mirror of
https://github.com/ValveSoftware/GameNetworkingSockets.git
synced 2026-05-29 16:20:34 +00:00
This test has a bunch of Steam-specific stuff in it and I don't really want to support it. but it might be a useful example so I'll check it in. Mainly I am tired of having file differences bewteen git and Perforce.
495 lines
18 KiB
C++
495 lines
18 KiB
C++
#include "test_common.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include <string>
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#include <random>
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#include <chrono>
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#include <thread>
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#include <steam/steam_gameserver.h>
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#include <steam/steamnetworkingsockets.h>
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#include <steam/isteamnetworkingutils.h>
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#include "../examples/trivial_signaling_client.h"
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enum ETestRole
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{
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k_ETestRole_Undefined,
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k_ETestRole_Server,
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k_ETestRole_Client,
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k_ETestRole_Symmetric,
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};
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ETestRole g_eTestRole = k_ETestRole_Undefined;
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int g_nVirtualPortLocal = 0; // Used when listening, and when connecting
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int g_nVirtualPortRemote = 0; // Only used when connecting
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int g_nMessagesSent;
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int g_nMessagesRecv;
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void Quit( int rc )
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{
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if ( rc == 0 )
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{
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// OK, we cannot just exit the process, because we need to give
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// the connection time to actually send the last message and clean up.
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// If this were a TCP connection, we could just bail, because the OS
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// would handle it. But this is an application protocol over UDP.
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// So give a little bit of time for good cleanup. (Also note that
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// we really ought to continue pumping the signaling service, but
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// in this exampple we'll assume that no more signals need to be
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// exchanged, since we've gotten this far.) If we just terminated
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// the program here, our peer could very likely timeout. (Although
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// it's possible that the cleanup packets have already been placed
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// on the wire, and if they don't drop, things will get cleaned up
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// properly.)
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TEST_Printf( "Waiting for any last cleanup packets.\n" );
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std::this_thread::sleep_for( std::chrono::milliseconds( 1000 ) );
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}
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TEST_Kill();
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exit(rc);
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}
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HSteamListenSocket g_hListenSock;
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HSteamNetPollGroup g_hPollGroup;
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struct Connection
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{
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Connection( HSteamNetConnection hConnection ) : m_hConnection( hConnection ) {}
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const HSteamNetConnection m_hConnection;
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ESteamNetworkingConnectionState m_eState = k_ESteamNetworkingConnectionState_Connecting;
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SteamNetworkingMicroseconds m_usecNextMessageSendTime = 0;
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int m_nMessagesSent = 0;
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void CloseConnection( int nReason, const char *pszDebug, bool bEnableLinger );
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// Send a simple string message to out peer, using reliable transport.
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void SendMessageToPeer( const char *pszMsg )
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{
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//TEST_Printf( "Sending msg '%s'\n", pszMsg );
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EResult r = SteamGameServerNetworkingSockets()->SendMessageToConnection(
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m_hConnection, pszMsg, (int)strlen(pszMsg)+1, k_nSteamNetworkingSend_Reliable, nullptr );
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if ( r != k_EResultOK )
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{
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TEST_Printf( "WARNING: SendMessageToConnection returned %d\n", r );
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}
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}
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void Think( SteamNetworkingMicroseconds usecNow )
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{
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if ( m_eState != k_ESteamNetworkingConnectionState_Connected || usecNow < m_usecNextMessageSendTime )
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return;
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if ( m_nMessagesSent > 1000 )
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{
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if ( g_eTestRole == k_ETestRole_Client )
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CloseConnection( k_ESteamNetConnectionEnd_App_Generic, "Normal shutdown", true ); // self destruct!
