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:
292
steamnet/steam_networking_manager.cpp
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292
steamnet/steam_networking_manager.cpp
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#include "steam_networking_manager.h"
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#include <iostream>
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#include <algorithm>
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SteamNetworkingManager* SteamNetworkingManager::instance = nullptr;
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// Static callback function
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void SteamNetworkingManager::OnSteamNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo) {
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if (instance) {
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instance->handleConnectionStatusChanged(pInfo);
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}
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}
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SteamFriendsCallbacks::SteamFriendsCallbacks(SteamNetworkingManager* manager) : manager_(manager) {}
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void SteamFriendsCallbacks::OnGameRichPresenceJoinRequested(GameRichPresenceJoinRequested_t *pCallback) {
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if (manager_) {
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const char* connectStr = SteamFriends()->GetFriendRichPresence(pCallback->m_steamIDFriend, "connect");
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if (connectStr && connectStr[0] != '\0') {
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uint64 lobbyID = std::stoull(connectStr);
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CSteamID lobbySteamID(lobbyID);
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if (!manager_->isHost() && !manager_->isConnected()) {
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manager_->joinLobby(lobbySteamID);
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}
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}
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}
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}
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SteamNetworkingManager::SteamNetworkingManager()
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: m_pInterface(nullptr), hListenSock(k_HSteamListenSocket_Invalid), g_isHost(false), g_isClient(false), g_isConnected(false),
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g_hConnection(k_HSteamNetConnection_Invalid), g_retryCount(0), g_currentVirtualPort(0),
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io_context_(nullptr), clientMap_(nullptr), clientMutex_(nullptr), server_(nullptr), localPort_(nullptr), messageHandler_(nullptr),
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steamFriendsCallbacks(this), steamMatchmakingCallbacks(this), currentLobby(k_steamIDNil) {
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// Initialize connection config
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g_connectionConfig[0].SetInt32(k_ESteamNetworkingConfig_TimeoutInitial, 10000);
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g_connectionConfig[1].SetInt32(k_ESteamNetworkingConfig_NagleTime, 0);
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}
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SteamNetworkingManager::~SteamNetworkingManager() {
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stopMessageHandler();
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delete messageHandler_;
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shutdown();
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}
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bool SteamNetworkingManager::initialize() {
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instance = this;
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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 false;
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}
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SteamNetworkingUtils()->InitRelayNetworkAccess();
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SteamNetworkingUtils()->SetGlobalCallback_SteamNetConnectionStatusChanged(OnSteamNetConnectionStatusChanged);
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m_pInterface = SteamNetworkingSockets();
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// Get friends list
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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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const char* name = SteamFriends()->GetFriendPersonaName(friendID);
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friendsList.push_back({friendID, name});
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}
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return true;
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}
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void SteamNetworkingManager::shutdown() {
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leaveLobby();
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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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SteamAPI_Shutdown();
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}
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bool SteamNetworkingManager::createLobby() {
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SteamAPICall_t hSteamAPICall = SteamMatchmaking()->CreateLobby(k_ELobbyTypePublic, 4);
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if (hSteamAPICall == k_uAPICallInvalid) {
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std::cerr << "Failed to create lobby" << std::endl;
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return false;
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}
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// Call result will be handled by callback
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return true;
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}
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void SteamNetworkingManager::leaveLobby() {
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if (currentLobby != k_steamIDNil) {
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SteamMatchmaking()->LeaveLobby(currentLobby);
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currentLobby = k_steamIDNil;
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}
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}
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bool SteamNetworkingManager::searchLobbies() {
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lobbies.clear();
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SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList();
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if (hSteamAPICall == k_uAPICallInvalid) {
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std::cerr << "Failed to request lobby list" << std::endl;
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return false;
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}
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// Results will be handled by callback
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return true;
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}
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bool SteamNetworkingManager::joinLobby(CSteamID lobbyID) {
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if (SteamMatchmaking()->JoinLobby(lobbyID) != k_EResultOK) {
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std::cerr << "Failed to join lobby" << std::endl;
