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