Files
RP412/MUNGA_L4/L4STEAMTRANSPORT.h
T
CydandClaude Fable 5 7ad53e03b5 Steam transport: identity-resolved accepts + load-proof timeout
Round four reached one step from the race: eggs delivered, both
members ACKed with complete meshes, one member entered LoadingMission.
Two failures remained, both now fixed.

One: Steam reports incoming callers under locally-allocated ALIAS
FakeIPs, not their global ones - the owner accepted both mesh legs
but its identity check compared the alias against the egg address and
never counted the connections (no Connected to GameMachineHost on the
owner). The peer table now carries each member SteamID (lobby go
roster gained a field) and Accept resolves the caller identity back
to the global FakeIP the egg promised.

Two: mission load stalls the game thread for 10-30s with nothing
pumping, and Steam default 10s connected-timeout sheared every
connection mid-load (end reason 4001, rx ages 11.5-20.5s - right at
load duration). Connected timeout is now 90s; TCP never timed out an
idle arcade link and races pump every frame once running.

Self-test still green (ping, survives listener close).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 23:19:03 -05:00

98 lines
4.6 KiB
C

//===========================================================================//
// File: l4steamtransport.h //
// Project: MUNGA Brick: Steam Network Transport //
// Contents: NetTransport over ISteamNetworkingSockets (FakeIP) //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "..\munga\style.h"
//########################################################################
// SteamNetTransport - the retail wire (l4steamtransport.cpp). Built
// only under RP412_STEAM (Steamworks SDK vendored at
// extern\steamworks_sdk_164; steam_api.dll ships beside the exe).
//
// Method mapping onto ISteamNetworkingSockets:
//
// Install SteamAPI_Init + InitRelayNetworkAccess, then
// BeginAsyncRequestFakeIP(2): fake port 0 is the
// console channel, fake port 1 the game mesh.
// On success installs itself via NetTransport_Set;
// on any failure the process stays on Winsock TCP.
// GetLocalAddresses our FakeIP (the mesh identifies "which [pilots]
// entry is me" against it).
// Resolve SteamNetworkingIPAddr::ParseString - FakeIPs ARE
// IPv4 strings, so egg text stays unchanged.
// Connect ConnectByIPAddress to the peer's FakeIP + fake
// game port (SDR routes it; NAT traversal and IP
// privacy come free); blocks pumping callbacks
// until Connected, retrying like the TCP
// connect-while-refused loop.
// Listen CreateListenSocketP2PFakeIP - first engine port
// seen maps to fake port 0, second to fake port 1.
// Accept connection-request callback AcceptConnections
// queue up; Accept() pops fully-connected ones.
// Send SendMessageToConnection, reliable lane (the
// engine's stream framing assumes ordered
// reliable delivery).
// Receive ReceiveMessagesOnConnection into the caller's
// buffer; normalized to ReceiveNoData /
// ReceiveDisconnected like the Winsock transport.
// GetRemoteAddress GetRemoteFakeIPForConnection, with the fake
// port translated back to the ENGINE port so the
// mesh's SOCKADDR_IN identity checks keep working.
//
// Addressing convention under Steam: every pod launches with the same
// -net port (the lobby fixes it), so the egg's [pilots] entries are
// "<fakeip>:<engine game port>" - the engine's self-match and peer
// checks all work on engine ports, and only this transport knows the
// Steam-assigned fake port values. The lobby layer exchanges each
// member's FakeIP + fake game port and feeds RegisterPeer before the
// egg is distributed.
//########################################################################
#ifdef RP412_STEAM
// Bring Steam up and make this the process transport. False (with the
// reason logged) leaves the Winsock transport in place - callers just
// carry on over TCP.
Logical
SteamNetTransport_Install();
// Our FakeIP as a dotted string ("169.254.x.y"), for lobby member data
// and the [pilots] list. Empty until Install succeeds.
const char *
SteamNetTransport_GetFakeAddressString();
// Our Steam-assigned fake ports (lobby member data): the console
// channel and the game mesh.
int
SteamNetTransport_GetFakeConsolePort();
int
SteamNetTransport_GetFakeGamePort();
// The engine-side port convention for this session (default 1501;
// game port is +1). Connect() maps an engine port in a SOCKADDR_IN to
// the peer's matching Steam fake port.
void
SteamNetTransport_SetEnginePorts(int console_port);
// The lobby feeds every member's FakeIP + fake ports + SteamID here
// before anything dials out. The SteamID matters on accept: Steam
// reports incoming callers under locally-allocated alias addresses,
// so the transport maps the caller's identity back to the global
// FakeIP the egg promised. Registering is idempotent per IP.
void
SteamNetTransport_RegisterPeer(
const char *fake_ip,
int fake_console_port,
int fake_game_port,
unsigned __int64 steam_id
);
#endif // RP412_STEAM