+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * All trademarks are property of their respective owners
+ */
+
#ifndef NETWORK_H
#define NETWORK_H
#include "network_msg.h"
#include "highscores.h"
+VG_STATIC int network_scores_updated = 0;
+
/*
* Interface
*/
-#define SR_USE_LOCALHOST
+//#define SR_USE_LOCALHOST
/* Call it at start; Connects us to the gameserver */
-static void network_init(void);
+VG_STATIC void network_init(void);
/* Run this from main loop */
-static void network_update(void);
+VG_STATIC void network_update(void);
/* Call it at shutdown */
-static void network_end(void);
+VG_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 );
+VG_STATIC void network_submit_highscore( u32 trackid, u16 points, u16 time );
/*
* Game endpoints are provided with the same names to allow running without a
/*
* Runtime connection stuff
*/
-static u8 steam_app_ticket[ 1024 ];
-static u32 steam_app_ticket_length;
-static int network_name_update = 1;
+VG_STATIC u8 steam_app_ticket[ 1024 ];
+VG_STATIC u32 steam_app_ticket_length;
+VG_STATIC int network_name_update = 1;
-static HSteamNetConnection cremote;
-static ESteamNetworkingConnectionState cremote_state =
+VG_STATIC HSteamNetConnection cremote;
+VG_STATIC ESteamNetworkingConnectionState cremote_state =
k_ESteamNetworkingConnectionState_None;
/*
* Implementation
*/
-static void scores_update(void);
+VG_STATIC void scores_update(void);
-static void on_auth_ticket_recieved( void *result, void *context )
+VG_STATIC void on_auth_ticket_recieved( void *result, void *context )
{
EncryptedAppTicketResponse_t *response = result;
}
}
-static void request_auth_ticket(void)
+VG_STATIC void request_auth_ticket(void)
{
/*
* TODO Check for one thats cached on the disk and load it.
*/
vg_info( "Requesting new authorization ticket\n" );
- steam_async *call = steam_new_async();
- call->data = NULL;
+
+ vg_steam_async_call *call = vg_alloc_async_steam_api_call();
+ call->userdata = NULL;
call->p_handler = on_auth_ticket_recieved;
- call->id = SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser,
- NULL, 0 );
+ call->id =
+ SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 );
}
-static void send_auth_ticket(void)
+VG_STATIC void send_auth_ticket(void)
{
u32 size = sizeof(netmsg_auth) + steam_app_ticket_length;
netmsg_auth *auth = alloca(size);
k_nSteamNetworkingSend_Reliable, NULL );
}
-static void send_score_request(void)
+VG_STATIC void send_score_request(void)
{
vg_info( "Requesting scores\n" );
netmsg_scores_request req;
k_nSteamNetworkingSend_Reliable, NULL );
}
-static void send_score_update(void)
+VG_STATIC void send_score_update(void)
{
vg_info( "Sending scores\n" );
u32 size = sizeof(netmsg_set_score) +
- 1 * sizeof(struct netmsg_score_record);
-
+ vg_list_size(track_infos)*sizeof(struct netmsg_score_record);
netmsg_set_score *setscore = alloca( size );
setscore->inetmsg_id = k_inetmsg_set_score;
- setscore->record_count = 1;
- setscore->records[0].trackid = 0;
- setscore->records[0].playerid = 0;
- setscore->records[0].points = 1386;
- setscore->records[0].time = 19432;
+
+ int count = 0;
+ for( u32 i=0; i<vg_list_size(track_infos); i++ ){
+ if( track_infos[i].push ){
+ track_infos[i].push = 0;
+
+#if 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;
+ }
+#endif
+ highscore_record *user_record = &track_infos[i].record;
+
+ 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 ++;
+ }
+ }
+
+ 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, size,
+ hSteamNetworkingSockets, cremote, setscore, send_size,
k_nSteamNetworkingSend_Reliable, NULL );
}
-static void send_nickname(void)
+VG_STATIC void send_nickname(void)
{
