2025-02-25 02:39:57 -08:00

142 lines
5.0 KiB
C#

using Mirror;
using Steamworks;
using System;
using System.Runtime.InteropServices;
namespace SteamTransport;
// could check more Result stuff for functions. idc rn
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:
SteamNetworkingSockets.CloseConnection(_conn, t.m_info.m_eEndReason, t.m_info.m_szEndDebug, false);
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)
{
if (!string.IsNullOrEmpty(_transport.TestIpAddress))
{
var steamAddr = new SteamNetworkingIPAddr();
var parsed = steamAddr.ParseString(_transport.TestIpAddress);
if (!parsed)
{
_transport.OnClientError?.Invoke(TransportError.DnsResolve, $"couldnt parse address {_transport.TestIpAddress} when connecting");
_transport.OnClientDisconnected?.Invoke(); // will show error box
return;
}
_conn = SteamNetworkingSockets.ConnectByIPAddress(ref steamAddr, 0, new SteamNetworkingConfigValue_t[0]);
_transport.Log($"connecting to {steamAddr.DebugToString()}");
}
else
{
var identity = new SteamNetworkingIdentity();
var parsed = ulong.TryParse(address, out var steamId);
if (!parsed)
{
_transport.OnClientError?.Invoke(TransportError.DnsResolve, $"couldnt parse address {address} when connecting");
_transport.OnClientDisconnected?.Invoke(); // will show error box
return;
}
identity.SetSteamID64(steamId);
_conn = SteamNetworkingSockets.ConnectP2P(ref identity, 0, 0, new SteamNetworkingConfigValue_t[0]);
_transport.Log($"connecting to {identity.DebugToString()}");
}
}
public void Send(ArraySegment<byte> segment, int channelId)
{
// 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.OnClientDataSent?.Invoke(segment, channelId);
else
_transport.OnClientError?.Invoke(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()
{
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) // k_EResultIgnored gives spam when connecting
_transport.OnClientError?.Invoke(TransportError.Unexpected, $"flush returned {result}");
// i dont think we have to check for disconnect result here since the status change handles that
}
public void Close()
{
_transport.Log("client close");
SteamNetworkingSockets.CloseConnection(_conn, 0, "client closed connection", false);
IsConnecting = false;
IsConnected = false;
// dont need to do error because we dont show dialogue box for intentional disconnect
_transport.OnClientDisconnected?.Invoke();
_onStatusChanged.Dispose();
}
}