minor changes
[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 #include "world.h"
7 #include "world_sfd.h"
8 #include "world_routes.h"
9
10 static void scores_update(void);
11
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 );
15 return 0;
16 }
17 else{
18 return 1;
19 }
20 }
21
22 static void on_auth_ticket_recieved( void *result, void *context ){
23 EncryptedAppTicketResponse_t *response = result;
24
25 if( response->m_eResult == k_EResultOK ){
26 vg_info( " New app ticket ready\n" );
27 }
28 else{
29 vg_warn( " Could not request new encrypted app ticket (%u)\n",
30 response->m_eResult );
31 }
32
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" );
38 }
39 else{
40 vg_error( " No ticket availible\n" );
41 network_client.app_key_length = 0;
42 }
43 }
44
45 static void request_auth_ticket(void){
46 /*
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
49 */
50
51 vg_info( "Requesting new authorization ticket\n" );
52
53 vg_steam_async_call *call = vg_alloc_async_steam_api_call();
54 call->userdata = NULL;
55 call->p_handler = on_auth_ticket_recieved;
56 call->id =
57 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 );
58 }
59
60 static void network_send_username(void){
61 netmsg_playerusername *update = alloca( sizeof(netmsg_playerusername)+
62 NETWORK_USERNAME_MAX );
63 update->inetmsg_id = k_inetmsg_playerusername;
64 update->index = 0xff;
65
66 ISteamFriends *hSteamFriends = SteamAPI_SteamFriends();
67 const char *username = SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends);
68 u32 chs = str_utf8_collapse( username, update->name, NETWORK_USERNAME_MAX );
69
70 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
71 hSteamNetworkingSockets, network_client.remote,
72 update, sizeof(netmsg_playerusername)+chs+1,
73 k_nSteamNetworkingSend_Reliable, NULL );
74 }
75
76 static void network_send_request( netmsg_request *req, vg_msg *body,
77 void (*callback)(
78 netmsg_request *res, vg_msg *body,
79 u64 userdata),
80 u64 userdata ){
81 u32 len = 0;
82 if( body ){
83 len = body->cur.co;
84 vg_info( "Request scoreboard. Info (%u):\n", body->cur.co );
85 vg_msg_print( body, len );
86
87 if( body->error != k_vg_msg_error_OK ){
88 vg_error( "Body not OK\n" );
89 return;
90 }
91 }
92
93 if( callback ){
94 req->id = vg_pool_lru( &network_client.request_pool );
95 if( req->id ){
96 vg_pool_watch( &network_client.request_pool, req->id );
97 struct network_request *pn =
98 vg_pool_item( &network_client.request_pool, req->id );
99 pn->callback = callback;
100 pn->sendtime = vg.time_real;
101 pn->userdata = userdata;
102 }
103 else{
104 vg_error( "Unable to send request. Pool is full.\n" );
105 return;
106 }
107 }
108 else
109 req->id = 0;
110
111 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
112 hSteamNetworkingSockets, network_client.remote,
113 req, sizeof(netmsg_request)+len,
114 k_nSteamNetworkingSend_Reliable, NULL );
115 }
116
117 static void network_scoreboard_callback( netmsg_request *res, vg_msg *body,
118 u64 userdata ){
119 world_instance *world = world_current_instance();
120
121 world_routes_recv_scoreboard( world, body, userdata, res->status );
122 if( userdata == world_sfd.active_route_board )
123 world_sfd_compile_active_scores();
124 }
125
126
127
128 /* mod_uid: world mod uid,
129 * route_uid: run name (just a string)
130 * week:
131 * 0 ALL TIME
132 * 1 CURRENT WEEK
133 * 2 ALL TIME + CURRENT WEEK
134 * .
