拆分房间功能和管理到单独文件,并删除control_packets相关代码

This commit is contained in:
Ayndpa
2025-11-19 16:08:48 +08:00
parent 4cee07cb37
commit b2ad339efd
11 changed files with 453 additions and 391 deletions

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#include "steam_message_handler.h"
#include <iostream>
#include <cstring>
#include <chrono>
#include <thread>
#include <steam_api.h>
#include <isteamnetworkingsockets.h>
SteamMessageHandler::SteamMessageHandler(boost::asio::io_context& io_context, ISteamNetworkingSockets* interface, std::vector<HSteamNetConnection>& connections, std::map<HSteamNetConnection, std::shared_ptr<TCPClient>>& clientMap, std::mutex& clientMutex, std::mutex& connectionsMutex, std::unique_ptr<TCPServer>& server, bool& g_isHost, int& localPort)
: io_context_(io_context), m_pInterface_(interface), connections_(connections), clientMap_(clientMap), clientMutex_(clientMutex), connectionsMutex_(connectionsMutex), server_(server), g_isHost_(g_isHost), localPort_(localPort), running_(false) {}
SteamMessageHandler::~SteamMessageHandler() {
stop();
}
void SteamMessageHandler::start() {
if (running_) return;
running_ = true;
thread_ = std::thread([this]() { run(); });
}
void SteamMessageHandler::stop() {
if (!running_) return;
running_ = false;
if (thread_.joinable()) {
thread_.join();
}
}
void SteamMessageHandler::run() {
while (running_) {
// Poll networking
m_pInterface_->RunCallbacks();
// Update user info (assuming userMap is accessible, but for simplicity, skip or add as param)
// Note: userMap update might need to be handled elsewhere or passed
// Receive messages
pollMessages();
// Sleep a bit to avoid busy loop
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}
void SteamMessageHandler::pollMessages() {
std::vector<HSteamNetConnection> currentConnections;
{
std::lock_guard<std::mutex> lockConn(connectionsMutex_);
currentConnections = connections_;
}
std::lock_guard<std::mutex> lock(clientMutex_);
for (auto conn : currentConnections) {
ISteamNetworkingMessage* pIncomingMsgs[10];
int numMsgs = m_pInterface_->ReceiveMessagesOnConnection(conn, pIncomingMsgs, 10);
for (int i = 0; i < numMsgs; ++i) {
ISteamNetworkingMessage* pIncomingMsg = pIncomingMsgs[i];
const char* data = (const char*)pIncomingMsg->m_pData;
size_t size = pIncomingMsg->m_cbSize;
// Normal forwarding
if (server_) {
server_->sendToAll((const char*)pIncomingMsg->m_pData, pIncomingMsg->m_cbSize);
}
// Lazy connect: Create TCP Client on first message if not already connected
if (clientMap_.find(conn) == clientMap_.end() && g_isHost_ && localPort_ > 0) {
auto client = std::make_shared<TCPClient>("localhost", localPort_);
if (client->connect()) {
client->setReceiveCallback([conn, this](const char* data, size_t size) {
std::lock_guard<std::mutex> lock(clientMutex_);
m_pInterface_->SendMessageToConnection(conn, data, size, k_nSteamNetworkingSend_Reliable, nullptr);
});
client->setDisconnectCallback([conn, this]() {
std::lock_guard<std::mutex> lock(clientMutex_);
if (clientMap_.count(conn)) {
clientMap_[conn]->disconnect();
clientMap_.erase(conn);
std::cout << "TCP client disconnected, removed from map" << std::endl;
}
});
clientMap_[conn] = client;
std::cout << "Created TCP Client for connection on first message" << std::endl;
} else {
std::cerr << "Failed to connect TCP Client for connection" << std::endl;
}
}
