拆分房间功能和管理到单独文件,并删除control_packets相关代码
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342
steam/steam_networking_manager.cpp
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342
steam/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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{
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if (instance)
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{
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instance->handleConnectionStatusChanged(pInfo);
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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),
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io_context_(nullptr), clientMap_(nullptr), clientMutex_(nullptr), server_(nullptr), localPort_(nullptr), messageHandler_(nullptr),
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roomManager_(nullptr)
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{
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std::cout << "Initialized SteamNetworkingManager" << std::endl;
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}
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SteamNetworkingManager::~SteamNetworkingManager()
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{
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stopMessageHandler();
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delete messageHandler_;
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delete roomManager_;
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shutdown();
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}
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bool SteamNetworkingManager::initialize()
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{
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instance = this;
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if (!SteamAPI_Init())
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{
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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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// 【新增】开启详细日志
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SteamNetworkingUtils()->SetDebugOutputFunction(k_ESteamNetworkingSocketsDebugOutputType_Msg,
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[](ESteamNetworkingSocketsDebugOutputType nType, const char *pszMsg)
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{
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std::cout << "[SteamNet] " << pszMsg << std::endl;
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});
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int32 logLevel = k_ESteamNetworkingSocketsDebugOutputType_Verbose;
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_LogLevel_P2PRendezvous,
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k_ESteamNetworkingConfig_Global,
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0,
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k_ESteamNetworkingConfig_Int32,
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&logLevel);
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// 1. 允许 P2P (ICE) 直连
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// 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
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int32 nIceEnable = k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Public | k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Private;
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable,
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k_ESteamNetworkingConfig_Global, // <--- 关键:作用域选 Global
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0, // Global 时此参数填 0
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k_ESteamNetworkingConfig_Int32,
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&nIceEnable);
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// 2. (可选) 极度排斥中继
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// 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
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// 这样只有在直连完全打不通(比如防火墙太严格)时,Steam 才会无奈选择中继
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int32 nSdrPenalty = 10000; // 10000ms 惩罚
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty,
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k_ESteamNetworkingConfig_Global,
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0,
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k_ESteamNetworkingConfig_Int32,
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&nSdrPenalty);
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// Allow connections from IPs without authentication
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int32 allowWithoutAuth = 2;
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_IP_AllowWithoutAuth,
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k_ESteamNetworkingConfig_Global,
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0,
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k_ESteamNetworkingConfig_Int32,
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&allowWithoutAuth);
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// Manually set STUN server list
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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";
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SteamNetworkingUtils()->SetConfigValue(
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k_ESteamNetworkingConfig_P2P_STUN_ServerList,
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k_ESteamNetworkingConfig_Global,
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0,
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k_ESteamNetworkingConfig_String,
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stunServers.c_str());
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// 打印当前配置的 TURN 和 STUN 服务器列表
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SteamNetworkingUtils()->GetConfigValueInfo(k_ESteamNetworkingConfig_P2P_TURN_ServerList, nullptr, nullptr);
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char turnServers[4096] = {};
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ESteamNetworkingConfigDataType turnType;
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size_t turnServersSize = sizeof(turnServers);
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ESteamNetworkingGetConfigValueResult turnResult = SteamNetworkingUtils()->GetConfigValue(
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k_ESteamNetworkingConfig_P2P_TURN_ServerList,
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k_ESteamNetworkingConfig_Global, 0,
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&turnType,
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turnServers, &turnServersSize);
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std::cout << "[SteamNet] TURN servers: " << turnServers << std::endl;
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char stunServersBuffer[4096] = {};
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ESteamNetworkingConfigDataType stunType;
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size_t stunServersSize = sizeof(stunServersBuffer);
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ESteamNetworkingGetConfigValueResult stunResult = SteamNetworkingUtils()->GetConfigValue(
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k_ESteamNetworkingConfig_P2P_STUN_ServerList,
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k_ESteamNetworkingConfig_Global, 0,
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&stunType,
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stunServersBuffer, &stunServersSize);
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std::cout << "[SteamNet] STUN servers: " << stunServersBuffer << std::endl;
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// Create callbacks after Steam API init
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roomManager_ = new SteamRoomManager(this);
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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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// Clear Rich Presence on startup
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SteamFriends()->ClearRichPresence();
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std::cout << "Cleared Rich Presence on startup" << std::endl;
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// Check if callbacks are registered
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std::cout << "Steam API initialized" << std::endl;
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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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{
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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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{
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if (roomManager_)
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roomManager_->leaveLobby();
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if (g_hConnection != k_HSteamNetConnection_Invalid)
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{
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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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{
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m_pInterface->CloseListenSocket(hListenSock);
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}
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// Clear Rich Presence on shutdown
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SteamFriends()->ClearRichPresence();
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SteamAPI_Shutdown();
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}
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bool SteamNetworkingManager::createLobby()
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{
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if (roomManager_)
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return roomManager_->createLobby();
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return false;
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}
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void SteamNetworkingManager::leaveLobby()
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{
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if (roomManager_)
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roomManager_->leaveLobby();
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}
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bool SteamNetworkingManager::searchLobbies()
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{
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if (roomManager_)
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return roomManager_->searchLobbies();
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return false;
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}
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bool SteamNetworkingManager::joinLobby(CSteamID lobbyID)
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{
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if (roomManager_)
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return roomManager_->joinLobby(lobbyID);
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return false;
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}
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const std::vector<CSteamID>& SteamNetworkingManager::getLobbies() const
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{
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static std::vector<CSteamID> empty;
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if (roomManager_)
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return roomManager_->getLobbies();
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return empty;
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}
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CSteamID SteamNetworkingManager::getCurrentLobby() const
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{
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if (roomManager_)
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return roomManager_->getCurrentLobby();
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return k_steamIDNil;
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}
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bool SteamNetworkingManager::startHosting()
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{
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if (roomManager_)
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return roomManager_->startHosting();
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return false;
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}
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void SteamNetworkingManager::stopHosting()
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{
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if (roomManager_)
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roomManager_->stopHosting();
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}
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bool SteamNetworkingManager::joinHost(uint64 hostID)
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{
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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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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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{
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std::cout << "Attempting to connect to host " << hostSteamID.ConvertToUint64() << " with virtual port " << 0 << std::endl;
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return true;
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}
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else
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{
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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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{
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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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{
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if (messageHandler_)
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{
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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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{
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if (messageHandler_)
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{
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messageHandler_->stop();
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}
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}
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void SteamNetworkingManager::update()
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{
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std::lock_guard<std::mutex> lock(connectionsMutex);
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for (auto &pair : userMap)
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{
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HSteamNetConnection conn = pair.first;
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UserInfo &userInfo = pair.second;
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SteamNetConnectionInfo_t info;
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SteamNetConnectionRealTimeStatus_t status;
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if (m_pInterface->GetConnectionInfo(conn, &info) && m_pInterface->GetConnectionRealTimeStatus(conn, &status, 0, nullptr))
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{
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userInfo.ping = status.m_nPing;
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userInfo.isRelay = (info.m_idPOPRelay != 0);
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}
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}
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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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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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{
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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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{
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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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{
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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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}
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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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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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{
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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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}
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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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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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{
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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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}
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}
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