netmsg_set_nickname nick;
nick.inetmsg_id = k_inetmsg_set_nickname;
- memset( nick.nickname, 0, 10 );
- strcpy( nick.nickname, "real H" );
+ memset( nick.nickname, 0, 16 );
+ vg_strncpy( steam_username_at_startup, nick.nickname, 16,
+ k_strncpy_allow_cutoff );
SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
hSteamNetworkingSockets, cremote, &nick, sizeof(netmsg_set_nickname),
network_name_update = 0;
}
-static void server_routine_update(void)
+VG_STATIC void server_routine_update(void)
{
send_auth_ticket();
send_score_request();
}
-static void on_server_connect_status( CallbackMsg_t *msg )
+VG_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 );
}
}
-static void network_connect_gc(void)
+VG_STATIC void network_connect_gc(void)
{
/* Connect to server if not connected */
SteamNetworkingIPAddr remoteAddr;
hSteamNetworkingSockets, &remoteAddr, 0, NULL );
}
-static void on_inet_scoreboard( SteamNetworkingMessage_t *msg )
+VG_STATIC void on_inet_scoreboard( SteamNetworkingMessage_t *msg )
{
netmsg_scoreboard *sb = msg->m_pData;
sizeof(struct netmsg_board)*vg_list_size(track_infos),
expected = base_size+sizeof(struct netmsg_board)*sb->board_count;
- if( msg->m_cbSize != expected )
- {
+ if( msg->m_cbSize != expected ){
vg_error( "Server scoreboard was corrupted. Size: %u != %u\n",
msg->m_cbSize, expected );
}
- else
- {
+ 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 )
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++)
- {
+ 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)
+VG_STATIC void poll_connection(void)
{
SteamNetworkingMessage_t *messages[32];
int len;
- while(1)
- {
+ while(1){
len = SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection(
hSteamNetworkingSockets, cremote, messages, vg_list_size(messages));
if( len <= 0 )
return;
- for( int i=0; i<len; i++ )
- {
+ for( int i=0; i<len; i++ ){
SteamNetworkingMessage_t *msg = messages[i];
- if( msg->m_cbSize < sizeof(netmsg_blank) )
- {
+ if( msg->m_cbSize < sizeof(netmsg_blank) ){
vg_warn( "Discarding message (too small: %d)\n", msg->m_cbSize );
continue;
}
/*
* Subroutine to be connected to main game loop, runs all routines on timers
*/
-static void network_update(void)
+VG_STATIC void network_update(void)
{
- if( steam_ready )
- {
+ if( steam_ready ){
static double last_update = 0.0;
poll_connection();
- if( vg_time > (last_update + 60.0) )
- {
- last_update = vg_time;
+ if( vg.time > (last_update + 60.0) ){
+ last_update = vg.time;
- if( steam_app_ticket_length )
- {
+ if( steam_app_ticket_length ){
network_connect_gc();
}
- else
- {
- vg_log( "Not making remote connection; app ticket not gotten\n" );
+ else{
+ vg_low( "Not making remote connection; app ticket not gotten\n" );
}
}
- if( vg_time > (last_update + 10.0) &&
+ if( vg.time > (last_update + 10.0) &&
(cremote_state == k_ESteamNetworkingConnectionState_Connected ))
{
vg_warn( "Connected to server but no return... disconnecting\n" );
}
}
-static void network_init(void)
+VG_STATIC void network_init(void)
{
- if( steam_ready )
- {
+ if( steam_ready ){
steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
on_server_connect_status );
request_auth_ticket();
}
}
-static void network_end(void)
+VG_STATIC void network_end(void)
{
/* TODO: Fire off any buffered highscores that need to be setn */
if( cremote_state == k_ESteamNetworkingConnectionState_Connected ||
#else /* SR_NETWORKED */
-static void network_init(void){}
-static void network_update(void){}
-static void network_end(void){}
+VG_STATIC void network_init(void){}
+VG_STATIC void network_update(void){}
+VG_STATIC void network_end(void){}
#endif /* SR_NETWORKED */
#endif /* NETWORK_H */