// Send to corresponding TCP client if exists (for host)
if (clientMap_.count(conn)) {
clientMap_[conn]->send((const char*)pIncomingMsg->m_pData, pIncomingMsg->m_cbSize);
}
pIncomingMsg->Release();
}
}
}

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#ifndef STEAM_MESSAGE_HANDLER_H
#define STEAM_MESSAGE_HANDLER_H
#include <vector>
#include <map>
#include <mutex>
#include <thread>
#include <memory>
#include <boost/asio.hpp>
#include <steamnetworkingtypes.h>
#include "tcp_server.h"
#include "tcp/tcp_client.h"
class SteamMessageHandler {
public:
SteamMessageHandler(boost::asio::io_context& io_context, ISteamNetworkingSockets* interface, std::vector<HSteamNetConnection>& connections, std::map<HSteamNetConnection, std::shared_ptr<TCPClient>>& clientMap, std::mutex& clientMutex, std::mutex& connectionsMutex, std::unique_ptr<TCPServer>& server, bool& g_isHost, int& localPort);
~SteamMessageHandler();
void start();
void stop();
private:
void run();
void pollMessages();
boost::asio::io_context& io_context_;
ISteamNetworkingSockets* m_pInterface_;
std::vector<HSteamNetConnection>& connections_;
std::map<HSteamNetConnection, std::shared_ptr<TCPClient>>& clientMap_;
std::mutex& clientMutex_;
std::mutex& connectionsMutex_;
std::unique_ptr<TCPServer>& server_;
bool& g_isHost_;
int& localPort_;
std::thread thread_;
bool running_;
};
#endif // STEAM_MESSAGE_HANDLER_H

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#include "steam_networking_manager.h"
#include <iostream>
#include <algorithm>
SteamNetworkingManager *SteamNetworkingManager::instance = nullptr;
// Static callback function
void SteamNetworkingManager::OnSteamNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo)
{
if (instance)
{
instance->handleConnectionStatusChanged(pInfo);
}
}
SteamNetworkingManager::SteamNetworkingManager()
: m_pInterface(nullptr), hListenSock(k_HSteamListenSocket_Invalid), g_isHost(false), g_isClient(false), g_isConnected(false),
g_hConnection(k_HSteamNetConnection_Invalid),
io_context_(nullptr), clientMap_(nullptr), clientMutex_(nullptr), server_(nullptr), localPort_(nullptr), messageHandler_(nullptr),
roomManager_(nullptr)
{
std::cout << "Initialized SteamNetworkingManager" << std::endl;
}
SteamNetworkingManager::~SteamNetworkingManager()
{
stopMessageHandler();
delete messageHandler_;
delete roomManager_;
shutdown();
}
bool SteamNetworkingManager::initialize()
{
instance = this;
if (!SteamAPI_Init())
{
std::cerr << "Failed to initialize Steam API" << std::endl;
return false;
}
// 【新增】开启详细日志
SteamNetworkingUtils()->SetDebugOutputFunction(k_ESteamNetworkingSocketsDebugOutputType_Msg,
[](ESteamNetworkingSocketsDebugOutputType nType, const char *pszMsg)
{
std::cout << "[SteamNet] " << pszMsg << std::endl;
});
int32 logLevel = k_ESteamNetworkingSocketsDebugOutputType_Verbose;
SteamNetworkingUtils()->SetConfigValue(
k_ESteamNetworkingConfig_LogLevel_P2PRendezvous,
k_ESteamNetworkingConfig_Global,
0,
k_ESteamNetworkingConfig_Int32,
&logLevel);
// 1. 允许 P2P (ICE) 直连
// 默认情况下 Steam 可能会保守地只允许 LAN这里设置为 "All" 允许公网 P2P
int32 nIceEnable = k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Public | k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Private;
SteamNetworkingUtils()->SetConfigValue(
k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable,
k_ESteamNetworkingConfig_Global, // <--- 关键:作用域选 Global
0, // Global 时此参数填 0
