mirror of
https://github.com/ValveSoftware/GameNetworkingSockets.git
synced 2026-05-29 16:20:34 +00:00
20adcbeb8a
As observed here: https://travis-ci.org/ValveSoftware/GameNetworkingSockets/jobs/639936441 We were setting the debug output function while the internal SteamNetworkingSockets thread was reading the value. No reason to not just set it up *before* using SteamNetworkingSockets. Signed-off-by: Steven Noonan <steven@valvesoftware.com>
646 lines
21 KiB
C++
646 lines
21 KiB
C++
#include <assert.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/steamnetworkingsockets.h>
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#include <steam/isteamnetworkingutils.h>
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#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
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#include <steam/steam_api.h>
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#endif
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#define PORT_SERVER 27200 // Default server port, UDP/TCP
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static std::default_random_engine g_rand;
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static SteamNetworkingMicroseconds g_usecTestElapsed;
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FILE *g_fpLog = nullptr;
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SteamNetworkingMicroseconds g_logTimeZero;
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static void DebugOutput( ESteamNetworkingSocketsDebugOutputType eType, const char *pszMsg )
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{
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SteamNetworkingMicroseconds time = SteamNetworkingUtils()->GetLocalTimestamp() - g_logTimeZero;
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if ( g_fpLog )
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fprintf( g_fpLog, "%10.6f %s\n", time*1e-6, pszMsg );
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if ( eType <= k_ESteamNetworkingSocketsDebugOutputType_Msg )
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{
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printf( "%10.6f %s\n", time*1e-6, pszMsg );
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fflush(stdout);
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}
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if ( eType == k_ESteamNetworkingSocketsDebugOutputType_Bug )
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{
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fflush(stdout);
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fflush(stderr);
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if ( g_fpLog )
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fflush( g_fpLog );
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// !KLUDGE! Our logging (which is done while we hold the lock)
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// is occasionally triggering this assert. Just ignroe that one
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// error for now.
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// Yes, this is a kludge.
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if ( strstr( pszMsg, "SteamDatagramTransportLock held for" ) )
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return;
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assert( !"TEST FAILED" );
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}
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}
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static void Printf( const char *fmt, ... )
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{
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char text[ 2048 ];
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va_list ap;
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va_start( ap, fmt );
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vsprintf( text, fmt, ap );
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va_end(ap);
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char *nl = strchr( text, '\0' ) - 1;
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if ( nl >= text && *nl == '\n' )
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*nl = '\0';
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DebugOutput( k_ESteamNetworkingSocketsDebugOutputType_Msg, text );
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}
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static void InitSteamDatagramConnectionSockets()
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{
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g_fpLog = fopen( "log.txt", "wt" );
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g_logTimeZero = SteamNetworkingUtils()->GetLocalTimestamp();
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SteamNetworkingUtils()->SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Debug, DebugOutput );
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//SteamNetworkingUtils()->SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Verbose, DebugOutput );
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//SteamNetworkingUtils()->SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Msg, DebugOutput );
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#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
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SteamDatagramErrMsg errMsg;
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if ( !GameNetworkingSockets_Init( nullptr, errMsg ) )
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{
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fprintf( stderr, "GameNetworkingSockets_Init failed. %s", errMsg );
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exit(1);
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}
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#else
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//SteamAPI_Init();
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SteamDatagramClient_SetAppID( 570 ); // Just set something, doesn't matter what
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//SteamDatagramClient_SetUniverse( k_EUniverseDev );
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SteamDatagramErrMsg errMsg;
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if ( !SteamDatagramClient_Init( true, errMsg ) )
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{
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fprintf( stderr, "SteamDatagramClient_Init failed. %s", errMsg );
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exit(1);
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}
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#endif
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}
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static void ShutdownSteamDatagramConnectionSockets()
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{
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#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
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GameNetworkingSockets_Kill();
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#else
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SteamDatagramClient_Kill();
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#endif
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}
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static HSteamListenSocket g_hSteamListenSocket = k_HSteamListenSocket_Invalid;
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struct TestMsg
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{
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int64 m_nMsgNum;
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SteamNetworkingMicroseconds m_usecWhenSent;
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bool m_bReliable;
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int m_cbSize;
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static constexpr int k_cbMaxSize = 10*1000;
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uint8 m_data[ k_cbMaxSize ];
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};
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struct SFakePeer
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{
