#define NETWORK_H
#include "vg/vg_stdint.h"
+#include "steam.h"
+#include "network_msg.h"
+/*
+ * Interface
+ */
+/* Call it at start; Connects us to the gameserver */
+static void network_init(void);
+/* Run this from main loop */
+static void network_update(void);
+
+/* Call it at shutdown */
+static void network_end(void);
+
+/*
+ * Can buffer up a bunch of these by calling many times, they will be
+ * sent at the next connection
+ */
+static void network_submit_highscore( u32 trackid, u16 points, u16 time );
+
+
+/*
+ * Game endpoints are provided with the same names to allow running without a
+ * network connection.
+ */
+#ifdef SR_NETWORKED
+
+/*
+ * Runtime connection stuff
+ */
+static u8 steam_app_ticket[ 1024 ];
+static u32 steam_app_ticket_length;
+
+static HSteamNetConnection cremote;
+static ESteamNetworkingConnectionState cremote_state =
+ k_ESteamNetworkingConnectionState_None;
+
+/*
+ * Implementation
+ */
+
+static void scores_update(void);
+
+static void on_auth_ticket_recieved( void *result, void *context )
+{
+ EncryptedAppTicketResponse_t *response = result;
+
+ if( response->m_eResult == k_EResultOK )
+ {
+ vg_info( " New app ticket ready\n" );
+ }
+ else
+ {
+ vg_warn( " Could not request new encrypted app ticket (%u)\n",
+ response->m_eResult );
+ }
+
+ if( SteamAPI_ISteamUser_GetEncryptedAppTicket( hSteamUser,
+ steam_app_ticket,
+ vg_list_size(steam_app_ticket),
+ &steam_app_ticket_length ))
+ {
+ vg_success( " Loaded app ticket (%u bytes)\n", steam_app_ticket_length );
+ }
+ else
+ {
+ vg_error( " No ticket availible\n" );
+ steam_app_ticket_length = 0;
+ }
+}
+
+static void request_auth_ticket(void)
+{
+ /*
+ * TODO Check for one thats cached on the disk and load it.
+ * This might be OK though because steam seems to cache the result
+ */
+
+ vg_info( "Requesting new authorization ticket\n" );
+ steam_async *call = steam_new_async();
+ call->data = NULL;
+ call->p_handler = on_auth_ticket_recieved;
+ call->id = SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser,
+ NULL, 0 );
+}
+
+static void server_connect(void)
+{
+ /* Connect to server if not connected */
+
+ SteamNetworkingIPAddr remoteAddr;
+
+#define USE_LOCALHOST
+#ifdef USE_LOCALHOST
+ SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( &remoteAddr, 27402 );
+#else
+ const char *server_lon1 = "46.101.34.155:27402";
+ SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 );
+#endif
+
+ char buf[256];
+ SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 );
+ vg_info( "connect to: %s\n", buf );
+
+ cremote = SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress(
+ hSteamNetworkingSockets, &remoteAddr, 0, NULL );
+}
+
+static void scores_update(void)
+{
+ vg_log( "scores_update()\n" );
+
+ if( cremote_state == k_ESteamNetworkingConnectionState_Connected )
+ {
+ /*
+ * request updated scores
+ */
+ netmsg_scores_request req;
+ req.inetmsg_id = k_inetmsg_scores_request;
+
+ SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
+ hSteamNetworkingSockets, cremote, &req,
+ sizeof(netmsg_scores_request),
+ k_nSteamNetworkingSend_Reliable, NULL );
+ }
+ else
+ {
+ /*
+ * if we are not connected, make a connection to the server and then in
+ * the future this function will be called again when it is connected
+ */
+ server_connect();
+ }
+}
+
+static void poll_connection(void)
+{
+ SteamNetworkingMessage_t *messages[32];
+ int len;
+
+ while(1)
+ {
+ len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
+ hSteamNetworkingSockets, cremote, messages, vg_list_size(messages));
+
+ if( len <= 0 )
+ return;
+
+ for( int i=0; i<len; i++ )
+ {
+ SteamNetworkingMessage_t *msg = messages[i];
+
+ if( msg->m_cbSize < sizeof(netmsg_blank) )
+ {
+ vg_warn( "Discarding message (too small: %d)\n",
+ msg->m_cbSize );
+ continue;
+ }
+
+ netmsg_blank *tmp = msg->m_pData;
+ if( tmp->inetmsg_id == k_inetmsg_scores_info )
+ {
+ netmsg_scores_info *info = msg->m_pData;
+ vg_log( "Recieved %u score records\n", info->record_count );
+
+ SteamAPI_ISteamNetworkingSockets_CloseConnection(
+ hSteamNetworkingSockets, cremote, 0, NULL, 1 );
+ cremote_state = k_ESteamNetworkingConnectionState_None;
+ }
+
+ SteamAPI_SteamNetworkingMessage_t_Release( msg );
+ }
+ }
+}
+
+static u64 in_server_ticks( double seconds )
+{
+ return (u64)(seconds / 0.1);
+}
+
+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 );
+ vg_info( " %s -> %s\n",
+ string_ESteamNetworkingConnectionState(info->m_info.m_eState),
+ string_ESteamNetworkingConnectionState(info->m_eOldState) );
+
+ if( info->m_hConn == cremote )
+ {
+ cremote_state = info->m_info.m_eState;
+ if( info->m_info.m_eState ==
+ k_ESteamNetworkingConnectionState_Connected )
+ {
+ vg_success(" Connected to remote server\n");
+ scores_update();
+ }
+ }
+ else
+ {
+ vg_warn( " Recieved signal from unknown connection\n" );
+ }
+}
+
+static void network_init(void)
+{
+ if( steam_ready )
+ {
+ steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
+ on_server_connect_status );
+ request_auth_ticket();
+ }
+}
+
+static void network_update(void)
+{
+ if( steam_ready )
+ {
+ static double last_update = -9000.0;
+ poll_connection();
+
+ if( vg_time > (last_update + 60.0) )
+ {
+ last_update = vg_time;
+ scores_update();
+ }
+ }
+}
+
+static void network_end(void)
+{
+ /* TODO: Fire off any buffered highscores that need to be setn */
+}
+
+#endif
#endif /* NETWORK_H */