添加连接类型列到用户列表,优化连接信息显示逻辑
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@@ -209,10 +209,11 @@ int main()
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{
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ImGui::Begin("房间状态");
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ImGui::Text("用户列表:");
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if (ImGui::BeginTable("UserTable", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg))
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if (ImGui::BeginTable("UserTable", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg))
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{
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ImGui::TableSetupColumn("名称");
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ImGui::TableSetupColumn("延迟 (ms)");
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ImGui::TableSetupColumn("连接类型");
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ImGui::TableHeadersRow();
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{
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std::vector<CSteamID> members = roomManager.getLobbyMembers();
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@@ -227,10 +228,13 @@ int main()
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if (memberID == mySteamID)
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{
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ImGui::Text("-");
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ImGui::TableNextColumn();
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ImGui::Text("-");
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}
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else
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{
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int ping = 0;
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std::string relayInfo = "N/A";
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if (steamManager.isHost())
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{
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// Find connection for this member
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@@ -243,6 +247,7 @@ int main()
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if (info.m_identityRemote.GetSteamID() == memberID)
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{
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ping = steamManager.getConnectionPing(conn);
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relayInfo = steamManager.getConnectionRelayInfo(conn);
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break;
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}
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}
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@@ -252,8 +257,14 @@ int main()
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{
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// Client shows ping to host
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ping = steamManager.getHostPing();
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if (steamManager.getConnection() != k_HSteamNetConnection_Invalid)
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{
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relayInfo = steamManager.getConnectionRelayInfo(steamManager.getConnection());
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}
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}
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ImGui::Text("%d", ping);
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ImGui::TableNextColumn();
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ImGui::Text("%s", relayInfo.c_str());
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}
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}
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}
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@@ -211,6 +211,28 @@ int SteamNetworkingManager::getConnectionPing(HSteamNetConnection conn) const
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return 0;
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}
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std::string SteamNetworkingManager::getConnectionRelayInfo(HSteamNetConnection conn) const
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{
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SteamNetConnectionInfo_t info;
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if (m_pInterface->GetConnectionInfo(conn, &info))
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{
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// Check if connection is using relay
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if (info.m_nFlags & k_nSteamNetworkConnectionInfoFlags_Relayed)
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{
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return "中继";
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}
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else if (info.m_nFlags & k_nSteamNetworkConnectionInfoFlags_Fast)
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{
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return "直连";
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}
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else
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{
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return "未知";
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}
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}
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return "N/A";
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}
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void SteamNetworkingManager::handleConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo)
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{
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std::lock_guard<std::mutex> lock(connectionsMutex);
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@@ -45,6 +45,7 @@ public:
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int getConnectionPing(HSteamNetConnection conn) const;
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HSteamNetConnection getConnection() const { return g_hConnection; }
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ISteamNetworkingSockets* getInterface() const { return m_pInterface; }
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std::string getConnectionRelayInfo(HSteamNetConnection conn) const;
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// For SteamRoomManager access
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std::unique_ptr<TCPServer>*& getServer() { return server_; }
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