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return false;
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}
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// Connection will be handled by callback
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return true;
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}
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bool SteamNetworkingManager::startHosting() {
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if (!createLobby()) {
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return false;
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}
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hListenSock = m_pInterface->CreateListenSocketP2P(0, 0, nullptr);
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if (hListenSock != k_HSteamListenSocket_Invalid) {
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g_isHost = true;
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std::cout << "Created listen socket for hosting game room" << std::endl;
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// Rich Presence is set in OnLobbyCreated callback
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return true;
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} else {
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std::cerr << "Failed to create listen socket for hosting" << std::endl;
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leaveLobby();
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return false;
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}
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}
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void SteamNetworkingManager::stopHosting() {
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if (hListenSock != k_HSteamListenSocket_Invalid) {
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m_pInterface->CloseListenSocket(hListenSock);
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hListenSock = k_HSteamListenSocket_Invalid;
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}
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leaveLobby();
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g_isHost = false;
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}
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bool SteamNetworkingManager::joinHost(uint64 hostID) {
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CSteamID hostSteamID(hostID);
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g_isClient = true;
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g_hostSteamID = hostSteamID;
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g_retryCount = 0;
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g_currentVirtualPort = 0;
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SteamNetworkingIdentity identity;
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identity.SetSteamID(hostSteamID);
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g_hConnection = m_pInterface->ConnectP2P(identity, g_currentVirtualPort, 2, g_connectionConfig);
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if (g_hConnection != k_HSteamNetConnection_Invalid) {
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std::cout << "Attempting to connect to host " << hostSteamID.ConvertToUint64() << " with virtual port " << g_currentVirtualPort << std::endl;
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return true;
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} else {
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std::cerr << "Failed to initiate connection" << std::endl;
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return false;
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}
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}
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void SteamNetworkingManager::setMessageHandlerDependencies(boost::asio::io_context& io_context, std::map<HSteamNetConnection, std::shared_ptr<TCPClient>>& clientMap, std::mutex& clientMutex, std::unique_ptr<TCPServer>& server, int& localPort) {
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io_context_ = &io_context;
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clientMap_ = &clientMap;
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clientMutex_ = &clientMutex;
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server_ = &server;
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localPort_ = &localPort;
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messageHandler_ = new SteamMessageHandler(io_context, m_pInterface, connections, clientMap, clientMutex, connectionsMutex, server, g_isHost, localPort);
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}
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void SteamNetworkingManager::startMessageHandler() {
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if (messageHandler_) {
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messageHandler_->start();
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}
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}
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void SteamNetworkingManager::stopMessageHandler() {
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if (messageHandler_) {
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messageHandler_->stop();
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}
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}
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void SteamNetworkingManager::handleConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo) {
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std::lock_guard<std::mutex> lock(connectionsMutex);
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std::cout << "Connection status changed: " << pInfo->m_info.m_eState << " for connection " << pInfo->m_hConn << std::endl;
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if (pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally) {
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std::cout << "Connection failed: " << pInfo->m_info.m_szEndDebug << std::endl;
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}
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if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_None && pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_Connecting) {
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m_pInterface->AcceptConnection(pInfo->m_hConn);
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connections.push_back(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 from " << pInfo->m_info.m_identityRemote.GetSteamID().ConvertToUint64() << std::endl;
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// Add user info
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SteamNetConnectionInfo_t info;
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SteamNetConnectionRealTimeStatus_t status;
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if (m_pInterface->GetConnectionInfo(pInfo->m_hConn, &info) && m_pInterface->GetConnectionRealTimeStatus(pInfo->m_hConn, &status, 0, nullptr)) {
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UserInfo userInfo;
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userInfo.steamID = pInfo->m_info.m_identityRemote.GetSteamID();
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userInfo.name = SteamFriends()->GetFriendPersonaName(userInfo.steamID);
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userInfo.ping = status.m_nPing;
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userInfo.isRelay = (info.m_idPOPRelay != 0);
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userMap[pInfo->m_hConn] = userInfo;
