#include "vg/vg_stdint.h"
#include "steam.h"
+#include "network_common.h"
#include "network_msg.h"
#include "highscores.h"
+#include "addon_types.h"
-VG_STATIC int network_scores_updated = 0;
+#define NETWORK_MAX_REQUESTS 8
/*
* Interface
*/
-//#define SR_USE_LOCALHOST
/* Call it at start; Connects us to the gameserver */
-VG_STATIC void network_init(void);
+static void network_init(void);
/* Run this from main loop */
-VG_STATIC void network_update(void);
+static void network_update(void);
/* Call it at shutdown */
-VG_STATIC void network_end(void);
+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 );
+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];
+struct {
+ u8 app_symmetric_key[ 1024 ];
+ u32 app_key_length;
+ EServerMode auth_mode;
- 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;
+ HSteamNetConnection remote;
+ ESteamNetworkingConnectionState state;
+ u32 remote_version;
- 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 );
+ f64 last_attempt, last_frame;
+ u32 retries;
- if( !user_record )
- {
- vg_error( "No score set but tried to upload for track %u\n", i );
- continue;
- }
+ i32 network_info;
- 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 );
-}
-
-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();
+ char server_adress[64];
}
-
-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" );
- }
+static network_client = {
+ .auth_mode = eServerModeAuthentication,
+ .state = k_ESteamNetworkingConnectionState_None,
+ .server_adress = "46.101.34.155"
+};
+
+static int packet_minsize( SteamNetworkingMessage_t *msg, u32 size );
+static void network_send_item( enum netmsg_playeritem_type type );
+static void network_request_scoreboard( const char *mod_uid,
+ const char *route_uid,
+ u32 week, u64 userdata );
+static void network_publish_laptime( const char *mod_uid,
+ const char *route_uid, f64 lap_time );
+static void chat_send_message( const char *message );
+
+static int network_connected(void){
+ if( network_client.remote_version != NETWORK_SKATERIFT_VERSION ) return 0;
+ return network_client.state == k_ESteamNetworkingConnectionState_Connected;
}
-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 */