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SFakePeer( const char *pName )
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: m_sName( pName )
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{
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}
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std::string m_sName;
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int64 m_nReliableSendMsgCount = 0;
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int64 m_nSendMsgCount = 0;
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int64 m_nReliableExpectedRecvMsg = 1;
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int64 m_nExpectedRecvMsg = 1;
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float m_flReliableMsgDelay = 0.0f;
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float m_flUnreliableMsgDelay = 0.0f;
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HSteamNetConnection m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
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bool m_bIsConnected = false;
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int m_nMaxPendingBytes = 384 * 1024;
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SteamNetworkingQuickConnectionStatus m_info;
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float m_flSendRate = 0.0f;
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float m_flRecvRate = 0.0f;
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int64 m_nSendInterval = 0;
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int64 m_nRecvInterval = 0;
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inline void UpdateInterval( float flElapsed )
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{
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m_flSendRate = m_nSendInterval / flElapsed;
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m_flRecvRate = m_nRecvInterval / flElapsed;
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m_nSendInterval = 0;
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m_nRecvInterval = 0;
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}
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inline void UpdateStats()
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{
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SteamNetworkingSockets()->GetQuickConnectionStatus( m_hSteamNetConnection, &m_info );
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}
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inline int GetQueuedSendBytes()
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{
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return m_info.m_cbPendingReliable + m_info.m_cbPendingUnreliable;
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}
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void SendRandomMessage( bool bReliable, int cbMaxSize )
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{
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TestMsg msg;
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msg.m_bReliable = bReliable;
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msg.m_usecWhenSent = SteamNetworkingUtils()->GetLocalTimestamp();
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msg.m_cbSize = std::uniform_int_distribution<>( 20, cbMaxSize )( g_rand );
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//bIsReliable = false;
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//nBytes = 1200-13;
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msg.m_nMsgNum = msg.m_bReliable ? ++m_nReliableSendMsgCount : ++m_nSendMsgCount;
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for ( int n = 0; n < msg.m_cbSize; ++n )
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{
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msg.m_data[n] = (uint8)( msg.m_nMsgNum + n );
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}
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int cbSend = (int)( sizeof(msg) - sizeof(msg.m_data) + msg.m_cbSize );
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m_nSendInterval += cbSend;
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EResult result = SteamNetworkingSockets()->SendMessageToConnection(
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m_hSteamNetConnection,
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&msg,
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cbSend,
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msg.m_bReliable ? k_nSteamNetworkingSend_Reliable : k_nSteamNetworkingSend_Unreliable, nullptr );
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if ( result != k_EResultOK )
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{
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Printf( "***ERROR ON Send: %s %.3f %s message %lld, %d bytes (pending %d bytes)\n",
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m_sName.c_str(),
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g_usecTestElapsed*1e-6,
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msg.m_bReliable ? "reliable" : "unreliable",
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(long long)msg.m_nMsgNum,
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msg.m_cbSize,
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GetQueuedSendBytes() );
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abort();
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}
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#if 0
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else
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Printf( "Send: %s %.3f %s message %lld, %d bytes (pending %d bytes)\n",
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connection.m_sName.c_str(),
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g_usecTestElapsed*1e-6,
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msg.m_bReliable ? "reliable" : "unreliable",
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(long long)msg.m_nMsgNum,
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msg.m_cbSize,
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GetQueuedSendBytes() );
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#endif
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}
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void Send()
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{
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bool bReliable = std::uniform_real_distribution<>()( g_rand ) < .60;
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SendRandomMessage( bReliable, bReliable ? TestMsg::k_cbMaxSize : 2000 );
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}
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};
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static SFakePeer g_peerServer( "Server" );
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static SFakePeer g_peerClient( "Client" );
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static void Recv( ISteamNetworkingSockets *pSteamSocketNetworking )
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{
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while ( true )
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{
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SFakePeer *pConnection = &g_peerServer;
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ISteamNetworkingMessage *pIncomingMsg = nullptr;
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int numMsgs = pSteamSocketNetworking->ReceiveMessagesOnConnection( pConnection->m_hSteamNetConnection, &pIncomingMsg, 1 );
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if ( numMsgs <= 0 )
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{
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pConnection = &g_peerClient;
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numMsgs = pSteamSocketNetworking->ReceiveMessagesOnConnection( pConnection->m_hSteamNetConnection, &pIncomingMsg, 1 );
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if ( numMsgs <= 0 )
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return;
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}
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const TestMsg *pTestMsg = static_cast<const TestMsg*>( pIncomingMsg->GetData() );
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// Size makes sense?
