Files
RP412/MUNGA_L4/L4STEAMTRANSPORT.cpp
T
CydandClaude Opus 5 0f4592c39a The wireframe key works and Steam is optional
Alt+W had been a no-op since the 2007 DPL->Direct3D port, which stubbed
DPLToggleWireframe along with every other dpl_ call. D3D9 has no global
wireframe property, so the toggle now records the intent in gWireframe
and ExecuteImplementation applies D3DRS_FILLMODE once per frame - which
also means it re-asserts itself after a device Reset. The sky dome and
the 2D pass are held solid: a wireframed dome buries the geometry you
turned the key on to look at, and the gunsight would otherwise come out
as bare diagonals.

Proving it needed a working copy, and that turned up a separate problem.
steam_api.dll was a hard import, so a machine without it died at load
time with 0xC0000135 - before a window, before a log line. It is now
delay-loaded, and because delay loading only moves that failure to the
first call, every Steam path is gated on
SteamNetTransport_ClientLibraryPresent(): Install and the two lobby
entries, with everything else downstream of one of them. Absent DLL
boots and races; absent DLL with RP412STEAM=1 logs the reason and stays
on TCP; DLL present brings the transport up exactly as before.

The documentation now says which debug keys are real. Five of the seven
are still 2007 stubs and always have been, so they are named as inert in
environ.ini's template and at the dispatch site - that beats letting the
next person debug a dead key, which is how this started. BUILD.md gains
a debug-key table, the delay-load contract for anyone adding a Steam
call site, and the environ.ini BOM trap that silently reverts
L4CONTROLS to KEYBOARD and then fail-fasts for want of a pod mapper.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-10 11:15:11 -05:00

951 lines
26 KiB
C++

#include "mungal4.h"
#pragma hdrstop
#include "l4steamtransport.h"
//########################################################################
// Is steam_api.dll actually here?
//
// Defined outside the RP412_STEAM guard on purpose: callers ask without
// caring how the build was configured, and a build without the SDK
// truthfully has no client library. See the header for why every Steam
// path has to come through here first.
//
// The answer is cached because it is asked on menu paint, and because a
// DLL that appeared halfway through a session is not a case worth
// supporting - the delay-load helper would have bound the first miss
// anyway.
//########################################################################
Logical
SteamNetTransport_ClientLibraryPresent()
{
#ifdef RP412_STEAM
static int present = -1;
if (present < 0)
{
present = (LoadLibraryA("steam_api.dll") != NULL) ? 1 : 0;
if (!present)
{
DEBUG_STREAM << "Steam: steam_api.dll not found beside the exe - "
<< "Steam features off, staying on TCP\n" << std::flush;
}
}
return present ? True : False;
#else
return False;
#endif
}
#ifdef RP412_STEAM
#include "l4nettransport.h"
// The engine builds with /Zp1; Valve's ABI expects default packing.
// Callback structs carry their own pack pragmas, but everything else
// must see the platform default.
#pragma pack(push, 8)
#include "steam/steam_api.h"
#include "steam/isteamnetworkingsockets.h"
#include "steam/isteamnetworkingutils.h"
#include "steam/steamnetworkingfakeip.h"
#pragma pack(pop)
//########################################################################
// SteamNetTransport - see l4steamtransport.h for the design. The
// engine is single threaded and so is this: every entry point pumps
// SteamAPI_RunCallbacks, which is where the status-changed callback
// fires (accepting incoming connections and marking drops).
