/* Copyright (C) 2019 Mr Goldberg This file is part of the Goldberg Emulator The Goldberg Emulator is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. The Goldberg Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the Goldberg Emulator; if not, see . */ #include "base.h" struct Listen_Socket { HSteamListenSocket socket_id; int virtual_port; }; enum connect_socket_status { CONNECT_SOCKET_NO_CONNECTION, CONNECT_SOCKET_CONNECTING, CONNECT_SOCKET_NOT_ACCEPTED, CONNECT_SOCKET_CONNECTED, CONNECT_SOCKET_CLOSED, CONNECT_SOCKET_TIMEDOUT }; struct Connect_Socket { int virtual_port; SteamNetworkingIdentity remote_identity; HSteamNetConnection remote_id; HSteamListenSocket listen_socket_id; enum connect_socket_status status; int64 user_data; std::queue data; HSteamNetPollGroup poll_group; unsigned long long packet_receive_counter; }; class Steam_Networking_Sockets : public ISteamNetworkingSockets001, public ISteamNetworkingSockets002, public ISteamNetworkingSockets003, public ISteamNetworkingSockets006, public ISteamNetworkingSockets008, public ISteamNetworkingSockets { class Settings *settings; class Networking *network; class SteamCallResults *callback_results; class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; std::vector listen_sockets; std::map connect_sockets; std::map> poll_groups; std::chrono::steady_clock::time_point created; public: static void steam_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_networkingsockets_callback\n"); Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object; steam_networkingsockets->Callback(msg); } static void steam_run_every_runcb(void *object) { PRINT_DEBUG("steam_networkingsockets_run_every_runcb\n"); Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object; steam_networkingsockets->RunCallbacks(); } Steam_Networking_Sockets(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) { this->settings = settings; this->network = network; this->run_every_runcb = run_every_runcb; this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Sockets::steam_callback, this); this->network->setCallback(CALLBACK_ID_NETWORKING_SOCKETS, settings->get_local_steam_id(), &Steam_Networking_Sockets::steam_callback, this); this->run_every_runcb->add(&Steam_Networking_Sockets::steam_run_every_runcb, this); this->callback_results = callback_results; this->callbacks = callbacks; this->created = std::chrono::steady_clock::now(); } ~Steam_Networking_Sockets() { //TODO rm network callbacks this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this); } HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort) { static HSteamListenSocket socket_id; ++socket_id; if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id; auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&nSteamConnectVirtualPort](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort;}); if (conn != listen_sockets.end()) return k_HSteamListenSocket_Invalid; struct Listen_Socket listen_socket; listen_socket.socket_id = socket_id; listen_socket.virtual_port = nSteamConnectVirtualPort; listen_sockets.push_back(listen_socket); return socket_id; } struct Listen_Socket *get_connection_socket(HSteamListenSocket id) { auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&id](struct Listen_Socket const& conn) { return conn.socket_id == id;}); if (conn == listen_sockets.end()) return NULL; return &(*conn); } bool send_packet_new_connection(HSteamNetConnection m_hConn) { auto connect_socket = connect_sockets.find(m_hConn); if (connect_socket == connect_sockets.end()) return false; //TODO: right now this only supports connecting with steam id, might need to make ip/port connections work in the future when I find a game that uses them. Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); if (connect_socket->second.status == CONNECT_SOCKET_CONNECTING) { msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_REQUEST); } else if (connect_socket->second.status == CONNECT_SOCKET_CONNECTED) { msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_ACCEPTED); } msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); return network->sendTo(&msg, true); } HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid) { Connect_Socket socket = {}; socket.remote_identity = remote_identity; socket.virtual_port = virtual_port; socket.listen_socket_id = listen_socket_id; socket.remote_id = remote_id; socket.status = status; socket.user_data = -1; socket.poll_group = k_HSteamNetPollGroup_Invalid; static HSteamNetConnection socket_id; ++socket_id; if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id; if (connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) { return k_HSteamNetConnection_Invalid; } return socket_id; } ESteamNetworkingConnectionState convert_status(enum connect_socket_status old_status) { if (old_status == CONNECT_SOCKET_NO_CONNECTION) return k_ESteamNetworkingConnectionState_None; if (old_status == CONNECT_SOCKET_CONNECTING) return k_ESteamNetworkingConnectionState_Connecting; if (old_status == CONNECT_SOCKET_NOT_ACCEPTED) return k_ESteamNetworkingConnectionState_Connecting; if (old_status == CONNECT_SOCKET_CONNECTED) return k_ESteamNetworkingConnectionState_Connected; if (old_status == CONNECT_SOCKET_CLOSED) return k_ESteamNetworkingConnectionState_ClosedByPeer; if (old_status == CONNECT_SOCKET_TIMEDOUT) return k_ESteamNetworkingConnectionState_ProblemDetectedLocally; return k_ESteamNetworkingConnectionState_None; } void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status) { auto connect_socket = connect_sockets.find(m_hConn); if (connect_socket == connect_sockets.end()) return; struct SteamNetConnectionStatusChangedCallback_t data = {}; data.m_hConn = connect_socket->first; data.m_info.m_identityRemote = connect_socket->second.remote_identity; data.m_info.m_hListenSocket = connect_socket->second.listen_socket_id; data.m_info.m_nUserData = connect_socket->second.user_data; //TODO //m_addrRemote //m_eEndReason data.m_info.m_eState = convert_status(connect_socket->second.status); data.m_eOldState = convert_status(old_status); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } /// Creates a "server" socket that listens for clients to connect to, either by calling /// ConnectSocketBySteamID or ConnectSocketByIPv4Address. /// /// nSteamConnectVirtualPort specifies how clients can connect to this socket using /// ConnectBySteamID. A negative value indicates that this functionality is /// disabled and clients must connect by IP address. It's very common for applications /// to only have one listening socket; in that case, use zero. If you need to open /// multiple listen sockets and have clients be able to connect to one or the other, then /// nSteamConnectVirtualPort should be a small integer constant unique to each listen socket /// you create. /// /// In the open-source version of this API, you must pass -1 for nSteamConnectVirtualPort /// /// If you want clients to connect to you by your IPv4 addresses using /// ConnectByIPv4Address, then you must set nPort to be nonzero. Steam will /// bind a UDP socket to the specified local port, and clients will send packets using /// ordinary IP routing. It's up to you to take care of NAT, protecting your server /// from DoS, etc. If you don't need clients to connect to you by IP, then set nPort=0. /// Use nIP if you wish to bind to a particular local interface. Typically you will use 0, /// which means to listen on all interfaces, and accept the default outbound IP address. /// If nPort is zero, then nIP must also be zero. /// /// A