begin network integration
[carveJwlIkooP6JGAAIwe30JlM.git] / network.h
index f97cfbc8f5fdfeb3d50b4009b03c51fb07306e07..1644982917a49d4b5d08e7bf1abb72bfaf396f40 100644 (file)
--- a/network.h
+++ b/network.h
@@ -2,7 +2,241 @@
 #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 */