review save method
[carveJwlIkooP6JGAAIwe30JlM.git] / network.h
index f97cfbc8f5fdfeb3d50b4009b03c51fb07306e07..83564f019f8ecb7347353c840569526f756c8759 100644 (file)
--- a/network.h
+++ b/network.h
@@ -1,8 +1,362 @@
+/*
+ * 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 "vg/vg_stdint.h"
+#include "steam.h"
+#include "network_msg.h"
+#include "highscores.h"
+
+VG_STATIC int network_scores_updated = 0;
+
+/* 
+ * Interface
+ */
+//#define SR_USE_LOCALHOST
+
+/* Call it at start; Connects us to the gameserver */
+VG_STATIC void network_init(void);
+
+/* Run this from main loop */
+VG_STATIC void network_update(void);
+
+/* Call it at shutdown */
+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 
+ */
+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
+ * network connection.
+ */
+#ifdef SR_NETWORKED
+
+/* 
+ * Runtime connection stuff
+ */
+VG_STATIC u8 steam_app_ticket[ 1024 ];
+VG_STATIC u32 steam_app_ticket_length;
+VG_STATIC int network_name_update = 1;
+
+VG_STATIC HSteamNetConnection cremote;
+VG_STATIC ESteamNetworkingConnectionState cremote_state = 
+     k_ESteamNetworkingConnectionState_None;
+
+/* 
+ * Implementation
+ */
+
+VG_STATIC void scores_update(void);
+
+VG_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;
+   }
+}
+
+VG_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" );
+
+   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 );
+}
+
+VG_STATIC void send_auth_ticket(void)
+{
+   u32 size = sizeof(netmsg_auth) + steam_app_ticket_length;
+   netmsg_auth *auth = alloca(size);
+
+   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];
+
+   SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
+         hSteamNetworkingSockets, cremote, auth, size,
+         k_nSteamNetworkingSend_Reliable, NULL );
+}
+
+VG_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 );
+}
+
+VG_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;
+
+#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, send_size,
+         k_nSteamNetworkingSend_Reliable, NULL );
+}
+
+VG_STATIC void send_nickname(void)
+{
+   netmsg_set_nickname nick;
+   nick.inetmsg_id = k_inetmsg_set_nickname;
+
+   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),
+         k_nSteamNetworkingSend_Reliable, NULL );
+
+   network_name_update = 0;
+}
+
+VG_STATIC void server_routine_update(void)
+{
+   send_auth_ticket();
+
+   if( network_name_update )
+      send_nickname();
+
+   send_score_update();
+   send_score_request();
+}
+
+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 );
+   vg_info( "  %s -> %s\n", 
+         string_ESteamNetworkingConnectionState(info->m_eOldState),
+         string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
+
+   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" );
+   }
+}
+
+VG_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 );
+}
+
+VG_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;
+}
+
+VG_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 );
+      }
+   }
+}
+
+/*
+ * Subroutine to be connected to main game loop, runs all routines on timers
+ */
+VG_STATIC void network_update(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 );
+      }
+   }
+}
+
+VG_STATIC void network_init(void)
+{
+   if( steam_ready ){
+      steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack,
+                               on_server_connect_status );
+      request_auth_ticket();
+   }
+}
+
+VG_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 */
 
+VG_STATIC void network_init(void){}
+VG_STATIC void network_update(void){}
+VG_STATIC void network_end(void){}
 
+#endif /* SR_NETWORKED */
 #endif /* NETWORK_H */