Facepunch.Steamworks/Facepunch.Steamworks/SteamNetworkingSockets.cs
2021-11-23 15:44:22 +01:00

339 lines
10 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 SteamNetworkingSockets : SteamSharedClass<SteamNetworkingSockets>
{
internal static ISteamNetworkingSockets Internal => Interface as ISteamNetworkingSockets;
/// <summary>
/// Get the identity assigned to this interface.
/// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned
/// to the gameserver. Returns false and sets the result to an invalid identity if we don't know
/// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID
/// even if they are not signed into Steam.)
/// </summary>
public static NetIdentity Identity
{
get
{
NetIdentity identity = default;
Internal.GetIdentity( ref identity );
return identity;
}
}
internal override void InitializeInterface( bool server )
{
SetInterface( server, new ISteamNetworkingSockets( server ) );
InstallEvents( server );
}
#region SocketInterface
static readonly Dictionary<uint, SocketManager> SocketInterfaces = new Dictionary<uint, SocketManager>();
internal static SocketManager GetSocketManager( 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 SetSocketManager( uint id, SocketManager manager )
{
if ( id == 0 ) throw new System.ArgumentException( "Invalid Socket" );
SocketInterfaces[id] = manager;
}
#endregion
#region ConnectionInterface
static readonly Dictionary<uint, ConnectionManager> ConnectionInterfaces = new Dictionary<uint, ConnectionManager>();
internal static ConnectionManager GetConnectionManager( 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 SetConnectionManager( uint id, ConnectionManager manager )
{
if ( id == 0 ) throw new System.ArgumentException( "Invalid Connection" );
ConnectionInterfaces[id] = manager;
}
#endregion
internal void InstallEvents( bool server )
{
Dispatch.Install<SteamNetConnectionStatusChangedCallback_t>( ConnectionStatusChanged, server );
Dispatch.Install<SteamNetworkingFakeIPResult_t>( FakeIPResult, server );
}
private static void ConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t data )
{
//
// This is a message from/to a listen socket
//
if ( data.Nfo.listenSocket.Id > 0 )
{
var iface = GetSocketManager( data.Nfo.listenSocket.Id );
iface?.OnConnectionChanged( data.Conn, data.Nfo );
}
else
{
var iface = GetConnectionManager( data.Conn.Id );
iface?.OnConnectionChanged( data.Nfo );
}
OnConnectionStatusChanged?.Invoke( data.Conn, data.Nfo );
}
public static event Action<Connection, ConnectionInfo> OnConnectionStatusChanged;
private static void FakeIPResult( SteamNetworkingFakeIPResult_t data )
{
foreach ( var port in data.Ports )
{
if ( port == 0 ) continue;
var address = NetAddress.From( Utility.Int32ToIp( data.IP ), port );
OnFakeIPResult?.Invoke( address );
}
}
public static event Action<NetAddress> OnFakeIPResult;
/// <summary>
/// Creates a "server" socket that listens for clients to connect to by calling
/// Connect, over ordinary UDP (IPv4 or IPv6)
///
/// To use this derive a class from <see cref="SocketManager"/> and override as much as you want.
///
/// </summary>
public static T CreateNormalSocket<T>( NetAddress address ) where T : SocketManager, new()
{
var t = new T();
var options = Array.Empty<NetKeyValue>();
t.Socket = Internal.CreateListenSocketIP( ref address, options.Length, options );
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Creates a "server" socket that listens for clients to connect to by calling
/// Connect, over ordinary UDP (IPv4 or IPv6).
///
/// To use this you should pass a class that inherits <see cref="ISocketManager"/>. You can use
/// SocketManager to get connections and send messages, but the ISocketManager class
/// will received all the appropriate callbacks.
///
/// </summary>
public static SocketManager CreateNormalSocket( NetAddress address, ISocketManager intrface )
{
var options = Array.Empty<NetKeyValue>();
var socket = Internal.CreateListenSocketIP( ref address, options.Length, options );
var t = new SocketManager
{
Socket = socket,
Interface = intrface
};
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Connect to a socket created via <c>CreateListenSocketIP</c>.
/// </summary>
public static T ConnectNormal<T>( NetAddress address ) where T : ConnectionManager, new()
{
var t = new T();
var options = Array.Empty<NetKeyValue>();
t.Connection = Internal.ConnectByIPAddress( ref address, options.Length, options );
SetConnectionManager( t.Connection.Id, t );
return t;
}
/// <summary>
/// Connect to a socket created via <c>CreateListenSocketIP</c>.