//########################################################################
namespace
{
enum
{
maxListeners = 4,
maxConnections = 32,
maxPeers = 16,
maxPending = 8,
leftoverSize = 4096
};
struct ListenerRecord
{
HSteamListenSocket handle;
int fakePortIndex;
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
{
HSteamNetConnection handle;
unsigned long remoteIP; // network order
unsigned short remoteEnginePort; // network order
Logical connected;
Logical dead;
char leftover[leftoverSize];
int leftoverCount;
};
struct PeerRecord
{
unsigned long fakeIP; // host order
unsigned short fakeConsolePort; // host order
unsigned short fakeGamePort; // host order
unsigned __int64 steamID; // identity -> global FakeIP on accept
};
// engine-side port convention (lobby default; game port is +1)
unsigned short gEngineConsolePort = 1501;
Logical gSteamReady = False;
unsigned long gLocalFakeIP = 0; // host order
unsigned short gLocalFakePorts[2] = { 0, 0 };
char gLocalFakeAddressString[32] = "";
// engine ports in the order Listen sees them: [0] console, [1] game
unsigned short gEnginePorts[2] = { 0, 0 };
int gEnginePortCount = 0;
ListenerRecord gListeners[maxListeners];
int gListenerCount = 0;
ConnectionRecord gConnections[maxConnections];
int gConnectionCount = 0;
PeerRecord gPeers[maxPeers];
int gPeerCount = 0;
ListenerRecord *
FindListener(HSteamListenSocket handle)
{
for (int i = 0; i < gListenerCount; ++i)
{
if (gListeners[i].handle == handle)
{
return &gListeners[i];
}
}
return NULL;
}
ConnectionRecord *
FindConnection(HSteamNetConnection handle)
{
for (int i = 0; i < gConnectionCount; ++i)
{
if (gConnections[i].handle == handle)
{
return &gConnections[i];
}
}
return NULL;
}
ConnectionRecord *
AddConnection(
HSteamNetConnection handle,
unsigned long remote_ip_net,
unsigned short remote_engine_port_net
)
{
if (gConnectionCount >= maxConnections)
{
return NULL;
}
ConnectionRecord *record = &gConnections[gConnectionCount++];
memset(record, 0, sizeof(*record));
record->handle = handle;
record->remoteIP = remote_ip_net;
record->remoteEnginePort = remote_engine_port_net;
return record;
}
void
RemoveConnection(HSteamNetConnection handle)
{
for (int i = 0; i < gConnectionCount; ++i)
{
if (gConnections[i].handle == handle)
{
gConnections[i] = gConnections[gConnectionCount - 1];
--gConnectionCount;
return;
}
}
}
// engine port in a SOCKADDR_IN -> the peer's matching fake port
unsigned short
LookupPeerFakePort(unsigned long fake_ip_host, unsigned short engine_port)
{
for (int i = 0; i < gPeerCount; ++i)
{
if (gPeers[i].fakeIP == fake_ip_host)
{
return (engine_port == gEngineConsolePort)
? gPeers[i].fakeConsolePort
: gPeers[i].fakeGamePort;
}
}
return 0;
}
//---------------------------------------------------------------
// Status-changed handler (fires inside SteamAPI_RunCallbacks on
// the game thread): accept incoming, queue connected, mark drops.
// Registered through the CCallback dispatcher below - the
// config-value function pointer is NOT dispatched by the steam_api
// flavor of the library (Valve's own example uses STEAM_CALLBACK).
//---------------------------------------------------------------
void
OnConnectionStatusChanged(SteamNetConnectionStatusChangedCallback_t *status)
{
switch (status->m_info.m_eState)
{
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
<< "] - 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);
if (listener != NULL && listener->pendingCount < maxPending)
{
listener->pending[listener->pendingCount++] = status->m_hConn;
}
}
else
{
ConnectionRecord *record = FindConnection(status->m_hConn);
if (record != NULL)
{
record->connected = True;
}
}
break;
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)
{
record->dead = True;
}
}
break;
}
}
//---------------------------------------------------------------
// The callback listener: constructed after SteamAPI_Init so the
// CCallback registration lands in a live callback manager
//---------------------------------------------------------------
class SteamTransportCallbacks
{
public:
STEAM_CALLBACK(SteamTransportCallbacks, OnStatusChanged,
SteamNetConnectionStatusChangedCallback_t);
};
void SteamTransportCallbacks::OnStatusChanged(
SteamNetConnectionStatusChangedCallback_t *status)
{
OnConnectionStatusChanged(status);
}
SteamTransportCallbacks *gCallbacks = NULL;
//---------------------------------------------------------------
