test network 4
[carveJwlIkooP6JGAAIwe30JlM.git] / network.c
index 777fab46b9852e72c1ab8568653a807208ce03e4..a35ead4ef3a6004403c9c78d139ef345f426e127 100644 (file)
--- a/network.c
+++ b/network.c
@@ -5,6 +5,16 @@
 
 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;
 
@@ -43,20 +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;
@@ -124,6 +121,7 @@ static void send_nickname(void){
 
    network_client.name_update = 0;
 }
+#endif
 
 static void network_send_playerframe(void){
    netmsg_playerframe frame;
@@ -136,13 +134,38 @@ static void network_send_playerframe(void){
          k_nSteamNetworkingSend_Unreliable, NULL );
 }
 
+#if 0
 static void server_routine_update(void){
-   if( network_client.name_update )
-      send_nickname();
-
    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, 
+         &update, sizeof(update),
+         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;
@@ -157,7 +180,21 @@ static void on_server_connect_status( CallbackMsg_t *msg ){
       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 ){
@@ -166,16 +203,11 @@ 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{
@@ -183,6 +215,19 @@ static void on_server_connect_status( CallbackMsg_t *msg ){
    }
 }
 
+static void on_persona_state_change( CallbackMsg_t *msg ){
+   if( network_client.remote ){
+      PersonaStateChange_t *info = (void *)msg->m_pubParam;
+
+      ISteamUser *hSteamUser = SteamAPI_SteamUser();
+      if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){
+         if( info->m_nChangeFlags == k_EPersonaChangeNickname ){
+            network_send_username();
+         }
+      }
+   }
+}
+
 static void network_connect(void){
    /* Connect to server if not connected */
    SteamNetworkingIPAddr remoteAddr;
@@ -193,6 +238,8 @@ 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 );
@@ -258,11 +305,8 @@ 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_packet( msg );
+            player_remote_rx_200_300( msg );
          }
 
          SteamAPI_SteamNetworkingMessage_t_Release( msg );
@@ -313,6 +357,8 @@ static void network_init(void){
    if( steam_ready ){
       steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
                                on_server_connect_status );
+      steam_register_callback( k_iPersonaStateChange, 
+                               on_persona_state_change );
       request_auth_ticket();
    }
 }