test network 2
[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 int packet_minsize( SteamNetworkingMessage_t *msg, u32 size ){
9 if( msg->m_cbSize < size ) {
10 vg_error( "Invalid packet size (must be at least %u)\n", size );
11 return 0;
12 }
13 else{
14 return 1;
15 }
16 }
17
18 static void on_auth_ticket_recieved( void *result, void *context ){
19 EncryptedAppTicketResponse_t *response = result;
20
21 if( response->m_eResult == k_EResultOK ){
22 vg_info( " New app ticket ready\n" );
23 }
24 else{
25 vg_warn( " Could not request new encrypted app ticket (%u)\n",
26 response->m_eResult );
27 }
28
29 if( SteamAPI_ISteamUser_GetEncryptedAppTicket( hSteamUser,
30 network_client.app_symmetric_key,
31 vg_list_size(network_client.app_symmetric_key),
32 &network_client.app_key_length )){
33 vg_success( " Loaded app ticket\n" );
34 }
35 else{
36 vg_error( " No ticket availible\n" );
37 network_client.app_key_length = 0;
38 }
39 }
40
41 static void request_auth_ticket(void){
42 /*
43 * TODO Check for one thats cached on the disk and load it.
44 * This might be OK though because steam seems to cache the result
45 */
46
47 vg_info( "Requesting new authorization ticket\n" );
48
49 vg_steam_async_call *call = vg_alloc_async_steam_api_call();
50 call->userdata = NULL;
51 call->p_handler = on_auth_ticket_recieved;
52 call->id =
53 SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 );
54 }
55
56 #if 0
57 static void send_score_request(void){
58 vg_info( "Requesting scores\n" );
59 netmsg_scores_request req;
60 req.inetmsg_id = k_inetmsg_scores_request;
61
62 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
63 hSteamNetworkingSockets, network_client.remote,
64 &req, sizeof(netmsg_scores_request),
65 k_nSteamNetworkingSend_Reliable, NULL );
66 }
67
68 static void send_score_update(void){
69 vg_info( "Sending scores\n" );
70 u32 size = sizeof(netmsg_set_score) +
71 vg_list_size(track_infos)*sizeof(struct netmsg_score_record);
72 netmsg_set_score *setscore = alloca( size );
73 setscore->inetmsg_id = k_inetmsg_set_score;
74
75 int count = 0;
76 for( u32 i=0; i<vg_list_size(track_infos); i++ ){
77 if( track_infos[i].push ){
78 track_infos[i].push = 0;
79
80 #if 0
81 highscore_record *user_record = highscore_find_user_record( 0, i );
82
83 if( !user_record ){
84 vg_error( "No score set but tried to upload for track %u\n", i );
85 continue;
86 }
87 #endif
88 highscore_record *user_record = &track_infos[i].record;
89
90 setscore->records[count].trackid = i;
91 setscore->records[count].playerid = 0;
92 setscore->records[count].points = user_record->points;
93 setscore->records[count].time = user_record->time;
94
95 count ++;
96 }
97 }
98
99 if( count == 0 ) return;
100 u32 send_size = sizeof(netmsg_set_score) +
101 count*sizeof(struct netmsg_score_record);
102 setscore->record_count = count;
103
104 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
105 hSteamNetworkingSockets, network_client.remote, setscore, send_size,
106 k_nSteamNetworkingSend_Reliable, NULL );
107 }
108
109 static void send_nickname(void){
110 netmsg_set_nickname nick;
111 nick.inetmsg_id = k_inetmsg_set_nickname;
112
113 memset( nick.nickname, 0, 16 );
114 vg_strncpy( steam_username_at_startup, nick.nickname, 16,
115 k_strncpy_allow_cutoff );
116
117 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
118 hSteamNetworkingSockets, network_client.remote,
119 &nick, sizeof(netmsg_set_nickname),
120 k_nSteamNetworkingSend_Reliable, NULL );
121
122 network_client.name_update = 0;
123 }
124 #endif
125
126 static void network_send_playerframe(void){
127 netmsg_playerframe frame;
128 frame.inetmsg_id = k_inetmsg_playerframe;
129 v3_copy( localplayer.rb.co, frame.pos_temp );
130
131 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