k_ESteamNetworkingConfig_Int32,
&nIceEnable);
// 2. (可选) 极度排斥中继
// 如果你铁了心不想走中继,可以给中继路径增加巨大的虚拟延迟惩罚
// 这样只有在直连完全打不通比如防火墙太严格Steam 才会无奈选择中继
int32 nSdrPenalty = 10000; // 10000ms 惩罚
SteamNetworkingUtils()->SetConfigValue(
k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty,
k_ESteamNetworkingConfig_Global,
0,
k_ESteamNetworkingConfig_Int32,
&nSdrPenalty);
// Allow connections from IPs without authentication
int32 allowWithoutAuth = 2;
SteamNetworkingUtils()->SetConfigValue(
k_ESteamNetworkingConfig_IP_AllowWithoutAuth,
k_ESteamNetworkingConfig_Global,
0,
k_ESteamNetworkingConfig_Int32,
&allowWithoutAuth);
// Manually set STUN server list
std::string stunServers = "stun.l.google.com:19302,stun1.l.google.com:19302,stun2.l.google.com:19302,stun3.l.google.com:19302,stun4.l.google.com:19302";
SteamNetworkingUtils()->SetConfigValue(
k_ESteamNetworkingConfig_P2P_STUN_ServerList,
k_ESteamNetworkingConfig_Global,
0,
k_ESteamNetworkingConfig_String,
stunServers.c_str());
// 打印当前配置的 TURN 和 STUN 服务器列表
SteamNetworkingUtils()->GetConfigValueInfo(k_ESteamNetworkingConfig_P2P_TURN_ServerList, nullptr, nullptr);
char turnServers[4096] = {};
ESteamNetworkingConfigDataType turnType;
size_t turnServersSize = sizeof(turnServers);
ESteamNetworkingGetConfigValueResult turnResult = SteamNetworkingUtils()->GetConfigValue(
k_ESteamNetworkingConfig_P2P_TURN_ServerList,
k_ESteamNetworkingConfig_Global, 0,
&turnType,
turnServers, &turnServersSize);
std::cout << "[SteamNet] TURN servers: " << turnServers << std::endl;
char stunServersBuffer[4096] = {};
ESteamNetworkingConfigDataType stunType;
size_t stunServersSize = sizeof(stunServersBuffer);
ESteamNetworkingGetConfigValueResult stunResult = SteamNetworkingUtils()->GetConfigValue(
k_ESteamNetworkingConfig_P2P_STUN_ServerList,
k_ESteamNetworkingConfig_Global, 0,
&stunType,
stunServersBuffer, &stunServersSize);
std::cout << "[SteamNet] STUN servers: " << stunServersBuffer << std::endl;
// Create callbacks after Steam API init
roomManager_ = new SteamRoomManager(this);
SteamNetworkingUtils()->InitRelayNetworkAccess();
SteamNetworkingUtils()->SetGlobalCallback_SteamNetConnectionStatusChanged(OnSteamNetConnectionStatusChanged);
m_pInterface = SteamNetworkingSockets();
// Clear Rich Presence on startup
SteamFriends()->ClearRichPresence();
std::cout << "Cleared Rich Presence on startup" << std::endl;
// Check if callbacks are registered
std::cout << "Steam API initialized" << std::endl;
// Get friends list
int friendCount = SteamFriends()->GetFriendCount(k_EFriendFlagAll);
for (int i = 0; i < friendCount; ++i)
{
CSteamID friendID = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll);
const char *name = SteamFriends()->GetFriendPersonaName(friendID);
friendsList.push_back({friendID, name});
}
return true;
}
void SteamNetworkingManager::shutdown()
{
if (roomManager_)
roomManager_->leaveLobby();
if (g_hConnection != k_HSteamNetConnection_Invalid)
{
m_pInterface->CloseConnection(g_hConnection, 0, nullptr, false);
}
if (hListenSock != k_HSteamListenSocket_Invalid)
{
m_pInterface->CloseListenSocket(hListenSock);
}
// Clear Rich Presence on shutdown
SteamFriends()->ClearRichPresence();
SteamAPI_Shutdown();
}
bool SteamNetworkingManager::createLobby()
{
if (roomManager_)
return roomManager_->createLobby();
return false;
}
void SteamNetworkingManager::leaveLobby()
{
if (roomManager_)
