X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=network.c;h=53ebd4bc0bf63ed0e17dfae9e21f806db0e3f411;hb=825c3bce18272c0f81659e0eac469709d0462836;hp=777fab46b9852e72c1ab8568653a807208ce03e4;hpb=46f4e9ee87dc67402166e4c6b05efbe922cd7574;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/network.c b/network.c index 777fab4..53ebd4b 100644 --- a/network.c +++ b/network.c @@ -1,10 +1,21 @@ #include "player.h" #include "network.h" #include "network_msg.h" +#include "network_common.h" #include "player_remote.h" static void scores_update(void); +static int packet_minsize( SteamNetworkingMessage_t *msg, u32 size ){ + if( msg->m_cbSize < size ) { + vg_error( "Invalid packet size (must be at least %u)\n", size ); + return 0; + } + else{ + return 1; + } +} + static void on_auth_ticket_recieved( void *result, void *context ){ EncryptedAppTicketResponse_t *response = result; @@ -43,20 +54,7 @@ static void request_auth_ticket(void){ SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, NULL, 0 ); } -static void send_auth_ticket(void){ - u32 size = sizeof(netmsg_auth) + network_client.app_key_length; - netmsg_auth *auth = alloca(size); - - auth->inetmsg_id = k_inetmsg_auth; - auth->ticket_length = network_client.app_key_length; - for( int i=0; iticket[i] = network_client.app_symmetric_key[i]; - - SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( - hSteamNetworkingSockets, network_client.remote, auth, size, - k_nSteamNetworkingSend_Reliable, NULL ); -} - +#if 0 static void send_score_request(void){ vg_info( "Requesting scores\n" ); netmsg_scores_request req; @@ -124,24 +122,39 @@ static void send_nickname(void){ network_client.name_update = 0; } +#endif + +#if 0 +static void server_routine_update(void){ + send_score_update(); + send_score_request(); +} +#endif -static void network_send_playerframe(void){ - netmsg_playerframe frame; - frame.inetmsg_id = k_inetmsg_playerframe; - v3_copy( localplayer.rb.co, frame.pos_temp ); +static void network_send_username(void){ + netmsg_playerusername *update = alloca( sizeof(netmsg_playerusername)+ + NETWORK_USERNAME_MAX ); + update->inetmsg_id = k_inetmsg_playerusername; + update->index = 0xffffffff; + + ISteamFriends *hSteamFriends = SteamAPI_SteamFriends(); + const char *username = SteamAPI_ISteamFriends_GetPersonaName(hSteamFriends); + u32 chs = str_utf8_collapse( username, update->name, NETWORK_USERNAME_MAX ); SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( hSteamNetworkingSockets, network_client.remote, - &frame, sizeof(frame), - k_nSteamNetworkingSend_Unreliable, NULL ); + update, sizeof(netmsg_playerusername)+chs+1, + k_nSteamNetworkingSend_Reliable, NULL ); } -static void server_routine_update(void){ - if( network_client.name_update ) - send_nickname(); +static void network_disconnect(void){ + SteamAPI_ISteamNetworkingSockets_CloseConnection( + hSteamNetworkingSockets, network_client.remote, 0, NULL, 0 ); + network_client.remote = 0; - send_score_update(); - send_score_request(); + for( int i=0; im_info.m_eState == k_ESteamNetworkingConnectionState_Connected ){ vg_success(" Connected to remote server.. authenticating\n"); - send_auth_ticket(); + + /* TODO: We should really wait to see if the server is in auth mode + * first... */ + u32 size = sizeof(netmsg_auth) + network_client.app_key_length; + netmsg_auth *auth = alloca(size); + auth->inetmsg_id = k_inetmsg_auth; + auth->ticket_length = network_client.app_key_length; + for( int i=0; iticket[i] = network_client.app_symmetric_key[i]; + + SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( + hSteamNetworkingSockets, network_client.remote, auth, size, + k_nSteamNetworkingSend_Reliable, NULL ); + + network_send_username(); } else if( info->m_info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer ){ @@ -166,16 +193,11 @@ static void on_server_connect_status( CallbackMsg_t *msg ){ k_ESteamNetConnectionEnd_Remote_Max ){ network_client.retries = 40; } - - SteamAPI_ISteamNetworkingSockets_CloseConnection( - hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 ); - network_client.remote = 0; + network_disconnect(); } else if( info->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){ - SteamAPI_ISteamNetworkingSockets_CloseConnection( - hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 ); - network_client.remote = 0; + network_disconnect(); } } else{ @@ -183,6 +205,23 @@ static void on_server_connect_status( CallbackMsg_t *msg ){ } } +static void on_persona_state_change( CallbackMsg_t *msg ){ + if( network_client.remote ){ + PersonaStateChange_t *info = (void *)msg->m_pubParam; + + ISteamUser *hSteamUser = SteamAPI_SteamUser(); + + vg_info( "User: %llu, change: %u\n", info->m_ulSteamID, + info->m_nChangeFlags ); + + if( info->m_ulSteamID == SteamAPI_ISteamUser_GetSteamID(hSteamUser) ){ + if( info->m_nChangeFlags & k_EPersonaChangeName ){ + network_send_username(); + } + } + } +} + static void network_connect(void){ /* Connect to server if not connected */ SteamNetworkingIPAddr remoteAddr; @@ -193,6 +232,8 @@ static void network_connect(void){ const char *server_lon1 = "46.101.34.155:27402"; SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lon1 ); #endif + const char *server_lan = "192.168.1.32:27402"; + SteamAPI_SteamNetworkingIPAddr_ParseString( &remoteAddr, server_lan ); char buf[256]; SteamAPI_SteamNetworkingIPAddr_ToString( &remoteAddr, buf, 256, 1 ); @@ -258,11 +299,8 @@ static void poll_remote_connection(void){ netmsg_blank *tmp = msg->m_pData; - if( tmp->inetmsg_id == k_inetmsg_scoreboard ) - on_inet_scoreboard( msg ); - if( (tmp->inetmsg_id >= 200) && (tmp->inetmsg_id < 300) ){ - player_remote_packet( msg ); + player_remote_rx_200_300( msg ); } SteamAPI_SteamNetworkingMessage_t_Release( msg ); @@ -282,8 +320,10 @@ static void network_update(void){ if( frame_delta > 0.1 ){ network_client.last_frame = vg.time_real; - network_send_playerframe(); + remote_player_send_playerframe(); } + + remote_player_debug_update(); } else { if( (state == k_ESteamNetworkingConnectionState_Connecting) || @@ -313,6 +353,8 @@ static void network_init(void){ if( steam_ready ){ steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack, on_server_connect_status ); + steam_register_callback( k_iPersonaStateChange, + on_persona_state_change ); request_auth_ticket(); } }