/* 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" class Steam_Networking_Messages : public ISteamNetworkingMessages { class Settings *settings; class Networking *network; class SteamCallResults *callback_results; class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; public: static void steam_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_networking_messages_callback\n"); Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object; steam_networking_messages->Callback(msg); } static void steam_run_every_runcb(void *object) { PRINT_DEBUG("steam_networking_messages_run_every_runcb\n"); Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object; steam_networking_messages->RunCallbacks(); } Steam_Networking_Messages(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_Messages::steam_callback, this); this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this); this->callback_results = callback_results; this->callbacks = callbacks; } ~Steam_Networking_Messages() { //TODO rm network callbacks this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this); } /// Sends a message to the specified host. If we don't already have a session with that user, /// a session is implicitly created. There might be some handshaking that needs to happen /// before we can actually begin sending message data. If this handshaking fails and we can't /// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t. /// There is no notification when the operation succeeds. (You should have the peer send a reply /// for this purpose.) /// /// Sending a message to a host will also implicitly accept any incoming connection from that host. /// /// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options /// /// nRemoteChannel is a routing number you can use to help route message to different systems. /// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve /// the data on the other end. /// /// Using different channels to talk to the same user will still use the same underlying /// connection, saving on resources. If you don't need this feature, use 0. /// Otherwise, small integers are the most efficient. /// /// It is guaranteed that reliable messages to the same host on the same channel /// will be be received by the remote host (if they are received at all) exactly once, /// and in the same order that they were send. /// /// NO other order guarantees exist! In particular, unreliable messages may be dropped, /// received out of order with respect to each other and with respect to reliable data, /// or may be received multiple times. Messages on different channels are *not* guaranteed /// to be received in the order they were sent. /// /// A note for those familiar with TCP/IP ports, or converting an existing codebase that /// opened multiple sockets: You might notice that there is only one channel, and with /// TCP/IP each endpoint has a port number. You can think of the channel number as the /// *destination* port. If you need each message to also include a "source port" (so the /// recipient can route the reply), then just put that in your message. That is essentially /// how UDP works! /// /// Returns: /// - k_EREsultOK on success. /// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer, /// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use /// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session /// and start a new one, you must call CloseSessionWithUser /// - See SendMessageToConnection::SendMessageToConnection for more EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) { PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n"); return k_EResultNoConnection; } /// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel. /// Returns number of messages returned into your list. (0 if no message are available on that channel.) /// /// When you're done with the message object(s), make sure and call Release()! int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n"); return 0; } /// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback /// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't /// tried to talk to them. If you don't want to talk to them, just ignore the request. /// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to /// be posted periodically. This may be called multiple times for a single user. /// /// Calling SendMessage() on the other user, this implicitly accepts any pending session request. bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) { PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n"); return false; } /// Call this when you're done talking to a user to immediately free up resources under-the-hood. /// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will /// be posted. /// /// Note that sessions that go unused for a few minutes are automatically timed out. bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) { PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n"); return false; } /// Call this when you're done talking to a user on a specific channel. Once all /// open channels to a user have been closed, the open session to the user will be /// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t /// callback bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) { PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n"); return false; } /// Returns information about the latest state of a connection, if any, with the given peer. /// Primarily intended for debugging purposes, but can also be used to get more detailed /// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.) /// /// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None /// if no connection exists with specified peer. You may pass nullptr for either parameter if /// you do not need the corresponding details. Note that sessions time out after a while, /// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait /// indefinitely to obtain the reason for failure. ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) { PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n"); return k_ESteamNetworkingConnectionState_None; } void RunCallbacks() { } 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) { } } } };