#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
struct {
u8 app_symmetric_key[ 1024 ];
u32 app_key_length;
EServerMode auth_mode;
-
- int name_update;
HSteamNetConnection remote;
ESteamNetworkingConnectionState state;
+ u32 remote_version;
f64 last_attempt, last_frame;
u32 retries;
+
+ i32 network_info;
+
+ 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;
+
+ char server_adress[64];
}
static network_client = {
- .state = k_ESteamNetworkingConnectionState_None,
.auth_mode = eServerModeAuthentication,
- .name_update = 1
+ .state = k_ESteamNetworkingConnectionState_None,
+ .server_adress = "46.101.34.155"
};
-#else /* SR_NETWORKED */
+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 );
-VG_STATIC void network_init(void){}
-VG_STATIC void network_update(void){}
-VG_STATIC void network_end(void){}
+static int network_connected(void){
+ if( network_client.remote_version != NETWORK_SKATERIFT_VERSION ) return 0;
+ return network_client.state == k_ESteamNetworkingConnectionState_Connected;
+}
-#endif /* SR_NETWORKED */
#endif /* NETWORK_H */