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assert( sizeof(*pTestMsg) - sizeof(pTestMsg->m_data) + pTestMsg->m_cbSize == pIncomingMsg->GetSize() );
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// Check for sequence number anomaly.
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int64 &nExpectedMsgNum = pTestMsg->m_bReliable ? pConnection->m_nReliableExpectedRecvMsg : pConnection->m_nExpectedRecvMsg;
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if ( pTestMsg->m_nMsgNum != nExpectedMsgNum && pTestMsg->m_bReliable )
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{
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// Print that it happened.
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Printf(
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"Recv: %s, %s MISMATCH NUM wanted %lld got %lld\n",
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pConnection->m_sName.c_str(),
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pTestMsg->m_bReliable ? "RELIABLE" : "UNRELIABLE",
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(long long)nExpectedMsgNum,
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(long long)pTestMsg->m_nMsgNum );
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// This should not happen for reliable messages!
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assert( !pTestMsg->m_bReliable );
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}
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float flDelay = ( SteamNetworkingUtils()->GetLocalTimestamp() - pTestMsg->m_usecWhenSent ) * 1e-6f;
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pConnection->m_nRecvInterval += pIncomingMsg->GetSize();
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if ( pTestMsg->m_bReliable )
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{
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pConnection->m_flReliableMsgDelay += ( flDelay - pConnection->m_flReliableMsgDelay ) * .25f;
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}
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else
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{
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pConnection->m_flUnreliableMsgDelay += ( flDelay - pConnection->m_flUnreliableMsgDelay ) * .25f;
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}
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nExpectedMsgNum = pTestMsg->m_nMsgNum + 1;
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pIncomingMsg->Release();
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}
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}
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struct TestSteamNetworkingSocketsCallbacks : public ISteamNetworkingSocketsCallbacks
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{
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virtual ~TestSteamNetworkingSocketsCallbacks() {} // Silence GCC warning
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virtual void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t *pInfo ) override
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{
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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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Printf( "Steam Net connection %x %s, reason %d: %s\n",
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pInfo->m_hConn,
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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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SteamNetworkingSockets()->CloseConnection( pInfo->m_hConn, 0, nullptr, false );
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if ( g_peerServer.m_hSteamNetConnection == pInfo->m_hConn )
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{
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g_peerServer.m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
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}
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if ( g_peerClient.m_hSteamNetConnection == pInfo->m_hConn )
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{
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g_peerClient.m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
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}
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break;
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/*
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case k_ESteamNetworkingConnectionState_None:
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Printf( "No steam Net connection %x (%s)\n", pInfo->m_hConn, pInfo->m_info.m_steamIDRemote.Render() );
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if ( g_hSteamNetConnection == pInfo->m_hConn )
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{
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g_bIsConnected = false;
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g_hSteamNetConnection = k_HSteamNetConnection_Invalid;
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}
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break;
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*/
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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_hSteamListenSocket != k_HSteamListenSocket_Invalid && pInfo->m_info.m_hListenSocket == g_hSteamListenSocket )
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{
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// Somebody's knocking
