#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 */
-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.
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) +
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, 16 );
- strncpy( nick.nickname, steam_username_at_startup, 16 );
+ vg_strncpy( steam_username_at_startup, nick.nickname, 16 );
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;
network_scores_updated = 1;
}
-static void poll_connection(void)
+VG_STATIC void poll_connection(void)
{
SteamNetworkingMessage_t *messages[32];
int len;
/*
* 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 )
{
}
}
-static void network_init(void)
+VG_STATIC void network_init(void)
{
if( steam_ready )
{
}
}
-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 */