Creating a Socket/Connection means you need to create an interface

This commit is contained in:
Garry Newman 2019-05-03 15:07:48 +01:00
parent 91f8f3ed29
commit 9d363de6b8

View File

@ -19,94 +19,135 @@ namespace Steamworks
{
_internal = new ISteamNetworkingSockets();
_internal.InitClient();
SocketInterfaces = new Dictionary<uint, SocketInterface>();
ConnectionInterfaces = new Dictionary<uint, ConnectionInterface>();
}
return _internal;
}
}
static Dictionary<uint, SocketInterface> SocketInterfaces;
internal static SocketInterface GetSocketInterface( uint id )
{
if ( SocketInterfaces == null ) return null;
if ( id == 0 ) throw new System.ArgumentException( "Invalid Socket" );
if ( SocketInterfaces.TryGetValue( id, out var isocket ) )
return isocket;
return null;
}
internal static void SetSocketInterface( uint id, SocketInterface iface )
{
if ( id == 0 ) throw new System.ArgumentException( "Invalid Socket" );
Console.WriteLine( $"Installing Socket For {id}" );
SocketInterfaces[id] = iface;
}
static Dictionary<uint, ConnectionInterface> ConnectionInterfaces;
internal static ConnectionInterface GetConnectionInterface( uint id )
{
if ( ConnectionInterfaces == null ) return null;
if ( id == 0 ) return null;
if ( ConnectionInterfaces.TryGetValue( id, out var iconnection ) )
return iconnection;
return null;
}
internal static void SetConnectionInterface( uint id, ConnectionInterface iface )
{
if ( id == 0 ) throw new System.ArgumentException( "Invalid Connection" );
ConnectionInterfaces[id] = iface;
}
internal static void Shutdown()
{
_internal = null;
SocketInterfaces = null;
ConnectionInterfaces = null;
}
internal static void InstallEvents()
{
SteamNetConnectionStatusChangedCallback_t.Install( x => OnConnectionStatusChanged( x ) );
SteamNetConnectionStatusChangedCallback_t.Install( x => ConnectionStatusChanged( x ) );
}
private static void OnConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t data )
private static void ConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t data )
{
if ( data.Nfo.state != data.OldState )
//
// This is a message from/to a listen socket
//
if ( data.Nfo.listenSocket.Id > 0 )
{
OnConnectionStateChanged( data );
var iface = GetSocketInterface( data.Nfo.listenSocket.Id );
iface?.OnConnectionChanged( data.Conn, data.Nfo );
}
else
{
var iface = GetConnectionInterface( data.Conn.Id );
iface?.OnConnectionChanged( data.Nfo );
}
Console.WriteLine( $"data.Conn: {data.Conn.ToString()}" );
Console.WriteLine( $"data.Conn.UserData: {data.Conn.UserData}" );
Console.WriteLine( $"data.Conn.ConnectionName: {data.Conn.ConnectionName}" );
Console.WriteLine( $"identity: {data.Nfo.identity}" );
Console.WriteLine( $"identity.type: {data.Nfo.identity.type}" );
Console.WriteLine( $"identity.m_cbSize: {data.Nfo.identity.m_cbSize}" );
Console.WriteLine( $"identity.steamID: {data.Nfo.identity.steamID}" );
Console.WriteLine( $"userData: {data.Nfo.userData}" );
Console.WriteLine( $"listenSocket: {data.Nfo.listenSocket}" );
Console.WriteLine( $"address: {data.Nfo.address}" );
Console.WriteLine( $"popRemote: {data.Nfo.popRemote}" );
Console.WriteLine( $"popRelay: {data.Nfo.popRelay}" );
Console.WriteLine( $"state: {data.Nfo.state}" );
Console.WriteLine( $"endReason: {data.Nfo.endReason}" );
Console.WriteLine( $"endDebug: {data.Nfo.endDebug}" );
Console.WriteLine( $"connectionDescription: {data.Nfo.connectionDescription}" );
Console.WriteLine( $"---" );
OnConnectionStatusChanged?.Invoke( data.Conn, data.Nfo );
}
private static void OnConnectionStateChanged( SteamNetConnectionStatusChangedCallback_t data )
{
switch ( data.Nfo.state )
{
case SteamNetworkingConnectionState.Connecting:
OnConnecting?.Invoke( data.Conn, data.Nfo );
return;
}
}
public static event Action<NetConnection, ConnectionInfo> OnConnecting;
public static event Action<NetConnection, ConnectionInfo> OnConnectionStatusChanged;
/// <summary>
/// Creates a "server" socket that listens for clients to connect to by calling
/// Connect, over ordinary UDP (IPv4 or IPv6)
/// </summary>
public static Socket CreateNormalSocket( NetworkAddress address )
public static T CreateNormalSocket<T>( NetworkAddress address ) where T : SocketInterface, new()
{
return Internal.CreateListenSocketIP( ref address );
var t = new T();
t.Socket = Internal.CreateListenSocketIP( ref address );
SetSocketInterface( t.Socket.Id, t );
return t;
}
/// <summary>
/// Connect to a socket created via <method>CreateListenSocketIP</method>
/// </summary>
public static NetConnection ConnectNormal( NetworkAddress address )
public static T ConnectNormal<T>( NetworkAddress address ) where T : ConnectionInterface, new()
{
return Internal.ConnectByIPAddress( ref address );
var t = new T();
t.Connection = Internal.ConnectByIPAddress( ref address );
SetConnectionInterface( t.Connection.Id, t );
return t;
}
/// <summary>
/// Creates a server that will be relayed via Valve's network (hiding the IP and improving ping)
/// </summary>
public static Socket CreateRelaySocket( int virtualport = 0 )
public static T CreateRelaySocket<T>( int virtualport = 0 ) where T : SocketInterface, new()
{
return Internal.CreateListenSocketP2P( virtualport );
var t = new T();
t.Socket = Internal.CreateListenSocketP2P( virtualport );
SetSocketInterface( t.Socket.Id, t );
return t;
}
/// <summary>
/// Connect to a relay server
/// </summary>
public static NetConnection ConnectRelay( SteamId serverId, int virtualport = 0 )
public static T ConnectRelay<T>( SteamId serverId, int virtualport = 0 ) where T : ConnectionInterface, new()
{
var t = new T();
NetworkIdentity identity = serverId;
return Internal.ConnectP2P( ref identity, virtualport );
t.Connection = Internal.ConnectP2P( ref identity, virtualport );
SetConnectionInterface( t.Connection.Id, t );
return t;
}
}
}