SocketStatusCallback_t callback when another client attempts a connection. HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocket %i %u %u\n", nSteamConnectVirtualPort, nIP, nPort); std::lock_guard lock(global_mutex); return new_listen_socket(nSteamConnectVirtualPort); } /// Creates a "server" socket that listens for clients to connect to by /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) /// /// You must select a specific local port to listen on and set it /// the port field of the local address. /// /// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()). /// This means that you will not bind to any particular local interface. In addition, /// if possible the socket will be bound in "dual stack" mode, which means that it can /// accept both IPv4 and IPv6 clients. If you wish to bind a particular interface, then /// set the local address to the appropriate IPv4 or IPv6 IP. /// /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t /// will be posted. The connection will be in the connecting state. HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n"); return k_HSteamListenSocket_Invalid; } HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n"); return k_HSteamListenSocket_Invalid; } /// Creates a connection and begins talking to a "server" over UDP at the /// given IPv4 or IPv6 address. The remote host must be listening with a /// matching call to CreateListenSocketIP on the specified port. /// /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start /// connecting, and then another one on either timeout or successful connection. /// /// If the server does not have any identity configured, then their network address /// will be the only identity in use. Or, the network host may provide a platform-specific /// identity with or without a valid certificate to authenticate that identity. (These /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's /// up to your application to decide whether to allow the connection. /// /// By default, all connections will get basic encryption sufficient to prevent /// casual eavesdropping. But note that without certificates (or a shared secret /// distributed through some other out-of-band mechanism), you don't have any /// way of knowing who is actually on the other end, and thus are vulnerable to /// man-in-the-middle attacks. HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n"); return k_HSteamNetConnection_Invalid; } HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); return k_HSteamNetConnection_Invalid; } /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// /// nVirtualPort specifies how clients can connect to this socket using /// ConnectP2P. It's very common for applications to only have one listening socket; /// in that case, use zero. If you need to open multiple listen sockets and have clients /// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000) /// unique to each listen socket you create. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// when your app initializes HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort); } HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %i\n", nVirtualPort); //TODO config options std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort); } /// Begin connecting to a server that is identified using a platform-specific identifier. /// This requires some sort of third party rendezvous service, and will depend on the /// platform and what other libraries and services you are integrating with. /// /// At the time of this writing, there is only one supported rendezvous service: Steam. /// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the /// client is online and facilitate a relay connection. Note that all P2P connections on /// Steam are currently relayed. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// when your app initializes HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr(); if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %llu\n", identityRemote.GetSteamID64()); //steam id identity } else if (ip) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4()); //ip addr } else { return k_HSteamNetConnection_Invalid; } HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort); send_packet_new_connection(socket); return socket; } HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %i\n", nVirtualPort); //TODO config options return ConnectP2P(identityRemote, nVirtualPort); } /// Creates a connection and begins talking to a remote destination. The remote host /// must be listening with a matching call to CreateListenSocket. /// /// Use ConnectBySteamID to connect using the SteamID (client or game server) as the network address. /// Use ConnectByIPv4Address to connect by IP address. /// /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start connecting, /// and then another one on timeout or successful connection //#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE HSteamNetConnection ConnectBySteamID( CSteamID steamIDTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectBySteamID\n"); return k_HSteamNetConnection_Invalid; } //#endif HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPv4Address\n"); return k_HSteamNetConnection_Invalid; } /// Accept an incoming connection that has been received on a listen socket. /// /// When a connection attempt is received (perhaps after a few basic handshake /// packets have been exchanged to prevent trivial spoofing), a connection interface /// object is created in the k_ESteamNetworkingConnectionState_Connecting state /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your /// application MUST either accept or close the connection. (It may not ignore it.) /// Accepting the connection will transition it either into the connected state, /// of the finding route state, depending on the connection type. /// /// You should take action within a second or two, because accepting the connection is /// what actually sends the reply notifying the client that they are connected. If you /// delay taking action, from the client's perspective it is the same as the network /// being unresponsive, and the client may timeout the connection attempt. In other /// words, the client cannot distinguish between a delay caused by network problems /// and a delay caused by the application. /// /// This means that if your application goes for more than a few seconds without /// processing callbacks (for example, while loading a map), then there is a chance /// that a client may attempt to connect in that interval and fail due to timeout. /// /// If the application does not respond to the connection attempt in a timely manner, /// and we stop receiving communication from the client, the connection attempt will /// be timed out locally, transitioning the connection to the /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also /// close the connection before it is accepted, and a transition to the /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact /// sequence of events. /// /// Returns k_EResultInvalidParam if the handle is invalid. /// Returns k_EResultInvalidState if the connection is not in the appropriate state. /// (Remember that the connection state could change in between the time that the /// notification being posted to the queue and when it is received by the application.) EResult AcceptConnection( HSteamNetConnection hConn ) { PRINT_DEBUG("Steam_Networking_Sockets::AcceptConnection %u\n", hConn); std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return