132 hSteamNetworkingSockets, network_client.remote,
133 &frame, sizeof(frame),
134 k_nSteamNetworkingSend_Unreliable, NULL );
135 }
136
137 #if 0
138 static void server_routine_update(void){
139 send_score_update();
140 send_score_request();
141 }
142 #endif
143
144 static void network_send_username(void){
145 netmsg_playerusername update;
146 memset( &update, 0, sizeof(update) );
147 update.inetmsg_id = k_inetmsg_playerusername;
148 update.index = 0xffffffff;
149
150 ISteamFriends *hSteamFriends = SteamAPI_SteamFriends();
151 const char *username = SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends);
152 str_utf8_collapse( username, update.username, sizeof(update.username) );
153
154 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
155 hSteamNetworkingSockets, network_client.remote,
156 &update, sizeof(update),
157 k_nSteamNetworkingSend_Reliable, NULL );
158 }
159
160 static void on_server_connect_status( CallbackMsg_t *msg ){
161 SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
162 vg_info( " Connection status changed for %lu\n", info->m_hConn );
163 vg_info( " %s -> %s\n",
164 string_ESteamNetworkingConnectionState(info->m_eOldState),
165 string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
166
167 if( info->m_hConn == network_client.remote ){
168 network_client.state = info->m_info.m_eState;
169
170 if( info->m_info.m_eState ==
171 k_ESteamNetworkingConnectionState_Connected ){
172 vg_success(" Connected to remote server.. authenticating\n");
173
174 /* TODO: We should really wait to see if the server is in auth mode
175 * first... */
176 u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
177 netmsg_auth *auth = alloca(size);
178 auth->inetmsg_id = k_inetmsg_auth;
179 auth->ticket_length = network_client.app_key_length;
180 for( int i=0; i<network_client.app_key_length; i++ )
181 auth->ticket[i] = network_client.app_symmetric_key[i];
182
183 SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
184 hSteamNetworkingSockets, network_client.remote, auth, size,
185 k_nSteamNetworkingSend_Reliable, NULL );
186
187 network_send_username();
188 }
189 else if( info->m_info.m_eState ==
190 k_ESteamNetworkingConnectionState_ClosedByPeer ){
191
192 if( info->m_info.m_eEndReason ==
193 k_ESteamNetConnectionEnd_Remote_Max ){
194 network_client.retries = 40;
195 }
196
197 SteamAPI_ISteamNetworkingSockets_CloseConnection(
198 hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
199 network_client.remote = 0;
200 }
201 else if( info->m_info.m_eState ==
202 k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
203 SteamAPI_ISteamNetworkingSockets_CloseConnection(
204 hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
205 network_client.remote = 0;
206 }
207 }
208 else{
209 //vg_warn( " Recieved signal from unknown connection\n" );
210 }
211 }
212
213 static void on_persona_state_change( CallbackMsg_t *msg ){
214 if( network_client.remote ){
215 PersonaStateChange_t *info = (void *)msg->m_pubParam;
216
217 ISteamUser *hSteamUser = SteamAPI_SteamUser();
218 if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){
219 if( info->m_nChangeFlags == k_EPersonaChangeNickname ){
220 network_send_username();
221 }
222 }
223 }
224 }
225
226 static void network_connect(void){
227 /* Connect to server if not connected */
228 SteamNetworkingIPAddr remoteAddr;
229
230 #ifdef SR_USE_LOCALHOST
231 SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr, 27402 );
232 #else
233 const char *server_lon1 = "46.101.34.155:27402";
234 SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 );
235 #endif
236
237 char buf[256];
238 SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
239 vg_info( "connect to: %s\n", buf );
240
241 network_client.remote = SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
