Facepunch.Steamworks/Facepunch.Steamworks/SteamNetworkingUtils.cs

341 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
/// <summary>
/// Undocumented Parental Settings
/// </summary>
public class SteamNetworkingUtils : SteamSharedClass<SteamNetworkingUtils>
{
internal static ISteamNetworkingUtils Internal => Interface as ISteamNetworkingUtils;
internal override void InitializeInterface( bool server )
{
SetInterface( server, new ISteamNetworkingUtils( server ) );
InstallCallbacks( server );
}
static void InstallCallbacks( bool server )
{
Dispatch.Install<SteamRelayNetworkStatus_t>( x =>
{
Status = x.Avail;
}, server );
}
/// <summary>
/// A function to receive debug network information on. This will do nothing
/// unless you set DebugLevel to something other than None.
///
/// You should set this to an appropriate level instead of setting it to the highest
/// and then filtering it by hand because a lot of energy is used by creating the strings
/// and your frame rate will tank and you won't know why.
/// </summary>
public static event Action<NetDebugOutput, string> OnDebugOutput;
/// <summary>
/// The latest available status gathered from the SteamRelayNetworkStatus callback
/// </summary>
public static SteamNetworkingAvailability Status { get; private set; }
/// <summary>
/// If you know that you are going to be using the relay network (for example,
/// because you anticipate making P2P connections), call this to initialize the
/// relay network. If you do not call this, the initialization will
/// be delayed until the first time you use a feature that requires access
/// to the relay network, which will delay that first access.
///
/// You can also call this to force a retry if the previous attempt has failed.
/// Performing any action that requires access to the relay network will also
/// trigger a retry, and so calling this function is never strictly necessary,
/// but it can be useful to call it a program launch time, if access to the
/// relay network is anticipated.
///
/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
/// callbacks to know when initialization has completed.
/// Typically initialization completes in a few seconds.
///
/// Note: dedicated servers hosted in known data centers do *not* need
/// to call this, since they do not make routing decisions. However, if
/// the dedicated server will be using P2P functionality, it will act as
/// a "client" and this should be called.
/// </summary>
public static void InitRelayNetworkAccess()
{
Internal.InitRelayNetworkAccess();
}
/// <summary>
/// Return location info for the current host.
///
/// It takes a few seconds to initialize access to the relay network. If
/// you call this very soon after startup the data may not be available yet.
///
/// This always return the most up-to-date information we have available
/// right now, even if we are in the middle of re-calculating ping times.
/// </summary>
public static NetPingLocation? LocalPingLocation
{
get
{
NetPingLocation location = default;
var age = Internal.GetLocalPingLocation( ref location );
if ( age < 0 )
return null;
return location;
}
}
/// <summary>
/// Same as PingLocation.EstimatePingTo, but assumes that one location is the local host.
/// This is a bit faster, especially if you need to calculate a bunch of
/// these in a loop to find the fastest one.
/// </summary>
public static int EstimatePingTo( NetPingLocation target )
{
return Internal.EstimatePingTimeFromLocalHost( ref target );
}
/// <summary>
/// If you need ping information straight away, wait on this. It will return
/// immediately if you already have up to date ping data
/// </summary>
public static async Task WaitForPingDataAsync( float maxAgeInSeconds = 60 * 5 )
{
if ( Internal.CheckPingDataUpToDate( maxAgeInSeconds ) )
return;
SteamRelayNetworkStatus_t status = default;
while ( Internal.GetRelayNetworkStatus( ref status ) != SteamNetworkingAvailability.Current )
{
await Task.Delay( 10 );
}
}
public static long LocalTimestamp => Internal.GetLocalTimestamp();
/// <summary>
/// [0 - 100] - Randomly discard N pct of packets
/// </summary>
public static float FakeSendPacketLoss
{
get => GetConfigFloat( NetConfig.FakePacketLoss_Send );
set => SetConfigFloat( NetConfig.FakePacketLoss_Send, value );
}
/// <summary>
/// [0 - 100] - Randomly discard N pct of packets
/// </summary>
public static float FakeRecvPacketLoss
{
get => GetConfigFloat( NetConfig.FakePacketLoss_Recv );
set => SetConfigFloat( NetConfig.FakePacketLoss_Recv, value );
}
/// <summary>
/// Delay all packets by N ms
/// </summary>
public static float FakeSendPacketLag
{
get => GetConfigFloat( NetConfig.FakePacketLag_Send );
set => SetConfigFloat( NetConfig.FakePacketLag_Send, value );
}
/// <summary>
/// Delay all packets by N ms
/// </summary>
public static float FakeRecvPacketLag
{
get => GetConfigFloat( NetConfig.FakePacketLag_Recv );
set => SetConfigFloat( NetConfig.FakePacketLag_Recv, value );
}
/// <summary>
/// Timeout value (in ms) to use when first connecting
/// </summary>
public static int ConnectionTimeout
{
get => GetConfigInt( NetConfig.TimeoutInitial );
set => SetConfigInt( NetConfig.TimeoutInitial, value );
}
/// <summary>
/// Timeout value (in ms) to use after connection is established
/// </summary>
public static int Timeout
{
get => GetConfigInt( NetConfig.TimeoutConnected );
set => SetConfigInt( NetConfig.TimeoutConnected, value );
}
/// <summary>
/// Get Debug Information via OnDebugOutput event
///
/// Except when debugging, you should only use NetDebugOutput.Msg
/// or NetDebugOutput.Warning. For best performance, do NOT
/// request a high detail level and then filter out messages in the callback.
