Files
ConnectTools/steamnet/steam_networking_manager.cpp
Ayndpa af181bb133 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.
2025-11-18 21:03:01 +08:00

292 lines
12 KiB
C++

#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);
}
}
SteamFriendsCallbacks::SteamFriendsCallbacks(SteamNetworkingManager* manager) : manager_(manager) {}
void SteamFriendsCallbacks::OnGameRichPresenceJoinRequested(GameRichPresenceJoinRequested_t *pCallback) {
if (manager_) {
const char* connectStr = SteamFriends()->GetFriendRichPresence(pCallback->m_steamIDFriend, "connect");
if (connectStr && connectStr[0] != '\0') {
uint64 lobbyID = std::stoull(connectStr);
CSteamID lobbySteamID(lobbyID);
if (!manager_->isHost() && !manager_->isConnected()) {
manager_->joinLobby(lobbySteamID);
}
}
}
}
SteamNetworkingManager::SteamNetworkingManager()
: m_pInterface(nullptr), hListenSock(k_HSteamListenSocket_Invalid), g_isHost(false), g_isClient(false), g_isConnected(false),
g_hConnection(k_HSteamNetConnection_Invalid), g_retryCount(0), g_currentVirtualPort(0),
io_context_(nullptr), clientMap_(nullptr), clientMutex_(nullptr), server_(nullptr), localPort_(nullptr), messageHandler_(nullptr),
steamFriendsCallbacks(this), steamMatchmakingCallbacks(this), currentLobby(k_steamIDNil) {
// Initialize connection config
g_connectionConfig[0].SetInt32(k_ESteamNetworkingConfig_TimeoutInitial, 10000);
g_connectionConfig[1].SetInt32(k_ESteamNetworkingConfig_NagleTime, 0);
}
SteamNetworkingManager::~SteamNetworkingManager() {
stopMessageHandler();
delete messageHandler_;
shutdown();
}
bool SteamNetworkingManager::initialize() {
instance = this;
if (!SteamAPI_Init()) {
std::cerr << "Failed to initialize Steam API" << std::endl;
return false;
}
SteamNetworkingUtils()->InitRelayNetworkAccess();
SteamNetworkingUtils()->SetGlobalCallback_SteamNetConnectionStatusChanged(OnSteamNetConnectionStatusChanged);
m_pInterface = SteamNetworkingSockets();
// 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() {
leaveLobby();
if (g_hConnection != k_HSteamNetConnection_Invalid) {
m_pInterface->CloseConnection(g_hConnection, 0, nullptr, false);
}
if (hListenSock != k_HSteamListenSocket_Invalid) {
m_pInterface->CloseListenSocket(hListenSock);
}
SteamAPI_Shutdown();
}
bool SteamNetworkingManager::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 SteamNetworkingManager::leaveLobby() {
if (currentLobby != k_steamIDNil) {
SteamMatchmaking()->LeaveLobby(currentLobby);
currentLobby = k_steamIDNil;
}
}
bool SteamNetworkingManager::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 SteamNetworkingManager::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 SteamNetworkingManager::startHosting() {
if (!createLobby()) {
return false;
}
hListenSock = m_pInterface->CreateListenSocketP2P(0, 0, nullptr);
if (hListenSock != k_HSteamListenSocket_Invalid) {
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 SteamNetworkingManager::stopHosting() {
if (hListenSock != k_HSteamListenSocket_Invalid) {
m_pInterface->CloseListenSocket(hListenSock);
hListenSock = k_HSteamListenSocket_Invalid;
}
leaveLobby();
g_isHost = false;
}
bool SteamNetworkingManager::joinHost(uint64 hostID) {
CSteamID hostSteamID(hostID);
g_isClient = true;
g_hostSteamID = hostSteamID;
g_retryCount = 0;
g_currentVirtualPort = 0;
SteamNetworkingIdentity identity;
identity.SetSteamID(hostSteamID);
g_hConnection = m_pInterface->ConnectP2P(identity, g_currentVirtualPort, 2, g_connectionConfig);
if (g_hConnection != k_HSteamNetConnection_Invalid) {
std::cout << "Attempting to connect to host " << hostSteamID.ConvertToUint64() << " with virtual port " << g_currentVirtualPort << 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::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;
// Retry if client
if (g_isClient && !g_isConnected && g_retryCount < MAX_RETRIES) {
g_retryCount++;
g_currentVirtualPort++;
SteamNetworkingIdentity identity;
identity.SetSteamID(g_hostSteamID);
HSteamNetConnection newConn = m_pInterface->ConnectP2P(identity, g_currentVirtualPort, 2, g_connectionConfig);
if (newConn != k_HSteamNetConnection_Invalid) {
g_hConnection = newConn;
std::cout << "Retrying connection attempt " << g_retryCount << " with virtual port " << g_currentVirtualPort << std::endl;
} else {
std::cerr << "Failed to initiate retry connection" << std::endl;
}
}
}
}
SteamMatchmakingCallbacks::SteamMatchmakingCallbacks(SteamNetworkingManager* manager) : manager_(manager) {}
void SteamMatchmakingCallbacks::OnLobbyCreated(LobbyCreated_t *pCallback) {
if (pCallback->m_eResult == k_EResultOK) {
manager_->currentLobby = pCallback->m_ulSteamIDLobby;
std::cout << "Lobby created: " << manager_->currentLobby.ConvertToUint64() << std::endl;
// Set Rich Presence with lobby ID
std::string lobbyStr = std::to_string(manager_->currentLobby.ConvertToUint64());
SteamFriends()->SetRichPresence("connect", lobbyStr.c_str());
SteamFriends()->SetRichPresence("status", "主持游戏房间");
} else {
std::cerr << "Failed to create lobby" << std::endl;
}
}
void SteamMatchmakingCallbacks::OnLobbyListReceived(LobbyMatchList_t *pCallback) {
manager_->lobbies.clear();
for (uint32 i = 0; i < pCallback->m_nLobbiesMatching; ++i) {
CSteamID lobbyID = SteamMatchmaking()->GetLobbyByIndex(i);
manager_->lobbies.push_back(lobbyID);
}
std::cout << "Received " << pCallback->m_nLobbiesMatching << " lobbies" << std::endl;
}
void SteamMatchmakingCallbacks::OnLobbyEntered(LobbyEnter_t *pCallback) {
if (pCallback->m_EChatRoomEnterResponse == k_EChatRoomEnterResponseSuccess) {
manager_->currentLobby = 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;
}
}