Refactor Steam Networking Components

- Removed SteamMessageHandler class and its implementation files.
- Integrated control packet handling directly into the SteamMessageHandler.
- Updated TCPClient and TCPServer classes to improve connection management and error handling.
- Added SteamNetworkingManager class to manage Steam networking, including lobby creation and connection handling.
- Implemented callbacks for Steam Friends and Matchmaking to handle lobby events.
- Enhanced message forwarding logic between TCP clients and Steam connections.
- Introduced control packet handling for ping responses.
- Improved thread safety with mutexes for shared resources.
This commit is contained in:
Ayndpa
2025-11-18 21:03:01 +08:00
parent 676d39d6a2
commit af181bb133
10 changed files with 547 additions and 281 deletions

View File

@@ -0,0 +1,19 @@
#include "control_packets.h"
#include <iostream>
#include <string_view>
// 假设需要访问全局变量,但为了简单,这里只打印
// 如果需要,可以传递引用或使用全局
void handleControlPacket(const char* data, size_t size, HSteamNetConnection conn) {
std::string_view packetData(data, size);
std::cout << "Received control packet: " << packetData << " from connection " << conn << std::endl;
// 这里添加处理逻辑例如解析JSON或命令
// 例如如果data是"ping",回复"pong"
if (packetData == "ping") {
// 发送回复,但需要接口
// 暂时只打印
std::cout << "Responding to ping" << std::endl;
}
// 可以扩展为更多控制命令
}