refactor network packets
[carveJwlIkooP6JGAAIwe30JlM.git] / network.c
index 8b34fb092a9668a820dc662e2d20846769af77e7..53ebd4bc0bf63ed0e17dfae9e21f806db0e3f411 100644 (file)
--- a/network.c
+++ b/network.c
@@ -1,6 +1,7 @@
 #include "player.h"
 #include "network.h"
 #include "network_msg.h"
+#include "network_common.h"
 #include "player_remote.h"
 
 static void scores_update(void);
@@ -123,17 +124,6 @@ static void send_nickname(void){
 }
 #endif
 
-static void network_send_playerframe(void){
-   netmsg_playerframe frame;
-   frame.inetmsg_id = k_inetmsg_playerframe;
-   v3_copy( localplayer.rb.co, frame.pos_temp );
-
-   SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-         hSteamNetworkingSockets, network_client.remote, 
-         &frame, sizeof(frame),
-         k_nSteamNetworkingSend_Unreliable, NULL );
-}
-
 #if 0
 static void server_routine_update(void){
    send_score_update();
@@ -142,21 +132,31 @@ static void server_routine_update(void){
 #endif
 
 static void network_send_username(void){
-   netmsg_playerusername update;
-   memset( &update, 0, sizeof(update) );
-   update.inetmsg_id = k_inetmsg_playerusername;
-   update.index = 0xffffffff;
+   netmsg_playerusername *update = alloca( sizeof(netmsg_playerusername)+
+                                           NETWORK_USERNAME_MAX );
+   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) );
+   u32 chs = str_utf8_collapse( username, update->name, NETWORK_USERNAME_MAX );
 
    SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
          hSteamNetworkingSockets, network_client.remote, 
-         &update, sizeof(update),
+         update, sizeof(netmsg_playerusername)+chs+1,
          k_nSteamNetworkingSend_Reliable, NULL );
 }
 
+static void network_disconnect(void){
+   SteamAPI_ISteamNetworkingSockets_CloseConnection( 
+         hSteamNetworkingSockets, network_client.remote, 0, NULL, 0 );
+   network_client.remote = 0;
+
+   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 ){
    SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
    vg_info( "  Connection status changed for %lu\n", info->m_hConn );
@@ -193,16 +193,11 @@ static void on_server_connect_status( CallbackMsg_t *msg ){
                k_ESteamNetConnectionEnd_Remote_Max ){
             network_client.retries = 40;
          }
-
-         SteamAPI_ISteamNetworkingSockets_CloseConnection( 
-               hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
-         network_client.remote = 0;
+         network_disconnect();
       }
       else if( info->m_info.m_eState == 
             k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
-         SteamAPI_ISteamNetworkingSockets_CloseConnection( 
-               hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
-         network_client.remote = 0;
+         network_disconnect();
       }
    }
    else{
@@ -215,8 +210,12 @@ static void on_persona_state_change( CallbackMsg_t *msg ){
       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_EPersonaChangeNickname ){
+         if( info->m_nChangeFlags & k_EPersonaChangeName ){
             network_send_username();
          }
       }
@@ -233,6 +232,8 @@ 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 );
@@ -319,8 +320,10 @@ 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) ||