135 * 10+ specific week index
136 */
137 static void network_request_scoreboard( const char *mod_uid,
138 const char *route_uid,
139 u32 week, u64 userdata ){
140 if( !network_client.remote )
141 return;
142
143 netmsg_request *req = alloca( sizeof(netmsg_request) + 512 );
144 req->inetmsg_id = k_inetmsg_request;
145
146 vg_msg data;
147 vg_msg_init( &data, req->q, 512 );
148 vg_msg_wkvstr( &data, "endpoint", "scoreboard" );
149 vg_msg_wkvstr( &data, "mod", mod_uid );
150 vg_msg_wkvstr( &data, "route", route_uid );
151 vg_msg_wkvu32( &data, "week", week );
152 network_send_request( req, &data, network_scoreboard_callback, userdata );
153 }
154
155 static void network_publish_callback( netmsg_request *res, vg_msg *body,
156 u64 userdata ){
157 if( res->status != k_request_status_ok ){
158 vg_error( "Publish laptime, server error #%d\n", (i32)res->status );
159 }
160 }
161
162 static void network_publish_laptime( const char *mod_uid,
163 const char *route_uid, f64 lap_time ){
164 if( !network_client.remote )
165 return;
166
167 i32 time_centiseconds = lap_time * 100.0;
168
169 netmsg_request *req = alloca( sizeof(netmsg_request) + 512 );
170 req->inetmsg_id = k_inetmsg_request;
171
172 vg_msg data;
173 vg_msg_init( &data, req->q, 512 );
174 vg_msg_wkvstr( &data, "endpoint", "setlap" );
175 vg_msg_wkvstr( &data, "mod", mod_uid );
176 vg_msg_wkvstr( &data, "route", route_uid );
177 vg_msg_wkvi32( &data, "time", time_centiseconds );
178 network_send_request( req, &data, network_publish_callback, 0 );
179 }
180
181 static void network_request_rx_300_400( SteamNetworkingMessage_t *msg ){
182 netmsg_blank *tmp = msg->m_pData;
183
184 if( tmp->inetmsg_id == k_inetmsg_request ){
185
186 }
187 else if( tmp->inetmsg_id == k_inetmsg_response ){
188 netmsg_request *res = (netmsg_request *)msg->m_pData;
189
190 vg_msg *body = NULL;
191
192 vg_msg data;
193 if( res->status == k_request_status_ok ){
194 vg_msg_init( &data, res->q, msg->m_cbSize - sizeof(netmsg_request) );
195 vg_success( "Response to #%d:\n", (i32)res->id );
196 vg_msg_print( &data, data.max );
197 body = &data;
198 }
199 else {
200 vg_warn( "Server response to #%d: %d\n", (i32)res->id, res->status );
201 }
202
203 if( res->id ){
204 struct network_request *pn =
205 vg_pool_item( &network_client.request_pool, res->id );
206 pn->callback( res, body, pn->userdata );
207 vg_pool_unwatch( &network_client.request_pool, res->id );
208 }
209 }
210 }
211
212 static void network_send_item( enum netmsg_playeritem_type type ){
213 if( !network_client.remote )
214 return;
215
216 netmsg_playeritem *item =
217 alloca( sizeof(netmsg_playeritem) + ADDON_UID_MAX );
218 item->inetmsg_id = k_inetmsg_playeritem;
219 item->type_index = type;
220 item->client = 0;
221
222 if( (type == k_netmsg_playeritem_world0) ||
223 (type == k_netmsg_playeritem_world1) ){
224
225 enum world_purpose purpose = type - k_netmsg_playeritem_world0;
226 addon_reg *reg = world_static.instance_addons[ purpose ];
227
228 if( reg )
229 addon_alias_uid( &reg->alias, item->uid );
230 else
231 item->uid[0] = '\0';
232 }
233 else{
234 u16 view_id = 0;
235 enum addon_type addon_type = k_addon_type_none;
236 if( type == k_netmsg_playeritem_board ){
237 view_id = localplayer.board_view_slot;
238 addon_type = k_addon_type_board;
239 }
240 else if( type == k_netmsg_playeritem_player ){
241 view_id = localplayer.playermodel_view_slot;
242 addon_type = k_addon_type_player;
243 }
244 else
245 assert(0);
246
247 struct addon_cache *cache = &addon_system.cache[addon_type];
248 vg_pool *pool = &cache->pool;
249
250 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
251 addon_cache_entry *entry = vg_pool_item( pool, view_id );
252 addon_alias_uid( &entry->reg_ptr->alias, item->uid );
253 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
254 }
255
256 vg_info( "send equip: [%u] %s\n",
257 item->type_index, item->uid );
258 u32 chs = strlen(item->uid);
259
260 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
261 hSteamNetworkingSockets, network_client.remote,
262 item, sizeof(netmsg_playeritem)+chs+1,
263 k_nSteamNetworkingSend_Reliable, NULL );
264 }
265
266 static void network_disconnect(void){
267 SteamAPI_ISteamNetworkingSockets_CloseConnection(
268 hSteamNetworkingSockets, network_client.remote, 0, NULL, 0 );
269 network_client.remote = 0;
270
271 for( int i=0; i<vg_list_size(netplayers.list); i++ ){
272 netplayers.list[i].active = 0;
273 }
274 }
275
276 static void on_server_connect_status( CallbackMsg_t *msg ){
277 SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
278 vg_info( " Connection status changed for %lu\n", info->m_hConn );
279 vg_info( " %s -> %s\n",
280 string_ESteamNetworkingConnectionState(info->m_eOldState),
281 string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
282
283 if( info->m_hConn == network_client.remote ){
284 network_client.state = info->m_info.m_eState;
285
286 if( info->m_info.m_eState ==
287 k_ESteamNetworkingConnectionState_Connected ){
288 vg_success(" Connected to remote server.. authenticating\n");
289
290 /* TODO: We should really wait to see if the server is in auth mode
291 * first... */
292 u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
