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https://github.com/Facepunch/Facepunch.Steamworks.git
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SteamNetworking
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parent
6eae474e6e
commit
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@ -44,11 +44,11 @@ public override void InitInternals()
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#region FunctionMeta
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[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
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[return: MarshalAs( UnmanagedType.I1 )]
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private delegate bool FSendP2PPacket( IntPtr self, SteamId steamIDRemote, [In,Out] IntPtr[] pubData, uint cubData, P2PSend eP2PSendType, int nChannel );
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private delegate bool FSendP2PPacket( IntPtr self, SteamId steamIDRemote, IntPtr pubData, uint cubData, P2PSend eP2PSendType, int nChannel );
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private FSendP2PPacket _SendP2PPacket;
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#endregion
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internal bool SendP2PPacket( SteamId steamIDRemote, [In,Out] IntPtr[] pubData, uint cubData, P2PSend eP2PSendType, int nChannel )
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internal bool SendP2PPacket( SteamId steamIDRemote, IntPtr pubData, uint cubData, P2PSend eP2PSendType, int nChannel )
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{
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return _SendP2PPacket( Self, steamIDRemote, pubData, cubData, eP2PSendType, nChannel );
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}
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@ -68,11 +68,11 @@ internal bool IsP2PPacketAvailable( ref uint pcubMsgSize, int nChannel )
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#region FunctionMeta
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[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
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[return: MarshalAs( UnmanagedType.I1 )]
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private delegate bool FReadP2PPacket( IntPtr self, [In,Out] IntPtr[] pubDest, uint cubDest, ref uint pcubMsgSize, ref SteamId psteamIDRemote, int nChannel );
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private delegate bool FReadP2PPacket( IntPtr self, IntPtr pubDest, uint cubDest, ref uint pcubMsgSize, ref SteamId psteamIDRemote, int nChannel );
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private FReadP2PPacket _ReadP2PPacket;
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#endregion
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internal bool ReadP2PPacket( [In,Out] IntPtr[] pubDest, uint cubDest, ref uint pcubMsgSize, ref SteamId psteamIDRemote, int nChannel )
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internal bool ReadP2PPacket( IntPtr pubDest, uint cubDest, ref uint pcubMsgSize, ref SteamId psteamIDRemote, int nChannel )
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{
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return _ReadP2PPacket( Self, pubDest, cubDest, ref pcubMsgSize, ref psteamIDRemote, nChannel );
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}
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@ -946,7 +946,7 @@ internal enum P2PSessionError : int
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//
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// EP2PSend
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//
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internal enum P2PSend : int
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public enum P2PSend : int
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{
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Unreliable = 0,
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UnreliableNoDelay = 1,
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@ -40,6 +40,7 @@ public static void Init( uint appid )
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SteamScreenshots.InstallEvents();
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SteamUserStats.InstallEvents();
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SteamInventory.InstallEvents();
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SteamNetworking.InstallEvents();
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RunCallbacksAsync();
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}
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113
Facepunch.Steamworks/SteamNetworking.cs
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113
Facepunch.Steamworks/SteamNetworking.cs
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@ -0,0 +1,113 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Steamworks.Data;
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namespace Steamworks
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{
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public static class SteamNetworking
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{
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static ISteamNetworking _internal;
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internal static ISteamNetworking Internal
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{
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get
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{
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if ( _internal == null )
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_internal = new ISteamNetworking();
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return _internal;
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}
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}
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internal static void InstallEvents()
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{
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P2PSessionRequest_t.Install( x => OnP2PSessionRequest?.Invoke( x.SteamIDRemote ) );
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P2PSessionConnectFail_t.Install( x => OnP2PConnectionFailed?.Invoke( x.SteamIDRemote ) );
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}
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/// <summary>
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/// This SteamId wants to send you a message. You should respond by calling AcceptP2PSessionWithUser
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/// if you want to recieve their messages
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/// </summary>
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public static Action<SteamId> OnP2PSessionRequest;
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/// <summary>
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/// Called when packets can't get through to the specified user.
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/// All queued packets unsent at this point will be dropped, further attempts
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/// to send will retry making the connection (but will be dropped if we fail again).
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/// </summary>
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public static Action<SteamId> OnP2PConnectionFailed;
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/// <summary>
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/// This should be called in response to a OnP2PSessionRequest
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/// </summary>
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public static bool AcceptP2PSessionWithUser( SteamId user ) => Internal.AcceptP2PSessionWithUser( user );
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/// <summary>
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/// This should be called when you're done communicating with a user, as this will
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/// free up all of the resources allocated for the connection under-the-hood.
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/// If the remote user tries to send data to you again, a new OnP2PSessionRequest
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/// callback will be posted
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/// </summary>
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public static bool CloseP2PSessionWithUser( SteamId user ) => Internal.CloseP2PSessionWithUser( user );
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/// <summary>
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/// Checks if a P2P packet is available to read, and gets the size of the message if there is one.
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/// </summary>
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public static bool IsP2PPacketAvailable( int channel = 0 )
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{
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uint _ = 0;
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return Internal.IsP2PPacketAvailable( ref _, channel );
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}
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/// <summary>
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/// Reads in a packet that has been sent from another user via SendP2PPacket..
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/// </summary>
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public unsafe static P2Packet? ReadP2PPacket( int channel = 0 )
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{
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uint size = 0;
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if ( !Internal.IsP2PPacketAvailable( ref size, channel ) )
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return null;
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var buffer = Helpers.TakeBuffer( (int) size );
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fixed ( byte* p = buffer )
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{
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SteamId steamid = 1;
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if ( !Internal.ReadP2PPacket( (IntPtr)p, (uint) buffer.Length, ref size, ref steamid, channel ) || size == 0 )
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return null;
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var data = new byte[size];
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Array.Copy( buffer, 0, data, 0, size );
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return new P2Packet
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{
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SteamId = steamid,
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Data = data
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};
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}
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}
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/// <summary>
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/// Sends a P2P packet to the specified user.
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/// This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections.
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/// NOTE: The first packet send may be delayed as the NAT-traversal code runs.
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/// </summary>
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public static unsafe bool SendP2PPacket( SteamId steamid, byte[] data, int length = -1, int nChannel = 0, P2PSend sendType = P2PSend.Reliable )
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{
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if ( length <= 0 )
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length = data.Length;
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fixed ( byte* p = data )
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{
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return Internal.SendP2PPacket( steamid, (IntPtr)p, (uint)length, (P2PSend)sendType, nChannel );
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}
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}
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}
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}
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8
Facepunch.Steamworks/Structs/P2Packet.cs
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8
Facepunch.Steamworks/Structs/P2Packet.cs
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@ -0,0 +1,8 @@
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namespace Steamworks.Data
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{
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public struct P2Packet
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{
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public SteamId SteamId;
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public byte[] Data;
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}
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}
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@ -58,6 +58,7 @@ internal static string Expose( string name )
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if ( name == "UgcType" ) return "public";
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if ( name == "InventoryItemId" ) return "public";
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if ( name == "InventoryDefId" ) return "public";
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if ( name == "P2PSend" ) return "public";
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return "internal";
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}
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@ -60,6 +60,9 @@ public virtual bool IsVector
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{
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get
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{
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if ( Func == "ReadP2PPacket" ) return false;
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if ( Func == "SendP2PPacket" ) return false;
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if ( VarName == "pOut" ) return false;
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if ( VarName == "pOutBuffer" ) return false;
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if ( VarName == "pubRGB" ) return false;
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