mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-12-11 20:15:10 +01:00
141 lines
5.0 KiB
C#
141 lines
5.0 KiB
C#
using Mirror;
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using Steamworks;
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using System;
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using System.Runtime.InteropServices;
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namespace SteamTransport;
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public class Client
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{
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private SteamTransport _transport;
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private Steamworks.Callback<SteamNetConnectionStatusChangedCallback_t> _onStatusChanged;
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public Client(SteamTransport transport)
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{
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_transport = transport;
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_onStatusChanged = Steamworks.Callback<SteamNetConnectionStatusChangedCallback_t>.Create(t =>
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{
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_transport.Log($"STATUS CHANGED for {t.m_info.m_szConnectionDescription}\n" +
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$" state = {t.m_info.m_eState}\n" +
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$" end = {(ESteamNetConnectionEnd)t.m_info.m_eEndReason} {t.m_info.m_szEndDebug}");
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// SteamNetworkingSockets.GetDetailedConnectionStatus(t.m_hConn, out var status, 1000);
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// _transport.Log(status);
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switch (t.m_info.m_eState)
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{
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case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_Connecting:
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IsConnecting = true;
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IsConnected = false;
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break;
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case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_Connected:
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IsConnecting = false;
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IsConnected = true;
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_transport.OnClientConnected?.Invoke();
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break;
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case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_ClosedByPeer:
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case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
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SteamNetworkingSockets.CloseConnection(_conn, t.m_info.m_eEndReason, t.m_info.m_szEndDebug, false);
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IsConnecting = false;
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IsConnected = false;
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_transport.OnClientError?.Invoke(TransportError.ConnectionClosed, t.m_info.m_szEndDebug);
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_transport.OnClientDisconnected?.Invoke();
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// OnClientDisconnected will cause mirror to shutdown the transport
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break;
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}
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});
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}
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public bool IsConnecting;
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public bool IsConnected;
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private HSteamNetConnection _conn;
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public void Connect(string address)
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{
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if (!string.IsNullOrEmpty(_transport.TestIpAddress))
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{
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var steamAddr = new SteamNetworkingIPAddr();
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var parsed = steamAddr.ParseString(_transport.TestIpAddress);
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if (!parsed)
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{
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_transport.OnClientError?.Invoke(TransportError.DnsResolve, $"couldnt parse address {_transport.TestIpAddress} when connecting");
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_transport.OnClientDisconnected?.Invoke(); // will show error box
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return;
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}
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_conn = SteamNetworkingSockets.ConnectByIPAddress(ref steamAddr, 0, new SteamNetworkingConfigValue_t[0]);
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_transport.Log($"connecting to {steamAddr.DebugToString()}");
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}
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else
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{
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var identity = new SteamNetworkingIdentity();
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var parsed = ulong.TryParse(address, out var steamId);
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if (!parsed)
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{
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_transport.OnClientError?.Invoke(TransportError.DnsResolve, $"couldnt parse address {address} when connecting");
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_transport.OnClientDisconnected?.Invoke(); // will show error box
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return;
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}
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identity.SetSteamID64(steamId);
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_conn = SteamNetworkingSockets.ConnectP2P(ref identity, 0, 0, new SteamNetworkingConfigValue_t[0]);
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_transport.Log($"connecting to {identity.DebugToString()}");
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}
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}
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public void Send(ArraySegment<byte> segment, int channelId)
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{
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// use pointer to managed array instead of making copy. is this okay?
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unsafe
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{
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fixed (byte* pData = segment.Array)
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{
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var result = SteamNetworkingSockets.SendMessageToConnection(_conn, (IntPtr)(pData + segment.Offset), (uint)segment.Count, Util.MirrorChannel2SendFlag(channelId), out _);
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if (result == EResult.k_EResultOK)
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_transport.OnClientDataSent?.Invoke(segment, channelId);
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else
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_transport.OnClientError?.Invoke(TransportError.InvalidSend, $"send returned {result}");
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// i dont think we have to check for disconnect result here since the status change handles that
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}
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}
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}
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public void Receive()
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{
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var ppOutMessages = new IntPtr[Util.MaxMessages];
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var numMessages = SteamNetworkingSockets.ReceiveMessagesOnConnection(_conn, ppOutMessages, ppOutMessages.Length);
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for (var i = 0; i < numMessages; i++)
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{
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var ppOutMessage = ppOutMessages[i];
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var msg = SteamNetworkingMessage_t.FromIntPtr(ppOutMessage);
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var data = new byte[msg.m_cbSize];
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Marshal.Copy(msg.m_pData, data, 0, data.Length);
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var channel = Util.SendFlag2MirrorChannel(msg.m_nFlags);
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_transport.OnClientDataReceived?.Invoke(new ArraySegment<byte>(data), channel);
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SteamNetworkingMessage_t.Release(ppOutMessage);
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}
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}
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public void Flush()
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{
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var result = SteamNetworkingSockets.FlushMessagesOnConnection(_conn);
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if (result != EResult.k_EResultOK && result != EResult.k_EResultIgnored) // k_EResultIgnored gives spam when connecting
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_transport.OnClientError?.Invoke(TransportError.Unexpected, $"flush returned {result}");
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// i dont think we have to check for disconnect result here since the status change handles that
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}
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public void Close()
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{
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_transport.Log("client close");
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SteamNetworkingSockets.CloseConnection(_conn, 0, "client closed connection", false);
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IsConnecting = false;
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IsConnected = false;
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// dont need to do error because we dont show dialogue box for intentional disconnect
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_transport.OnClientDisconnected?.Invoke();
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_onStatusChanged.Dispose();
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}
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}
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