2025-02-24 23:22:43 -08:00

147 lines
5.4 KiB
C#

using Mirror;
using Steamworks;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace SteamTransport;
public class Server
{
private SteamTransport _transport;
private Steamworks.Callback<SteamNetConnectionStatusChangedCallback_t> _onStatusChanged;
public Server(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:
// mirror handles max connections. client will just get generic disconnect message, but its okay.
SteamNetworkingSockets.AcceptConnection(t.m_hConn);
break;
case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_Connected:
_conns.Add(t.m_hConn);
_transport.OnServerConnected?.Invoke((int)t.m_hConn.m_HSteamNetConnection);
break;
case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_ClosedByPeer:
// this logs an error below even tho it isnt really an error. its fine
case ESteamNetworkingConnectionState.k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
SteamNetworkingSockets.CloseConnection(t.m_hConn, t.m_info.m_eEndReason, t.m_info.m_szEndDebug, false);
_conns.Remove(t.m_hConn);
_transport.OnServerError?.Invoke((int)t.m_hConn.m_HSteamNetConnection, TransportError.ConnectionClosed, t.m_info.m_szEndDebug);
_transport.OnServerDisconnected?.Invoke((int)t.m_hConn.m_HSteamNetConnection);
break;
}
});
}
public bool IsListening;
private HSteamListenSocket _listenSocket;
// mirror connection id is derived from uint to int cast here. seems to be okay for now
private readonly List<HSteamNetConnection> _conns = new();
public void StartListening()
{
if (!string.IsNullOrEmpty(_transport.TestIpAddress))
{
var steamAddr = new SteamNetworkingIPAddr();
var parsed = steamAddr.ParseString(_transport.TestIpAddress);
if (!parsed)
{
_transport.OnServerError?.Invoke(-1, TransportError.DnsResolve, $"couldnt parse address {_transport.TestIpAddress} when listening");
// dont really need to stop server here. mirror isnt designed to let us fail to listen anyway so this is all kinda silly
return;
}
_listenSocket = SteamNetworkingSockets.CreateListenSocketIP(ref steamAddr, 0, new SteamNetworkingConfigValue_t[0]);
_transport.Log($"listening on {steamAddr.DebugToString()}");
}
else
{
_listenSocket = SteamNetworkingSockets.CreateListenSocketP2P(0, 0, new SteamNetworkingConfigValue_t[0]);
_transport.Log($"listening on p2p");
}
IsListening = true;
}
public void Send(int connectionId, ArraySegment<byte> segment, int channelId)
{
var conn = new HSteamNetConnection((uint)connectionId);
// use pointer to managed array instead of making copy. is this 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.OnServerDataSent?.Invoke(connectionId, segment, channelId);
else
_transport.OnServerError?.Invoke(connectionId, TransportError.InvalidSend, $"send returned {result}");
// i dont think we have to check for disconnect result here since the status change handles that
}
}
}
public void Receive()
{
const int maxMessages = 10;
var ppOutMessages = new IntPtr[maxMessages];
foreach (var conn in _conns)
{
var numMessages = SteamNetworkingSockets.ReceiveMessagesOnConnection(conn, ppOutMessages, maxMessages);
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, data.Length);
var channel = Util.SendFlag2MirrorChannel(msg.m_nFlags);
_transport.OnServerDataReceived((int)conn.m_HSteamNetConnection, new ArraySegment<byte>(data), channel);
SteamNetworkingMessage_t.Release(ppOutMessage);
}
}
}
public void Flush()
{
foreach (var conn in _conns)
{
var result = SteamNetworkingSockets.FlushMessagesOnConnection(conn);
if (result != EResult.k_EResultOK)
_transport.OnServerError?.Invoke((int)conn.m_HSteamNetConnection, TransportError.Unexpected, $"flush returned {result}");
// i dont think we have to check for disconnect result here since the status change handles that
}
}
public void Disconnect(int connectionId)
{
var conn = new HSteamNetConnection((uint)connectionId);
_transport.Log($"disconnect {conn.DebugToString()}");
SteamNetworkingSockets.CloseConnection(conn, 0, "disconnected by server", false);
_conns.Remove(conn);
// dont need an error for disconnecting client
_transport.OnServerDisconnected?.Invoke(connectionId);
}
public void Close()
{
// mirror disconnects all clients for us before this
_transport.Log("stop server");
SteamNetworkingSockets.CloseListenSocket(_listenSocket);
IsListening = false;
_onStatusChanged.Dispose();
}
}