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return;
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}
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++m_nMessagesSent;
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++g_nMessagesSent;
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char msg[256];
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sprintf( msg, "Test message %d", m_nMessagesSent );
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SendMessageToPeer( msg );
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m_usecNextMessageSendTime = usecNow + SteamNetworkingMicroseconds( (float)rand() / (float)RAND_MAX * 75e3 );
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}
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};
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std::vector<Connection *> s_vecConnections;
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int FindConnection( HSteamNetConnection hConnection )
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{
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for ( int i = 0 ; i < (int)s_vecConnections.size() ; ++i )
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{
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if ( s_vecConnections[i]->m_hConnection == hConnection )
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return i;
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}
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return -1;
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}
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void Connection::CloseConnection( int nReason, const char *pszDebug, bool bEnableLinger )
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{
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assert( m_hConnection != k_HSteamNetConnection_Invalid );
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SteamGameServerNetworkingSockets()->CloseConnection( m_hConnection, nReason, pszDebug, bEnableLinger );
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int idx = FindConnection( m_hConnection );
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assert( idx >= 0 );
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assert( s_vecConnections[idx] == this );
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s_vecConnections.erase( s_vecConnections.begin() + idx );
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delete this;
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}
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Connection *AddConnection( HSteamNetConnection hConn )
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{
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assert( hConn != k_HSteamNetConnection_Invalid );
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SteamGameServerNetworkingSockets()->SetConnectionPollGroup( hConn, g_hPollGroup );
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Connection *c = new Connection( hConn );
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s_vecConnections.push_back( c );
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return c;
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}
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// Called when a connection undergoes a state transition.
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void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t *pInfo )
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{
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int idxExistingConn = FindConnection( pInfo->m_hConn );
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// What's the state of the connection?
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switch ( pInfo->m_info.m_eState )
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{
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case k_ESteamNetworkingConnectionState_ClosedByPeer:
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case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
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TEST_Printf( "[%s] %s, reason %d: %s\n",
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pInfo->m_info.m_szConnectionDescription,
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( pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer ? "closed by peer" : "problem detected locally" ),
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pInfo->m_info.m_eEndReason,
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pInfo->m_info.m_szEndDebug
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);
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// Close our end
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//assert( pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer );
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//assert( pInfo->m_info.m_eEndReason == k_ESteamNetConnectionEnd_App_Generic );
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if ( idxExistingConn >= 0 )
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{
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s_vecConnections[ idxExistingConn ]->CloseConnection( 0, nullptr, false );
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return;
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}
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// Why are we hearing about any another connection?
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assert( false );
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break;
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case k_ESteamNetworkingConnectionState_None:
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// Notification that a connection was destroyed. (By us, presumably.)
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// We don't need this, so ignore it.
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assert( idxExistingConn < 0 );
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break;
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case k_ESteamNetworkingConnectionState_Connecting:
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// Is this a connection we initiated, or one that we are receiving?
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if ( g_hListenSock != k_HSteamListenSocket_Invalid && pInfo->m_info.m_hListenSocket == g_hListenSock )
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{
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// New connection
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assert( idxExistingConn < 0 ); // not really a bug in this code, but a bug in the test
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SteamGameServerNetworkingSockets()->AcceptConnection( pInfo->m_hConn );
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AddConnection( pInfo->m_hConn );
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TEST_Printf( "[%s] Accepting. (%d connections)\n", pInfo->m_info.m_szConnectionDescription, (int)s_vecConnections.size() );
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}
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else
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{
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// Note that we will get notification when our own connection that
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// we initiate enters this state.
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assert( idxExistingConn >= 0 );
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//TEST_Printf( "[%s] Entered connecting state\n", pInfo->m_info.m_szConnectionDescription );
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}
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break;
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case k_ESteamNetworkingConnectionState_FindingRoute:
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// P2P connections will spend a brief time here where they swap addresses
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// and try to find a route.
