NEW gated (BT_STEAM) game/glass/btl4lobby: an ISteamMatchmaking room replacing the arcade Site-Management screen -- host creates (lobby data btl4=1), members join by filter, pilots publish name/mech/color, the host ENTER mints the roster and signals GO. THE FAKEIP LESSON (live-verified, prior-art assumption DISPROVEN): a fresh process gets a DIFFERENT FakeIP, so menu-time fake addresses go stale by mission time -- the first cycle timed out connecting to its own stale address. Redesign: roster addresses are opaque ipv4-shaped TOKENS (169.254.77.N with ports 1501/1502) minted by the host at GO, mapped to Steam IDENTITIES; connections ride ConnectP2P(identity, channel) with console=0/game=1 virtual ports; the map reaches mission processes via env (BT_FE_MYFAKE + BT_FE_STEAMMAP); the GetMyAddress seam feeds the pod its own token for roster self-match; CheckSocket reports peers by token. L4STEAMNET reworked (no FakeIP allocation at all); the marshal gained the Steam-wire branch. Verified single-machine (ON/ON, live Steam): menu -> HOST STEAM LOBBY -> room -> GO -> token map minted -> egg roster carries the token -> mission process up with 1 roster token incl. self -> pod self-matches -> stock console ladder -> mission RUNS (46 ticks). Remaining: the live 2-account cross-machine session (docs/STEAM_TEST.md). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
71 lines
2.4 KiB
C
71 lines
2.4 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: my identity; my roster token (raw, for the
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// GetMyAddress self-match seam). Roster tokens + the token->identity map
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// arrive in the MISSION process via env (BT_FE_MYFAKE / BT_FE_STEAMMAP --
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// see the token-table note in the .cpp).
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//
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unsigned long long
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BTSteamNet_MySteamID();
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int
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BTSteamNet_GetFakeAddressRaw(unsigned long *internet_address_be);
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