RPL4LOBBY implements the multiplayer front door on ISteamMatchmaking. The setup menu grows HOST STEAM RACE / JOIN STEAM RACE buttons when the Steam wire is live; hosting creates a tagged public lobby, joining finds one. Every member publishes FakeIP + fake ports + persona + loadout as member data; the room screen lists members (host marked) and gives the owner a launch button. Launching writes a nonced go-roster into lobby data. Each pod registers every peer with the Steam transport (two-port peer table: engine console/game ports map to Steam fake ports on connect) and enters the race: the owner through the hosted-race path - it builds the multi-pilot egg from real personas and loadouts and its console marshals everyone - and members as network pods that boot straight into WaitingForEgg for the owner to feed over the wire. The lobby outlives races: members loop back through WinMain into the room (no local console needed - MissionCompleted is waived for member races), and the owner returns to the room after its results screen. Leaving the lobby clears the hosted-race priming. Verified on this box: menu buttons appear under RP412STEAM=1, hosting creates a lobby on the Steam backend, the room runs and leaves back to the menu; single-player cycling and the LAN hosted race both still pass. Full three-account mesh test is next, on real hardware. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
684 lines
17 KiB
C++
684 lines
17 KiB
C++
#include "mungal4.h"
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#pragma hdrstop
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#include "l4steamtransport.h"
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#ifdef RP412_STEAM
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#include "l4nettransport.h"
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// The engine builds with /Zp1; Valve's ABI expects default packing.
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// Callback structs carry their own pack pragmas, but everything else
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// must see the platform default.
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#pragma pack(push, 8)
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#include "steam/steam_api.h"
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#include "steam/isteamnetworkingsockets.h"
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#include "steam/isteamnetworkingutils.h"
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#include "steam/steamnetworkingfakeip.h"
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#pragma pack(pop)
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//########################################################################
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// SteamNetTransport - see l4steamtransport.h for the design. The
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// engine is single threaded and so is this: every entry point pumps
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// SteamAPI_RunCallbacks, which is where the status-changed callback
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// fires (accepting incoming connections and marking drops).
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//########################################################################
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namespace
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{
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enum
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{
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maxListeners = 4,
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maxConnections = 32,
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maxPeers = 16,
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maxPending = 8,
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leftoverSize = 4096
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};
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struct ListenerRecord
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{
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HSteamListenSocket handle;
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int fakePortIndex;
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unsigned short enginePort; // host order
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HSteamNetConnection pending[maxPending];
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int pendingCount;
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};
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struct ConnectionRecord
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{
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HSteamNetConnection handle;
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unsigned long remoteIP; // network order
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unsigned short remoteEnginePort; // network order
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Logical connected;
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Logical dead;
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char leftover[leftoverSize];
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int leftoverCount;
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};
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struct PeerRecord
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{
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unsigned long fakeIP; // host order
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unsigned short fakeConsolePort; // host order
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unsigned short fakeGamePort; // host order
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};
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// engine-side port convention (lobby default; game port is +1)
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unsigned short gEngineConsolePort = 1501;
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Logical gSteamReady = False;
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unsigned long gLocalFakeIP = 0; // host order
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unsigned short gLocalFakePorts[2] = { 0, 0 };
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char gLocalFakeAddressString[32] = "";
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// engine ports in the order Listen sees them: [0] console, [1] game
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unsigned short gEnginePorts[2] = { 0, 0 };
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int gEnginePortCount = 0;
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ListenerRecord gListeners[maxListeners];
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int gListenerCount = 0;
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ConnectionRecord gConnections[maxConnections];
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int gConnectionCount = 0;
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PeerRecord gPeers[maxPeers];
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int gPeerCount = 0;
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ListenerRecord *
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FindListener(HSteamListenSocket handle)
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{
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for (int i = 0; i < gListenerCount; ++i)
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{
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if (gListeners[i].handle == handle)
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{
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return &gListeners[i];
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}
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}
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return NULL;
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}
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ConnectionRecord *
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FindConnection(HSteamNetConnection handle)
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{
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for (int i = 0; i < gConnectionCount; ++i)
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{
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if (gConnections[i].handle == handle)
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{
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return &gConnections[i];
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}
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}
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return NULL;
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}
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ConnectionRecord *
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AddConnection(
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HSteamNetConnection handle,
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unsigned long remote_ip_net,
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unsigned short remote_engine_port_net
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)
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{
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if (gConnectionCount >= maxConnections)
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{
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return NULL;
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}
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ConnectionRecord *record = &gConnections[gConnectionCount++];
