Add initial implementation of ConnectTool with Dear ImGui and Steam Networking
- Created project files for ConnectTool including filters and user settings. - Added README.md with setup instructions and prerequisites for building the project. - Implemented imgui_hello.cpp as a simple Dear ImGui application using GLFW and OpenGL. - Developed online_game_tool.cpp for hosting and joining game rooms using Steam Networking. - Created p2p_chat.cpp for a peer-to-peer chat application utilizing Steam Networking. - Implemented steam_friends.cpp to display the user's Steam friends list. - Added TCP client and server classes for handling network communication. - Integrated TCP server and client functionality into online_game_tool for real-time data exchange.
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240
p2p_chat.cpp
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240
p2p_chat.cpp
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <iostream>
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#include <vector>
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#include <string>
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#include <algorithm>
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#include <steam_api.h>
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#include <isteamnetworkingsockets.h>
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#include <isteamnetworkingutils.h>
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#include <steamnetworkingtypes.h>
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// Global variables for callbacks
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HSteamNetConnection g_hConnection = k_HSteamNetConnection_Invalid;
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bool g_isConnected = false;
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// Callback function for connection status changes
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void OnSteamNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo)
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{
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std::cout << "Connection status changed: " << pInfo->m_info.m_eState << std::endl;
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if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_None && pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_Connecting)
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{
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// Incoming connection, accept it
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SteamNetworkingSockets()->AcceptConnection(pInfo->m_hConn);
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g_hConnection = pInfo->m_hConn;
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g_isConnected = true;
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std::cout << "Accepted incoming connection" << std::endl;
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}
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else if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connecting && pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_Connected)
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{
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// Client connected successfully
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g_isConnected = true;
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std::cout << "Connected to host" << std::endl;
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}
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else if (pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer || pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally)
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{
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// Connection closed
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g_isConnected = false;
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g_hConnection = k_HSteamNetConnection_Invalid;
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std::cout << "Connection closed" << std::endl;
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}
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}
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int main() {
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// Initialize Steam API
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if (!SteamAPI_Init()) {
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std::cerr << "Failed to initialize Steam API" << std::endl;
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return 1;
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}
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// Initialize Steam Networking Sockets
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SteamNetworkingUtils()->InitRelayNetworkAccess();
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// Set global callback for connection status changes
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SteamNetworkingUtils()->SetGlobalCallback_SteamNetConnectionStatusChanged(OnSteamNetConnectionStatusChanged);
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// Initialize GLFW
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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SteamAPI_Shutdown();
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return -1;
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}
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// Create window
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Steam P2P Chat", nullptr, nullptr);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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SteamAPI_Shutdown();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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// Initialize ImGui
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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// Load Chinese font if available
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io.Fonts->AddFontFromFileTTF("font.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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ImGui::StyleColorsDark();
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// Initialize ImGui backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 130");
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// Steam Networking variables
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HSteamListenSocket hListenSock = k_HSteamListenSocket_Invalid;
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ISteamNetworkingSockets* m_pInterface = SteamNetworkingSockets();
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// Chat variables
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std::vector<std::string> messages;
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char inputBuffer[256] = "";
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CSteamID selectedFriend;
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bool isHost = false;
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bool isClient = false;
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char filterBuffer[256] = "";
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// Get friends list
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std::vector<CSteamID> friendsList;
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int friendCount = SteamFriends()->GetFriendCount(k_EFriendFlagAll);
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for (int i = 0; i < friendCount; ++i) {
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CSteamID friendID = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll);
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friendsList.push_back(friendID);
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}
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// Main loop
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while (!glfwWindowShouldClose(window)) {
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// Poll events
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glfwPollEvents();
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// Run Steam callbacks
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SteamAPI_RunCallbacks();
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// Poll networking
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m_pInterface->RunCallbacks();
