2025-02-25 17:36:12 -08:00

146 lines
5.3 KiB
C#

using Mirror;
using Steamworks;
using System;
using System.Runtime.InteropServices;
namespace SteamTransport;
public class Client
{
private SteamTransport _transport;
private Steamworks.Callback<SteamNetConnectionStatusChangedCallback_t> _onStatusChanged;
public Client(SteamTransport transport)
{
_transport = transport;
_onStatusChanged = Steamworks.Callback<SteamNetConnectionStatusChangedCallback_t>.Create(t =>
{
_transport.Log($"STATUS CHANGED for {t.m_info.m_szConnectionDescription}\n" +
$" state = {t.m_info.m_eState}\n" +
$" end = {(ESteamNetConnectionEnd)t.m_info.m_eEndReason} {t.m_info.m_szEndDebug}");
// SteamNetworkingSockets.GetDetailedConnectionStatus(t.m_hConn, out var status, 1000);
// _transport.Log(status);
switch (t.m_info.m_eState)
{
case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_Connecting:
IsConnecting = true;
IsConnected = false;
break;
case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_Connected:
IsConnecting = false;
IsConnected = true;
_transport.OnClientConnected?.Invoke();
break;
case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_ClosedByPeer:
case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
var result = SteamNetworkingSockets.CloseConnection(_conn, t.m_info.m_eEndReason, t.m_info.m_szEndDebug, false);
if (result != true) _transport.Log($"[warn] close returned {result}");
IsConnecting = false;
IsConnected = false;
_transport.OnClientError?.Invoke(TransportError.ConnectionClosed, t.m_info.m_szEndDebug);
_transport.OnClientDisconnected?.Invoke();
// OnClientDisconnected will cause mirror to shutdown the transport
break;
}
});
}
public bool IsConnecting;
public bool IsConnected;
private HSteamNetConnection _conn;
public void Connect(string address)
{
var options = Util.MakeOptions(_transport);
if (!string.IsNullOrEmpty(_transport.TestIpAddress))
{
var steamAddr = new SteamNetworkingIPAddr();
var parsed = steamAddr.ParseString(_transport.TestIpAddress);
if (!parsed)
{
_transport.OnClientError?.Invoke(TransportError.DnsResolve, $"couldnt parse address {_transport.TestIpAddress} when connecting");
_transport.OnClientDisconnected?.Invoke(); // will show error box
return;
}
_conn = SteamNetworkingSockets.ConnectByIPAddress(ref steamAddr, options.Length, options);
_transport.Log($"connecting to {steamAddr.ToDebugString()}");
}
else
{
var identity = new SteamNetworkingIdentity();
var parsed = ulong.TryParse(address, out var steamId);
if (!parsed)
{
_transport.OnClientError?.Invoke(TransportError.DnsResolve, $"couldnt parse address {address} when connecting");
_transport.OnClientDisconnected?.Invoke(); // will show error box
return;
}
identity.SetSteamID64(steamId);
_conn = SteamNetworkingSockets.ConnectP2P(ref identity, 0, options.Length, options);
_transport.Log($"connecting to {identity.ToDebugString()}");
}
}
public void Send(ArraySegment<byte> segment, int channelId)
{
// use pointer to managed array instead of making copy. seems to work okay
unsafe
{
fixed (byte* pData = segment.Array)
{
var result = SteamNetworkingSockets.SendMessageToConnection(_conn, (IntPtr)(pData + segment.Offset), (uint)segment.Count, Util.MirrorChannel2SendFlag(channelId), out _);
if (result != EResult.k_EResultOK) _transport.Log($"[warn] send returned {result}");
_transport.OnClientDataSent?.Invoke(segment, channelId);
}
}
}
public void Receive()
{
var ppOutMessages = new IntPtr[Util.MaxMessages];
var numMessages = SteamNetworkingSockets.ReceiveMessagesOnConnection(_conn, ppOutMessages, ppOutMessages.Length);
for (var i = 0; i < numMessages; i++)
{
var ppOutMessage = ppOutMessages[i];
var msg = SteamNetworkingMessage_t.FromIntPtr(ppOutMessage);
var data = new byte[msg.m_cbSize];
Marshal.Copy(msg.m_pData, data, 0, msg.m_cbSize);
var channel = Util.SendFlag2MirrorChannel(msg.m_nFlags);
_transport.OnClientDataReceived?.Invoke(new ArraySegment<byte>(data), channel);
SteamNetworkingMessage_t.Release(ppOutMessage);
}
}
public void Flush()
{
var result = SteamNetworkingSockets.FlushMessagesOnConnection(_conn);
if (result != EResult.k_EResultOK && result != EResult.k_EResultIgnored) // flush does ignored when connecting. ignore cuz spam
_transport.Log($"[warn] flush returned {result}");
}
public void Close()
{
// theres a weird case where we arent doing an intentional disconnect but there isnt a status change disonnect either
// not sure whats going on there, but ill slap a stack trace on it
_transport.Log($"client close\n{Environment.StackTrace}");
var result = SteamNetworkingSockets.CloseConnection(_conn, 0, "client closed connection", false);
if (result != true) _transport.Log($"[warn] client close returned {result}");
IsConnecting = false;
IsConnected = false;
// its not an error for us to close ourselves intentionally
// but we do it anyway cuz above comment
_transport.OnClientError?.Invoke(TransportError.ConnectionClosed, "client closed connection, but you shouldnt be seeing this in game. make sure [DEBUG] Debug Mode is on and check logs for stack trace");
_transport.OnClientDisconnected?.Invoke();
_onStatusChanged.Dispose();
}
}