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memset(record, 0, sizeof(*record));
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record->handle = handle;
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record->remoteIP = remote_ip_net;
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record->remoteEnginePort = remote_engine_port_net;
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return record;
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}
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void
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RemoveConnection(HSteamNetConnection handle)
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{
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for (int i = 0; i < gConnectionCount; ++i)
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{
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if (gConnections[i].handle == handle)
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{
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gConnections[i] = gConnections[gConnectionCount - 1];
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--gConnectionCount;
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return;
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}
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}
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}
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// engine port in a SOCKADDR_IN -> the peer's matching fake port
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unsigned short
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LookupPeerFakePort(unsigned long fake_ip_host, unsigned short engine_port)
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{
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for (int i = 0; i < gPeerCount; ++i)
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{
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if (gPeers[i].fakeIP == fake_ip_host)
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{
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return (engine_port == gEngineConsolePort)
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? gPeers[i].fakeConsolePort
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: gPeers[i].fakeGamePort;
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}
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}
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return 0;
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}
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//---------------------------------------------------------------
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// Status-changed callback (fires inside SteamAPI_RunCallbacks on
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// the game thread): accept incoming, queue connected, mark drops
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//---------------------------------------------------------------
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void __cdecl
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OnConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *status)
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{
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switch (status->m_info.m_eState)
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{
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case k_ESteamNetworkingConnectionState_Connecting:
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if (status->m_info.m_hListenSocket != k_HSteamListenSocket_Invalid)
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{
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// incoming: accept immediately, queue it when Connected
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SteamNetworkingSockets()->AcceptConnection(status->m_hConn);
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}
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break;
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case k_ESteamNetworkingConnectionState_Connected:
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if (status->m_info.m_hListenSocket != k_HSteamListenSocket_Invalid)
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{
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ListenerRecord *listener = FindListener(status->m_info.m_hListenSocket);
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if (listener != NULL && listener->pendingCount < maxPending)
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{
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listener->pending[listener->pendingCount++] = status->m_hConn;
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}
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}
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else
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{
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ConnectionRecord *record = FindConnection(status->m_hConn);
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if (record != NULL)
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{
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record->connected = True;
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}
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}
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break;
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case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
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case k_ESteamNetworkingConnectionState_ClosedByPeer:
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{
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ConnectionRecord *record = FindConnection(status->m_hConn);
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if (record != NULL)
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{
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record->dead = True;
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}
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}
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break;
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}
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}
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//---------------------------------------------------------------
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// The transport
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//---------------------------------------------------------------
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class SteamNetTransport:
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public NetTransport
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{
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public:
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Logical
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Startup()
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{
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// Install() already brought Steam up; the network manager
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// just confirms the transport is live
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return gSteamReady;
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}
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void
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Cleanup()
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{
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// mission teardown (single-binary race loop): drop the
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// wire but keep the Steam API up - the lobby lives on
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for (int i = 0; i < gConnectionCount; ++i)
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{
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SteamNetworkingSockets()->CloseConnection(
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gConnections[i].handle, 0, "mission teardown", true);
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}
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gConnectionCount = 0;
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for (int j = 0; j < gListenerCount; ++j)
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{
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SteamNetworkingSockets()->CloseListenSocket(gListeners[j].handle);
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}
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gListenerCount = 0;
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gEnginePortCount = 0;
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}
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int
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GetLocalAddresses(
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unsigned long *addresses,
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int max_count
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)
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{
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if (!gSteamReady || max_count < 1)
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{
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return 0;
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}
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addresses[0] = htonl(gLocalFakeIP);
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return 1;
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}
