NEW gated (BT_STEAM) TU L4STEAMNET: ISteamNetworkingSockets with FakeIP -- pseudo-SOCKET handles (0x5EA0xxxx) behind the L4NET BTNet* seam; the engine TCP byte stream rides reliable-NoNagle Steam messages re-assembled into per-connection rings (nonblocking recv semantics preserved: empty -> WSAEWOULDBLOCK, peer-closed -> 0); two FakeIP ports mirror the arcade console/game channel convention; listen sockets + accept queues via the global status-changed callback; graceful degrade to Winsock at every step. Seam completions in L4NET.CPP: CheckSocket reports a pseudo-socket peer as its FAKE ipv4:port (the lobby egg roster matches unchanged); OpenConnection TCP_OPEN delegates FakeIP targets to BTSteamNet_Connect. WinMain installs on BT_STEAM_NET=1 (lobby launch path / by hand). CMake: gated SDK include/ lib/dll-copy. Both pumps (SteamAPI_RunCallbacks + sockets RunCallbacks) drive it -- the FakeIP result rides the GENERAL dispatch (first attempt with only the sockets pump timed out). Verified live (ON/ON build, Steam client running): SteamAPI_Init OK, steam_appid.txt(480) auto-written, FakeIP allocated (169.254.36.58, console 54464 / game 54465); without BT_STEAM_NET or without Steam the game stays pure Winsock. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
67 lines
2.3 KiB
C
67 lines
2.3 KiB
C
#pragma once
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//###########################################################################
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//
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// L4STEAMNET -- the Steam internet transport (BT_STEAM only).
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//
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// ISteamNetworkingSockets with FakeIP + SDR behind the L4NET.CPP wire
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// seam: connections carry the engine's exact TCP byte stream as reliable
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// Steam messages, re-assembled into per-connection rings so the engine's
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// nonblocking recv semantics hold (empty -> WSAEWOULDBLOCK, peer-closed
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// -> 0). Handles are pseudo-SOCKETs (0x5EA0xxxx) so L4Host and every
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// call site above the seam are identical on both wires; the peer address
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// reported through CheckSocket is the peer's FAKE IPv4:port, so the
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// engine's roster matching works against a lobby-built egg whose
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// [pilots] carry FakeIPs.
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//
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// Install: env BT_STEAM_NET=1 (set by the lobby launch path) -- needs the
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// Steam client running and content\steam_appid.txt (written with the 480
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// Spacewar test id if absent). Everything degrades gracefully: no Steam
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// -> inactive -> pure Winsock.
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//
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// Ports: FakeIP port index 0 = the CONSOLE channel, 1 = the GAME channel
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// (mirroring the arcade console-port / game-port=console+1 convention).
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//
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//###########################################################################
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#include <winsock2.h>
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int
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BTSteamNet_Install(); // 0 = up (FakeIP allocated)
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int
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BTSteamNet_Active();
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void
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BTSteamNet_Pump(); // callbacks + rx drain (game thread)
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//
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// The wire-seam surface (BTNet* wrappers in L4NET.CPP + the marshal).
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//
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int
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BTSteamNet_Owns(SOCKET wire_socket);
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int
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BTSteamNet_Send(SOCKET wire_socket, const char *data, int length);
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int
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BTSteamNet_Recv(SOCKET wire_socket, char *buffer, int capacity);
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SOCKET
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BTSteamNet_Accept(SOCKET listener_socket);
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void
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BTSteamNet_Close(SOCKET wire_socket);
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int
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BTSteamNet_PeerAddress(SOCKET wire_socket, SOCKADDR_IN *out);
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//
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// Connection establishment (the OpenConnection TCP_OPEN delegate + the
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// marshal): True when the IPv4 is a Steam FakeIP.
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//
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int
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BTSteamNet_IsFakeAddress(unsigned long internet_address_be);
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SOCKET
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BTSteamNet_Connect(unsigned long internet_address_be, int remote_port);
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//
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// The lobby surface: our own fake address, dotted, plus its two ports.
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//
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int
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BTSteamNet_GetFakeAddress(char *dotted_out, int capacity,
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int *console_port, int *game_port);
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