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Printf( "[%s] Accepting\n", pInfo->m_info.m_szConnectionDescription );
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g_peerServer.m_hSteamNetConnection = pInfo->m_hConn;
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g_peerServer.m_bIsConnected = true;
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SteamNetworkingSockets()->AcceptConnection( pInfo->m_hConn );
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SteamNetworkingSockets()->SetConnectionName( g_peerServer.m_hSteamNetConnection, "Server" );
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}
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break;
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case k_ESteamNetworkingConnectionState_Connected:
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if ( pInfo->m_hConn == g_peerClient.m_hSteamNetConnection )
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{
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g_peerClient.m_bIsConnected = true;
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}
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Printf( "[%s] connected\n", pInfo->m_info.m_szConnectionDescription );
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break;
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default:
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// Silences -Wswitch
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break;
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}
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}
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};
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static TestSteamNetworkingSocketsCallbacks g_Callbacks;
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static void PumpCallbacks()
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{
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#ifdef STEAMNETWORKINGSOCKETS_STEAM
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SteamAPI_RunCallbacks();
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#endif
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SteamNetworkingSockets()->RunCallbacks( &g_Callbacks );
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std::this_thread::sleep_for( std::chrono::milliseconds( 2 ) );
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}
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static void PumpCallbacksAndMakeSureStillConnected()
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{
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PumpCallbacks();
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assert( g_peerClient.m_bIsConnected );
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assert( g_peerServer.m_bIsConnected );
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assert( g_peerServer.m_hSteamNetConnection != k_HSteamNetConnection_Invalid );
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assert( g_peerClient.m_hSteamNetConnection != k_HSteamNetConnection_Invalid );
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}
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inline std::string FormatQuality( float q )
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{
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if ( q < 0.0f ) return "???";
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char buf[32];
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sprintf( buf, "%.1f%%", q*100.0f );
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return buf;
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}
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static void PrintStatus( const SFakePeer &p1, const SFakePeer &p2 )
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{
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const SteamNetworkingQuickConnectionStatus &info1 = p1.m_info;
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const SteamNetworkingQuickConnectionStatus &info2 = p2.m_info;
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Printf( "\n" );
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Printf( "%12s %12s\n", p1.m_sName.c_str(), p2.m_sName.c_str() );
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Printf( "%10dms %10dms Ping\n", info1.m_nPing, info2.m_nPing );
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Printf( "%12s %12s Quality\n", FormatQuality( info1.m_flConnectionQualityLocal ).c_str(), FormatQuality( info2.m_flConnectionQualityLocal ).c_str() );
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Printf( "%11.1fK %11.1fK Send buffer\n", ( info1.m_cbPendingReliable+info1.m_cbPendingUnreliable )/1024.0f, ( info2.m_cbPendingReliable+info2.m_cbPendingUnreliable )/1024.0f );
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Printf( "%11.1fK %11.1fK Send rate (app)\n", p1.m_flSendRate/1024.0f, p2.m_flSendRate/1024.0f );
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Printf( "%11.1fK %11.1fK Send rate (wire)\n", info1.m_flOutBytesPerSec/1024.0f, info2.m_flOutBytesPerSec/1024.0f );
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Printf( "%12.1f %12.1f Send pkts/sec (wire)\n", info1.m_flOutPacketsPerSec, info2.m_flOutPacketsPerSec );
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Printf( "%11.1fK %11.1fK Send bandwidth (estimate)\n", info1.m_nSendRateBytesPerSecond/1024.0f, info2.m_nSendRateBytesPerSecond/1024.0f );
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Printf( "%11.1fK %11.1fK Recv rate (app)\n", p1.m_flRecvRate/1024.0f, p2.m_flRecvRate/1024.0f );
