- 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.
44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#pragma once
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#include <boost/asio.hpp>
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#include <memory>
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#include <vector>
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#include <string>
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#include <thread>
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#include <mutex>
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#include <isteamnetworkingsockets.h>
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#include <isteamnetworkingutils.h>
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#include <steamnetworkingtypes.h>
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class SteamNetworkingManager;
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using boost::asio::ip::tcp;
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// TCP Server class
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class TCPServer {
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public:
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TCPServer(int port, SteamNetworkingManager* manager);
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~TCPServer();
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bool start();
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void stop();
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void sendToAll(const std::string& message, std::shared_ptr<tcp::socket> excludeSocket = nullptr);
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void sendToAll(const char* data, size_t size, std::shared_ptr<tcp::socket> excludeSocket = nullptr);
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int getClientCount();
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private:
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void start_accept();
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void start_read(std::shared_ptr<tcp::socket> socket);
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int port_;
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bool running_;
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boost::asio::io_context io_context_;
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boost::asio::executor_work_guard<boost::asio::io_context::executor_type> work_;
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tcp::acceptor acceptor_;
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std::vector<std::shared_ptr<tcp::socket>> clients_;
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std::mutex clientsMutex_;
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std::thread serverThread_;
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bool hasAcceptedConnection_;
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SteamNetworkingManager* manager_;
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bool forwarding_;
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}; |