// The transport
//---------------------------------------------------------------
class SteamNetTransport:
public NetTransport
{
public:
Logical
Startup()
{
// Install() already brought Steam up; the network manager
// just confirms the transport is live
return gSteamReady;
}
void
Cleanup()
{
// mission teardown (single-binary race loop): drop the
// wire but keep the Steam API up - the lobby lives on
for (int i = 0; i < gConnectionCount; ++i)
{
SteamNetworkingSockets()->CloseConnection(
gConnections[i].handle, 0, "mission teardown", true);
}
gConnectionCount = 0;
for (int j = 0; j < gListenerCount; ++j)
{
SteamNetworkingSockets()->CloseListenSocket(gListeners[j].handle);
}
gListenerCount = 0;
gEnginePortCount = 0;
}
int
GetLocalAddresses(
unsigned long *addresses,
int max_count
)
{
if (!gSteamReady || max_count < 1)
{
return 0;
}
addresses[0] = htonl(gLocalFakeIP);
return 1;
}
Logical
Resolve(
const char *host_name,
SOCKADDR_IN *address
)
{
memset(address, 0, sizeof(SOCKADDR_IN));
address->sin_family = AF_INET;
SteamNetworkingIPAddr parsed;
if (!parsed.ParseString(host_name))
{
return False;
}
address->sin_addr.S_un.S_addr = htonl(parsed.GetIPv4());
address->sin_port = htons(parsed.m_port); // 0 when absent
return True;
}
Connection
Connect(
const SOCKADDR_IN *remote,
int local_port
)
{
unsigned long remote_fake_ip = ntohl(remote->sin_addr.S_un.S_addr);
unsigned short fake_port =
LookupPeerFakePort(remote_fake_ip, ntohs(remote->sin_port));
if (fake_port == 0)
{
DEBUG_STREAM << "SteamNetTransport: no registered peer for "
<< inet_ntoa(remote->sin_addr) << " - lobby did not feed it\n" << std::flush;
return InvalidConnection;
}
DEBUG_STREAM << "SteamNetTransport: connecting to "
<< inet_ntoa(remote->sin_addr) << ":" << ntohs(remote->sin_port)
<< " (fake port " << fake_port << ")...\n" << std::flush;
SteamNetworkingIPAddr target;
target.Clear();
target.SetIPv4(remote_fake_ip, fake_port);
// 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, 0, NULL);
if (handle == k_HSteamNetConnection_Invalid)
{
DEBUG_STREAM << "SteamNetTransport: ConnectByIPAddress refused the call\n" << std::flush;
return InvalidConnection;
}
AddConnection(handle, remote->sin_addr.S_un.S_addr, remote->sin_port);
//
// 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 (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)
{
DEBUG_STREAM << "SteamNetTransport: connect timed out\n" << std::flush;
return InvalidConnection;
}
Sleep(1000);
}
}
Connection
Listen(
int local_port,
int backlog
)
{
if (gListenerCount >= maxListeners)
{
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;
for (int i = 0; i < gEnginePortCount; ++i)
{
if (gEnginePorts[i] == (unsigned short) local_port)
{
index = i;
}
}
if (index < 0)
{
if (gEnginePortCount >= 2)
{
DEBUG_STREAM << "SteamNetTransport: only two fake ports allocated!\n" << std::flush;
return InvalidConnection;
}
index = gEnginePortCount;
gEnginePorts[gEnginePortCount++] = (unsigned short) local_port;
}
DEBUG_STREAM << "SteamNetTransport: listening on engine port "
<< local_port << " (fake port " << gLocalFakePorts[index]
<< ")...\n" << std::flush;
HSteamListenSocket handle =
SteamNetworkingSockets()->CreateListenSocketP2PFakeIP(index, 0, NULL);
if (handle == k_HSteamListenSocket_Invalid)
{
return InvalidConnection;
}
ListenerRecord *listener = &gListeners[gListenerCount++];
memset(listener, 0, sizeof(*listener));
listener->handle = handle;
listener->fakePortIndex = index;
listener->enginePort = (unsigned short) local_port;
return (Connection) handle;
}
Connection
Accept(Connection listener_handle)
{
SteamAPI_RunCallbacks();
ListenerRecord *listener = FindListener((HSteamListenSocket) listener_handle);
if (listener == NULL || listener->closed || listener->pendingCount == 0)
{
return InvalidConnection;
}
HSteamNetConnection handle = listener->pending[0];
for (int i = 1; i < listener->pendingCount; ++i)
{
listener->pending[i - 1] = listener->pending[i];
}
--listener->pendingCount;
//
// The remote engine port is the same engine port we accept
// on (all pods share the -net convention under Steam). The
// caller's address: Steam reports incoming connections
// under a locally-allocated ALIAS FakeIP, so resolve the
// caller's identity through the peer table to the GLOBAL
// FakeIP the egg's [pilots] list promised - the engine's
// mesh identity checks compare against that.