242 hSteamNetworkingSockets, &remoteAddr, 0, NULL );
243 }
244
245 static void on_inet_scoreboard( SteamNetworkingMessage_t *msg ){
246 netmsg_scoreboard *sb = msg->m_pData;
247
248 u32 base_size = sizeof(netmsg_scoreboard)-
249 sizeof(struct netmsg_board)*vg_list_size(track_infos),
250 expected = base_size+sizeof(struct netmsg_board)*sb->board_count;
251
252 if( msg->m_cbSize != expected ){
253 vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
254 msg->m_cbSize, expected );
255 }
256 else{
257 if( vg_list_size(track_infos) > sb->board_count )
258 vg_warn( "Server is out of date, not enough boards recieved\n");
259 else if( vg_list_size(track_infos) < sb->board_count )
260 vg_warn( "Client out of date, server sent more boards than we have\n");
261 else
262 vg_success( "Recieved new scoreboards from server\n" );
263
264 for( int i=0; i < vg_min(sb->board_count,vg_list_size(track_infos)); i++){
265 scoreboard_client_data.boards[i] = sb->boards[i];
266 highscores_board_printf( stdout, sb->boards[i].data, 10 );
267 }
268 }
269
270 #if 0
271 /* We dont need to stay on the server currently */
272 SteamAPI_ISteamNetworkingSockets_CloseConnection(
273 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
274 #endif
275
276 network_scores_updated = 1;
277 }
278
279 static void poll_remote_connection(void){
280 SteamNetworkingMessage_t *messages[32];
281 int len;
282
283 for( int i=0; i<10; i++ ){
284 len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
285 hSteamNetworkingSockets, network_client.remote,
286 messages, vg_list_size(messages));
287
288 if( len <= 0 )
289 return;
290
291 for( int i=0; i<len; i++ ){
292 SteamNetworkingMessage_t *msg = messages[i];
293
294 if( msg->m_cbSize < sizeof(netmsg_blank) ){
295 vg_warn( "Discarding message (too small: %d)\n", msg->m_cbSize );
296 continue;
297 }
298
299 netmsg_blank *tmp = msg->m_pData;
300
301 if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){
302 player_remote_rx_200_300( msg );
303 }
304
305 SteamAPI_SteamNetworkingMessage_t_Release( msg );
306 }
307 }
308 }
309
310 static void network_update(void){
311 if( !steam_ready )
312 return;
313
314 ESteamNetworkingConnectionState state = network_client.state;
315
316 if( state == k_ESteamNetworkingConnectionState_Connected ){
317 poll_remote_connection();
318 f64 frame_delta = vg.time_real - network_client.last_frame;
319
320 if( frame_delta > 0.1 ){
321 network_client.last_frame = vg.time_real;
322 network_send_playerframe();
323 }
324 }
325 else {
326 if( (state == k_ESteamNetworkingConnectionState_Connecting) ||
327 (state == k_ESteamNetworkingConnectionState_FindingRoute) ){
328 return;
329 }
330 else {
331 f64 waited = vg.time_real - network_client.last_attempt,
332 min_wait = 1.0;
333
334 if( network_client.retries > 5 )
335 min_wait = 60.0;
336
337 if( waited < min_wait )
338 return;
339
340 network_connect();
341 network_client.retries ++;
342 network_client.last_attempt = vg.time_real;
343 }
344 }
345 }
346
347 static void network_init(void){
348 vg_console_reg_var( "network_info", &network_client.network_info,
349 k_var_dtype_i32, VG_VAR_PERSISTENT );
350 if( steam_ready ){
351 steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
352 on_server_connect_status );
353 steam_register_callback( k_iPersonaStateChange,
354 on_persona_state_change );
355 request_auth_ticket();
356 }
357 }
358
359 static void network_end(void){
360 /* TODO: Send buffered highscores that were not already */
361 if( (network_client.state == k_ESteamNetworkingConnectionState_Connected) ||
362 (network_client.state == k_ESteamNetworkingConnectionState_Connecting) )
363 {
364 SteamAPI_ISteamNetworkingSockets_CloseConnection(
365 hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
366 }
367 }