k_EResultInvalidParam; if (connect_socket->second.status != CONNECT_SOCKET_NOT_ACCEPTED) return k_EResultInvalidState; connect_socket->second.status = CONNECT_SOCKET_CONNECTED; send_packet_new_connection(connect_socket->first); launch_callback(connect_socket->first, CONNECT_SOCKET_NOT_ACCEPTED); return k_EResultOK; } /// Disconnects from the remote host and invalidates the connection handle. /// Any unread data on the connection is discarded. /// /// nReason is an application defined code that will be received on the other /// end and recorded (when possible) in backend analytics. The value should /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need /// to communicate any information to the remote host, and do not want analytics to /// be able to distinguish "normal" connection terminations from "exceptional" ones, /// You may pass zero, in which case the generic value of /// k_ESteamNetConnectionEnd_App_Generic will be used. /// /// pszDebug is an optional human-readable diagnostic string that will be received /// by the remote host and recorded (when possible) in backend analytics. /// /// If you wish to put the socket into a "linger" state, where an attempt is made to /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data /// is not flushed. /// /// If the connection has already ended and you are just freeing up the /// connection interface, the reason code, debug string, and linger flag are /// ignored. bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) { PRINT_DEBUG("Steam_Networking_Sockets::CloseConnection %u\n", hPeer); std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hPeer); if (connect_socket == connect_sockets.end()) return false; if (connect_socket->second.status != CONNECT_SOCKET_CLOSED && connect_socket->second.status != CONNECT_SOCKET_TIMEDOUT) { //TODO send/nReason and pszDebug Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END); msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); network->sendTo(&msg, true); } connect_sockets.erase(connect_socket); return true; } /// Destroy a listen socket, and all the client sockets generated by accepting connections /// on the listen socket. /// /// pszNotifyRemoteReason determines what cleanup actions are performed on the client /// sockets being destroyed. (See DestroySocket for more details.) /// /// Note that if cleanup is requested and you have requested the listen socket bound to a /// particular local port to facilitate direct UDP/IPv4 connections, then the underlying UDP /// socket must remain open until all clients have been cleaned up. bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteReason ) { PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket old\n"); return false; } /// Destroy a listen socket. All the connections that were accepting on the listen /// socket are closed ungracefully. bool CloseListenSocket( HSteamListenSocket hSocket ) { PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket\n"); std::lock_guard lock(global_mutex); auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&hSocket](struct Listen_Socket const& conn) { return conn.socket_id == hSocket;}); if (conn == listen_sockets.end()) return false; std::queue to_close; auto socket_conn = std::begin(connect_sockets); while (socket_conn != std::end(connect_sockets)) { if (socket_conn->second.listen_socket_id == hSocket) { to_close.push(socket_conn->first); } ++socket_conn; } while (to_close.size()) { CloseConnection(to_close.front(), 0, "", false); to_close.pop(); } listen_sockets.erase(conn); return true; } /// Set connection user data. Returns false if the handle is invalid. bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionUserData\n"); std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hPeer); if (connect_socket == connect_sockets.end()) return false; connect_socket->second.user_data = nUserData; return true; } /// Fetch connection user data. Returns -1 if handle is invalid /// or if you haven't set any userdata on the connection. int64 GetConnectionUserData( HSteamNetConnection hPeer ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionUserData\n"); std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hPeer); if (connect_socket == connect_sockets.end()) return -1; return connect_socket->second.user_data; } /// Set a name for the connection, used mostly for debugging void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionName\n"); } /// Fetch connection name. Returns false if handle is invalid bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionName\n"); return false; } /// Send a message to the remote host on the connected socket. /// /// eSendType determines the delivery guarantees that will be provided, /// when data should be buffered, etc. /// /// Note that the semantics we use for messages are not precisely /// the same as the semantics of a standard "stream" socket. /// (SOCK_STREAM) For an ordinary stream socket, the boundaries /// between chunks are not considered relevant, and the sizes of /// the chunks of data written will not necessarily match up to /// the sizes of the chunks that are returned by the reads on /// the other end. The remote host might read a partial chunk, /// or chunks might be coalesced. For the message semantics /// used here, however, the sizes WILL match. Each send call /// will match a successful read call on the remote host /// one-for-one. If you are porting existing stream-oriented /// code to the semantics of reliable messages, your code should /// work the same, since reliable message semantics are more /// strict than stream semantics. The only caveat is related to /// performance: there is per-message overhead to retain the /// messages sizes, and so if your code sends many small chunks /// of data, performance will suffer. Any code based on stream /// sockets that does not write excessively small chunks will /// work without any changes. EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, ESteamNetworkingSendType eSendType ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old\n"); return k_EResultFail; } /// Send a message to the remote host on the specified connection. /// /// nSendFlags determines the delivery guarantees that will be provided, /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable /// /// Note that the semantics we use for messages are not precisely /// the same as the semantics of a standard "stream" socket. /// (SOCK_STREAM) For an ordinary stream socket, the boundaries /// between chunks are not considered relevant, and the sizes of /// the chunks of data written will not necessarily match up to /// the sizes of the chunks that are returned by the reads on /// the other end. The remote host might read a partial chunk, /// or chunks might be coalesced. For the message semantics /// used here, however, the sizes WILL match. Each send call /// will match a successful read call on the remote host /// one-for-one. If you are porting existing stream-oriented /// code to the semantics of reliable messages, your code should /// work the same, since reliable message semantics are more /// strict than stream semantics. The only caveat is related to /// performance: there is per-message overhead to retain the /// message sizes, and so if your code sends many small chunks /// of data, performance will suffer. Any code based on stream /// sockets that does not write excessively small chunks will /// work without any changes. /// /// The pOutMessageNumber is an optional pointer to receive the /// message