Do actual domain resolution
[carveJwlIkooP6JGAAIwe30JlM.git] / network.h
index 42bee347766226016a3b85b522a437062ecf21e1..4bd5a37ddcc6dbcad21e9b0022c60c8ed17e8199 100644 (file)
--- a/network.h
+++ b/network.h
-#ifndef NETWORK_H
-#define NETWORK_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * All trademarks are property of their respective owners
+ */
 
-#include "vg/vg_stdint.h"
+#pragma once
+#include "vg/vg_platform.h"
+#include "vg/vg_steam_networking.h"
 #include "steam.h"
+#include "network_common.h"
 #include "network_msg.h"
-#include "highscores.h"
+#include "addon_types.h"
+
+#define NETWORK_MAX_REQUESTS 8
 
 /* 
  * Interface
  */
-#define SR_USE_LOCALHOST
 
 /* Call it at start; Connects us to the gameserver */
-static int network_init(void);
+void network_init(void);
 
 /* Run this from main loop */
-static void network_update(void);
+void network_update(void);
 
 /* Call it at shutdown */
-static void network_end(void*_);
+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 );
+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 int network_name_update = 1;
-
-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)
+struct network_client
 {
-   /* 
-    * 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 );
-}
+   u8 app_symmetric_key[ 1024 ];
+   u32 app_key_length;
+   EServerMode auth_mode;
 
-static void send_auth_ticket(void)
-{
-   u32 size = sizeof(netmsg_auth) + steam_app_ticket_length;
-   netmsg_auth *auth = alloca(size);
+   HSteamNetConnection remote;
+   ESteamNetworkingConnectionState state;
+   u32 remote_version;
 
-   auth->inetmsg_id = k_inetmsg_auth;
-   auth->ticket_length = steam_app_ticket_length; 
-   for( int i=0; i<steam_app_ticket_length; i++ )
-      auth->ticket[i] = steam_app_ticket[i];
+   f64 last_attempt, last_frame;
+   u32 retries;
 
-   SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-         hSteamNetworkingSockets, cremote, auth, size,
-         k_nSteamNetworkingSend_Reliable, NULL );
-}
+   i32 network_info;
+   i32 auto_connect;
 
-static void send_score_request(void)
-{
-   vg_info( "Requesting scores\n" );
-   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 );
-}
-
-static void send_score_update(void)
-{
-   vg_info( "Sending scores\n" );
-   u32 size = sizeof(netmsg_set_score) + 
-                  vg_list_size(track_infos)*sizeof(struct netmsg_score_record);
-   netmsg_set_score *setscore = alloca( size );
-   setscore->inetmsg_id = k_inetmsg_set_score;
-
-   int count = 0;
-   for( u32 i=0; i<vg_list_size(track_infos); i++ )
-   {
-      if( track_infos[i].push )
-      {
-         track_infos[i].push = 0;
-         highscore_record *user_record = highscore_find_user_record( 0, i );
-
-         if( !user_record )
-         {
-            vg_error( "No score set but tried to upload for track %u\n", i );
-            continue;
-         }
-
-         setscore->records[count].trackid = i;
-         setscore->records[count].playerid = 0;
-         setscore->records[count].points = user_record->points;
-         setscore->records[count].time = user_record->time;
-
-         count ++;
-      }
+   struct network_request {
+      vg_pool_node poolnode;
+      void (*callback)( netmsg_request *res, vg_msg *body, u64 userdata );
+      f64 sendtime;
+      u64 userdata;
    }
+   *request_buffer;
+   vg_pool request_pool;
 
-   if( count == 0 )
-      return;
-
-   u32 send_size = sizeof(netmsg_set_score) +
-                  count*sizeof(struct netmsg_score_record);
-   setscore->record_count = count;
-
-   SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-         hSteamNetworkingSockets, cremote, setscore, send_size,
-         k_nSteamNetworkingSend_Reliable, NULL );
-}
-
-static void send_nickname(void)
-{
-   netmsg_set_nickname nick;
-   nick.inetmsg_id = k_inetmsg_set_nickname;
-
-   memset( nick.nickname, 0, 10 );
-   strcpy( nick.nickname, "Harry" );
-   
-   SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-         hSteamNetworkingSockets, cremote, &nick, sizeof(netmsg_set_nickname),
-         k_nSteamNetworkingSend_Reliable, NULL );
-
-   network_name_update = 0;
-}
-
-static void server_routine_update(void)
-{
-   send_auth_ticket();
-
-   if( network_name_update )
-      send_nickname();
-
-   send_score_update();
-   send_score_request();
-}
-
-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_eOldState),
-         string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
+   SteamNetworkingIPAddr ip;
+   char host_port[8], host_adress[256];
+   bool ip_resolved;
 