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Printf( "%11.1fK %11.1fK Recv rate (wire)\n", info1.m_flInBytesPerSec/1024.0f, info2.m_flInBytesPerSec/1024.0f );
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Printf( "%12.1f %12.1f Recv pkts/sec (wire)\n", info1.m_flInPacketsPerSec, info2.m_flInPacketsPerSec );
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Printf( "%10.1fms %10.1fms Send buffer drain time, based on bandwidth\n", ( info1.m_cbPendingReliable+info1.m_cbPendingUnreliable )*1000.0f/info1.m_nSendRateBytesPerSecond, ( info2.m_cbPendingReliable+info2.m_cbPendingUnreliable )*1000.0f/info2.m_nSendRateBytesPerSecond );
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Printf( "%10.1fms %10.1fms App RTT (reliable)\n", p1.m_flReliableMsgDelay*1e3, p2.m_flReliableMsgDelay*1e3 );
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Printf( "%10.1fms %10.1fms App RTT (unreliable)\n", p1.m_flUnreliableMsgDelay*1e3, p2.m_flUnreliableMsgDelay*1e3 );
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}
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static void TestNetworkConditions( int rate, float loss, int lag, float reorderPct, int reorderLag, bool bActLikeGame )
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{
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ISteamNetworkingSockets *pSteamSocketNetworking = SteamNetworkingSockets();
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Printf( "---------------------------------------------------\n" );
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Printf( "NETWORK CONDITIONS\n" );
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Printf( "Rate . . . . . . : %d Bps\n", rate );
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Printf( "Loss . . . . . . : %g%%\n", loss );
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Printf( "Ping . . . . . . : %d\n", lag*2 );
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Printf( "Reorder. . . . . : %g%% @ %dms\n", reorderPct, reorderLag );
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Printf( "Act like game. . : %d\n", (int)bActLikeGame );
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Printf( "---------------------------------------------------\n" );
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SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_SendRateMin, rate );
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SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_SendRateMax, rate );
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SteamNetworkingUtils()->SetGlobalConfigValueFloat( k_ESteamNetworkingConfig_FakePacketLoss_Send, loss );
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SteamNetworkingUtils()->SetGlobalConfigValueFloat( k_ESteamNetworkingConfig_FakePacketLoss_Recv, 0 );
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SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_FakePacketLag_Send, lag );
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SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_FakePacketLag_Recv, 0 );
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SteamNetworkingUtils()->SetGlobalConfigValueFloat( k_ESteamNetworkingConfig_FakePacketReorder_Send, reorderPct );
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SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_FakePacketReorder_Time, reorderLag );
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SteamNetworkingMicroseconds usecWhenStarted = SteamNetworkingUtils()->GetLocalTimestamp();
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// Loop!
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//SteamNetworkingMicroseconds usecLastNow = usecWhenStarted;
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#if defined(SANITIZER) || defined(LIGHT_TESTS)
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const SteamNetworkingMicroseconds usecQuietDuration = 5000000;
|
|
const SteamNetworkingMicroseconds usecActiveDuration = 5000000;
|
|
int nIterations = 1;
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|
#else
|
|
const SteamNetworkingMicroseconds usecQuietDuration = 10000000;
|
|
const SteamNetworkingMicroseconds usecActiveDuration = 25000000;
|
|
int nIterations = 4;
|
|
#endif
|
|
bool bQuiet = true;
|
|
SteamNetworkingMicroseconds usecWhenStateEnd = 0;
|
|
SteamNetworkingMicroseconds usecLastPrint = SteamNetworkingUtils()->GetLocalTimestamp();
|
|
|
|
while ( true )
|
|
{
|
|
SteamNetworkingMicroseconds now = SteamNetworkingUtils()->GetLocalTimestamp();
|
|
g_usecTestElapsed = now - usecWhenStarted;
|
|
// If flElapsed > 1.0 when in debug, just slamp it
|
|
//if ( Plat_IsInDebugSession() && now - flLastNow > 1.0f )
|
|
//{
|
|
// flStartTime += now - flLastNow - 1.0f;
|
|
// flElapsed = now - flStartTime;
|
|
//}
|
|
//usecLastNow = now;
|
|
|
|
g_peerServer.UpdateStats();
|
|
g_peerClient.UpdateStats();
|
|
|
|
int nServerPending = g_peerServer.GetQueuedSendBytes();
|
|
int nClientPending = g_peerClient.GetQueuedSendBytes();
|
|
|
|
bool bCheckStateChange = ( usecWhenStateEnd == 0 );
|
|
float flElapsedPrint = ( now - usecLastPrint ) * 1e-6f;
|
|
if ( flElapsedPrint > 5.0f )
|
|
{
|
|
g_peerServer.UpdateInterval( flElapsedPrint );
|
|
g_peerClient.UpdateInterval( flElapsedPrint );
|
|
PrintStatus( g_peerServer, g_peerClient );
|
|
usecLastPrint = now;
|
|
bCheckStateChange = true;
|
|
}
|
|
|
|
// Start and stop active use of the connection. This exercises a bunch of important edge cases
|
|
// such as keepalives, the bandwidth estimation, etc.