number assigned to the message, if sending was successful. /// /// Returns: /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) /// - k_EResultInvalidState: connection is in an invalid state /// - k_EResultNoConnection: connection has ended /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because /// we were not ready to send it. /// - k_EResultLimitExceeded: there was already too much data queued to be sent. /// (See k_ESteamNetworkingConfig_SendBufferSize) EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection %u, len %u, flags %i\n", hConn, cbData, nSendFlags); std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return k_EResultInvalidParam; if (connect_socket->second.status == CONNECT_SOCKET_CLOSED) return k_EResultNoConnection; if (connect_socket->second.status == CONNECT_SOCKET_TIMEDOUT) return k_EResultNoConnection; if (connect_socket->second.status != CONNECT_SOCKET_CONNECTED) return k_EResultInvalidState; Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA); msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); msg.mutable_networking_sockets()->set_data(pData, cbData); bool reliable = false; if (nSendFlags & k_nSteamNetworkingSend_Reliable) reliable = true; if (network->sendTo(&msg, reliable)) return k_EResultOK; return k_EResultFail; } EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old %u, len %u, flags %i\n", hConn, cbData, nSendFlags); return SendMessageToConnection(hConn, pData, cbData, nSendFlags, NULL); } /// Send one or more messages without copying the message payload. /// This is the most efficient way to send messages. To use this /// function, you must first allocate a message object using /// ISteamNetworkingUtils::AllocateMessage. (Do not declare one /// on the stack or allocate your own.) /// /// You should fill in the message payload. You can either let /// it allocate the buffer for you and then fill in the payload, /// or if you already have a buffer allocated, you can just point /// m_pData at your buffer and set the callback to the appropriate function /// to free it. Note that if you use your own buffer, it MUST remain valid /// until the callback is executed. And also note that your callback can be /// invoked at ant time from any thread (perhaps even before SendMessages /// returns!), so it MUST be fast and threadsafe. /// /// You MUST also fill in: /// - m_conn - the handle of the connection to send the message to /// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. /// /// All other fields are currently reserved and should not be modified. /// /// The library will take ownership of the message structures. They may /// be modified or become invalid at any time, so you must not read them /// after passing them to this function. /// /// pOutMessageNumberOrResult is an optional array that will receive, /// for each message, the message number that was assigned to the message /// if sending was successful. If sending failed, then a negative EResult /// valid is placed into the array. For example, the array will hold /// -k_EResultInvalidState if the connection was in an invalid state. /// See ISteamNetworkingSockets::SendMessageToConnection for possible /// failure codes. void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessages\n"); } /// If Nagle is enabled (its on by default) then when calling /// SendMessageToConnection the message will be queued up the Nagle time /// before being sent to merge small messages into the same packet. /// /// Call this function to flush any queued messages and send them immediately /// on the next transmission time (often that means right now). EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) { PRINT_DEBUG("Steam_Networking_Sockets::FlushMessagesOnConnection\n"); return k_EResultOK; } static void free_steam_message_data(SteamNetworkingMessage_t *pMsg) { free(pMsg->m_pData); pMsg->m_pData = NULL; } static void delete_steam_message(SteamNetworkingMessage_t *pMsg) { if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg); delete pMsg; } SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn) { auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return NULL; if (connect_socket->second.data.empty()) return NULL; SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); unsigned long size = connect_socket->second.data.front().size(); pMsg->m_pData = malloc(size); pMsg->m_cbSize = size; memcpy(pMsg->m_pData, connect_socket->second.data.front().data(), size); pMsg->m_conn = hConn; pMsg->m_identityPeer = connect_socket->second.remote_identity; pMsg->m_nConnUserData = connect_socket->second.user_data; pMsg->m_usecTimeReceived = std::chrono::duration_cast(std::chrono::steady_clock::now() - created).count(); pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter; ++connect_socket->second.packet_receive_counter; pMsg->m_pfnFreeData = &free_steam_message_data; pMsg->m_pfnRelease = &delete_steam_message; pMsg->m_nChannel = 0; connect_socket->second.data.pop(); PRINT_DEBUG("get_steam_message_connection %u %u\n", hConn, size); return pMsg; } /// Fetch the next available message(s) from the connection, if any. /// Returns the number of messages returned into your array, up to nMaxMessages. /// If the connection handle is invalid, -1 is returned. /// /// The order of the messages returned in the array is relevant. /// Reliable messages will be received in the order they were sent (and with the /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). /// /// Unreliable messages may be dropped, or delivered out of order withrespect to /// each other or with respect to reliable messages. The same unreliable message /// may be received multiple times. /// /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each /// of them free up resources after you are done. It is safe to keep the object alive for /// a little while (put it into some queue, etc), and you may call Release() from any thread. int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection %u %i\n", hConn, nMaxMessages); if (!ppOutMessages || !nMaxMessages) return 0; std::lock_guard lock(global_mutex); SteamNetworkingMessage_t *msg = NULL; int messages = 0; while ((msg = get_steam_message_connection(hConn)) && messages < nMaxMessages) { ppOutMessages[messages] = msg; ++messages; } return messages; } /// Same as ReceiveMessagesOnConnection, but will return the next message available /// on any connection that was accepted through the specified listen socket. Examine /// SteamNetworkingMessage_t::m_conn to know which client connection. /// /// Delivery order of messages among different clients is not defined. They may /// be returned in an order different from what they were actually received. (Delivery /// order of messages from the same client is well defined, and thus the order of the /// messages is relevant!) int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket %u %i\n", hSocket, nMaxMessages); if (!ppOutMessages || !nMaxMessages) return 0; std::lock_guard lock(global_mutex); SteamNetworkingMessage_t *msg = NULL; int messages = 0; auto socket_conn = std::begin(connect_sockets); while (socket_conn != std::end(connect_sockets) && messages < nMaxMessages) { if (socket_conn->second.listen_socket_id == hSocket) { while ((msg = get_steam_message_connection(socket_conn->first)) && messages < nMaxMessages) { ppOutMessages[messages] = msg; ++messages; } } ++socket_conn; } return messages; } /// Returns basic information about the high-level state of the connection. bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); return