Fix games that use the ip and port to identify socket connections.

This commit is contained in:
Mr_Goldberg 2022-01-26 01:51:55 -05:00
parent f147638f99
commit 0a5f136bc3
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GPG Key ID: 8597D87419DEF278
1 changed files with 23 additions and 17 deletions

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@ -210,6 +210,27 @@ ESteamNetworkingConnectionState convert_status(enum connect_socket_status old_st
return k_ESteamNetworkingConnectionState_None;
}
void set_steamnetconnectioninfo(std::map<HSteamNetConnection, Connect_Socket>::iterator connect_socket, SteamNetConnectionInfo_t *pInfo)
{
pInfo->m_identityRemote = connect_socket->second.remote_identity;
pInfo->m_nUserData = connect_socket->second.user_data;
pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
pInfo->m_addrRemote.Clear(); //TODO
if (connect_socket->second.real_port != SNS_DISABLED_PORT) {
pInfo->m_addrRemote.SetIPv4(network->getIP(connect_socket->second.remote_identity.GetSteamID()), connect_socket->first);
}
pInfo->m_idPOPRemote = 0;
pInfo->m_idPOPRelay = 0;
pInfo->m_eState = convert_status(connect_socket->second.status);
pInfo->m_eEndReason = 0; //TODO
pInfo->m_szEndDebug[0] = 0;
sprintf(pInfo->m_szConnectionDescription, "%u", connect_socket->first);
//Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t when calling GetConnectionInfo
//keep this in mind in future interface updates
}
void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status)
{
auto connect_socket = connect_sockets.find(m_hConn);
@ -217,14 +238,8 @@ void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old
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);
set_steamnetconnectioninfo(connect_socket, &data.m_info);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
@ -883,16 +898,7 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn
auto connect_socket = connect_sockets.find(hConn);
if (connect_socket == connect_sockets.end()) return false;
pInfo->m_identityRemote = connect_socket->second.remote_identity;
pInfo->m_nUserData = connect_socket->second.user_data;
pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
pInfo->m_addrRemote.Clear(); //TODO
pInfo->m_idPOPRemote = 0;
pInfo->m_idPOPRelay = 0;
pInfo->m_eState = convert_status(connect_socket->second.status);
pInfo->m_eEndReason = 0; //TODO
pInfo->m_szEndDebug[0] = 0;
sprintf(pInfo->m_szConnectionDescription, "%u", hConn);
set_steamnetconnectioninfo(connect_socket, pInfo);
//Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t
//keep this in mind in future interface updates