Files
ConnectTools/tcp/tcp_server.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

109 lines
4.1 KiB
C++

#include "tcp_server.h"
#include "../steamnet/steam_networking_manager.h"
#include <iostream>
#include <algorithm>
TCPServer::TCPServer(int port, SteamNetworkingManager* manager) : port_(port), running_(false), acceptor_(io_context_), work_(boost::asio::make_work_guard(io_context_)), hasAcceptedConnection_(false), manager_(manager), forwarding_(false) {}
TCPServer::~TCPServer() { stop(); }
bool TCPServer::start() {
try {
hasAcceptedConnection_ = false;
tcp::endpoint endpoint(tcp::v4(), port_);
acceptor_.open(endpoint.protocol());
acceptor_.set_option(tcp::acceptor::reuse_address(true));
acceptor_.bind(endpoint);
acceptor_.listen();
running_ = true;
serverThread_ = std::thread([this]() {
std::cout << "Server thread started" << std::endl;
io_context_.run();
std::cout << "Server thread stopped" << std::endl;
});
start_accept();
std::cout << "TCP server started on port " << port_ << std::endl;
return true;
} catch (const std::exception& e) {
std::cerr << "Failed to start TCP server: " << e.what() << std::endl;
return false;
}
}
void TCPServer::stop() {
running_ = false;
hasAcceptedConnection_ = false;
io_context_.stop();
if (serverThread_.joinable()) {
serverThread_.join();
}
acceptor_.close();
}
void TCPServer::sendToAll(const std::string& message, std::shared_ptr<tcp::socket> excludeSocket) {
sendToAll(message.c_str(), message.size(), excludeSocket);
}
void TCPServer::sendToAll(const char* data, size_t size, std::shared_ptr<tcp::socket> excludeSocket) {
std::lock_guard<std::mutex> lock(clientsMutex_);
for (auto& client : clients_) {
if (client != excludeSocket) {
boost::asio::async_write(*client, boost::asio::buffer(data, size), [](const boost::system::error_code&, std::size_t) {});
}
}
}
int TCPServer::getClientCount() {
std::lock_guard<std::mutex> lock(clientsMutex_);
return clients_.size();
}
void TCPServer::start_accept() {
auto socket = std::make_shared<tcp::socket>(io_context_);
acceptor_.async_accept(*socket, [this, socket](const boost::system::error_code& error) {
if (!error) {
std::cout << "New client connected" << std::endl;
{
std::lock_guard<std::mutex> lock(clientsMutex_);
clients_.push_back(socket);
}
hasAcceptedConnection_ = true;
start_read(socket);
}
if (running_ && !hasAcceptedConnection_) {
start_accept();
}
});
}
void TCPServer::start_read(std::shared_ptr<tcp::socket> socket) {
auto buffer = std::make_shared<std::vector<char>>(1024);
socket->async_read_some(boost::asio::buffer(*buffer), [this, socket, buffer](const boost::system::error_code& error, std::size_t bytes_transferred) {
if (!error) {
std::cout << "Received " << bytes_transferred << " bytes from TCP client" << std::endl;
if (!forwarding_) {
forwarding_ = true;
if (manager_->isConnected()) {
std::cout << "Forwarding TCP message to Steam connection" << std::endl;
manager_->getInterface()->SendMessageToConnection(manager_->getConnection(), buffer->data(), bytes_transferred, k_nSteamNetworkingSend_Reliable, nullptr);
} else {
std::cout << "Not connected to Steam, skipping forward" << std::endl;
}
forwarding_ = false;
}
sendToAll(buffer->data(), bytes_transferred, socket);
start_read(socket);
} else {
std::cout << "TCP client disconnected or error: " << error.message() << std::endl;
// Remove client
std::lock_guard<std::mutex> lock(clientsMutex_);
clients_.erase(std::remove(clients_.begin(), clients_.end(), socket), clients_.end());
// Reset to allow new connection
hasAcceptedConnection_ = false;
if (running_) {
start_accept();
}
}
});
}