-   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.. running updates\n");
-         server_routine_update();
-      }
-   }
-   else
-   {
-      vg_warn( "  Recieved signal from unknown connection\n" );
-   }
-}
-
-static void network_connect_gc(void)
-{
-   /* Connect to server if not connected */
-   SteamNetworkingIPAddr remoteAddr;
-
-#ifdef SR_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 on_inet_scoreboard( SteamNetworkingMessage_t *msg )
-{
-   netmsg_scoreboard *sb = msg->m_pData;
-
-   u32 base_size = sizeof(netmsg_scoreboard)-
-      sizeof(struct netmsg_board)*vg_list_size(track_infos),
-       expected = base_size+sizeof(struct netmsg_board)*sb->board_count;
-
-   if( msg->m_cbSize != expected )
-   {
-      vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
-            msg->m_cbSize, expected );
-   }
-   else
-   {
-      if( vg_list_size(track_infos) > sb->board_count )
-         vg_warn( "Server is out of date, not enough boards recieved\n");
-      else if( vg_list_size(track_infos) < sb->board_count )
-         vg_warn( "Client out of date, server sent more boards than we have\n");
-      else
-         vg_success( "Recieved new scoreboards from server\n" );
-
-      for( int i=0; i < vg_min(sb->board_count,vg_list_size(track_infos)); i++)
-      {
-         scoreboard_client_data.boards[i] = sb->boards[i];
-         highscores_board_printf( stdout, sb->boards[i].data, 10 );
-      }
-   }
-
-   /* We dont need to stay on the server currently */
-   SteamAPI_ISteamNetworkingSockets_CloseConnection(
-         hSteamNetworkingSockets, cremote, 0, NULL, 1 );
-
-   network_scores_updated = 1;
-}
-
-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_scoreboard )
-            on_inet_scoreboard( msg );
-
-         SteamAPI_SteamNetworkingMessage_t_Release( msg );
-      }
+   enum server_intent {
+      k_server_intent_offline,
+      k_server_intent_online
    }
+   user_intent;
+   f64 last_intent_change;
+   f32 fintent; /* yeah this shit really shouldnt be here but oh well */
 }
-
-/*
- * Subroutine to be connected to main game loop, runs all routines on timers
- */
-static void network_update(void)
+extern network_client;
+
+int packet_minsize( SteamNetworkingMessage_t *msg, u32 size );
+void network_send_item( enum netmsg_playeritem_type type );
+void network_request_scoreboard( const char *mod_uid, 
+                                 const char *route_uid,
+                                 u32 week, u64 userdata );
+void network_publish_laptime( const char *mod_uid, 
+                              const char *route_uid, f64 lap_time );
+void chat_send_message( const char *message );
+void render_server_status_gui(void);
+void network_status_string( vg_str *str, u32 *colour );
+void network_send_region(void);
+void network_set_host( const char *host_str, const char *port_str );
+
+static inline int network_connected(void)
 {
-   if( steam_ready )
-   {
-      static double last_update = 0.0;
-      poll_connection();
-      
-      if( vg_time > (last_update + 60.0) )
-      {
-         last_update = vg_time;
-
-         if( steam_app_ticket_length )
-         {
-            network_connect_gc();
-         }
-         else
-         {
-            vg_low( "Not making remote connection; app ticket not gotten\n" );
-         }
-      }
-
-      if( vg_time > (last_update + 10.0) && 
-            (cremote_state == k_ESteamNetworkingConnectionState_Connected ))
-      {
-         vg_warn( "Connected to server but no return... disconnecting\n" );
-         SteamAPI_ISteamNetworkingSockets_CloseConnection(
-               hSteamNetworkingSockets, cremote, 0, NULL, 1 );
-      }
-   }
+   if( network_client.remote_version != NETWORK_SKATERIFT_VERSION ) return 0;
+   return network_client.state == k_ESteamNetworkingConnectionState_Connected;
 }
-
-static int network_init(void)
-{
-   if( steam_ready )
-   {
-      steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
-                               on_server_connect_status );
-      request_auth_ticket();
-   }
-
-   return 1;
-}
-
-static void network_end(void*_)
-{
-   /* TODO: Fire off any buffered highscores that need to be setn */
-   if( cremote_state == k_ESteamNetworkingConnectionState_Connected ||
-       cremote_state == k_ESteamNetworkingConnectionState_Connecting )
-   {
-      SteamAPI_ISteamNetworkingSockets_CloseConnection(
-            hSteamNetworkingSockets, cremote, 0, NULL, 1 );
-   }
-}
-
-#else /* SR_NETWORKED */
-
-static int network_init(void){ return 1; }
-static void network_update(void){}
-static void network_end(void*_){}
-
-#endif /* SR_NETWORKED */
-#endif /* NETWORK_H */