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//TEST_Printf( "[%s] finding route\n", pInfo->m_info.m_szConnectionDescription );
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s_vecConnections[ idxExistingConn ]->m_eState = pInfo->m_info.m_eState;
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break;
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case k_ESteamNetworkingConnectionState_Connected:
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// We got fully connected
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assert( idxExistingConn >= 0 );
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TEST_Printf( "[%s] connected\n", pInfo->m_info.m_szConnectionDescription );
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s_vecConnections[ idxExistingConn ]->m_eState = pInfo->m_info.m_eState;
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break;
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default:
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assert( false );
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break;
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}
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}
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int main( int argc, const char **argv )
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{
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SteamNetworkingIdentity identityLocal; identityLocal.Clear();
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SteamNetworkingIdentity identityRemote; identityRemote.Clear();
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//const char *pszTrivialSignalingService = "localhost:10000";
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// Parse the command line
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for ( int idxArg = 1 ; idxArg < argc ; ++idxArg )
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{
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const char *pszSwitch = argv[idxArg];
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auto GetArg = [&]() -> const char * {
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if ( idxArg + 1 >= argc )
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TEST_Fatal( "Expected argument after %s", pszSwitch );
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return argv[++idxArg];
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};
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auto ParseIdentity = [&]( SteamNetworkingIdentity &x ) {
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const char *pszArg = GetArg();
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if ( !x.ParseString( pszArg ) )
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TEST_Fatal( "'%s' is not a valid identity string", pszArg );
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};
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if ( !strcmp( pszSwitch, "--identity-local" ) )
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ParseIdentity( identityLocal );
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else if ( !strcmp( pszSwitch, "--identity-remote" ) )
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ParseIdentity( identityRemote );
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//else if ( !strcmp( pszSwitch, "--signaling-server" ) )
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// pszTrivialSignalingService = GetArg();
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else if ( !strcmp( pszSwitch, "--client" ) )
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g_eTestRole = k_ETestRole_Client;
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else if ( !strcmp( pszSwitch, "--server" ) )
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g_eTestRole = k_ETestRole_Server;
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//else if ( !strcmp( pszSwitch, "--symmetric" ) )
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// g_eTestRole = k_ETestRole_Symmetric;
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else
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TEST_Fatal( "Unexpected command line argument '%s'", pszSwitch );
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}
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if ( g_eTestRole == k_ETestRole_Undefined )
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TEST_Fatal( "Must specify test role (--server, --client, or --symmetric" );
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if ( identityRemote.IsInvalid() && g_eTestRole != k_ETestRole_Server )
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{
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if ( g_eTestRole == k_ETestRole_Client )
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{
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char buf[256];
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memset(buf, 0, sizeof(buf));
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FILE *f = fopen( "server_identity.txt", "rt" );
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if ( f )
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{
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fread( buf, sizeof(buf)-1, 1, f );
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fclose(f);
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}
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if ( !identityRemote.ParseString( buf ) )
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TEST_Fatal( "Failed to parse identity from server_identity.txt" );
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TEST_Printf( "Loaded remote identity %s from server_identity.txt\n", SteamNetworkingIdentityRender( identityRemote ).c_str() );
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}
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else
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{
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TEST_Fatal( "Must specify remote identity using --identity-remote" );
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}
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}
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TEST_InitLog( g_eTestRole == k_ETestRole_Client ? "client.txt" : "server.txt" );
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// Logon to steam
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{
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FILE *f = fopen( "steam_appid.txt", "wt" );
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fprintf( f, "570\n" );
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fclose(f);
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}
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uint16 nGamePort = 27015 + (uint16)g_eTestRole;
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TEST_Printf( "Logging onto steam as anonymous gameserver, using gameport %u\n", nGamePort );
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if ( !SteamGameServer_Init( 0, nGamePort, STEAMGAMESERVER_QUERY_PORT_SHARED, eServerModeNoAuthentication, "1.0.0" ) )
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TEST_Fatal( "SteamGameServer_Init failed\n" );
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SteamGameServer()->LogOnAnonymous();
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while ( !SteamGameServer()->BLoggedOn() )
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{
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TEST_PumpCallbacks();
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SteamGameServer_RunCallbacks();
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}
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assert( SteamGameServer()->GetSteamID().BAnonGameServerAccount() );
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identityLocal.SetSteamID( SteamGameServer()->GetSteamID() );
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TEST_Printf( "Logged onto Steam universe %d, assigned anonymous gameserver identity %s\n", (int)SteamGameServerUtils()->GetConnectedUniverse(), SteamNetworkingIdentityRender( identityLocal ).c_str() );
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if ( g_eTestRole == k_ETestRole_Server )
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{
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TEST_Printf( "Saving server_identity.txt\n" );
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FILE *f = fopen( "server_identity.txt", "wt" );
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fprintf( f, "%s", SteamNetworkingIdentityRender( identityLocal ).c_str() );
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fclose(f);
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}
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// !KLUDGE! We have to set the realm
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SteamDatagram_SetUniverse( false, SteamGameServerUtils()->GetConnectedUniverse() );
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// Initialize library
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SteamNetworkingErrMsg errMsg;
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if ( !SteamDatagramServer_InitSteam( errMsg ) )
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{
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TEST_Fatal( "SteamDatagramServer_Init failed. %s", errMsg );
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}
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// Hardcode STUN servers
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//SteamNetworkingUtils()->SetGlobalConfigValueString( k_ESteamNetworkingConfig_P2P_STUN_ServerList, "stun.l.google.com:19302" );
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SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable, k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Public ); // !TEST! Force us to STUN
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//SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable, k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Disable ); // !TEST! Force relay
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// Allow sharing of any kind of ICE address.