///
/// This incurs all of the expense of formatting the messages, which are then discarded.
/// Setting a high priority value (low numeric value) here allows the library to avoid
/// doing this work.
/// </summary>
public static NetDebugOutput DebugLevel
{
get => _debugLevel;
set
{
_debugLevel = value;
_debugFunc = new NetDebugFunc( OnDebugMessage );
Internal.SetDebugOutputFunction( value, _debugFunc );
}
}
/// <summary>
/// So we can remember and provide a Get for DebugLEvel
/// </summary>
private static NetDebugOutput _debugLevel;
/// <summary>
/// We need to keep the delegate around until it's not used anymore
/// </summary>
static NetDebugFunc _debugFunc;
struct DebugMessage
{
public NetDebugOutput Type;
public string Msg;
}
private static System.Collections.Concurrent.ConcurrentQueue<DebugMessage> debugMessages = new System.Collections.Concurrent.ConcurrentQueue<DebugMessage>();
/// <summary>
/// This can be called from other threads - so we're going to queue these up and process them in a safe place.
/// </summary>
private static void OnDebugMessage( NetDebugOutput nType, IntPtr str )
{
debugMessages.Enqueue( new DebugMessage { Type = nType, Msg = Helpers.MemoryToString( str ) } );
}
/// <summary>
/// Called regularly from the Dispatch loop so we can provide a timely
/// stream of messages.
/// </summary>
internal static void OutputDebugMessages()
{
if ( debugMessages.IsEmpty )
return;
while ( debugMessages.TryDequeue( out var result ) )
{
OnDebugOutput?.Invoke( result.Type, result.Msg );
}
}
#region Config Internals
internal unsafe static bool SetConfigInt( NetConfig type, int value )
{
int* ptr = &value;
return Internal.SetConfigValue( type, NetConfigScope.Global, IntPtr.Zero, NetConfigType.Int32, (IntPtr)ptr );
}
internal unsafe static int GetConfigInt( NetConfig type )
{
int value = 0;
NetConfigType dtype = NetConfigType.Int32;
int* ptr = &value;
UIntPtr size = new UIntPtr( sizeof( int ) );
var result = Internal.GetConfigValue( type, NetConfigScope.Global, IntPtr.Zero, ref dtype, (IntPtr) ptr, ref size );
if ( result != NetConfigResult.OK )
return 0;
return value;
}
internal unsafe static bool SetConfigFloat( NetConfig type, float value )
{
float* ptr = &value;
return Internal.SetConfigValue( type, NetConfigScope.Global, IntPtr.Zero, NetConfigType.Float, (IntPtr)ptr );
}
internal unsafe static float GetConfigFloat( NetConfig type )
{
float value = 0;
NetConfigType dtype = NetConfigType.Float;
float* ptr = &value;
UIntPtr size = new UIntPtr( sizeof( float ) );
var result = Internal.GetConfigValue( type, NetConfigScope.Global, IntPtr.Zero, ref dtype, (IntPtr)ptr, ref size );
if ( result != NetConfigResult.OK )
return 0;
return value;
}
internal unsafe static bool SetConfigString( NetConfig type, string value )
{
var bytes = Encoding.UTF8.GetBytes( value );
fixed ( byte* ptr = bytes )
{
return Internal.SetConfigValue( type, NetConfigScope.Global, IntPtr.Zero, NetConfigType.String, (IntPtr)ptr );
}
}
/*
internal unsafe static float GetConfigString( NetConfig type )
{
float value = 0;
NetConfigType dtype = NetConfigType.Float;
float* ptr = &value;
ulong size = sizeof( float );
var result = Internal.GetConfigValue( type, NetScope.Global, 0, ref dtype, (IntPtr)ptr, ref size );
if ( result != SteamNetworkingGetConfigValueResult.OK )
return 0;
return value;
}
*/
/*
TODO - Connection object
internal unsafe static bool SetConnectionConfig( uint con, NetConfig type, int value )
{
int* ptr = &value;
return Internal.SetConfigValue( type, NetScope.Connection, con, NetConfigType.Int32, (IntPtr)ptr );
}
internal unsafe static bool SetConnectionConfig( uint con, NetConfig type, float value )
{
float* ptr = &value;
return Internal.SetConfigValue( type, NetScope.Connection, con, NetConfigType.Float, (IntPtr)ptr );
}
internal unsafe static bool SetConnectionConfig( uint con, NetConfig type, string value )
{
var bytes = Encoding.UTF8.GetBytes( value );
fixed ( byte* ptr = bytes )
{
return Internal.SetConfigValue( type, NetScope.Connection, con, NetConfigType.String, (IntPtr)ptr );
}
}*/
#endregion
}
}