293 netmsg_auth *auth = alloca(size);
294 auth->inetmsg_id = k_inetmsg_auth;
295 auth->ticket_length = network_client.app_key_length;
296 for( int i=0; i<network_client.app_key_length; i++ )
297 auth->ticket[i] = network_client.app_symmetric_key[i];
298
299 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
300 hSteamNetworkingSockets, network_client.remote, auth, size,
301 k_nSteamNetworkingSend_Reliable, NULL );
302
303 network_send_username();
304
305 for( u32 i=0; i<k_netmsg_playeritem_max; i ++ ){
306 network_send_item(i);
307 }
308 }
309 else if( info->m_info.m_eState ==
310 k_ESteamNetworkingConnectionState_ClosedByPeer ){
311
312 if( info->m_info.m_eEndReason ==
313 k_ESteamNetConnectionEnd_Remote_Max ){
314 network_client.retries = 40;
315 }
316 network_disconnect();
317 }
318 else if( info->m_info.m_eState ==
319 k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
320 network_disconnect();
321 }
322 }
323 else{
324 //vg_warn( " Recieved signal from unknown connection\n" );
325 }
326 }
327
328 static void on_persona_state_change( CallbackMsg_t *msg ){
329 if( network_client.remote ){
330 PersonaStateChange_t *info = (void *)msg->m_pubParam;
331
332 ISteamUser *hSteamUser = SteamAPI_SteamUser();
333
334 vg_info( "User: %llu, change: %u\n", info->m_ulSteamID,
335 info->m_nChangeFlags );
336
337 if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){
338 if( info->m_nChangeFlags & k_EPersonaChangeName ){
339 network_send_username();
340 }
341 }
342 }
343 }
344
345 static void network_connect(void){
346 /* Connect to server if not connected */
347 SteamNetworkingIPAddr remoteAddr;
348 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr,
349 network_client.server_adress );
350
351 char buf[256];
352 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
353 vg_info( "connect to: %s\n", buf );
354
355 network_client.remote = SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
356 hSteamNetworkingSockets, &remoteAddr, 0, NULL );
357 }
358
359 static void poll_remote_connection(void){
360 SteamNetworkingMessage_t *messages[32];
361 int len;
362
363 for( int i=0; i<10; i++ ){
364 len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
365 hSteamNetworkingSockets, network_client.remote,
366 messages, vg_list_size(messages));
367
368 if( len <= 0 )
369 return;
370
371 for( int i=0; i<len; i++ ){
372 SteamNetworkingMessage_t *msg = messages[i];
373
374 if( msg->m_cbSize < sizeof(netmsg_blank) ){
375 vg_warn( "Discarding message (too small: %d)\n", msg->m_cbSize );
376 continue;
377 }
378
379 netmsg_blank *tmp = msg->m_pData;
380
381 if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){
382 player_remote_rx_200_300( msg );
383 }
384 else if( (tmp->inetmsg_id >= 300) && (tmp->inetmsg_id < 400) ){
385 network_request_rx_300_400( msg );
386 }
387
388 SteamAPI_SteamNetworkingMessage_t_Release( msg );
389 }
390 }
391 }
392
393 static void network_update(void){
394 if( !steam_ready )
395 return;
396
397 ESteamNetworkingConnectionState state = network_client.state;
398
399 if( state == k_ESteamNetworkingConnectionState_Connected ){
400 poll_remote_connection();
401 f64 frame_delta = vg.time_real - network_client.last_frame;
402
403 if( frame_delta > NETWORK_FRAMERATE ){
404 network_client.last_frame = vg.time_real;
405 remote_player_send_playerframe();
406 player__clear_sfx_buffer();
407 }
408
409 remote_player_debug_update();
410 }
411 else {
412 if( (state == k_ESteamNetworkingConnectionState_Connecting) ||
413 (state == k_ESteamNetworkingConnectionState_FindingRoute) ){
414 return;
415 }
416 else {
417 f64 waited = vg.time_real - network_client.last_attempt,
418 min_wait = 1.0;
419
420 if( network_client.retries > 5 )
421 min_wait = 60.0;
422
423 if( waited < min_wait )
424 return;
425
426 network_connect();
427 network_client.retries ++;
428 network_client.last_attempt = vg.time_real;
429 }
430 }
431 }
432
433 static void network_init(void){
434 vg_console_reg_var( "network_info", &network_client.network_info,
435 k_var_dtype_i32, VG_VAR_PERSISTENT );
436 if( steam_ready ){
437 u32 alloc_size = sizeof(struct network_request)*NETWORK_MAX_REQUESTS;
438 network_client.request_buffer =
439 vg_linear_alloc( vg_mem.rtmemory, alloc_size );
440 memset( network_client.request_buffer, 0, alloc_size );
441
442 vg_pool *pool = &network_client.request_pool;
443 pool->buffer = network_client.request_buffer;
444 pool->count = NETWORK_MAX_REQUESTS;
445 pool->stride = sizeof( struct network_request );
446 pool->offset = offsetof( struct network_request, poolnode );
447 vg_pool_init( pool );
448
449 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
450 on_server_connect_status );
451 steam_register_callback( k_iPersonaStateChange,
452 on_persona_state_change );
453 request_auth_ticket();
454 }
455 }
456
457 static void network_end(void){
458 /* TODO: Send buffered highscores that were not already */
459 if( (network_client.state == k_ESteamNetworkingConnectionState_Connected) ||
460 (network_client.state == k_ESteamNetworkingConnectionState_Connecting) )
461 {
462 SteamAPI_ISteamNetworkingSockets_CloseConnection(
463 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
464 }
465 }