attempt
,
529 if( network_client
.retries
> 5 )
532 if( waited
< min_wait
)
536 network_client
.retries
++;
537 network_client
.last_attempt
= vg
.time_real
;
542 static void network_init(void){
543 vg_console_reg_var( "network_info", &network_client
.network_info
,
544 k_var_dtype_i32
, VG_VAR_PERSISTENT
);
546 u32 alloc_size
= sizeof(struct network_request
)*NETWORK_MAX_REQUESTS
;
547 network_client
.request_buffer
=
548 vg_linear_alloc( vg_mem
.rtmemory
, alloc_size
);
549 memset( network_client
.request_buffer
, 0, alloc_size
);
551 vg_pool
*pool
= &network_client
.request_pool
;
552 pool
->buffer
= network_client
.request_buffer
;
553 pool
->count
= NETWORK_MAX_REQUESTS
;
554 pool
->stride
= sizeof( struct network_request
);
555 pool
->offset
= offsetof( struct network_request
, poolnode
);
556 vg_pool_init( pool
);
558 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack
,
559 on_server_connect_status
);
560 steam_register_callback( k_iPersonaStateChange
,
561 on_persona_state_change
);
562 request_auth_ticket();
566 static void network_end(void){
567 /* TODO: Send buffered highscores that were not already */
568 if( (network_client
.state
== k_ESteamNetworkingConnectionState_Connected
) ||
569 (network_client
.state
== k_ESteamNetworkingConnectionState_Connecting
) )
571 SteamAPI_ISteamNetworkingSockets_CloseConnection(
572 hSteamNetworkingSockets
, network_client
.remote
, 0, NULL
, 1 );