roomManager_->leaveLobby();
}
bool SteamNetworkingManager::searchLobbies()
{
if (roomManager_)
return roomManager_->searchLobbies();
return false;
}
bool SteamNetworkingManager::joinLobby(CSteamID lobbyID)
{
if (roomManager_)
return roomManager_->joinLobby(lobbyID);
return false;
}
const std::vector<CSteamID>& SteamNetworkingManager::getLobbies() const
{
static std::vector<CSteamID> empty;
if (roomManager_)
return roomManager_->getLobbies();
return empty;
}
CSteamID SteamNetworkingManager::getCurrentLobby() const
{
if (roomManager_)
return roomManager_->getCurrentLobby();
return k_steamIDNil;
}
bool SteamNetworkingManager::startHosting()
{
if (roomManager_)
return roomManager_->startHosting();
return false;
}
void SteamNetworkingManager::stopHosting()
{
if (roomManager_)
roomManager_->stopHosting();
}
bool SteamNetworkingManager::joinHost(uint64 hostID)
{
CSteamID hostSteamID(hostID);
g_isClient = true;
g_hostSteamID = hostSteamID;
SteamNetworkingIdentity identity;
identity.SetSteamID(hostSteamID);
g_hConnection = m_pInterface->ConnectP2P(identity, 0, 0, nullptr);
if (g_hConnection != k_HSteamNetConnection_Invalid)
{
std::cout << "Attempting to connect to host " << hostSteamID.ConvertToUint64() << " with virtual port " << 0 << std::endl;
return true;
}
else
{
std::cerr << "Failed to initiate connection" << std::endl;
return false;
}
}
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)
{
io_context_ = &io_context;
clientMap_ = &clientMap;
clientMutex_ = &clientMutex;
server_ = &server;
localPort_ = &localPort;
messageHandler_ = new SteamMessageHandler(io_context, m_pInterface, connections, clientMap, clientMutex, connectionsMutex, server, g_isHost, localPort);
}
void SteamNetworkingManager::startMessageHandler()
{
if (messageHandler_)
{
messageHandler_->start();
}
}
void SteamNetworkingManager::stopMessageHandler()
{
if (messageHandler_)
{
messageHandler_->stop();
}
}
void SteamNetworkingManager::update()
{
std::lock_guard<std::mutex> lock(connectionsMutex);
for (auto &pair : userMap)
{
HSteamNetConnection conn = pair.first;
UserInfo &userInfo = pair.second;
SteamNetConnectionInfo_t info;
SteamNetConnectionRealTimeStatus_t status;
if (m_pInterface->GetConnectionInfo(conn, &info) && m_pInterface->GetConnectionRealTimeStatus(conn, &status, 0, nullptr))
{
userInfo.ping = status.m_nPing;
userInfo.isRelay = (info.m_idPOPRelay != 0);
}
}
}
void SteamNetworkingManager::handleConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo)
{
std::lock_guard<std::mutex> lock(connectionsMutex);
std::cout << "Connection status changed: " << pInfo->m_info.m_eState << " for connection " << pInfo->m_hConn << std::endl;
if (pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally)
{
std::cout << "Connection failed: " << pInfo->m_info.m_szEndDebug << std::endl;
}
if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_None && pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_Connecting)
{
m_pInterface->AcceptConnection(pInfo->m_hConn);
connections.push_back(pInfo->m_hConn);
g_hConnection = pInfo->m_hConn;
g_isConnected = true;
std::cout << "Accepted incoming connection from " << pInfo->m_info.m_identityRemote.GetSteamID().ConvertToUint64() << std::endl;
// Add user info
SteamNetConnectionInfo_t info;
SteamNetConnectionRealTimeStatus_t status;
if (m_pInterface->GetConnectionInfo(pInfo->m_hConn, &info) && m_pInterface->GetConnectionRealTimeStatus(pInfo->m_hConn, &status, 0, nullptr))
