SteamNetworking boilerplate

This commit is contained in:
Garry Newman 2019-05-02 16:58:44 +01:00
parent 9b2ad8e49a
commit 1c5eeedf40
4 changed files with 129 additions and 89 deletions

View File

@ -85,6 +85,7 @@ namespace Steamworks
SteamMatchmaking.Shutdown();
SteamParties.Shutdown();
SteamNetworkingUtils.Shutdown();
SteamNetworkingSockets.Shutdown();
SteamAPI.Shutdown();
}

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@ -8,16 +8,16 @@ using Steamworks.Data;
namespace Steamworks
{
public static class SteamNetworking
public static class SteamNetworkingSockets
{
static ISteamNetworking _internal;
internal static ISteamNetworking Internal
static ISteamNetworkingSockets _internal;
internal static ISteamNetworkingSockets Internal
{
get
{
if ( _internal == null )
{
_internal = new ISteamNetworking();
_internal = new ISteamNetworkingSockets();
_internal.InitClient();
}
@ -32,90 +32,7 @@ namespace Steamworks
internal static void InstallEvents()
{
P2PSessionRequest_t.Install( x => OnP2PSessionRequest?.Invoke( x.SteamIDRemote ) );
P2PSessionConnectFail_t.Install( x => OnP2PConnectionFailed?.Invoke( x.SteamIDRemote ) );
}
/// <summary>
/// This SteamId wants to send you a message. You should respond by calling AcceptP2PSessionWithUser
/// if you want to recieve their messages
/// </summary>
public static Action<SteamId> OnP2PSessionRequest;
/// <summary>
/// Called when packets can't get through to the specified user.
/// All queued packets unsent at this point will be dropped, further attempts
/// to send will retry making the connection (but will be dropped if we fail again).
/// </summary>
public static Action<SteamId> OnP2PConnectionFailed;
/// <summary>
/// This should be called in response to a OnP2PSessionRequest
/// </summary>
public static bool AcceptP2PSessionWithUser( SteamId user ) => Internal.AcceptP2PSessionWithUser( user );
/// <summary>
/// This should be called when you're done communicating with a user, as this will
/// free up all of the resources allocated for the connection under-the-hood.
/// If the remote user tries to send data to you again, a new OnP2PSessionRequest
/// callback will be posted
/// </summary>
public static bool CloseP2PSessionWithUser( SteamId user ) => Internal.CloseP2PSessionWithUser( user );
/// <summary>
/// Checks if a P2P packet is available to read, and gets the size of the message if there is one.
/// </summary>
public static bool IsP2PPacketAvailable( int channel = 0 )
{
uint _ = 0;
return Internal.IsP2PPacketAvailable( ref _, channel );
}
/// <summary>
/// Reads in a packet that has been sent from another user via SendP2PPacket..
/// </summary>
public unsafe static P2Packet? ReadP2PPacket( int channel = 0 )
{
uint size = 0;
if ( !Internal.IsP2PPacketAvailable( ref size, channel ) )
return null;
var buffer = Helpers.TakeBuffer( (int) size );
fixed ( byte* p = buffer )
{
SteamId steamid = 1;
if ( !Internal.ReadP2PPacket( (IntPtr)p, (uint) buffer.Length, ref size, ref steamid, channel ) || size == 0 )
return null;
var data = new byte[size];
Array.Copy( buffer, 0, data, 0, size );
return new P2Packet
{
SteamId = steamid,
Data = data
};
}
}
/// <summary>
/// Sends a P2P packet to the specified user.
/// This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections.
/// NOTE: The first packet send may be delayed as the NAT-traversal code runs.
/// </summary>
public static unsafe bool SendP2PPacket( SteamId steamid, byte[] data, int length = -1, int nChannel = 0, P2PSend sendType = P2PSend.Reliable )
{
if ( length <= 0 )
length = data.Length;
fixed ( byte* p = data )
{
return Internal.SendP2PPacket( steamid, (IntPtr)p, (uint)length, (P2PSend)sendType, nChannel );
}
}
}
}

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@ -0,0 +1,121 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
public static class SteamNetworking
{
static ISteamNetworking _internal;
internal static ISteamNetworking Internal
{
get
{
if ( _internal == null )
{
_internal = new ISteamNetworking();
_internal.InitClient();
}
return _internal;
}
}
internal static void Shutdown()
{
_internal = null;
}
internal static void InstallEvents()
{
P2PSessionRequest_t.Install( x => OnP2PSessionRequest?.Invoke( x.SteamIDRemote ) );
P2PSessionConnectFail_t.Install( x => OnP2PConnectionFailed?.Invoke( x.SteamIDRemote ) );
}
/// <summary>
/// This SteamId wants to send you a message. You should respond by calling AcceptP2PSessionWithUser
/// if you want to recieve their messages
/// </summary>
public static Action<SteamId> OnP2PSessionRequest;
/// <summary>
/// Called when packets can't get through to the specified user.
/// All queued packets unsent at this point will be dropped, further attempts
/// to send will retry making the connection (but will be dropped if we fail again).
/// </summary>
public static Action<SteamId> OnP2PConnectionFailed;
/// <summary>
/// This should be called in response to a OnP2PSessionRequest
/// </summary>
public static bool AcceptP2PSessionWithUser( SteamId user ) => Internal.AcceptP2PSessionWithUser( user );
/// <summary>
/// This should be called when you're done communicating with a user, as this will
/// free up all of the resources allocated for the connection under-the-hood.
/// If the remote user tries to send data to you again, a new OnP2PSessionRequest
/// callback will be posted
/// </summary>
public static bool CloseP2PSessionWithUser( SteamId user ) => Internal.CloseP2PSessionWithUser( user );
/// <summary>
/// Checks if a P2P packet is available to read, and gets the size of the message if there is one.
/// </summary>
public static bool IsP2PPacketAvailable( int channel = 0 )
{
uint _ = 0;
return Internal.IsP2PPacketAvailable( ref _, channel );
}
/// <summary>
/// Reads in a packet that has been sent from another user via SendP2PPacket..
/// </summary>
public unsafe static P2Packet? ReadP2PPacket( int channel = 0 )
{
uint size = 0;
if ( !Internal.IsP2PPacketAvailable( ref size, channel ) )
return null;
var buffer = Helpers.TakeBuffer( (int) size );
fixed ( byte* p = buffer )
{
SteamId steamid = 1;
if ( !Internal.ReadP2PPacket( (IntPtr)p, (uint) buffer.Length, ref size, ref steamid, channel ) || size == 0 )
return null;
var data = new byte[size];
Array.Copy( buffer, 0, data, 0, size );
return new P2Packet
{
SteamId = steamid,
Data = data
};
}
}
/// <summary>
/// Sends a P2P packet to the specified user.
/// This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections.
/// NOTE: The first packet send may be delayed as the NAT-traversal code runs.
/// </summary>
public static unsafe bool SendP2PPacket( SteamId steamid, byte[] data, int length = -1, int nChannel = 0, P2PSend sendType = P2PSend.Reliable )
{
if ( length <= 0 )
length = data.Length;
fixed ( byte* p = data )
{
return Internal.SendP2PPacket( steamid, (IntPtr)p, (uint)length, (P2PSend)sendType, nChannel );
}
}
}
}

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@ -88,8 +88,9 @@ namespace Steamworks
_internal = null;
SteamServerInventory.Shutdown();
SteamGameServer.Shutdown();
SteamNetworkingUtils.Shutdown();
SteamNetworkingSockets.Shutdown();
}