//
unsigned long remote_ip_net = 0;
SteamNetConnectionInfo_t info;
if (SteamNetworkingSockets()->GetConnectionInfo(handle, &info))
{
unsigned __int64 caller_id = info.m_identityRemote.GetSteamID64();
for (int p = 0; p < gPeerCount; ++p)
{
if (gPeers[p].steamID != 0 && gPeers[p].steamID == caller_id)
{
remote_ip_net = htonl(gPeers[p].fakeIP);
break;
}
}
}
if (remote_ip_net == 0)
{
// unregistered caller: fall back to the alias address
SteamNetworkingIPAddr remote_fake;
if (SteamNetworkingSockets()->GetRemoteFakeIPForConnection(
handle, &remote_fake) == k_EResultOK)
{
remote_ip_net = htonl(remote_fake.GetIPv4());
}
}
ConnectionRecord *record = AddConnection(
handle, remote_ip_net, htons(listener->enginePort));
if (record != NULL)
{
record->connected = True;
}
return (Connection) handle;
}
void
Close(Connection connection)
{
ListenerRecord *listener = FindListener((HSteamListenSocket) connection);
if (listener != NULL)
{
//
// 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(
(HSteamNetConnection) connection, 0, "closed", true);
RemoveConnection((HSteamNetConnection) connection);
}
int
Send(
Connection connection,
const void *data,
int size
)
{
EResult result = SteamNetworkingSockets()->SendMessageToConnection(
(HSteamNetConnection) connection, data, (uint32) size,
k_nSteamNetworkingSend_Reliable, NULL);
return (result == k_EResultOK) ? size : -1;
}
int
Receive(
Connection connection,
void *buffer,
int size
)
{
SteamAPI_RunCallbacks();
ConnectionRecord *record = FindConnection((HSteamNetConnection) connection);
if (record == NULL)
{
return ReceiveNoData;
}
char *out = (char *) buffer;
int copied = 0;
// leftover bytes from a message that outsized the last call
if (record->leftoverCount > 0)
{
int take = (record->leftoverCount < size) ? record->leftoverCount : size;
memcpy(out, record->leftover, take);
memmove(record->leftover, record->leftover + take,
record->leftoverCount - take);
record->leftoverCount -= take;
out += take;
copied += take;
}
// drain messages while they fit; stash any partial tail
while (copied < size && record->leftoverCount == 0)
{
SteamNetworkingMessage_t *message = NULL;
int count = SteamNetworkingSockets()->ReceiveMessagesOnConnection(
record->handle, &message, 1);
if (count <= 0)
{
break;
}
int room = size - copied;
int take = ((int) message->m_cbSize < room) ? (int) message->m_cbSize : room;
memcpy(out, message->m_pData, take);
out += take;
copied += take;
int rest = (int) message->m_cbSize - take;
if (rest > 0)
{
if (rest > leftoverSize)
{
rest = leftoverSize; // cannot happen: engine packets < 2K
}
memcpy(record->leftover, (const char *) message->m_pData + take, rest);
record->leftoverCount = rest;
}
message->Release();
}
if (copied > 0)
{
return copied;
}
if (record->dead)
{
return ReceiveDisconnected;
}
return ReceiveNoData;
}
Logical
GetRemoteAddress(
Connection connection,
SOCKADDR_IN *address
)
{
memset(address, 0, sizeof(SOCKADDR_IN));
ConnectionRecord *record = FindConnection((HSteamNetConnection) connection);
if (record == NULL || !record->connected)
{
return False;
}
address->sin_family = AF_INET;
address->sin_addr.S_un.S_addr = record->remoteIP;
address->sin_port = record->remoteEnginePort;
return True;
}
};
SteamNetTransport gSteamTransport;
}
//########################################################################
// Install: bring Steam up, get our FakeIP identity, take over the wire
//########################################################################
Logical
SteamNetTransport_Install()
{
if (gSteamReady)
{
return True;
}
//
// Before ANY Steam symbol: steam_api.dll is delay-loaded, so calling
// into it when it is missing raises the helper's fatal exception
// rather than failing. This is the gate that makes the DLL optional.
//
if (!SteamNetTransport_ClientLibraryPresent())
{
return False;
}
if (!SteamAPI_Init())
{
DEBUG_STREAM << "SteamNetTransport: SteamAPI_Init failed "
<< "(Steam not running, or no steam_appid.txt) - staying on TCP\n" << std::flush;
return False;
}
// connection status arrives through the CCallback dispatcher
if (gCallbacks == NULL)
{
gCallbacks = new SteamTransportCallbacks;
}
SteamNetworkingUtils()->InitRelayNetworkAccess();
//
// Mission load stalls the game thread for 10-30s with nothing
// pumping - Steam's default 10s connected-timeout would shear
// every connection mid-load (seen live: end reason 4001 with rx
// ages right at load duration). TCP never timed out idle arcade
// links; 90s keeps that spirit.