|
|
if ( bCheckStateChange && g_usecTestElapsed > usecWhenStateEnd )
|
|
{
|
|
if ( bQuiet )
|
|
{
|
|
if ( nServerPending == 0 && nClientPending == 0 )
|
|
{
|
|
bQuiet = false;
|
|
usecWhenStateEnd = g_usecTestElapsed + ( bQuiet ? usecQuietDuration : usecActiveDuration );
|
|
if ( nIterations-- <= 0 )
|
|
break;
|
|
Printf( "Entering active time (sending enabled)\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bQuiet = true;
|
|
usecWhenStateEnd = g_usecTestElapsed + usecQuietDuration;
|
|
Printf( "Entering quiet time (no sending) to see how fast queues drain\n" );
|
|
}
|
|
}
|
|
|
|
if ( !bQuiet )
|
|
{
|
|
if ( nServerPending < g_peerServer.m_nMaxPendingBytes )
|
|
{
|
|
if ( bActLikeGame )
|
|
{
|
|
g_peerServer.SendRandomMessage( true, 4000 );
|
|
g_peerServer.SendRandomMessage( false, 2000 );
|
|
}
|
|
else
|
|
{
|
|
g_peerServer.Send();
|
|
}
|
|
}
|
|
if ( nClientPending < g_peerClient.m_nMaxPendingBytes )
|
|
{
|
|
if ( bActLikeGame )
|
|
{
|
|
g_peerClient.SendRandomMessage( true, 4000 );
|
|
g_peerClient.SendRandomMessage( false, 2000 );
|
|
}
|
|
else
|
|
{
|
|
g_peerClient.Send();
|
|
}
|
|
}
|
|
}
|
|
PumpCallbacksAndMakeSureStillConnected();
|
|
Recv( pSteamSocketNetworking );
|
|
if ( bActLikeGame )
|
|
std::this_thread::sleep_for( std::chrono::milliseconds( 30 ) );
|
|
}
|
|
}
|
|
|
|
static void RunSteamDatagramConnectionTest()
|
|
{
|
|
ISteamNetworkingSockets *pSteamSocketNetworking = SteamNetworkingSockets();
|
|
|
|
|
|
// Command line options:
|
|
// -connect:ip -- don't create a server, just try to connect to the given ip
|
|
// -serveronly -- don't create a client only create a server and wait for connection
|
|
SteamNetworkingIPAddr bindServerAddress;
|
|
bindServerAddress.Clear();
|
|
bindServerAddress.m_port = PORT_SERVER;
|
|
|
|
SteamNetworkingIPAddr connectToServerAddress;
|
|
connectToServerAddress.SetIPv4( 0x7f000001, PORT_SERVER );
|
|
|
|
//const char *s_pszConnectParm = "-connect:";
|
|
//for ( int i = 0; i < CommandLine()->ParmCount(); ++i )
|
|
//{
|
|
// if ( V_strnicmp( CommandLine()->GetParm( i ), s_pszConnectParm, V_strlen( s_pszConnectParm ) ) == 0 )
|
|
// {
|
|
// bClientOnly = true;
|
|
// connection_adr.SetFromString( CommandLine()->GetParm( i ) + V_strlen( s_pszConnectParm ) );
|
|
// break;
|
|
// }
|
|
//}
|
|
|
|
// Initiate connection
|
|
g_hSteamListenSocket = pSteamSocketNetworking->CreateListenSocketIP( bindServerAddress, 0, nullptr );
|
|
g_peerClient.m_hSteamNetConnection = pSteamSocketNetworking->ConnectByIPAddress( connectToServerAddress, 0, nullptr );
|
|
pSteamSocketNetworking->SetConnectionName( g_peerClient.m_hSteamNetConnection, "Client" );
|
|
|
|
// // Send a few random message, before we get connected, just to test that case
|
|
// g_peerClient.SendRandomMessage( true );
|
|
// g_peerClient.SendRandomMessage( true );
|
|
