Steam transport: full connection diagnostics + polled connect state

The three-machine test failed at exactly one step: the owner''s
ConnectByIPAddress to a member''s fake console port retried silently
for 120s while the member WAS listening on that port. The transport
threw away Steam''s reason for killing each attempt.

Now every connection state change logs the connection description,
and drops log the end reason plus Steam''s debug string - the next
run will say exactly which subsystem refused (cert, FakeIP directory,
routing, accept). Connect also polls GetConnectionInfo directly
instead of trusting only the callback flags, logs each attempt''s
final state, no longer holds a pointer into the connection table
across mutations, and paces retries at 1s.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-12 22:19:34 -05:00
co-authored by Claude Fable 5
parent 0deae09386
commit d2836d195f
+52 -7
View File
@@ -169,11 +169,21 @@ namespace
if (status->m_info.m_hListenSocket != k_HSteamListenSocket_Invalid)
{
// incoming: accept immediately, queue it when Connected
SteamNetworkingSockets()->AcceptConnection(status->m_hConn);
DEBUG_STREAM << "SteamNetTransport: incoming ["
<< status->m_info.m_szConnectionDescription
<< "] - accepting\n" << std::flush;
EResult accepted = SteamNetworkingSockets()->AcceptConnection(status->m_hConn);
if (accepted != k_EResultOK)
{
DEBUG_STREAM << "SteamNetTransport: AcceptConnection failed (EResult "
<< (int) accepted << ")\n" << std::flush;
}
}
break;
case k_ESteamNetworkingConnectionState_Connected:
DEBUG_STREAM << "SteamNetTransport: connected ["
<< status->m_info.m_szConnectionDescription << "]\n" << std::flush;
if (status->m_info.m_hListenSocket != k_HSteamListenSocket_Invalid)
{
ListenerRecord *listener = FindListener(status->m_info.m_hListenSocket);
@@ -195,6 +205,10 @@ namespace
case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
case k_ESteamNetworkingConnectionState_ClosedByPeer:
{
DEBUG_STREAM << "SteamNetTransport: dropped ["
<< status->m_info.m_szConnectionDescription
<< "] end reason " << status->m_info.m_eEndReason
<< ": " << status->m_info.m_szEndDebug << "\n" << std::flush;
ConnectionRecord *record = FindConnection(status->m_hConn);
if (record != NULL)
{
@@ -304,29 +318,60 @@ namespace
// mirror the TCP retry-while-refused loop, bounded: the
// egg-ACK ordering means the peer may not be listening yet
DWORD deadline = GetTickCount() + 120 * 1000;
int attempt = 0;
for (;;)
{
++attempt;
HSteamNetConnection handle =
SteamNetworkingSockets()->ConnectByIPAddress(target, 1, &option);
if (handle == k_HSteamNetConnection_Invalid)
{
DEBUG_STREAM << "SteamNetTransport: ConnectByIPAddress refused the call\n" << std::flush;
return InvalidConnection;
}
ConnectionRecord *record =
AddConnection(handle, remote->sin_addr.S_un.S_addr, remote->sin_port);
AddConnection(handle, remote->sin_addr.S_un.S_addr, remote->sin_port);
while (!record->connected && !record->dead &&
(LONG)(GetTickCount() - deadline) < 0)
//
// Poll the connection state directly (the callback also
// runs, for the log and the accept queues)
//
ESteamNetworkingConnectionState state =
k_ESteamNetworkingConnectionState_Connecting;
while ((LONG)(GetTickCount() - deadline) < 0)
{
SteamAPI_RunCallbacks();
SteamNetConnectionInfo_t info;
if (!SteamNetworkingSockets()->GetConnectionInfo(handle, &info))
{
state = k_ESteamNetworkingConnectionState_Dead;
break;
}
state = info.m_eState;
if (state == k_ESteamNetworkingConnectionState_Connected ||
state == k_ESteamNetworkingConnectionState_ProblemDetectedLocally ||
state == k_ESteamNetworkingConnectionState_ClosedByPeer ||
state == k_ESteamNetworkingConnectionState_None)
{
break;
}
Sleep(25);
}
if (record->connected)
if (state == k_ESteamNetworkingConnectionState_Connected)
{
ConnectionRecord *record = FindConnection(handle);
if (record != NULL)
{
record->connected = True;
}
DEBUG_STREAM << "SteamNetTransport: connect succeeded (attempt "
<< attempt << ")\n" << std::flush;
return (Connection) handle;
}
// attempt failed - drop it and retry until the deadline
DEBUG_STREAM << "SteamNetTransport: attempt " << attempt
<< " ended in state " << (int) state << "\n" << std::flush;
SteamNetworkingSockets()->CloseConnection(handle, 0, "retry", false);
RemoveConnection(handle);
if ((LONG)(GetTickCount() - deadline) >= 0)
@@ -334,7 +379,7 @@ namespace
DEBUG_STREAM << "SteamNetTransport: connect timed out\n" << std::flush;
return InvalidConnection;
}
Sleep(250);
Sleep(1000);
}
}