X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=network.h;h=3495c6a798a997f4cacc333d427ec9049f4e479c;hb=4fa9aa9a1e09940e91cc30e171e3de0606515ef3;hp=f97cfbc8f5fdfeb3d50b4009b03c51fb07306e07;hpb=91d035f4845a6f9f62487b43e5142c4148e7f047;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/network.h b/network.h index f97cfbc..3495c6a 100644 --- a/network.h +++ b/network.h @@ -1,8 +1,83 @@ +/* + * 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" +#include "addon_types.h" + +#define NETWORK_MAX_REQUESTS 8 + +/* + * Interface + */ + +/* Call it at start; Connects us to the gameserver */ +static void network_init(void); + +/* Run this from main loop */ +static void network_update(void); + +/* Call it at shutdown */ +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 ); + +/* + * Game endpoints are provided with the same names to allow running without a + * network connection. + */ + +struct { + u8 app_symmetric_key[ 1024 ]; + u32 app_key_length; + EServerMode auth_mode; + + HSteamNetConnection remote; + ESteamNetworkingConnectionState state; + + 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 = { + .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 int network_connected(void){ + return network_client.state == k_ESteamNetworkingConnectionState_Connected; +} #endif /* NETWORK_H */