// g_peerClient.SendRandomMessage( true );
|
|
|
|
// Wait for connection to complete
|
|
while ( !g_peerClient.m_bIsConnected || !g_peerServer.m_bIsConnected )
|
|
PumpCallbacks();
|
|
|
|
auto Test = []( int rate, float loss, int lag, float reorderPct, int reorderLag )
|
|
{
|
|
TestNetworkConditions( rate, loss, lag, reorderPct, reorderLag, false );
|
|
TestNetworkConditions( rate, loss, lag, reorderPct, reorderLag, true );
|
|
};
|
|
|
|
Test( 64000, 20, 100, 4, 50 ); // low bandwidth, terrible packet loss
|
|
#ifndef LIGHT_TESTS
|
|
Test( 1000000, 20, 100, 4, 10 ); // high bandwidth, terrible packet loss
|
|
Test( 1000000, 2, 5, 2, 1 ); // wifi (high bandwideth, low packet loss, occasional reordering with very small delay)
|
|
Test( 2000000, 0, 0, 0, 0 ); // LAN (high bandwidth, negligible lag/loss)
|
|
Test( 128000, 20, 100, 4, 40 );
|
|
Test( 500000, 20, 100, 4, 30 );
|
|
|
|
Test( 64000, 0, 0, 0, 0 );
|
|
Test( 128000, 0, 0, 0, 0 );
|
|
Test( 256000, 0, 0, 0, 0 );
|
|
Test( 500000, 0, 0, 0, 0 );
|
|
Test( 1000000, 0, 0, 0, 0 );
|
|
|
|
Test( 64000, 1, 25, 1, 10 );
|
|
Test( 1000000, 1, 25, 1, 10 );
|
|
|
|
Test( 64000, 5, 50, 2, 50 );
|
|
Test( 1000000, 5, 50, 2, 10 );
|
|
#endif
|
|
}
|
|
|
|
// Some tests for identity string handling. Doesn't really have anything to do with
|
|
// connectivity, this is just a conveinent place for this to live
|
|
void TestSteamNetworkingIdentity()
|
|
{
|
|
SteamNetworkingIdentity id1, id2;
|
|
char tempBuf[ SteamNetworkingIdentity::k_cchMaxString ];
|
|
|
|
{
|
|
CSteamID steamID( 1234, k_EUniversePublic, k_EAccountTypeIndividual );
|
|
id1.SetSteamID( steamID );
|
|
id1.ToString( tempBuf, sizeof(tempBuf ) );
|
|
assert( id2.ParseString( tempBuf ) );
|
|
assert( id2.GetSteamID() == steamID );
|
|
}
|
|
|
|
{
|
|
const char *pszTempIPAddr = "ip:192.168.0.0:27015";
|
|
assert( id1.ParseString( pszTempIPAddr ) );
|
|
id1.ToString( tempBuf, sizeof(tempBuf ) );
|
|
assert( strcmp( tempBuf, pszTempIPAddr ) == 0 );
|
|
|
|
id1.SetLocalHost();
|
|
id1.ToString( tempBuf, sizeof(tempBuf ) );
|
|
assert( strcmp( tempBuf, "ip:::1" ) == 0 );
|
|
}
|
|
|
|
{
|
|
const char *pszTempGenStr = "Locke Lamora";
|
|
assert( id1.SetGenericString( pszTempGenStr ) );
|
|
id1.ToString( tempBuf, sizeof(tempBuf ) );
|
|
assert( strcmp( tempBuf, "str:Locke Lamora" ) == 0 );
|
|
assert( id2.ParseString( tempBuf ) );
|
|
assert( strcmp( id2.GetGenericString(), pszTempGenStr ) == 0 );
|
|
}
|
|
|
|
}
|
|
|
|
int main( )
|
|
{
|
|
// Test some identity printing/parsing stuff
|
|
TestSteamNetworkingIdentity();
|
|
|
|
// Create client and server sockets
|
|
InitSteamDatagramConnectionSockets();
|
|
|
|
// Run the test
|
|
RunSteamDatagramConnectionTest();
|
|
|
|
ShutdownSteamDatagramConnectionSockets();
|
|
return 0;
|
|
}
|
|
|
|
#ifdef NN_NINTENDO_SDK
|
|
extern "C" void nnMain() { main(); }
|
|
#endif
|