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Logical
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Resolve(
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const char *host_name,
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SOCKADDR_IN *address
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)
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{
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memset(address, 0, sizeof(SOCKADDR_IN));
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address->sin_family = AF_INET;
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SteamNetworkingIPAddr parsed;
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if (!parsed.ParseString(host_name))
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{
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return False;
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}
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address->sin_addr.S_un.S_addr = htonl(parsed.GetIPv4());
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address->sin_port = htons(parsed.m_port); // 0 when absent
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return True;
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}
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Connection
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Connect(
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const SOCKADDR_IN *remote,
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int local_port
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)
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{
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unsigned long remote_fake_ip = ntohl(remote->sin_addr.S_un.S_addr);
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unsigned short fake_port =
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LookupPeerFakePort(remote_fake_ip, ntohs(remote->sin_port));
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if (fake_port == 0)
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{
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DEBUG_STREAM << "SteamNetTransport: no registered peer for "
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<< inet_ntoa(remote->sin_addr) << " - lobby did not feed it\n" << std::flush;
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return InvalidConnection;
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}
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DEBUG_STREAM << "SteamNetTransport: connecting to "
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<< inet_ntoa(remote->sin_addr) << ":" << ntohs(remote->sin_port)
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<< " (fake port " << fake_port << ")...\n" << std::flush;
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SteamNetworkingConfigValue_t option;
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option.SetPtr(
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k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged,
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(void *) &OnConnectionStatusChanged);
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SteamNetworkingIPAddr target;
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target.Clear();
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target.SetIPv4(remote_fake_ip, fake_port);
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// mirror the TCP retry-while-refused loop, bounded: the
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// egg-ACK ordering means the peer may not be listening yet
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DWORD deadline = GetTickCount() + 120 * 1000;
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for (;;)
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{
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HSteamNetConnection handle =
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SteamNetworkingSockets()->ConnectByIPAddress(target, 1, &option);
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if (handle == k_HSteamNetConnection_Invalid)
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{
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return InvalidConnection;
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}
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ConnectionRecord *record =
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AddConnection(handle, remote->sin_addr.S_un.S_addr, remote->sin_port);
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while (!record->connected && !record->dead &&
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(LONG)(GetTickCount() - deadline) < 0)
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{
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SteamAPI_RunCallbacks();
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Sleep(25);
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}
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if (record->connected)
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{
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return (Connection) handle;
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}
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// attempt failed - drop it and retry until the deadline
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SteamNetworkingSockets()->CloseConnection(handle, 0, "retry", false);
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RemoveConnection(handle);
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if ((LONG)(GetTickCount() - deadline) >= 0)
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{
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DEBUG_STREAM << "SteamNetTransport: connect timed out\n" << std::flush;
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return InvalidConnection;
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}
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Sleep(250);
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}
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}
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Connection
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Listen(
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int local_port,
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int backlog
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)
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{
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if (gListenerCount >= maxListeners)
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{
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return InvalidConnection;
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}
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// engine port -> fake port index, in order of appearance:
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// the console channel always listens first, the mesh second
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int index = -1;
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for (int i = 0; i < gEnginePortCount; ++i)
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{
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if (gEnginePorts[i] == (unsigned short) local_port)
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{
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index = i;
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}
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}
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if (index < 0)
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{
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if (gEnginePortCount >= 2)
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{
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DEBUG_STREAM << "SteamNetTransport: only two fake ports allocated!\n" << std::flush;
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return InvalidConnection;
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}
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index = gEnginePortCount;
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gEnginePorts[gEnginePortCount++] = (unsigned short) local_port;
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}
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DEBUG_STREAM << "SteamNetTransport: listening on engine port "
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<< local_port << " (fake port " << gLocalFakePorts[index]
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<< ")...\n" << std::flush;
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SteamNetworkingConfigValue_t option;
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option.SetPtr(
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k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged,
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(void *) &OnConnectionStatusChanged);
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HSteamListenSocket handle =
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SteamNetworkingSockets()->CreateListenSocketP2PFakeIP(index, 1, &option);
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if (handle == k_HSteamListenSocket_Invalid)
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{
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return InvalidConnection;
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}
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ListenerRecord *listener = &gListeners[gListenerCount++];
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memset(listener, 0, sizeof(*listener));