{
UserInfo userInfo;
userInfo.steamID = pInfo->m_info.m_identityRemote.GetSteamID();
userInfo.name = SteamFriends()->GetFriendPersonaName(userInfo.steamID);
userInfo.ping = status.m_nPing;
userInfo.isRelay = (info.m_idPOPRelay != 0);
userMap[pInfo->m_hConn] = userInfo;
std::cout << "Incoming connection details: ping=" << status.m_nPing << "ms, relay=" << (info.m_idPOPRelay != 0 ? "yes" : "no") << std::endl;
}
}
else if (pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connecting && pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_Connected)
{
g_isConnected = true;
std::cout << "Connected to host" << std::endl;
// Add user info
SteamNetConnectionInfo_t info;
SteamNetConnectionRealTimeStatus_t status;
if (m_pInterface->GetConnectionInfo(pInfo->m_hConn, &info) && m_pInterface->GetConnectionRealTimeStatus(pInfo->m_hConn, &status, 0, nullptr))
{
UserInfo userInfo;
userInfo.steamID = pInfo->m_info.m_identityRemote.GetSteamID();
userInfo.name = SteamFriends()->GetFriendPersonaName(userInfo.steamID);
userInfo.ping = status.m_nPing;
userInfo.isRelay = (info.m_idPOPRelay != 0);
userMap[pInfo->m_hConn] = userInfo;
std::cout << "Outgoing connection details: ping=" << status.m_nPing << "ms, relay=" << (info.m_idPOPRelay != 0 ? "yes" : "no") << std::endl;
}
}
else if (pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer || pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally)
{
g_isConnected = false;
g_hConnection = k_HSteamNetConnection_Invalid;
// Remove from connections
auto it = std::find(connections.begin(), connections.end(), pInfo->m_hConn);
if (it != connections.end())
{
connections.erase(it);
}
userMap.erase(pInfo->m_hConn);
std::cout << "Connection closed" << std::endl;
}
}

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#ifndef STEAM_NETWORKING_MANAGER_H
#define STEAM_NETWORKING_MANAGER_H
#include <vector>
#include <map>
#include <mutex>
#include <memory>
#include <steam_api.h>
#include <isteamnetworkingsockets.h>
#include <isteamnetworkingutils.h>
#include <steamnetworkingtypes.h>
#include <isteammatchmaking.h>
#include "steam_message_handler.h"
#include "steam_room_manager.h"
// Forward declarations
class TCPClient;
class TCPServer;
class SteamNetworkingManager;
// User info structure
struct UserInfo {
CSteamID steamID;
std::string name;
int ping;
bool isRelay;
};
class SteamNetworkingManager {
public:
static SteamNetworkingManager* instance;
SteamNetworkingManager();
~SteamNetworkingManager();
bool initialize();
void shutdown();
// Hosting
bool startHosting();
void stopHosting();
// Lobby
bool createLobby();
void leaveLobby();
bool searchLobbies();
bool joinLobby(CSteamID lobbyID);
const std::vector<CSteamID>& getLobbies() const;
CSteamID getCurrentLobby() const;
// Joining
bool joinHost(uint64 hostID);
void disconnect();
// Getters
bool isHost() const { return g_isHost; }
bool isClient() const { return g_isClient; }
bool isConnected() const { return g_isConnected; }
const std::vector<std::pair<CSteamID, std::string>>& getFriendsList() const { return friendsList; }
const std::map<HSteamNetConnection, UserInfo>& getUserMap() const { return userMap; }
const std::vector<HSteamNetConnection>& getConnections() const { return connections; }
HSteamNetConnection getConnection() const { return g_hConnection; }
