X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=network.h;h=4bd5a37ddcc6dbcad21e9b0022c60c8ed17e8199;hb=494c85703c76c4123c49937a32584840b6be1470;hp=1644982917a49d4b5d08e7bf1abb72bfaf396f40;hpb=0945c6c301e38138b6ac54a02d5b3aea602de526;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/network.h b/network.h index 1644982..4bd5a37 100644 --- a/network.h +++ b/network.h @@ -1,242 +1,96 @@ -#ifndef NETWORK_H -#define NETWORK_H +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * All trademarks are property of their respective owners + */ -#include "vg/vg_stdint.h" +#pragma once +#include "vg/vg_platform.h" +#include "vg/vg_steam_networking.h" #include "steam.h" +#include "network_common.h" #include "network_msg.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); +void network_init(void); /* Run this from main loop */ -static void network_update(void); +void network_update(void); /* Call it at shutdown */ -static void network_end(void); +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 ); - +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 - */ -static u8 steam_app_ticket[ 1024 ]; -static u32 steam_app_ticket_length; - -static HSteamNetConnection cremote; -static ESteamNetworkingConnectionState cremote_state = - k_ESteamNetworkingConnectionState_None; - -/* - * Implementation - */ - -static void scores_update(void); - -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; - } -} - -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" ); - steam_async *call = steam_new_async(); - call->data = NULL; - call->p_handler = on_auth_ticket_recieved; - call->id = SteamAPI_ISteamUser_RequestEncryptedAppTicket( hSteamUser, - NULL, 0 ); -} -static void server_connect(void) +struct network_client { - /* Connect to server if not connected */ - - SteamNetworkingIPAddr remoteAddr; - -#define USE_LOCALHOST -#ifdef 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 ); -} + u8 app_symmetric_key[ 1024 ]; + u32 app_key_length; + EServerMode auth_mode; -static void scores_update(void) -{ - vg_log( "scores_update()\n" ); - - if( cremote_state == k_ESteamNetworkingConnectionState_Connected ) - { - /* - * request updated scores - */ - 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 ); - } - else - { - /* - * if we are not connected, make a connection to the server and then in - * the future this function will be called again when it is connected - */ - server_connect(); - } -} + HSteamNetConnection remote; + ESteamNetworkingConnectionState state; + u32 remote_version; -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; im_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_scores_info ) - { - netmsg_scores_info *info = msg->m_pData; - vg_log( "Recieved %u score records\n", info->record_count ); - - SteamAPI_ISteamNetworkingSockets_CloseConnection( - hSteamNetworkingSockets, cremote, 0, NULL, 1 ); - cremote_state = k_ESteamNetworkingConnectionState_None; - } - - SteamAPI_SteamNetworkingMessage_t_Release( msg ); - } - } -} + f64 last_attempt, last_frame; + u32 retries; -static u64 in_server_ticks( double seconds ) -{ - return (u64)(seconds / 0.1); -} + i32 network_info; + i32 auto_connect; -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_info.m_eState), - string_ESteamNetworkingConnectionState(info->m_eOldState) ); - - 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\n"); - scores_update(); - } - } - else - { - vg_warn( " Recieved signal from unknown connection\n" ); + 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; -static void network_init(void) -{ - if( steam_ready ) - { - steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack, - on_server_connect_status ); - request_auth_ticket(); - } -} + SteamNetworkingIPAddr ip; + char host_port[8], host_adress[256]; + bool ip_resolved; -static void network_update(void) -{ - if( steam_ready ) - { - static double last_update = -9000.0; - poll_connection(); - - if( vg_time > (last_update + 60.0) ) - { - last_update = vg_time; - scores_update(); - } + enum server_intent { + k_server_intent_offline, + k_server_intent_online } + user_intent; + f64 last_intent_change; + f32 fintent; /* yeah this shit really shouldnt be here but oh well */ } - -static void network_end(void) +extern network_client; + +int packet_minsize( SteamNetworkingMessage_t *msg, u32 size ); +void network_send_item( enum netmsg_playeritem_type type ); +void network_request_scoreboard( const char *mod_uid, + const char *route_uid, + u32 week, u64 userdata ); +void network_publish_laptime( const char *mod_uid, + const char *route_uid, f64 lap_time ); +void chat_send_message( const char *message ); +void render_server_status_gui(void); +void network_status_string( vg_str *str, u32 *colour ); +void network_send_region(void); +void network_set_host( const char *host_str, const char *port_str ); + +static inline int network_connected(void) { - /* TODO: Fire off any buffered highscores that need to be setn */ + if( network_client.remote_version != NETWORK_SKATERIFT_VERSION ) return 0; + return network_client.state == k_ESteamNetworkingConnectionState_Connected; } - -#endif -#endif /* NETWORK_H */