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listener->handle = handle;
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listener->fakePortIndex = index;
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listener->enginePort = (unsigned short) local_port;
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return (Connection) handle;
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}
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Connection
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Accept(Connection listener_handle)
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{
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SteamAPI_RunCallbacks();
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ListenerRecord *listener = FindListener((HSteamListenSocket) listener_handle);
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if (listener == NULL || listener->pendingCount == 0)
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{
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return InvalidConnection;
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}
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HSteamNetConnection handle = listener->pending[0];
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for (int i = 1; i < listener->pendingCount; ++i)
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{
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listener->pending[i - 1] = listener->pending[i];
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}
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--listener->pendingCount;
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// the remote engine port is the same engine port we accept
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// on: all pods share the -net convention under Steam
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unsigned long remote_ip_net = 0;
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SteamNetworkingIPAddr remote_fake;
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if (SteamNetworkingSockets()->GetRemoteFakeIPForConnection(
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handle, &remote_fake) == k_EResultOK)
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{
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remote_ip_net = htonl(remote_fake.GetIPv4());
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}
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ConnectionRecord *record = AddConnection(
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handle, remote_ip_net, htons(listener->enginePort));
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if (record != NULL)
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{
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record->connected = True;
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}
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return (Connection) handle;
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}
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void
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Close(Connection connection)
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{
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ListenerRecord *listener = FindListener((HSteamListenSocket) connection);
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if (listener != NULL)
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{
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SteamNetworkingSockets()->CloseListenSocket(listener->handle);
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*listener = gListeners[gListenerCount - 1];
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--gListenerCount;
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return;
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}
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SteamNetworkingSockets()->CloseConnection(
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(HSteamNetConnection) connection, 0, "closed", true);
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RemoveConnection((HSteamNetConnection) connection);
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}
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int
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Send(
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Connection connection,
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const void *data,
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int size
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)
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{
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EResult result = SteamNetworkingSockets()->SendMessageToConnection(
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(HSteamNetConnection) connection, data, (uint32) size,
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k_nSteamNetworkingSend_Reliable, NULL);
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return (result == k_EResultOK) ? size : -1;
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}
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int
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Receive(
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Connection connection,
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void *buffer,
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int size
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)
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{
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SteamAPI_RunCallbacks();
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ConnectionRecord *record = FindConnection((HSteamNetConnection) connection);
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if (record == NULL)
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{
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return ReceiveNoData;
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}
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char *out = (char *) buffer;
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int copied = 0;
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// leftover bytes from a message that outsized the last call
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if (record->leftoverCount > 0)
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{
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int take = (record->leftoverCount < size) ? record->leftoverCount : size;
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memcpy(out, record->leftover, take);
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memmove(record->leftover, record->leftover + take,
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record->leftoverCount - take);
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record->leftoverCount -= take;
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out += take;
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copied += take;
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}
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// drain messages while they fit; stash any partial tail
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while (copied < size && record->leftoverCount == 0)
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{
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SteamNetworkingMessage_t *message = NULL;
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int count = SteamNetworkingSockets()->ReceiveMessagesOnConnection(
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record->handle, &message, 1);
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if (count <= 0)
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{
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break;
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}
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int room = size - copied;
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int take = ((int) message->m_cbSize < room) ? (int) message->m_cbSize : room;
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memcpy(out, message->m_pData, take);
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out += take;
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copied += take;
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int rest = (int) message->m_cbSize - take;
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if (rest > 0)
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{
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if (rest > leftoverSize)
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{
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rest = leftoverSize; // cannot happen: engine packets < 2K
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}
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memcpy(record->leftover, (const char *) message->m_pData + take, rest);
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record->leftoverCount = rest;
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}
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message->Release();
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}
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if (copied > 0)
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{
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return copied;
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}
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if (record->dead)
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{
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return ReceiveDisconnected;