ISteamNetworkingSockets* getInterface() const { return m_pInterface; }
void 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);
// Message handler
void startMessageHandler();
void stopMessageHandler();
// Update user info (ping, relay status)
void update();
// For callbacks
void setHostSteamID(CSteamID id) { g_hostSteamID = id; }
CSteamID getHostSteamID() const { return g_hostSteamID; }
friend class SteamFriendsCallbacks;
friend class SteamMatchmakingCallbacks;
private:
// Steam API
ISteamNetworkingSockets* m_pInterface;
// Hosting
HSteamListenSocket hListenSock;
bool g_isHost;
bool g_isClient;
bool g_isConnected;
HSteamNetConnection g_hConnection;
CSteamID g_hostSteamID;
// Connections
std::vector<HSteamNetConnection> connections;
std::map<HSteamNetConnection, UserInfo> userMap;
std::mutex connectionsMutex;
// Connection config
int g_retryCount;
const int MAX_RETRIES = 3;
int g_currentVirtualPort;
// Friends
std::vector<std::pair<CSteamID, std::string>> friendsList;
// Room manager
SteamRoomManager* roomManager_;
// Message handler dependencies
boost::asio::io_context* io_context_;
std::map<HSteamNetConnection, std::shared_ptr<TCPClient>>* clientMap_;
std::mutex* clientMutex_;
std::unique_ptr<TCPServer>* server_;
int* localPort_;
SteamMessageHandler* messageHandler_;
// Callback
static void OnSteamNetConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo);
void handleConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *pInfo);
friend class SteamRoomManager;
};
#endif // STEAM_NETWORKING_MANAGER_H

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#include "steam_room_manager.h"
#include "steam_networking_manager.h"
#include <iostream>
#include <algorithm>
SteamFriendsCallbacks::SteamFriendsCallbacks(SteamNetworkingManager *manager) : manager_(manager)
{
std::cout << "SteamFriendsCallbacks constructor called" << std::endl;
}
void SteamFriendsCallbacks::OnGameRichPresenceJoinRequested(GameRichPresenceJoinRequested_t *pCallback)
{
std::cout << "GameRichPresenceJoinRequested received" << std::endl;
if (manager_)
{
const char *connectStr = pCallback->m_rgchConnect;
std::cout << "Connect string: '" << (connectStr ? connectStr : "null") << "'" << std::endl;
if (connectStr && connectStr[0] != '\0')
{
try
{
uint64 id = std::stoull(connectStr);
std::string str = connectStr;
std::cout << "Parsed ID: " << id << std::endl;
if (str.find("7656119") == 0)
{
// It's a Steam ID, join host directly
std::cout << "Parsed Steam ID: " << id << ", joining host" << std::endl;
if (!manager_->isHost() && !manager_->isConnected())
{
manager_->joinHost(id);
// Start TCP Server if dependencies are set
if (manager_->server_ && !(*manager_->server_))
{
*manager_->server_ = std::make_unique<TCPServer>(8888, manager_);
if (!(*manager_->server_)->start())
{
std::cerr << "Failed to start TCP server" << std::endl;
}
}
}
else
{
std::cout << "Already host or connected, ignoring join request" << std::endl;
}
}
else
{
// Assume it's a lobby ID
CSteamID lobbySteamID(id);
std::cout << "Parsed lobby ID: " << id << std::endl;
if (!manager_->isHost() && !manager_->isConnected())
{
std::cout << "Joining lobby from invite: " << id << std::endl;
manager_->joinLobby(lobbySteamID);
}
else
{
std::cout << "Already host or connected, ignoring invite" << std::endl;
}
}
}
catch (const std::exception &e)
{
std::cerr << "Failed to parse connect string: " << connectStr << " error: " << e.what() << std::endl;