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// We don't have any method of relaying (TURN) in this example, so we are essentially
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// forced to disclose our public address if we want to pierce NAT. But if we
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// had relay fallback, or if we only wanted to connect on the LAN, we could restrict
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// to only sharing private addresses.
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//SteamNetworkingUtils()->SetGlobalConfigValueInt32(k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable, k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_All );
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//// Create the signaling service
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//SteamNetworkingErrMsg errMsg;
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//ITrivialSignalingClient *pSignaling = CreateTrivialSignalingClient( pszTrivialSignalingService, SteamNetworkingSockets(), errMsg );
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//if ( pSignaling == nullptr )
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// TEST_Fatal( "Failed to initializing signaling client. %s", errMsg );
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SteamNetworkingUtils()->SetGlobalCallback_SteamNetConnectionStatusChanged( OnSteamNetConnectionStatusChanged );
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g_hPollGroup = SteamGameServerNetworkingSockets()->CreatePollGroup();
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// Comment this line in for more detailed spew about signals, route finding, ICE, etc
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//SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_LogLevel_P2PRendezvous, k_ESteamNetworkingSocketsDebugOutputType_Verbose );
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// Create listen socket to receive connections on, unless we are the client
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if ( g_eTestRole == k_ETestRole_Server )
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{
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TEST_Printf( "Creating listen socket, local virtual port %d\n", g_nVirtualPortLocal );
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g_hListenSock = SteamGameServerNetworkingSockets()->CreateListenSocketP2P( g_nVirtualPortLocal, 0, nullptr );
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assert( g_hListenSock != k_HSteamListenSocket_Invalid );
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}
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else if ( g_eTestRole == k_ETestRole_Symmetric )
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{
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// Currently you must create a listen socket to use symmetric mode,
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// even if you know that you will always create connections "both ways".
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// In the future we might try to remove this requirement. It is a bit
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// less efficient, since it always triggered the race condition case
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// where both sides create their own connections, and then one side
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// decides to their theirs away. If we have a listen socket, then
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// it can be the case that one peer will receive the incoming connection
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// from the other peer, and since he has a listen socket, can save
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// the connection, and then implicitly accept it when he initiates his
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// own connection. Without the listen socket, if an incoming connection
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// request arrives before we have started connecting out, then we are forced
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// to ignore it, as the app has given no indication that it desires to
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// receive inbound connections at all.
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TEST_Printf( "Creating listen socket in symmetric mode, local virtual port %d\n", g_nVirtualPortLocal );
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SteamNetworkingConfigValue_t opt;
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opt.SetInt32( k_ESteamNetworkingConfig_SymmetricConnect, 1 ); // << Note we set symmetric mode on the listen socket
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g_hListenSock = SteamGameServerNetworkingSockets()->CreateListenSocketP2P( g_nVirtualPortLocal, 1, &opt );
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assert( g_hListenSock != k_HSteamListenSocket_Invalid );
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}
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// Main test loop
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SteamNetworkingMicroseconds usecNextAddNewConnection = 0;
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const size_t k_nMaxConnections = 250;
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SteamNetworkingMicroseconds usecNow = SteamNetworkingUtils()->GetLocalTimestamp();
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SteamNetworkingMicroseconds usecLastRateTime = usecNow;
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for (;;)
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{
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// Check callbacks
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TEST_PumpCallbacks();
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SteamGameServer_RunCallbacks();
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{
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SteamNetworkingMicroseconds usecEndPump = SteamNetworkingUtils()->GetLocalTimestamp();
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int msPump = int( ( usecEndPump - usecNow ) / 1000 );
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usecNow = usecEndPump;
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if ( msPump > 10 )
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TEST_Printf( "WARNING - pump took %dms\n", msPump );
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}
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// Check if it's time to add another connection
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if ( g_eTestRole != k_ETestRole_Server && s_vecConnections.size() < k_nMaxConnections && usecNextAddNewConnection < usecNow )
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{
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std::vector< SteamNetworkingConfigValue_t > vecOpts;
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// If we want the local and virtual port to differ, we must set
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// an option. This is a pretty rare use case, and usually not needed.
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// The local virtual port is only usually relevant for symmetric
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// connections, and then, it almost always matches. Here we are
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// just showing in this example code how you could handle this if you
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// needed them to differ.
