/* 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_Utils : public ISteamNetworkingUtils001, public ISteamNetworkingUtils { class Settings *settings; class Networking *network; class SteamCallResults *callback_results; class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; std::chrono::time_point initialized_time = std::chrono::steady_clock::now(); FSteamNetworkingSocketsDebugOutput debug_function; public: static void steam_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_networkingutils_callback\n"); Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object; steam_networkingutils->Callback(msg); } static void steam_run_every_runcb(void *object) { PRINT_DEBUG("steam_networkingutils_run_every_runcb\n"); Steam_Networking_Utils *steam_networkingutils = (Steam_Networking_Utils *)object; steam_networkingutils->RunCallbacks(); } Steam_Networking_Utils(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_Utils::steam_callback, this); this->run_every_runcb->add(&Steam_Networking_Utils::steam_run_every_runcb, this); this->callback_results = callback_results; this->callbacks = callbacks; } ~Steam_Networking_Utils() { //TODO rm network callbacks this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this); } bool InitializeRelayAccess() { PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n"); return true; } /// Fetch current status of the relay network. /// /// SteamRelayNetworkStatus_t is also a callback. It will be triggered on /// both the user and gameserver interfaces any time the status changes, or /// ping measurement starts or stops. /// /// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want /// more details, you can pass a non-NULL value. ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) { PRINT_DEBUG("Steam_Networking_Utils::GetRelayNetworkStatus\n"); return k_ESteamNetworkingAvailability_Current; } float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) { PRINT_DEBUG("Steam_Networking_Utils::GetLocalPingLocation\n"); return -1; } int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) { PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeBetweenTwoLocations\n"); return k_nSteamNetworkingPing_Unknown ; } int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) { PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeFromLocalHost\n"); } void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) { PRINT_DEBUG("Steam_Networking_Utils::ConvertPingLocationToString\n"); } bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) { PRINT_DEBUG("Steam_Networking_Utils::ParsePingLocationString\n"); } bool CheckPingDataUpToDate( float flMaxAgeSeconds ) { PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds); return true; } bool IsPingMeasurementInProgress() { PRINT_DEBUG("Steam_Networking_Utils::IsPingMeasurementInProgress\n"); } int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) { PRINT_DEBUG("Steam_Networking_Utils::GetPingToDataCenter\n"); } int GetDirectPingToPOP( SteamNetworkingPOPID popID ) { PRINT_DEBUG("Steam_Networking_Utils::GetDirectPingToPOP\n"); } int GetPOPCount() { PRINT_DEBUG("Steam_Networking_Utils::GetPOPCount\n"); } int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) { PRINT_DEBUG("Steam_Networking_Utils::GetPOPList\n"); } // // Misc // /// Fetch current timestamp. This timer has the following properties: /// /// - Monotonicity is guaranteed. /// - The initial value will be at least 24*3600*30*1e6, i.e. about /// 30 days worth of microseconds. In this way, the timestamp value of /// 0 will always be at least "30 days ago". Also, negative numbers /// will never be returned. /// - Wraparound / overflow is not a practical concern. /// /// If you are running under the debugger and stop the process, the clock /// might not advance the full wall clock time that has elapsed between /// calls. If the process is not blocked from normal operation, the /// timestamp values will track wall clock time, even if you don't call /// the function frequently. /// /// The value is only meaningful for this run of the process. Don't compare /// it to values obtained on another computer, or other runs of the same process. SteamNetworkingMicroseconds GetLocalTimestamp() { PRINT_DEBUG("Steam_Networking_Utils::GetLocalTimestamp\n"); return std::chrono::duration_cast(std::chrono::steady_clock::now() - initialized_time).count() + (SteamNetworkingMicroseconds)24*3600*30*1e6; } /// Set a function to receive network-related information that is useful for debugging. /// This can be very useful during development, but it can also be useful for troubleshooting /// problems with tech savvy end users. If you have a console or other log that customers /// can examine, these log messages can often be helpful to troubleshoot network issues. /// (Especially any warning/error messages.) /// /// The detail level indicates what message to invoke your callback on. Lower numeric /// value means more important, and the value you pass is the lowest priority (highest /// numeric value) you wish to receive callbacks for. /// /// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg /// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT /// request a high detail level and then filter out messages in your callback. Instead, /// call function function to adjust the desired level of detail. /// /// IMPORTANT: This may be called from a service thread, while we own a mutex, etc. /// Your output function must be threadsafe and fast! Do not make any other /// Steamworks calls from within the handler. void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) { PRINT_DEBUG("Steam_Networking_Utils::SetDebugOutputFunction %i\n", eDetailLevel); if (eDetailLevel != k_ESteamNetworkingSocketsDebugOutputType_None) { debug_function = pfnFunc; } } // // Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions. // // Shortcuts for common cases. (Implemented as inline functions below) /* bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ); bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ); bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ); bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ); */ /// Set a configuration value. /// - eValue: which value is being set /// - eScope: Onto what type of object are you applying the setting? /// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc. /// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly! /// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope, /// causing the value for that object to use global defaults. Or at global scope, passing NULL /// will reset any custom value and restore it to the system default. /// NOTE: When setting callback functions, do not pass the function pointer directly. /// Your argument should be a pointer to a function pointer. bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void *pArg ) { PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue\n"); } /// Get a configuration value. /// - eValue: which value to fetch /// - eScopeType: query setting on what type of object /// - eScopeArg: the object to query the setting for /// - pOutDataType: If non-NULL, the data type of the value is returned. /// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.) /// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required. ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) { PRINT_DEBUG("Steam_Networking_Utils::GetConfigValue\n"); } /// Returns info about a configuration value. Returns false if the value does not exist. /// pOutNextValue can be used to iterate through all of the known configuration values. /// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value) /// Any of the output parameters can be NULL if you do not need that information. bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) { PRINT_DEBUG("Steam_Networking_Utils::GetConfigValueInfo\n"); } /// Return the lowest numbered configuration value available in the current environment. ESteamNetworkingConfigValue GetFirstConfigValue() { PRINT_DEBUG("Steam_Networking_Utils::GetFirstConfigValue\n"); } // String conversions. You'll usually access these using the respective // inline methods. void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ToString\n"); } bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ParseString\n"); } void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n"); } bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ParseString\n"); } 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) { } } if (msg->has_networking_sockets()) { } } };