false; } /// Fetch the next available message(s) from the socket, if any. /// Returns the number of messages returned into your array, up to nMaxMessages. /// If the connection handle is invalid, -1 is returned. /// /// The order of the messages returned in the array is relevant. /// Reliable messages will be received in the order they were sent (and with the /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). /// /// FIXME - We're still debating the exact set of guarantees for unreliable, so this might change. /// Unreliable messages may not be received. The order of delivery of unreliable messages /// is NOT specified. They may be received out of order with respect to each other or /// reliable messages. They may be received multiple times! /// /// If any messages are returned, you MUST call Release() to each of them free up resources /// after you are done. It is safe to keep the object alive for a little while (put it /// into some queue, etc), and you may call Release() from any thread. int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection\n"); return -1; } /// Same as ReceiveMessagesOnConnection, but will return the next message available /// on any client socket that was accepted through the specified listen socket. Examine /// SteamNetworkingMessage_t::m_conn to know which client connection. /// /// Delivery order of messages among different clients is not defined. They may /// be returned in an order different from what they were actually received. (Delivery /// order of messages from the same client is well defined, and thus the order of the /// messages is relevant!) int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket\n"); return -1; } /// Returns information about the specified connection. bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); return false; } /// Returns brief set of connection status that you might want to display /// to the user in game. bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) { PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n"); return false; } /// Returns detailed connection stats in text format. Useful /// for dumping to a log, etc. /// /// Returns: /// -1 failure (bad connection handle) /// 0 OK, your buffer was filled in and '\0'-terminated /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. Try again with a buffer of at least N bytes. int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) { PRINT_DEBUG("Steam_Networking_Sockets::GetDetailedConnectionStatus\n"); return -1; } /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. /// /// An IPv6 address of ::0 means "any IPv4 or IPv6" /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) { PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketAddress\n"); return false; } /// Returns information about the listen socket. /// /// *pnIP and *pnPort will be 0 if the socket is set to listen for connections based /// on SteamID only. If your listen socket accepts connections on IPv4, then both /// fields will return nonzero, even if you originally passed a zero IP. However, /// note that the address returned may be a private address (e.g. 10.0.0.x or 192.168.x.x), /// and may not be reachable by a general host on the Internet. bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPort ) { PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketInfo\n"); std::lock_guard lock(global_mutex); struct Listen_Socket *socket = get_connection_socket(hSocket); if (!socket) return false; if (pnIP) *pnIP = 0;//socket->ip; if (pnPort) *pnPort = 0;//socket->port; return true; } /// Create a pair of connections that are talking to each other, e.g. a loopback connection. /// This is very useful for testing, or so that your client/server code can work the same /// even when you are running a local "server". /// /// The two connections will immediately be placed into the connected state, and no callbacks /// will be posted immediately. After this, if you close either connection, the other connection /// will receive a callback, exactly as if they were communicating over the network. You must /// close *both* sides in order to fully clean up the resources! /// /// By default, internal buffers are used, completely bypassing the network, the chopping up of /// messages into packets, encryption, copying the payload, etc. This means that loopback /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended /// to encrypt and decrypt. /// /// The SteamID assigned to both ends of the connection will be the SteamID of this interface. bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair old\n"); return CreateSocketPair(pOutConnection1, pOutConnection2, bUseNetworkLoopback, NULL, NULL); } /// Create a pair of connections that are talking to each other, e.g. a loopback connection. /// This is very useful for testing, or so that your client/server code can work the same /// even when you are running a local "server". /// /// The two connections will immediately be placed into the connected state, and no callbacks /// will be posted immediately. After this, if you close either connection, the other connection /// will receive a callback, exactly as if they were communicating over the network. You must /// close *both* sides in order to fully clean up the resources! /// /// By default, internal buffers are used, completely bypassing the network, the chopping up of /// messages into packets, encryption, copying the payload, etc. This means that loopback /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended /// to encrypt and decrypt. /// /// If you wish to assign a specific identity to either connection, you may pass a particular /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic /// "localhost" identity. If you use real network loopback, this might be translated to the /// actual bound loopback port. Otherwise, the port will be zero. bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair %u %p %p\n", bUseNetworkLoopback, pIdentity1, pIdentity2); if (!pOutConnection1 || !pOutConnection1) return false; std::lock_guard lock(global_mutex); SteamNetworkingIdentity remote_identity; remote_identity.SetSteamID(settings->get_local_steam_id()); HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid); HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1); connect_sockets[con1].remote_id = con2; *pOutConnection1 = con1; *pOutConnection2 = con2; return true; } /// Get the identity assigned to this interface. /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID /// even if they are not signed into Steam.) bool GetIdentity( SteamNetworkingIdentity *pIdentity ) { PRINT_DEBUG("Steam_Networking_Sockets::GetIdentity\n"); if (!pIdentity) return false; pIdentity->SetSteamID(settings->get_local_steam_id()); return true; } /// Indicate our desire to be ready participate in authenticated communications. /// If we are currently not ready, then steps will be taken to obtain the necessary /// certificates. (This includes a certificate for us, as well as any CA certificates /// needed to authenticate peers.) /// /// You can call this at program init time if you know that you are going to /// be making authenticated connections, so that we will be ready immediately when /// those connections are attempted. (Note that essentially all connections require /// authentication, with the exception of ordinary UDP connections with authentication /// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call /// this function, we will wait until a feature is