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}
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return ReceiveNoData;
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}
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Logical
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GetRemoteAddress(
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Connection connection,
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SOCKADDR_IN *address
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)
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{
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memset(address, 0, sizeof(SOCKADDR_IN));
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ConnectionRecord *record = FindConnection((HSteamNetConnection) connection);
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if (record == NULL || !record->connected)
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{
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return False;
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}
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address->sin_family = AF_INET;
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address->sin_addr.S_un.S_addr = record->remoteIP;
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address->sin_port = record->remoteEnginePort;
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return True;
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}
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};
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SteamNetTransport gSteamTransport;
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}
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//########################################################################
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// Install: bring Steam up, get our FakeIP identity, take over the wire
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//########################################################################
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Logical
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SteamNetTransport_Install()
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{
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if (gSteamReady)
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{
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return True;
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}
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if (!SteamAPI_Init())
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{
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DEBUG_STREAM << "SteamNetTransport: SteamAPI_Init failed "
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<< "(Steam not running, or no steam_appid.txt) - staying on TCP\n" << std::flush;
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return False;
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}
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SteamNetworkingUtils()->InitRelayNetworkAccess();
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if (!SteamNetworkingSockets()->BeginAsyncRequestFakeIP(2))
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{
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DEBUG_STREAM << "SteamNetTransport: BeginAsyncRequestFakeIP failed - staying on TCP\n" << std::flush;
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return False;
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}
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// FakeIP allocation is async: pump until it lands (or give up)
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SteamNetworkingFakeIPResult_t fake;
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memset(&fake, 0, sizeof(fake));
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DWORD deadline = GetTickCount() + 20 * 1000;
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for (;;)
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{
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SteamAPI_RunCallbacks();
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SteamNetworkingSockets()->GetFakeIP(0, &fake);
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if (fake.m_eResult == k_EResultOK)
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{
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break;
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}
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if (fake.m_eResult != k_EResultBusy && fake.m_eResult != k_EResultNoMatch)
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{
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DEBUG_STREAM << "SteamNetTransport: FakeIP allocation failed (EResult "
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<< (int) fake.m_eResult << ") - staying on TCP\n" << std::flush;
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return False;
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}
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if ((LONG)(GetTickCount() - deadline) >= 0)
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{
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DEBUG_STREAM << "SteamNetTransport: FakeIP allocation timed out - staying on TCP\n" << std::flush;
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return False;
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}
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Sleep(50);
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}
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gLocalFakeIP = fake.m_unIP;
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gLocalFakePorts[0] = fake.m_unPorts[0];
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gLocalFakePorts[1] = fake.m_unPorts[1];
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SteamNetworkingIPAddr mine;
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mine.Clear();
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mine.SetIPv4(gLocalFakeIP, 0);
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mine.ToString(gLocalFakeAddressString, sizeof(gLocalFakeAddressString), false);
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DEBUG_STREAM << "SteamNetTransport: up as " << gLocalFakeAddressString
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<< " (fake ports " << gLocalFakePorts[0] << " console, "
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<< gLocalFakePorts[1] << " game)\n" << std::flush;
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gSteamReady = True;
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NetTransport_Set(&gSteamTransport);
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return True;
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}
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const char *
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SteamNetTransport_GetFakeAddressString()
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{
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return gLocalFakeAddressString;
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}
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int
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SteamNetTransport_GetFakeConsolePort()
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|
{
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return gLocalFakePorts[0];
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}
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int
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SteamNetTransport_GetFakeGamePort()
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{
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return gLocalFakePorts[1];
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}
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void
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|
SteamNetTransport_SetEnginePorts(int console_port)
|
|
{
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gEngineConsolePort = (unsigned short) console_port;
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}
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void
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|
SteamNetTransport_RegisterPeer(
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const char *fake_ip,
|
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int fake_console_port,
|
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int fake_game_port
|
|
)
|
|
{
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|
SteamNetworkingIPAddr parsed;
|
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if (!parsed.ParseString(fake_ip))
|
|
{
|
|
return;
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}
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|
for (int i = 0; i < gPeerCount; ++i)
|
|
{
|
|
if (gPeers[i].fakeIP == parsed.GetIPv4())
|
|
{
|
|
gPeers[i].fakeConsolePort = (unsigned short) fake_console_port;
|
|
gPeers[i].fakeGamePort = (unsigned short) fake_game_port;
|
|
return;
|
|
}
|
|
}
|
|
if (gPeerCount >= maxPeers)
|
|
{
|
|
return;
|
|
}
|
|
gPeers[gPeerCount].fakeIP = parsed.GetIPv4();
|
|
gPeers[gPeerCount].fakeConsolePort = (unsigned short) fake_console_port;
|
|
gPeers[gPeerCount].fakeGamePort = (unsigned short) fake_game_port;
|
|
++gPeerCount;
|
|
DEBUG_STREAM << "SteamNetTransport: peer registered: " << fake_ip
|
|
<< " (console " << fake_console_port << ", game "
|
|
<< fake_game_port << ")\n" << std::flush;
|
|
}
|
|
|
|
#endif // RP412_STEAM
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