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steam_net_framework.h « Steam « Network « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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//-----------------------------------------------------------------------------
//           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