/// </summary>
public static ConnectionManager ConnectNormal( NetAddress address, IConnectionManager iface )
{
var options = Array.Empty<NetKeyValue>();
var connection = Internal.ConnectByIPAddress( ref address, options.Length, options );
var t = new ConnectionManager
{
Connection = connection,
Interface = iface
};
SetConnectionManager( t.Connection.Id, t );
return t;
}
/// <summary>
/// Creates a server that will be relayed via Valve's network (hiding the IP and improving ping).
///
/// To use this derive a class from <see cref="SocketManager"/> and override as much as you want.
///
/// </summary>
public static T CreateRelaySocket<T>( int virtualport = 0 ) where T : SocketManager, new()
{
var t = new T();
var options = Array.Empty<NetKeyValue>();
t.Socket = Internal.CreateListenSocketP2P( virtualport, options.Length, options );
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Creates a server that will be relayed via Valve's network (hiding the IP and improving ping).
///
/// To use this you should pass a class that inherits <see cref="ISocketManager"/>. You can use
/// <see cref="SocketManager"/> to get connections and send messages, but the <see cref="ISocketManager"/> class
/// will received all the appropriate callbacks.
///
/// </summary>
public static SocketManager CreateRelaySocket( int virtualport, ISocketManager intrface )
{
var options = Array.Empty<NetKeyValue>();
var socket = Internal.CreateListenSocketP2P( virtualport, options.Length, options );
var t = new SocketManager
{
Socket = socket,
Interface = intrface
};
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Connect to a relay server.
/// </summary>
public static T ConnectRelay<T>( SteamId serverId, int virtualport = 0 ) where T : ConnectionManager, new()
{
var t = new T();
NetIdentity identity = serverId;
var options = Array.Empty<NetKeyValue>();
t.Connection = Internal.ConnectP2P( ref identity, virtualport, options.Length, options );
SetConnectionManager( t.Connection.Id, t );
return t;
}
/// <summary>
/// Connect to a relay server.
/// </summary>
public static ConnectionManager ConnectRelay( SteamId serverId, int virtualport, IConnectionManager iface )
{
NetIdentity identity = serverId;
var options = Array.Empty<NetKeyValue>();
var connection = Internal.ConnectP2P( ref identity, virtualport, options.Length, options );
var t = new ConnectionManager
{
Connection = connection,
Interface = iface
};
SetConnectionManager( t.Connection.Id, t );
return t;
}
/// <summary>
/// Return info about the FakeIP and port that we have been assigned, if any.
/// </summary>
public static bool RequestFakeIP( int numFakePorts = 1 )
{
return Internal.BeginAsyncRequestFakeIP( numFakePorts );
}
/// <summary>
/// Begin asynchronous process of allocating a fake IPv4 address that other
/// peers can use to contact us via P2P. IP addresses returned by this
/// function are globally unique for a given appid.
/// </summary>
public static Result GetFakeIP( int fakePortIndex, out NetAddress address )
{
var pInfo = default( SteamNetworkingFakeIPResult_t );
Internal.GetFakeIP( 0, ref pInfo );
address = NetAddress.From( Utility.Int32ToIp( pInfo.IP ), pInfo.Ports[fakePortIndex] );
return pInfo.Result;
}
/// <summary>
/// Creates a server that will be relayed via Valve's network (hiding the IP and improving ping).
///
/// To use this derive a class from <see cref="SocketManager"/> and override as much as you want.
///
/// </summary>
public static T CreateRelaySocketFakeIP<T>( int fakePortIndex = 0 ) where T : SocketManager, new()
{
var t = new T();
var options = Array.Empty<NetKeyValue>();
t.Socket = Internal.CreateListenSocketP2PFakeIP( 0, options.Length, options );
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Creates a server that will be relayed via Valve's network (hiding the IP and improving ping).
///
/// To use this you should pass a class that inherits <see cref="ISocketManager"/>. You can use
/// <see cref="SocketManager"/> to get connections and send messages, but the <see cref="ISocketManager"/> class
/// will received all the appropriate callbacks.
///
/// </summary>
public static SocketManager CreateRelaySocketFakeIP( int fakePortIndex, ISocketManager intrface )
{
var options = Array.Empty<NetKeyValue>();
var socket = Internal.CreateListenSocketP2PFakeIP( 0, options.Length, options );
var t = new SocketManager
{
Socket = socket,
Interface = intrface
};
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
}
}