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// Receive messages
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if (g_isConnected) {
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ISteamNetworkingMessage* pIncomingMsg = nullptr;
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int numMsgs = m_pInterface->ReceiveMessagesOnConnection(g_hConnection, &pIncomingMsg, 1);
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if (numMsgs > 0 && pIncomingMsg) {
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std::string msg((char*)pIncomingMsg->m_pData, pIncomingMsg->m_cbSize);
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messages.push_back("Friend: " + msg);
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pIncomingMsg->Release();
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}
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}
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// Start ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Main menu
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ImGui::Begin("Steam P2P Chat");
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if (!isHost && !g_isConnected) {
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if (ImGui::Button("Host Chat Room")) {
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// Create listen socket
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hListenSock = m_pInterface->CreateListenSocketP2P(0, 0, nullptr);
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if (hListenSock != k_HSteamListenSocket_Invalid) {
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isHost = true;
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// Set Rich Presence
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std::string connectStr = std::to_string(SteamUser()->GetSteamID().ConvertToUint64());
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SteamFriends()->SetRichPresence("connect", connectStr.c_str());
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SteamFriends()->SetRichPresence("status", "Hosting Chat Room");
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std::cout << "Hosting chat room. Connect string: " << connectStr << std::endl;
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}
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}
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static char joinBuffer[256] = "";
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ImGui::InputText("Host Steam ID", joinBuffer, IM_ARRAYSIZE(joinBuffer));
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if (ImGui::Button("Join Chat Room")) {
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uint64 hostID = std::stoull(joinBuffer);
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CSteamID hostSteamID(hostID);
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isClient = true;
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// Connect to host
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SteamNetworkingIdentity identity;
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identity.SetSteamID(hostSteamID);
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g_hConnection = m_pInterface->ConnectP2P(identity, 0, 0, nullptr);
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if (g_hConnection != k_HSteamNetConnection_Invalid) {
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// Connection initiated, wait for callback to confirm
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std::cout << "Connecting to host..." << std::endl;
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}
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}
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}
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if (isHost) {
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ImGui::Text("Hosting chat room. Invite friends!");
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ImGui::Separator();
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ImGui::InputText("Filter Friends", filterBuffer, IM_ARRAYSIZE(filterBuffer));
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ImGui::Text("Friends:");
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for (size_t i = 0; i < friendsList.size(); ++i) {
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const char* name = SteamFriends()->GetFriendPersonaName(friendsList[i]);
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std::string nameStr(name);
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std::string filterStr(filterBuffer);
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// Convert to lowercase for case-insensitive search
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std::transform(nameStr.begin(), nameStr.end(), nameStr.begin(), ::tolower);
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std::transform(filterStr.begin(), filterStr.end(), filterStr.begin(), ::tolower);
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if (filterStr.empty() || nameStr.find(filterStr) != std::string::npos) {
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if (ImGui::Button((std::string("Invite ") + name).c_str())) {
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SteamFriends()->InviteUserToGame(friendsList[i], "");
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}
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}
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}
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}
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ImGui::End();
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// Chat window
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if (g_isConnected) {
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ImGui::Begin("Chat Room");
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ImGui::Text("Chatting");
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// Display messages
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ImGui::BeginChild("Messages", ImVec2(0, -ImGui::GetFrameHeightWithSpacing() - 30), true);
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for (const auto& msg : messages) {
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ImGui::TextWrapped("%s", msg.c_str());
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}
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ImGui::EndChild();
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// Input
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if (ImGui::InputText("Message", inputBuffer, IM_ARRAYSIZE(inputBuffer), ImGuiInputTextFlags_EnterReturnsTrue)) {
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if (strlen(inputBuffer) > 0) {
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uint32 msgSize = static_cast<uint32>(strlen(inputBuffer) + 1);
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m_pInterface->SendMessageToConnection(g_hConnection, inputBuffer, msgSize, k_nSteamNetworkingSend_Reliable, nullptr);
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messages.push_back("You: " + std::string(inputBuffer));
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memset(inputBuffer, 0, sizeof(inputBuffer));
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}
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}
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(0.45f, 0.55f, 0.60f, 1.00f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// Swap buffers
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glfwSwapBuffers(window);
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}
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// Cleanup
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if (g_hConnection != k_HSteamNetConnection_Invalid) {
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m_pInterface->CloseConnection(g_hConnection, 0, nullptr, false);
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}
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if (hListenSock != k_HSteamListenSocket_Invalid) {
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m_pInterface->CloseListenSocket(hListenSock);
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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SteamAPI_Shutdown();
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return 0;
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}
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