X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=network.h;h=b47f518dd514b5003923f523cb12d8fa9fc1866b;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=f97cfbc8f5fdfeb3d50b4009b03c51fb07306e07;hpb=91d035f4845a6f9f62487b43e5142c4148e7f047;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/network.h b/network.h index f97cfbc..b47f518 100644 --- a/network.h +++ b/network.h @@ -1,8 +1,370 @@ +/* + * 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" + +/* + * Interface + */ +//#define SR_USE_LOCALHOST + +/* Call it at start; Connects us to the gameserver */ +VG_STATIC void network_init(void); + +/* Run this from main loop */ +VG_STATIC void network_update(void); + +/* Call it at shutdown */ +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 + */ +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 + * network connection. + */ +#ifdef SR_NETWORKED + +/* + * Runtime connection stuff + */ +VG_STATIC u8 steam_app_ticket[ 1024 ]; +VG_STATIC u32 steam_app_ticket_length; +VG_STATIC int network_name_update = 1; + +VG_STATIC HSteamNetConnection cremote; +VG_STATIC ESteamNetworkingConnectionState cremote_state = + k_ESteamNetworkingConnectionState_None; + +/* + * Implementation + */ + +VG_STATIC void scores_update(void); + +VG_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; + } +} + +VG_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 ); +} + +VG_STATIC void send_auth_ticket(void) +{ + u32 size = sizeof(netmsg_auth) + steam_app_ticket_length; + netmsg_auth *auth = alloca(size); + + auth->inetmsg_id = k_inetmsg_auth; + auth->ticket_length = steam_app_ticket_length; + for( int i=0; iticket[i] = steam_app_ticket[i]; + + SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( + hSteamNetworkingSockets, cremote, auth, size, + k_nSteamNetworkingSend_Reliable, NULL ); +} + +VG_STATIC void send_score_request(void) +{ + vg_info( "Requesting scores\n" ); + 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 ); +} + +VG_STATIC void send_score_update(void) +{ + vg_info( "Sending scores\n" ); + u32 size = sizeof(netmsg_set_score) + + vg_list_size(track_infos)*sizeof(struct netmsg_score_record); + netmsg_set_score *setscore = alloca( size ); + setscore->inetmsg_id = k_inetmsg_set_score; + + int count = 0; + for( u32 i=0; irecords[count].trackid = i; + setscore->records[count].playerid = 0; + setscore->records[count].points = user_record->points; + setscore->records[count].time = user_record->time; + + count ++; + } + } + + if( count == 0 ) + return; + + u32 send_size = sizeof(netmsg_set_score) + + count*sizeof(struct netmsg_score_record); + setscore->record_count = count; + + SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( + hSteamNetworkingSockets, cremote, setscore, send_size, + k_nSteamNetworkingSend_Reliable, NULL ); +} + +VG_STATIC void send_nickname(void) +{ + netmsg_set_nickname nick; + nick.inetmsg_id = k_inetmsg_set_nickname; + + memset( nick.nickname, 0, 16 ); + vg_strncpy( steam_username_at_startup, nick.nickname, 16 ); + + SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( + hSteamNetworkingSockets, cremote, &nick, sizeof(netmsg_set_nickname), + k_nSteamNetworkingSend_Reliable, NULL ); + + network_name_update = 0; +} + +VG_STATIC void server_routine_update(void) +{ + send_auth_ticket(); + + if( network_name_update ) + send_nickname(); + + send_score_update(); + send_score_request(); +} + +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 ); + vg_info( " %s -> %s\n", + string_ESteamNetworkingConnectionState(info->m_eOldState), + string_ESteamNetworkingConnectionState(info->m_info.m_eState) ); + + 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.. running updates\n"); + server_routine_update(); + } + } + else + { + vg_warn( " Recieved signal from unknown connection\n" ); + } +} + +VG_STATIC void network_connect_gc(void) +{ + /* Connect to server if not connected */ + SteamNetworkingIPAddr remoteAddr; + +#ifdef SR_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 ); +} + +VG_STATIC void on_inet_scoreboard( SteamNetworkingMessage_t *msg ) +{ + netmsg_scoreboard *sb = msg->m_pData; + + u32 base_size = sizeof(netmsg_scoreboard)- + sizeof(struct netmsg_board)*vg_list_size(track_infos), + expected = base_size+sizeof(struct netmsg_board)*sb->board_count; + + if( msg->m_cbSize != expected ) + { + vg_error( "Server scoreboard was corrupted. Size: %u != %u\n", + msg->m_cbSize, expected ); + } + else + { + if( vg_list_size(track_infos) > sb->board_count ) + vg_warn( "Server is out of date, not enough boards recieved\n"); + else if( vg_list_size(track_infos) < sb->board_count ) + vg_warn( "Client out of date, server sent more boards than we have\n"); + else + vg_success( "Recieved new scoreboards from server\n" ); + + for( int i=0; i < vg_min(sb->board_count,vg_list_size(track_infos)); i++) + { + scoreboard_client_data.boards[i] = sb->boards[i]; + highscores_board_printf( stdout, sb->boards[i].data, 10 ); + } + } + + /* We dont need to stay on the server currently */ + SteamAPI_ISteamNetworkingSockets_CloseConnection( + hSteamNetworkingSockets, cremote, 0, NULL, 1 ); + + network_scores_updated = 1; +} + +VG_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_scoreboard ) + on_inet_scoreboard( msg ); + + SteamAPI_SteamNetworkingMessage_t_Release( msg ); + } + } +} + +/* + * Subroutine to be connected to main game loop, runs all routines on timers + */ +VG_STATIC void network_update(void) +{ + if( steam_ready ) + { + static double last_update = 0.0; + poll_connection(); + + if( vg.time > (last_update + 60.0) ) + { + last_update = vg.time; + + if( steam_app_ticket_length ) + { + network_connect_gc(); + } + else + { + vg_low( "Not making remote connection; app ticket not gotten\n" ); + } + } + + if( vg.time > (last_update + 10.0) && + (cremote_state == k_ESteamNetworkingConnectionState_Connected )) + { + vg_warn( "Connected to server but no return... disconnecting\n" ); + SteamAPI_ISteamNetworkingSockets_CloseConnection( + hSteamNetworkingSockets, cremote, 0, NULL, 1 ); + } + } +} + +VG_STATIC void network_init(void) +{ + if( steam_ready ) + { + steam_register_callback( k_iSteamNetConnectionStatusChangedCallBack, + on_server_connect_status ); + request_auth_ticket(); + } +} + +VG_STATIC void network_end(void*_) +{ + /* TODO: Fire off any buffered highscores that need to be setn */ + if( cremote_state == k_ESteamNetworkingConnectionState_Connected || + cremote_state == k_ESteamNetworkingConnectionState_Connecting ) + { + SteamAPI_ISteamNetworkingSockets_CloseConnection( + hSteamNetworkingSockets, cremote, 0, NULL, 1 ); + } +} +#else /* SR_NETWORKED */ +VG_STATIC void network_init(void){} +VG_STATIC void network_update(void){} +VG_STATIC void network_end(void*_){} +#endif /* SR_NETWORKED */ #endif /* NETWORK_H */