}
}
else
{
std::cerr << "Empty connect string in join request" << std::endl;
}
}
else
{
std::cout << "Manager is null" << std::endl;
}
}
void SteamFriendsCallbacks::OnGameLobbyJoinRequested(GameLobbyJoinRequested_t *pCallback)
{
std::cout << "GameLobbyJoinRequested received" << std::endl;
if (manager_)
{
CSteamID lobbyID = pCallback->m_steamIDLobby;
std::cout << "Lobby ID: " << lobbyID.ConvertToUint64() << std::endl;
if (!manager_->isHost() && !manager_->isConnected())
{
std::cout << "Joining lobby from request: " << lobbyID.ConvertToUint64() << std::endl;
manager_->joinLobby(lobbyID);
}
else
{
std::cout << "Already host or connected, ignoring lobby join request" << std::endl;
}
}
else
{
std::cout << "Manager is null" << std::endl;
}
}
SteamMatchmakingCallbacks::SteamMatchmakingCallbacks(SteamNetworkingManager *manager) : manager_(manager) {}
void SteamMatchmakingCallbacks::OnLobbyCreated(LobbyCreated_t *pCallback)
{
if (pCallback->m_eResult == k_EResultOK)
{
manager_->roomManager_->setCurrentLobby(pCallback->m_ulSteamIDLobby);
std::cout << "Lobby created: " << manager_->roomManager_->getCurrentLobby().ConvertToUint64() << std::endl;
// Set Rich Presence with lobby ID
std::string lobbyStr = std::to_string(manager_->roomManager_->getCurrentLobby().ConvertToUint64());
SteamFriends()->SetRichPresence("connect", lobbyStr.c_str());
SteamFriends()->SetRichPresence("status", "主持游戏房间");
SteamFriends()->SetRichPresence("steam_display", "#StatusWithConnectFormat");
std::cout << "Set Rich Presence connect to: " << lobbyStr << std::endl;
}
else
{
std::cerr << "Failed to create lobby" << std::endl;
}
}
void SteamMatchmakingCallbacks::OnLobbyListReceived(LobbyMatchList_t *pCallback)
{
manager_->roomManager_->clearLobbies();
for (uint32 i = 0; i < pCallback->m_nLobbiesMatching; ++i)
{
CSteamID lobbyID = SteamMatchmaking()->GetLobbyByIndex(i);
manager_->roomManager_->addLobby(lobbyID);
}
std::cout << "Received " << pCallback->m_nLobbiesMatching << " lobbies" << std::endl;
}
void SteamMatchmakingCallbacks::OnLobbyEntered(LobbyEnter_t *pCallback)
{
if (pCallback->m_EChatRoomEnterResponse == k_EChatRoomEnterResponseSuccess)
{
manager_->roomManager_->setCurrentLobby(pCallback->m_ulSteamIDLobby);
std::cout << "Entered lobby: " << pCallback->m_ulSteamIDLobby << std::endl;
// Only join host if not the host
if (!manager_->isHost())
{
CSteamID hostID = SteamMatchmaking()->GetLobbyOwner(pCallback->m_ulSteamIDLobby);
if (manager_->joinHost(hostID.ConvertToUint64()))
{
// Start TCP Server if dependencies are set
if (manager_->server_ && !(*manager_->server_))
{
*manager_->server_ = std::make_unique<TCPServer>(8888, manager_);
if (!(*manager_->server_)->start())
{
std::cerr << "Failed to start TCP server" << std::endl;
}
}
}
}
}
else
{
std::cerr << "Failed to enter lobby" << std::endl;
}
}
SteamRoomManager::SteamRoomManager(SteamNetworkingManager *networkingManager)
: networkingManager_(networkingManager), currentLobby(k_steamIDNil),
steamFriendsCallbacks(nullptr), steamMatchmakingCallbacks(nullptr)
{
steamFriendsCallbacks = new SteamFriendsCallbacks(networkingManager_);
steamMatchmakingCallbacks = new SteamMatchmakingCallbacks(networkingManager_);
}
SteamRoomManager::~SteamRoomManager()
{
delete steamFriendsCallbacks;
delete steamMatchmakingCallbacks;
}
bool SteamRoomManager::createLobby()
