show playernames in debug view
[carveJwlIkooP6JGAAIwe30JlM.git] / network.c
index 63b70c3903feea369c927fae63b7eef9c7f92741..3235c697e84ee7359a9d9a3bd4c739fdd082d2a6 100644 (file)
--- a/network.c
+++ b/network.c
@@ -1,8 +1,20 @@
 #include "player.h"
 #include "network.h"
+#include "network_msg.h"
+#include "player_remote.h"
 
 static void scores_update(void);
 
+static int packet_minsize( SteamNetworkingMessage_t *msg, u32 size ){
+   if( msg->m_cbSize < size ) {
+      vg_error( "Invalid packet size (must be at least %u)\n", size );
+      return 0;
+   }
+   else{
+      return 1;
+   }
+}
+
 static void on_auth_ticket_recieved( void *result, void *context ){
    EncryptedAppTicketResponse_t *response = result;
 
@@ -41,20 +53,7 @@ static void request_auth_ticket(void){
       SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 );
 }
 
-static void send_auth_ticket(void){
-   u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
-   netmsg_auth *auth = alloca(size);
-
-   auth->inetmsg_id = k_inetmsg_auth;
-   auth->ticket_length = network_client.app_key_length;
-   for( int i=0; i<network_client.app_key_length; i++ )
-      auth->ticket[i] = network_client.app_symmetric_key[i];
-
-   SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-         hSteamNetworkingSockets, network_client.remote, auth, size,
-         k_nSteamNetworkingSend_Reliable, NULL );
-}
-
+#if 0
 static void send_score_request(void){
    vg_info( "Requesting scores\n" );
    netmsg_scores_request req;
@@ -122,24 +121,39 @@ static void send_nickname(void){
 
    network_client.name_update = 0;
 }
+#endif
 
-static void network_send_playerframe(void){
-   netmsg_playerframe frame;
-   frame.inetmsg_id = k_inetmsg_playerframe;
-   v3_copy( localplayer.rb.co, frame.pos_temp );
+#if 0
+static void server_routine_update(void){
+   send_score_update();
+   send_score_request();
+}
+#endif
+
+static void network_send_username(void){
+   netmsg_playerusername update;
+   memset( &update, 0, sizeof(update) );
+   update.inetmsg_id = k_inetmsg_playerusername;
+   update.index = 0xffffffff;
+
+   ISteamFriends *hSteamFriends = SteamAPI_SteamFriends();
+   const char *username = SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends);
+   str_utf8_collapse( username, update.username, sizeof(update.username) );
 
    SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
          hSteamNetworkingSockets, network_client.remote, 
-         &frame, sizeof(frame),
-         k_nSteamNetworkingSend_Unreliable, NULL );
+         &update, sizeof(update),
+         k_nSteamNetworkingSend_Reliable, NULL );
 }
 
-static void server_routine_update(void){
-   if( network_client.name_update )
-      send_nickname();
+static void network_disconnect(void){
+   SteamAPI_ISteamNetworkingSockets_CloseConnection( 
+         hSteamNetworkingSockets, network_client.remote, 0, NULL, 0 );
+   network_client.remote = 0;
 
-   send_score_update();
-   send_score_request();
+   for( int i=0; i<vg_list_size(netplayers.list); i++ ){
+      netplayers.list[i].active = 0;
+   }
 }
 
 static void on_server_connect_status( CallbackMsg_t *msg ){
@@ -151,13 +165,59 @@ static void on_server_connect_status( CallbackMsg_t *msg ){
 
    if( info->m_hConn == network_client.remote ){
       network_client.state = info->m_info.m_eState;
-      if( info->m_info.m_eState == k_ESteamNetworkingConnectionState_Connected ){
+
+      if( info->m_info.m_eState == 
+            k_ESteamNetworkingConnectionState_Connected ){
          vg_success("  Connected to remote server.. authenticating\n");
-         send_auth_ticket();
+
+         /* TODO: We should really wait to see if the server is in auth mode
+          * first... */
+         u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
+         netmsg_auth *auth = alloca(size);
+         auth->inetmsg_id = k_inetmsg_auth;
+         auth->ticket_length = network_client.app_key_length;
+         for( int i=0; i<network_client.app_key_length; i++ )
+            auth->ticket[i] = network_client.app_symmetric_key[i];
+
+         SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
+               hSteamNetworkingSockets, network_client.remote, auth, size,
+               k_nSteamNetworkingSend_Reliable, NULL );
+
+         network_send_username();
+      }
+      else if( info->m_info.m_eState == 
+            k_ESteamNetworkingConnectionState_ClosedByPeer ){
+
+         if( info->m_info.m_eEndReason == 
+               k_ESteamNetConnectionEnd_Remote_Max ){
+            network_client.retries = 40;
+         }
+         network_disconnect();
+      }
+      else if( info->m_info.m_eState == 
+            k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
+         network_disconnect();
       }
    }
    else{
-      vg_warn( "  Recieved signal from unknown connection\n" );
+      //vg_warn( "  Recieved signal from unknown connection\n" );
+   }
+}
+
+static void on_persona_state_change( CallbackMsg_t *msg ){
+   if( network_client.remote ){
+      PersonaStateChange_t *info = (void *)msg->m_pubParam;
+
+      ISteamUser *hSteamUser = SteamAPI_SteamUser();
+   
+      vg_info( "User: %llu, change: %u\n", info->m_ulSteamID, 
+                                           info->m_nChangeFlags );
+
+      if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){
+         if( info->m_nChangeFlags & k_EPersonaChangeName ){
+            network_send_username();
+         }
+      }
    }
 }
 
@@ -171,6 +231,8 @@ static void network_connect(void){
    const char *server_lon1 = "46.101.34.155:27402";
    SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 );
 #endif
+   const char *server_lan = "192.168.1.32:27402";
+   SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lan );
 
    char buf[256];
    SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
@@ -205,9 +267,11 @@ static void on_inet_scoreboard( SteamNetworkingMessage_t *msg ){
       }
    }
 
+#if 0
    /* We dont need to stay on the server currently */
    SteamAPI_ISteamNetworkingSockets_CloseConnection(
          hSteamNetworkingSockets, network_client.remote, 0, NULL, 1 );
+#endif
 
    network_scores_updated = 1;
 }
@@ -234,8 +298,9 @@ static void poll_remote_connection(void){
 
          netmsg_blank *tmp = msg->m_pData;
 
-         if( tmp->inetmsg_id == k_inetmsg_scoreboard )
-            on_inet_scoreboard( msg );
+         if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){
+            player_remote_rx_200_300( msg );
+         }
 
          SteamAPI_SteamNetworkingMessage_t_Release( msg );
       }
@@ -254,8 +319,10 @@ static void network_update(void){
 
       if( frame_delta > 0.1 ){
          network_client.last_frame = vg.time_real;
-         network_send_playerframe();
+         remote_player_send_playerframe();
       }
+
+      remote_player_debug_update();
    }
    else {
       if( (state == k_ESteamNetworkingConnectionState_Connecting) ||
@@ -280,9 +347,13 @@ static void network_update(void){
 }
 
 static void network_init(void){
+   vg_console_reg_var( "network_info", &network_client.network_info,
+                       k_var_dtype_i32, VG_VAR_PERSISTENT );
    if( steam_ready ){
       steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
                                on_server_connect_status );
+      steam_register_callback( k_iPersonaStateChange, 
+                               on_persona_state_change );
       request_auth_ticket();
    }
 }