Facepunch.Steamworks/Facepunch.Steamworks/SteamNetworking.cs

145 lines
5.1 KiB
C#

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 class SteamNetworking : SteamSharedClass<SteamNetworking>
{
internal static ISteamNetworking Internal => Interface as ISteamNetworking;
internal override void InitializeInterface( bool server )
{
SetInterface( server, new ISteamNetworking( server ) );
InstallEvents( server );
}
internal static void InstallEvents( bool server )
{
Dispatch.Install<P2PSessionRequest_t>( x => OnP2PSessionRequest?.Invoke( x.SteamIDRemote ), server );
Dispatch.Install<P2PSessionConnectFail_t>( x => OnP2PConnectionFailed?.Invoke( x.SteamIDRemote, (P2PSessionError) x.P2PSessionError ), server );
}
/// <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, P2PSessionError> OnP2PConnectionFailed;
/// <summary>
/// This should be called in response to a OnP2PSessionRequest
/// </summary>
public static bool AcceptP2PSessionWithUser( SteamId user ) => Internal.AcceptP2PSessionWithUser( user );
/// <summary>
/// Allow or disallow P2P connects to fall back on Steam server relay if direct
/// connection or NAT traversal can't be established. Applies to connections
/// created after setting or old connections that need to reconnect.
/// </summary>
public static bool AllowP2PPacketRelay( bool allow ) => Internal.AllowP2PPacketRelay( allow );
/// <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>
/// Reads in a packet that has been sent from another user via SendP2PPacket..
/// </summary>
public unsafe static bool ReadP2PPacket( byte[] buffer, ref uint size, ref SteamId steamid, int channel = 0 )
{
fixed (byte* p = buffer) {
return Internal.ReadP2PPacket( (IntPtr)p, (uint)buffer.Length, ref size, ref steamid, channel );
}
}
/// <summary>
/// Reads in a packet that has been sent from another user via SendP2PPacket..
/// </summary>
public unsafe static bool ReadP2PPacket( byte* buffer, uint cbuf, ref uint size, ref SteamId steamid, int channel = 0 )
{
return Internal.ReadP2PPacket( (IntPtr)buffer, cbuf, ref size, ref steamid, channel );
}
/// <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 );
}
}
/// <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, uint length, int nChannel = 1, P2PSend sendType = P2PSend.Reliable )
{
return Internal.SendP2PPacket( steamid, (IntPtr)data, (uint)length, (P2PSend)sendType, nChannel );
}
}
}