utilized that that necessitates /// these resources. /// /// You can also call this function to force a retry, if failure has occurred. /// Once we make an attempt and fail, we will not automatically retry. /// In this respect, the behavior of the system after trying and failing is the same /// as before the first attempt: attempting authenticated communication or calling /// this function will call the system to attempt to acquire the necessary resources. /// /// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t /// to monitor the status. /// /// Returns the current value that would be returned from GetAuthenticationStatus. ESteamNetworkingAvailability InitAuthentication() { PRINT_DEBUG("Steam_Networking_Sockets::InitAuthentication\n"); return k_ESteamNetworkingAvailability_Current; } /// Query our readiness to participate in authenticated communications. A /// SteamNetAuthenticationStatus_t callback is posted any time this status changes, /// but you can use this function to query it at any time. /// /// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only /// want this high level status, you can pass NULL for pDetails. If you want further /// details, pass non-NULL to receive them. ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) { PRINT_DEBUG("Steam_Networking_Sockets::GetAuthenticationStatus\n"); return k_ESteamNetworkingAvailability_Current; } /// Create a new poll group. /// /// You should destroy the poll group when you are done using DestroyPollGroup HSteamNetPollGroup CreatePollGroup() { PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n"); std::lock_guard lock(global_mutex); static HSteamNetPollGroup poll_group_counter; ++poll_group_counter; HSteamNetPollGroup poll_group_number = poll_group_counter; poll_groups[poll_group_number] = std::list(); return poll_group_number; } /// Destroy a poll group created with CreatePollGroup(). /// /// If there are any connections in the poll group, they are removed from the group, /// and left in a state where they are not part of any poll group. /// Returns false if passed an invalid poll group handle. bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) { PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n"); std::lock_guard lock(global_mutex); auto group = poll_groups.find(hPollGroup); if (group == poll_groups.end()) { return false; } for (auto c : group->second) { auto connect_socket = connect_sockets.find(c); if (connect_socket != connect_sockets.end()) { connect_socket->second.poll_group = k_HSteamNetPollGroup_Invalid; } } poll_groups.erase(group); return true; } /// Assign a connection to a poll group. Note that a connection may only belong to a /// single poll group. Adding a connection to a poll group implicitly removes it from /// any other poll group it is in. /// /// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current /// poll group without adding it to a new poll group. /// /// If there are received messages currently pending on the connection, an attempt /// is made to add them to the queue of messages for the poll group in approximately /// the order that would have applied if the connection was already part of the poll /// group at the time that the messages were received. /// /// Returns false if the connection handle is invalid, or if the poll group handle /// is invalid (and not k_HSteamNetPollGroup_Invalid). bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup %u %u\n", hConn, hPollGroup); std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) { return false; } auto group = poll_groups.find(hPollGroup); if (group == poll_groups.end() && hPollGroup != k_HSteamNetPollGroup_Invalid) { return false; } HSteamNetPollGroup old_poll_group = connect_socket->second.poll_group; if (old_poll_group != k_HSteamNetPollGroup_Invalid) { auto group = poll_groups.find(hPollGroup); if (group != poll_groups.end()) { group->second.remove(hConn); } } connect_socket->second.poll_group = hPollGroup; if (hPollGroup == k_HSteamNetPollGroup_Invalid) { return true; } group->second.push_back(hConn); return true; } /// Same as ReceiveMessagesOnConnection, but will return the next messages available /// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn /// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also /// be useful.) /// /// Delivery order of messages among different connections will usually match the /// order that the last packet was received which completed the message. But this /// is not a strong guarantee, especially for packets received right as a connection /// is being assigned to poll group. /// /// Delivery order of messages on the same connection is well defined and the /// same guarantees are present as mentioned in ReceiveMessagesOnConnection. /// (But the messages are not grouped by connection, so they will not necessarily /// appear consecutively in the list; they may be interleaved with messages for /// other connections.) int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup %u %i\n", hPollGroup, nMaxMessages); std::lock_guard lock(global_mutex); auto group = poll_groups.find(hPollGroup); if (group == poll_groups.end()) { return 0; } SteamNetworkingMessage_t *msg = NULL; int messages = 0; for (auto c : group->second) { while ((msg = get_steam_message_connection(c)) && messages < nMaxMessages) { ppOutMessages[messages] = msg; ++messages; } } return messages; } //#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE // // Clients connecting to dedicated servers hosted in a data center, // using central-authority-granted tickets. // /// Called when we receive a ticket from our central matchmaking system. Puts the /// ticket into a persistent cache, and optionally returns the parsed ticket. /// /// See stamdatagram_ticketgen.h for more details. bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceivedRelayAuthTicket\n"); return false; } /// Search cache for a ticket to talk to the server on the specified virtual port. /// If found, returns the number of second until the ticket expires, and optionally /// the complete cracked ticket. Returns 0 if we don't have a ticket. /// /// Typically this is useful just to confirm that you have a ticket, before you /// call ConnectToHostedDedicatedServer to connect to the server. int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old\n"); return 0; } /// Search cache for a ticket to talk to the server on the specified virtual port. /// If found, returns the number of seconds until the ticket expires, and optionally /// the complete cracked ticket. Returns 0 if we don't have a ticket. /// /// Typically this is useful just to confirm that you have a ticket, before you /// call ConnectToHostedDedicatedServer to connect to the server. int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer\n"); return 0; } /// Client call to connect to a server hosted in a Valve data center, on the specified virtual /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! /// /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses /// connection to Steam or the central backend, or the app is restarted or crashes, etc. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// when your app initializes HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old\n"); return k_HSteamListenSocket_Invalid; } /// Client call to connect to a server hosted in a Valve data center, on the specified virtual /// port. You should have received a ticket for this server, or else this connect call will fail! /// /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses /// connection to Steam or the central backend, or the app is restarted or crashes, etc. HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer older\n"); return k_HSteamListenSocket_Invalid; } HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer\n"); return k_HSteamListenSocket_Invalid; } // // Servers hosted in Valve data centers // /// Returns the value of the SDR_LISTEN_PORT environment variable. uint16 GetHostedDedicatedServerPort() { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPort\n"); //TODO? return 27054; } /// If you are running in a production data center, this will return the data /// center code. Returns 0 otherwise. SteamNetworkingPOPID GetHostedDedicatedServerPOPID() { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPOPID\n"); return 0; } /// Return info about the hosted server. You will need to send this information to your /// backend, and put it in tickets, so that the relays will know how to forward traffic from /// clients to your server. See SteamDatagramRelayAuthTicket for more info. /// /// NOTE ABOUT DEVELOPMENT ENVIRONMENTS: /// In production in our data centers, these parameters are configured via environment variables. /// In development, the only one you need to set is SDR_LISTEN_PORT, which is the local port you /// want to listen on. Furthermore, if you are running your server behind a corporate firewall, /// you probably will not be able to put the routing information returned by this function into /// tickets. Instead, it should be a public internet address that the relays can use to send /// data to your server. So you might just end up hardcoding a public address and setup port /// forwarding on your corporate firewall. In that case, the port you put into the ticket /// needs to be the public-facing port opened on your firewall, if it is different from the /// actual server port. /// /// This function will fail if SteamDatagramServer_Init has not been called. /// /// Returns false if the SDR_LISTEN_PORT environment variable is not set. bool GetHostedDedicatedServerAddress001( SteamDatagramHostedAddress *pRouting ) { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress002 %p\n", pRouting); return GetHostedDedicatedServerAddress(pRouting) == k_EResultOK; } /// Return info about the hosted server. This contains the PoPID of the server, /// and opaque routing information that can be used by the relays to send traffic /// to your server. /// /// You will need to send this information to your backend, and put it in tickets, /// so that the relays will know how to forward traffic from /// clients to your server. See SteamDatagramRelayAuthTicket for more info. /// /// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, /// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info /// to your game coordinator service, and also login securely at the same time. /// /// On a successful exit, k_EResultOK is returned /// /// Unsuccessful exit: /// - Something other than k_EResultOK is returned. /// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET /// is not set.) /// - k_EResultPending: we do not (yet) have the authentication information needed. /// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch /// the network config, this data should always be available immediately. /// - A non-localized diagnostic debug message will be placed in m_data that describes /// the cause of the failure. /// /// NOTE: The returned blob is not encrypted. Send it to your backend, but don't /// directly share it with clients. virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress %p\n", pRouting); std::lock_guard lock(global_mutex); pRouting->SetDevAddress(network->getOwnIP(), 27054); return k_EResultOK; } /// Create a listen socket on the specified virtual port. The physical UDP port to use /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not /// configured, this call will fail. /// /// Note that this call MUST be made through the SteamNetworkingSocketsGameServer() interface HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort); } /// Create a listen socket on the specified virtual port. The physical UDP port to use /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not /// configured, this call will fail. /// /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface /// /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); //TODO config options std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort); } //#endif // #ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE // // Gets some debug text from the connection // bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionDebugText\n"); return false; } // // Set and get configuration values, see ESteamNetworkingConfigurationValue for individual descriptions. // // Returns the value or -1 is eConfigValue is invalid int32 GetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValue\n"); return -1; } // Returns true if successfully set bool SetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue, int32 nValue ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationValue %i: %i\n", eConfigValue, nValue); return true; } // Return the name of an int configuration value, or NULL if config value isn't known const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValueName\n"); return NULL; } // // Set and get configuration strings, see ESteamNetworkingConfigurationString for individual descriptions. // // Get the configuration string, returns length of string needed if pDest is nullpr or destSize is 0 // returns -1 if the eConfigValue is invalid int32 GetConfigurationString( ESteamNetworkingConfigurationString eConfigString, char *pDest, int32 destSize ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationString\n"); return -1; } bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *pString ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationString\n"); return false; } // Return the name of a string configuration value, or NULL if config value isn't known const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eConfigString ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationStringName\n"); return NULL; } // // Set and get configuration values, see ESteamNetworkingConnectionConfigurationValue for individual descriptions. // // Returns the value or -1 is eConfigValue is invalid int32 GetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionConfigurationValue\n"); return -1; } // Returns true if successfully set bool SetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue, int32 nValue ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionConfigurationValue\n"); return false; } /// Generate an authentication blob that can be used to securely login with /// your backend, using SteamDatagram_ParseHostedServerLogin. (See /// steamdatagram_gamecoordinator.h) /// /// Before calling the function: /// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave /// all other fields uninitialized. /// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be /// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) /// /// On a successful exit: /// - k_EResultOK is returned /// - All of the remaining fields of pLoginInfo will be filled out. /// - *pcbSignedBlob contains the size of the serialized blob that has been /// placed into pBlob. /// /// Unsuccessful exit: /// - Something other than k_EResultOK is returned. /// - k_EResultNotLoggedOn: you are not logged in (yet) /// - See GetHostedDedicatedServerAddress for more potential failure