{
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->CreateLobby(k_ELobbyTypePublic, 4);
if (hSteamAPICall == k_uAPICallInvalid)
{
std::cerr << "Failed to create lobby" << std::endl;
return false;
}
// Call result will be handled by callback
return true;
}
void SteamRoomManager::leaveLobby()
{
if (currentLobby != k_steamIDNil)
{
SteamMatchmaking()->LeaveLobby(currentLobby);
currentLobby = k_steamIDNil;
}
}
bool SteamRoomManager::searchLobbies()
{
lobbies.clear();
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList();
if (hSteamAPICall == k_uAPICallInvalid)
{
std::cerr << "Failed to request lobby list" << std::endl;
return false;
}
// Results will be handled by callback
return true;
}
bool SteamRoomManager::joinLobby(CSteamID lobbyID)
{
if (SteamMatchmaking()->JoinLobby(lobbyID) != k_EResultOK)
{
std::cerr << "Failed to join lobby" << std::endl;
return false;
}
// Connection will be handled by callback
return true;
}
bool SteamRoomManager::startHosting()
{
if (!createLobby())
{
return false;
}
networkingManager_->hListenSock = networkingManager_->m_pInterface->CreateListenSocketP2P(0, 0, nullptr);
if (networkingManager_->hListenSock != k_HSteamListenSocket_Invalid)
{
networkingManager_->g_isHost = true;
std::cout << "Created listen socket for hosting game room" << std::endl;
// Rich Presence is set in OnLobbyCreated callback
return true;
}
else
{
std::cerr << "Failed to create listen socket for hosting" << std::endl;
leaveLobby();
return false;
}
}
void SteamRoomManager::stopHosting()
{
if (networkingManager_->hListenSock != k_HSteamListenSocket_Invalid)
{
networkingManager_->m_pInterface->CloseListenSocket(networkingManager_->hListenSock);
networkingManager_->hListenSock = k_HSteamListenSocket_Invalid;
}
leaveLobby();
networkingManager_->g_isHost = false;
}

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@@ -0,0 +1,58 @@
#pragma once
#include <steam_api.h>
#include <vector>
#include <iostream>
#include <mutex>
class SteamNetworkingManager; // Forward declaration
class SteamFriendsCallbacks
{
public:
SteamFriendsCallbacks(SteamNetworkingManager *manager);
void OnGameRichPresenceJoinRequested(GameRichPresenceJoinRequested_t *pCallback);
void OnGameLobbyJoinRequested(GameLobbyJoinRequested_t *pCallback);
private:
SteamNetworkingManager *manager_;
};
class SteamMatchmakingCallbacks
{
public:
SteamMatchmakingCallbacks(SteamNetworkingManager *manager);
void OnLobbyCreated(LobbyCreated_t *pCallback);
void OnLobbyListReceived(LobbyMatchList_t *pCallback);
void OnLobbyEntered(LobbyEnter_t *pCallback);
private:
SteamNetworkingManager *manager_;
};
class SteamRoomManager
{
public:
SteamRoomManager(SteamNetworkingManager *networkingManager);
~SteamRoomManager();
bool createLobby();
void leaveLobby();
bool searchLobbies();
bool joinLobby(CSteamID lobbyID);
bool startHosting();
void stopHosting();
CSteamID getCurrentLobby() const { return currentLobby; }
const std::vector<CSteamID>& getLobbies() const { return lobbies; }
void setCurrentLobby(CSteamID lobby) { currentLobby = lobby; }
void addLobby(CSteamID lobby) { lobbies.push_back(lobby); }
void clearLobbies() { lobbies.clear(); }
private:
SteamNetworkingManager *networkingManager_;
CSteamID currentLobby;
std::vector<CSteamID> lobbies;
SteamFriendsCallbacks *steamFriendsCallbacks;
SteamMatchmakingCallbacks *steamMatchmakingCallbacks;
};