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Diffstat (limited to 'Source/Network/Steam/steam_net_framework.h')
-rw-r--r--Source/Network/Steam/steam_net_framework.h116
1 files changed, 116 insertions, 0 deletions
diff --git a/Source/Network/Steam/steam_net_framework.h b/Source/Network/Steam/steam_net_framework.h
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+++ b/Source/Network/Steam/steam_net_framework.h
@@ -0,0 +1,116 @@
+//-----------------------------------------------------------------------------
+// Name: steam_net_framework.h
+// Developer: Wolfire Games LLC
+// Description:
+// License: Read below
+//-----------------------------------------------------------------------------
+//
+// Copyright 2022 Wolfire Games LLC
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+//
+//-----------------------------------------------------------------------------
+#pragma once
+
+#ifdef USE_STEAM_NETWORK_FRAMEWORK
+#include <Game/connection_closed_reason.h>
+
+#include <isteamnetworkingsockets.h>
+#include <isteamnetworkingutils.h>
+
+#include <Steam/steamworks_matchmaking.h>
+#include <Network/net_framework_common.h>
+
+#include <map>
+#include <string>
+
+using std::map;
+using std::string;
+
+typedef uint8_t NetConnectionID;
+typedef uint8_t NetListenSocketID;
+
+class Online;
+
+class NetworkingMessage {
+private:
+ friend class SteamNetFramework;
+
+ SteamNetworkingMessage_t *msg;
+
+ NetworkingMessage(SteamNetworkingMessage_t* msg);
+public:
+
+ NetworkingMessage();
+ const void* GetData() const;
+ uint64_t GetSize() const;
+ void Release();
+};
+
+struct NetConnectionInfo {
+ ConnectionClosedReason end_reason;
+ NetFrameworkConnectionState connection_state;
+};
+
+struct NetFrameworkConnectionStatusChanged {
+ NetConnectionID conn_id;
+ NetConnectionInfo conn_info;
+};
+
+class SteamNetFramework {
+ map<NetConnectionID, HSteamNetConnection> connection_id_map;
+ map<HSteamNetConnection, NetConnectionID> connection_id_map_reverse;
+
+ map<NetListenSocketID, HSteamListenSocket> listen_socket_map;
+ map<HSteamListenSocket, NetListenSocketID> listen_socket_map_reverse;
+
+
+ ISteamNetworkingSockets* isns;
+ ISteamNetworkingUtils* utils;
+
+ Online* online;
+
+private:
+
+ NetConnectionID GetFreeConnectionID();
+ NetListenSocketID GetFreeListenSocketID();
+
+public:
+ SteamNetFramework(Online* online_callback);
+
+ void Initialize();
+ void Dispose();
+ void Update();
+
+ bool HasFriendInviteOverlay() const;
+
+ bool ConnectByIPAddress(const string& address, NetConnectionID* id);
+
+ NetListenSocketID CreateListenSocketIP(const string &local_address);
+ void CloseListenSocket(NetListenSocketID listen_socket_id);
+
+ void GetConnectionStatus(NetConnectionID conn_id, ConnectionStatus* status) const;
+
+ void CloseConnection(NetConnectionID conn_id, ConnectionClosedReason reason);
+
+ STEAM_CALLBACK(SteamNetFramework, OnConnectionChange, SteamNetConnectionStatusChangedCallback_t);
+
+ int ReceiveMessageOnConnection(NetConnectionID conn_id, NetworkingMessage* msg);
+
+ bool AcceptConnection(NetConnectionID conn_id, int* result);
+
+ string GetResultString(int result);
+
+ void SendMessageToConnection(NetConnectionID conn_id, char* buffer, uint32_t bytes, bool reliable, bool flush);
+};
+#endif