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std::cout << "Incoming connection details: ping=" << status.m_nPing << "ms, relay=" << (info.m_idPOPRelay != 0 ? "yes" : "no") << 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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g_isConnected = true;
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std::cout << "Connected to host" << std::endl;
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// Add user info
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SteamNetConnectionInfo_t info;
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SteamNetConnectionRealTimeStatus_t status;
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if (m_pInterface->GetConnectionInfo(pInfo->m_hConn, &info) && m_pInterface->GetConnectionRealTimeStatus(pInfo->m_hConn, &status, 0, nullptr)) {
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UserInfo userInfo;
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userInfo.steamID = pInfo->m_info.m_identityRemote.GetSteamID();
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userInfo.name = SteamFriends()->GetFriendPersonaName(userInfo.steamID);
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userInfo.ping = status.m_nPing;
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userInfo.isRelay = (info.m_idPOPRelay != 0);
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userMap[pInfo->m_hConn] = userInfo;
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std::cout << "Outgoing connection details: ping=" << status.m_nPing << "ms, relay=" << (info.m_idPOPRelay != 0 ? "yes" : "no") << 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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g_isConnected = false;
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g_hConnection = k_HSteamNetConnection_Invalid;
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// Remove from connections
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auto it = std::find(connections.begin(), connections.end(), pInfo->m_hConn);
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if (it != connections.end()) {
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connections.erase(it);
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}
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userMap.erase(pInfo->m_hConn);
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std::cout << "Connection closed" << std::endl;
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// Retry if client
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if (g_isClient && !g_isConnected && g_retryCount < MAX_RETRIES) {
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g_retryCount++;
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g_currentVirtualPort++;
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SteamNetworkingIdentity identity;
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identity.SetSteamID(g_hostSteamID);
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HSteamNetConnection newConn = m_pInterface->ConnectP2P(identity, g_currentVirtualPort, 2, g_connectionConfig);
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if (newConn != k_HSteamNetConnection_Invalid) {
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g_hConnection = newConn;
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std::cout << "Retrying connection attempt " << g_retryCount << " with virtual port " << g_currentVirtualPort << std::endl;
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} else {
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std::cerr << "Failed to initiate retry connection" << std::endl;
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}
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}
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}
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}
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SteamMatchmakingCallbacks::SteamMatchmakingCallbacks(SteamNetworkingManager* manager) : manager_(manager) {}
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void SteamMatchmakingCallbacks::OnLobbyCreated(LobbyCreated_t *pCallback) {
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if (pCallback->m_eResult == k_EResultOK) {
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manager_->currentLobby = pCallback->m_ulSteamIDLobby;
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std::cout << "Lobby created: " << manager_->currentLobby.ConvertToUint64() << std::endl;
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// Set Rich Presence with lobby ID
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std::string lobbyStr = std::to_string(manager_->currentLobby.ConvertToUint64());
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SteamFriends()->SetRichPresence("connect", lobbyStr.c_str());
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SteamFriends()->SetRichPresence("status", "主持游戏房间");
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} else {
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std::cerr << "Failed to create lobby" << std::endl;
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}
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}
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void SteamMatchmakingCallbacks::OnLobbyListReceived(LobbyMatchList_t *pCallback) {
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manager_->lobbies.clear();
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for (uint32 i = 0; i < pCallback->m_nLobbiesMatching; ++i) {
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CSteamID lobbyID = SteamMatchmaking()->GetLobbyByIndex(i);
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manager_->lobbies.push_back(lobbyID);
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}
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std::cout << "Received " << pCallback->m_nLobbiesMatching << " lobbies" << std::endl;
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}
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void SteamMatchmakingCallbacks::OnLobbyEntered(LobbyEnter_t *pCallback) {
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if (pCallback->m_EChatRoomEnterResponse == k_EChatRoomEnterResponseSuccess) {
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manager_->currentLobby = pCallback->m_ulSteamIDLobby;
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std::cout << "Entered lobby: " << pCallback->m_ulSteamIDLobby << std::endl;
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// Only join host if not the host
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if (!manager_->isHost()) {
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CSteamID hostID = SteamMatchmaking()->GetLobbyOwner(pCallback->m_ulSteamIDLobby);
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if (manager_->joinHost(hostID.ConvertToUint64())) {
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// Start TCP Server if dependencies are set
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if (manager_->server_ && !(*manager_->server_)) {
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*manager_->server_ = std::make_unique<TCPServer>(8888, manager_);
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if (!(*manager_->server_)->start()) {
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std::cerr << "Failed to start TCP server" << std::endl;
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}
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}
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}
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}
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} else {
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std::cerr << "Failed to enter lobby" << std::endl;
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}
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}
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