Steam transport: accepted connections survive listener close

Round-three diagnosis from the three-machine logs: the console
channel connected first try on SDR both ways - then died seconds
later with end reason 5010 (PeerSentNoConnection). Cause: the arcade
engine closes its console LISTENER the moment the console connects
(correct under TCP, where accepted sockets outlive the listener), but
Steam''s CloseListenSocket closes all accepted connections
ungracefully. The members silently killed their console connection at
accept; the owner''s next packet got no-connection back, no eggs were
ever fed, and all three pods sat waiting.

The transport now bridges the semantics: an engine close only marks
the listener (new callers are rejected, pending queue dropped); the
Steam socket is destroyed in Cleanup at mission teardown. Re-listening
on the same engine port reopens the marked listener.

The loopback self-test now covers exactly this: accept, close the
listener, then push data both ways over the accepted connection -
PASSED (ping 1, survives listener close 1).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-12 23:03:22 -05:00
co-authored by Claude Fable 5
parent 7eb765696d
commit 974cc6e120
+68 -5
View File
@@ -42,6 +42,11 @@ namespace
unsigned short enginePort; // host order
HSteamNetConnection pending[maxPending];
int pendingCount;
// The engine closes listeners with TCP semantics (accepted
// connections survive). Steam's CloseListenSocket kills the
// accepted connections ungracefully - so an engine close only
// marks the listener here; the real close waits for Cleanup.
Logical closed;
};
struct ConnectionRecord
@@ -171,6 +176,18 @@ namespace
case k_ESteamNetworkingConnectionState_Connecting:
if (status->m_info.m_hListenSocket != k_HSteamListenSocket_Invalid)
{
// no more callers once the engine closed the listener
ListenerRecord *listener = FindListener(status->m_info.m_hListenSocket);
if (listener == NULL || listener->closed)
{
DEBUG_STREAM << "SteamNetTransport: incoming ["
<< status->m_info.m_szConnectionDescription
<< "] on a closed listener - rejecting\n" << std::flush;
SteamNetworkingSockets()->CloseConnection(
status->m_hConn, 0, "listener closed", false);
break;
}
// incoming: accept immediately, queue it when Connected
DEBUG_STREAM << "SteamNetTransport: incoming ["
<< status->m_info.m_szConnectionDescription
@@ -411,6 +428,20 @@ namespace
return InvalidConnection;
}
// a logically-closed listener for this engine port reopens
// (the Steam socket outlives engine closes; see Close)
for (int existing = 0; existing < gListenerCount; ++existing)
{
if (gListeners[existing].enginePort == (unsigned short) local_port)
{
gListeners[existing].closed = False;
gListeners[existing].pendingCount = 0;
DEBUG_STREAM << "SteamNetTransport: reopened listener on engine port "
<< local_port << "\n" << std::flush;
return (Connection) gListeners[existing].handle;
}
}
// engine port -> fake port index, in order of appearance:
// the console channel always listens first, the mesh second
int index = -1;
@@ -457,7 +488,7 @@ namespace
SteamAPI_RunCallbacks();
ListenerRecord *listener = FindListener((HSteamListenSocket) listener_handle);
if (listener == NULL || listener->pendingCount == 0)
if (listener == NULL || listener->closed || listener->pendingCount == 0)
{
return InvalidConnection;
}
@@ -493,9 +524,19 @@ namespace
ListenerRecord *listener = FindListener((HSteamListenSocket) connection);
if (listener != NULL)
{
SteamNetworkingSockets()->CloseListenSocket(listener->handle);
*listener = gListeners[gListenerCount - 1];
--gListenerCount;
//
// TCP semantics: accepted connections must survive a
// listener close. Steam's CloseListenSocket kills them
// ungracefully, so only mark it closed (rejecting any
// new callers) and destroy it for real in Cleanup.
//
listener->closed = True;
for (int i = 0; i < listener->pendingCount; ++i)
{
SteamNetworkingSockets()->CloseConnection(
listener->pending[i], 0, "listener closed", false);
}
listener->pendingCount = 0;
return;
}
SteamNetworkingSockets()->CloseConnection(
@@ -713,6 +754,7 @@ Logical
}
Logical ok = False;
Logical survives_close = False;
if (outgoing != NetTransport::InvalidConnection &&
incoming != NetTransport::InvalidConnection)
{
@@ -728,11 +770,32 @@ Logical
}
Sleep(25);
}
//
// The arcade engine closes a listener right after
// accepting - the accepted connection MUST survive
// (Steam kills children on CloseListenSocket; the
// transport defers the real close to Cleanup)
//
transport->Close(listener);
transport->Send(incoming, "PONG", 4);
recv_deadline = GetTickCount() + 5 * 1000;
while ((LONG)(GetTickCount() - recv_deadline) < 0)
{
if (transport->Receive(outgoing, buffer, sizeof(buffer)) == 4)
{
survives_close = (memcmp(buffer, "PONG", 4) == 0);
break;
}
Sleep(25);
}
}
DEBUG_STREAM << "SteamNetTransport: SELF TEST "
<< (ok ? "PASSED" : "FAILED")
<< ((ok && survives_close) ? "PASSED" : "FAILED")
<< " (out " << (outgoing != NetTransport::InvalidConnection)
<< ", in " << (incoming != NetTransport::InvalidConnection)
<< ", ping " << ok
<< ", survives listener close " << survives_close
<< ")\n" << std::flush;
// leave the session pristine for the real race