return values. /// - A non-localized diagnostic debug message will be placed in pBlob that describes /// the cause of the failure. /// /// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin /// with the cert that is issued to this server. In dev environments, it's OK if you do /// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) /// Otherwise, you will need a signed cert. /// /// NOTE: The routing blob returned here is not encrypted. Send it to your backend /// and don't share it directly with clients. EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) { PRINT_DEBUG("Steam_Networking_Sockets::GetGameCoordinatorServerLogin\n"); return k_EResultFail; } // // Relayed connections using custom signaling protocol // // This is used if you have your own method of sending out-of-band // signaling / rendezvous messages through a mutually trusted channel. // /// Create a P2P "client" connection that does signaling over a custom /// rendezvous/signaling channel. /// /// pSignaling points to a new object that you create just for this connection. /// It must stay valid until Release() is called. Once you pass the /// object to this function, it assumes ownership. Release() will be called /// from within the function call if the call fails. Furthermore, until Release() /// is called, you should be prepared for methods to be invoked on your /// object from any thread! You need to make sure your object is threadsafe! /// Furthermore, you should make sure that dispatching the methods is done /// as quickly as possible. /// /// This function will immediately construct a connection in the "connecting" /// state. Soon after (perhaps before this function returns, perhaps in another thread), /// the connection will begin sending signaling messages by calling /// ISteamNetworkingConnectionCustomSignaling::SendSignal. /// /// When the remote peer accepts the connection (See /// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest), /// it will begin sending signaling messages. When these messages are received, /// you can pass them to the connection using ReceivedP2PCustomSignal. /// /// If you know the identity of the peer that you expect to be on the other end, /// you can pass their identity to improve debug output or just detect bugs. /// If you don't know their identity yet, you can pass NULL, and their /// identity will be established in the connection handshake. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// when your app initializes /// /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling old\n"); return ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, 0, nOptions, pOptions); } HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n"); return k_HSteamNetConnection_Invalid; } /// Called when custom signaling has received a message. When your /// signaling channel receives a message, it should save off whatever /// routing information was in the envelope into the context object, /// and then pass the payload to this function. /// /// A few different things can happen next, depending on the message: /// /// - If the signal is associated with existing connection, it is dealt /// with immediately. If any replies need to be sent, they will be /// dispatched using the ISteamNetworkingConnectionCustomSignaling /// associated with the connection. /// - If the message represents a connection request (and the request /// is not redundant for an existing connection), a new connection /// will be created, and ReceivedConnectRequest will be called on your /// context object to determine how to proceed. /// - Otherwise, the message is for a connection that does not /// exist (anymore). In this case, we *may* call SendRejectionReply /// on your context object. /// /// In any case, we will not save off pContext or access it after this /// function returns. /// /// Returns true if the message was parsed and dispatched without anything /// unusual or suspicious happening. Returns false if there was some problem /// with the message that prevented ordinary handling. (Debug output will /// usually have more information.) /// /// If you expect to be using relayed connections, then you probably want /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n"); return false; } // // Certificate provision by the application. On Steam, we normally handle all this automatically // and you will not need to use these advanced functions. // /// Get blob that describes a certificate request. You can send this to your game coordinator. /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required /// size. (256 bytes is a very conservative estimate.) /// /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) { PRINT_DEBUG("Steam_Networking_Sockets::GetCertificateRequest\n"); return false; } /// Set the certificate. The certificate blob should be the output of /// SteamDatagram_CreateCert. bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) { PRINT_DEBUG("Steam_Networking_Sockets::SetCertificate\n"); return false; } // TEMP KLUDGE Call to invoke all queued callbacks. // Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks. // You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks // to minimize potential changes in timing when that change happens. void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) { PRINT_DEBUG("Steam_Networking_Sockets:RunCallbacks\n"); } void RunCallbacks() { //TODO: timeout unaccepted connections after a few seconds or so } void Callback(Common_Message *msg) { if (msg->has_low_level()) { if (msg->low_level().type() == Low_Level::CONNECT) { } if (msg->low_level().type() == Low_Level::DISCONNECT) { for (auto & connect_socket : connect_sockets) { if (connect_socket.second.remote_identity.GetSteamID64() == msg->source_id()) { enum connect_socket_status old_status = connect_socket.second.status; connect_socket.second.status = CONNECT_SOCKET_TIMEDOUT; launch_callback(connect_socket.first, old_status); } } } } if (msg->has_networking_sockets()) { PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u\n", msg->networking_sockets().type()); if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_REQUEST) { int virtual_port = msg->networking_sockets().port(); auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;}); if (conn != listen_sockets.end()) { SteamNetworkingIdentity identity; identity.SetSteamID64(msg->source_id()); HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION); } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) { auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); if (connect_socket != connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTING) { connect_socket->second.remote_id = msg->networking_sockets().connection_id_from(); connect_socket->second.status = CONNECT_SOCKET_CONNECTED; launch_callback(connect_socket->first, CONNECT_SOCKET_CONNECTING); } } } else if (msg->networking_sockets().type() == Networking_Sockets::DATA) { auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); if (connect_socket != connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) { connect_socket->second.data.push(msg->networking_sockets().data()); } } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_END) { auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); if (connect_socket != connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) { enum connect_socket_status old_status = connect_socket->second.status; connect_socket->second.status = CONNECT_SOCKET_CLOSED; launch_callback(connect_socket->first, old_status); } } } } } };