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if ( g_nVirtualPortRemote != g_nVirtualPortLocal )
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{
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SteamNetworkingConfigValue_t opt;
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opt.SetInt32( k_ESteamNetworkingConfig_LocalVirtualPort, g_nVirtualPortLocal );
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vecOpts.push_back( opt );
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}
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// Symmetric mode? Noce that since we created a listen socket on this local
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// virtual port and tagged it for symmetric connect mode, any connections
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// we create that use the same local virtual port will automatically inherit
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// this setting. However, this is really not recommended. It is best to be
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// explicit.
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if ( g_eTestRole == k_ETestRole_Symmetric )
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{
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SteamNetworkingConfigValue_t opt;
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opt.SetInt32( k_ESteamNetworkingConfig_SymmetricConnect, 1 );
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vecOpts.push_back( opt );
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TEST_Printf( "Connecting to '%s' in symmetric mode, virtual port %d, from local virtual port %d.\n",
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SteamNetworkingIdentityRender( identityRemote ).c_str(), g_nVirtualPortRemote,
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g_nVirtualPortLocal );
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}
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else
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{
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TEST_Printf( "Adding connection. Currently %d connections.\n", (int)s_vecConnections.size() );
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}
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AddConnection( SteamGameServerNetworkingSockets()->ConnectP2P( identityRemote, g_nVirtualPortRemote, (int)vecOpts.size(), vecOpts.data() ) );
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SteamNetworkingMicroseconds usecEndConnectP2P = SteamNetworkingUtils()->GetLocalTimestamp();
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int msConnectP2P = int( ( usecEndConnectP2P - usecNow ) / 1000 );
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usecNow = usecEndConnectP2P;
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if ( msConnectP2P > 10 )
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TEST_Printf( "WARNING - ConnectP2P took %dms\n", msConnectP2P );
|
|
|
|
usecNextAddNewConnection = usecNow + SteamNetworkingMicroseconds( (float)rand() / (float)RAND_MAX * 500e3 );
|
|
}
|
|
|
|
// Think connections.
|
|
// They might delete themselves, so do it in reverse order
|
|
for ( int i = (int)s_vecConnections.size()-1 ; i >= 0 ; --i )
|
|
{
|
|
s_vecConnections[i]->Think( usecNow );
|
|
}
|
|
|
|
{
|
|
SteamNetworkingMicroseconds usecEndThink = SteamNetworkingUtils()->GetLocalTimestamp();
|
|
int msThink = int( ( usecEndThink - usecNow ) / 1000 );
|
|
usecNow = usecEndThink;
|
|
if ( msThink > 10 )
|
|
TEST_Printf( "WARNING - Think took %dms\n", msThink );
|
|
}
|
|
|
|
// Just discard incoming messages
|
|
for (;;)
|
|
{
|
|
SteamNetworkingMessage_t *pMessage[ 64 ];
|
|
int r = SteamGameServerNetworkingSockets()->ReceiveMessagesOnPollGroup( g_hPollGroup, pMessage, 64 );
|
|
for ( int i = 0 ; i < r ; ++i )
|
|
{
|
|
pMessage[i]->Release();
|
|
++g_nMessagesRecv;
|
|
}
|
|
if ( r < 64 )
|
|
break;
|
|
}
|
|
|
|
{
|
|
SteamNetworkingMicroseconds usecEndPollMessages = SteamNetworkingUtils()->GetLocalTimestamp();
|
|
int msPollMessages = int( ( usecEndPollMessages - usecNow ) / 1000 );
|
|
usecNow = usecEndPollMessages;
|
|
if ( msPollMessages > 10 )
|
|
TEST_Printf( "WARNING - Poll messages took %dms\n", msPollMessages );
|
|
}
|
|
|
|
double flRateElapsed = ( usecNow - usecLastRateTime ) * 1e-6;
|
|
if ( flRateElapsed > 5.0 )
|
|
{
|
|
TEST_Printf( "Rates: Messages %5.1f sent, %5.1f recv\n", g_nMessagesSent / flRateElapsed, g_nMessagesRecv / flRateElapsed );
|
|
g_nMessagesSent = 0;
|
|
g_nMessagesRecv = 0;
|
|
usecLastRateTime = usecNow;
|
|
}
|
|
|
|
}
|
|
}
|