//
SteamNetworkingUtils()->SetGlobalConfigValueInt32(
k_ESteamNetworkingConfig_TimeoutConnected, 90 * 1000);
if (!SteamNetworkingSockets()->BeginAsyncRequestFakeIP(2))
{
DEBUG_STREAM << "SteamNetTransport: BeginAsyncRequestFakeIP failed - staying on TCP\n" << std::flush;
return False;
}
// FakeIP allocation is async: pump until it lands (or give up)
SteamNetworkingFakeIPResult_t fake;
memset(&fake, 0, sizeof(fake));
DWORD deadline = GetTickCount() + 20 * 1000;
for (;;)
{
SteamAPI_RunCallbacks();
SteamNetworkingSockets()->GetFakeIP(0, &fake);
if (fake.m_eResult == k_EResultOK)
{
break;
}
if (fake.m_eResult != k_EResultBusy && fake.m_eResult != k_EResultNoMatch)
{
DEBUG_STREAM << "SteamNetTransport: FakeIP allocation failed (EResult "
<< (int) fake.m_eResult << ") - staying on TCP\n" << std::flush;
return False;
}
if ((LONG)(GetTickCount() - deadline) >= 0)
{
DEBUG_STREAM << "SteamNetTransport: FakeIP allocation timed out - staying on TCP\n" << std::flush;
return False;
}
Sleep(50);
}
gLocalFakeIP = fake.m_unIP;
gLocalFakePorts[0] = fake.m_unPorts[0];
gLocalFakePorts[1] = fake.m_unPorts[1];
SteamNetworkingIPAddr mine;
mine.Clear();
mine.SetIPv4(gLocalFakeIP, 0);
mine.ToString(gLocalFakeAddressString, sizeof(gLocalFakeAddressString), false);
DEBUG_STREAM << "SteamNetTransport: up as " << gLocalFakeAddressString
<< " (fake ports " << gLocalFakePorts[0] << " console, "
<< gLocalFakePorts[1] << " game)\n" << std::flush;
gSteamReady = True;
NetTransport_Set(&gSteamTransport);
//
// dev: RP412STEAMSELFTEST=1 loops a connection back to ourselves,
// proving the listen/accept/connect/send/receive machinery (and
// the status-callback dispatch) without a second machine
//
const char *self_test = getenv("RP412STEAMSELFTEST");
if (self_test != NULL && atoi(self_test) != 0)
{
DEBUG_STREAM << "SteamNetTransport: SELF TEST starting\n" << std::flush;
SteamNetTransport_RegisterPeer(
gLocalFakeAddressString, gLocalFakePorts[0], gLocalFakePorts[1],
SteamUser()->GetSteamID().ConvertToUint64());
NetTransport *transport = &gSteamTransport;
NetTransport::Connection listener = transport->Listen(1501, 1);
SOCKADDR_IN self_address;
transport->Resolve(gLocalFakeAddressString, &self_address);
self_address.sin_port = htons(1501);
NetTransport::Connection outgoing = transport->Connect(&self_address, 0);
NetTransport::Connection incoming = NetTransport::InvalidConnection;
DWORD accept_deadline = GetTickCount() + 10 * 1000;
while (incoming == NetTransport::InvalidConnection &&
(LONG)(GetTickCount() - accept_deadline) < 0)
{
incoming = transport->Accept(listener);
Sleep(50);
}
Logical ok = False;
Logical survives_close = False;
if (outgoing != NetTransport::InvalidConnection &&
incoming != NetTransport::InvalidConnection)
{
transport->Send(outgoing, "PING", 4);
char buffer[16];
DWORD recv_deadline = GetTickCount() + 5 * 1000;
while ((LONG)(GetTickCount() - recv_deadline) < 0)
{
if (transport->Receive(incoming, buffer, sizeof(buffer)) == 4)
{
ok = (memcmp(buffer, "PING", 4) == 0);
break;
}
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 && 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
gSteamTransport.Cleanup();
gPeerCount = 0;
}
return True;
}
const char *
SteamNetTransport_GetFakeAddressString()
{
return gLocalFakeAddressString;
}
int
SteamNetTransport_GetFakeConsolePort()
{
return gLocalFakePorts[0];
}
int
SteamNetTransport_GetFakeGamePort()
{
return gLocalFakePorts[1];
}
void
SteamNetTransport_SetEnginePorts(int console_port)
{
gEngineConsolePort = (unsigned short) console_port;
}
void
SteamNetTransport_RegisterPeer(
const char *fake_ip,
int fake_console_port,
int fake_game_port,
unsigned __int64 steam_id
)
{
SteamNetworkingIPAddr parsed;
if (!parsed.ParseString(fake_ip))
{
return;
}
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;
gPeers[i].steamID = steam_id;
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;
gPeers[gPeerCount].steamID = steam_id;
++gPeerCount;
DEBUG_STREAM << "SteamNetTransport: peer registered: " << fake_ip
<< " (console " << fake_console_port << ", game "
<< fake_game_port << ", id " << steam_id << ")\n" << std::flush;
}
#endif // RP412_STEAM