Files
GameNetworkingSockets/tests/connection_test.cpp
T

567 lines
17 KiB
C++

#include <assert.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <string>
#include <random>
#include <chrono>
#include <thread>
#include <steamnetworkingsockets/isteamnetworkingsockets.h>
#include <steamnetworkingsockets/isteamnetworkingutils.h>
#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
#include <steam/steam_api.h>
#endif
#define PORT_SERVER 27200 // Default server port, UDP/TCP
static std::default_random_engine g_rand;
static SteamNetworkingMicroseconds g_usecTestElapsed;
FILE *g_fpLog = nullptr;
SteamNetworkingMicroseconds g_logTimeZero;
static void DebugOutput( int eType, const char *pszMsg )
{
SteamNetworkingMicroseconds time = SteamNetworkingUtils()->GetLocalTimestamp() - g_logTimeZero;
if ( g_fpLog )
fprintf( g_fpLog, "%10.6f %s\n", time*1e-6, pszMsg );
if ( eType <= k_ESteamNetworkingSocketsDebugOutputType_Msg )
{
printf( "%10.6f %s\n", time*1e-6, pszMsg );
fflush(stdout);
}
if ( eType == k_ESteamNetworkingSocketsDebugOutputType_Bug )
{
fflush(stdout);
fflush(stderr);
if ( g_fpLog )
fflush( g_fpLog );
// !KLUDGE! Our logging (which is done while we hold the lock)
// is occasionally triggering this assert. Just ignroe that one
// error for now.
// Yes, this is a kludge.
if ( strstr( pszMsg, "SteamDatagramTransportLock held for" ) )
return;
assert( !"TEST FAILED" );
}
}
static void Printf( const char *fmt, ... )
{
char text[ 2048 ];
va_list ap;
va_start( ap, fmt );
vsprintf( text, fmt, ap );
va_end(ap);
char *nl = strchr( text, '\0' ) - 1;
if ( nl >= text && *nl == '\n' )
*nl = '\0';
DebugOutput( k_ESteamNetworkingSocketsDebugOutputType_Msg, text );
}
static void InitSteamDatagramConnectionSockets()
{
#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
SteamDatagramErrMsg errMsg;
if ( !GameNetworkingSockets_Init( errMsg ) )
{
fprintf( stderr, "GameNetworkingSockets_Init failed. %s", errMsg );
exit(1);
}
#else
SteamAPI_Init();
SteamDatagramErrMsg errMsg;
if ( !SteamDatagramClient_Init( -1, errMsg ) )
{
fprintf( stderr, "SteamDatagramClient_Init failed. %s", errMsg );
exit(1);
}
#endif
g_fpLog = fopen( "log.txt", "wt" );
g_logTimeZero = SteamNetworkingUtils()->GetLocalTimestamp();
SteamNetworkingSockets_SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Debug, DebugOutput );
//SteamNetworkingSockets_SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Verbose, DebugOutput );
//SteamNetworkingSockets_SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Msg, DebugOutput );
}
static void ShutdownSteamDatagramConnectionSockets()
{
#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
GameNetworkingSockets_Kill();
#else
SteamDatagramClient_Kill();
#endif
}
static HSteamListenSocket g_hSteamListenSocket = k_HSteamListenSocket_Invalid;
struct TestMsg
{
int64 m_nMsgNum;
SteamNetworkingMicroseconds m_usecWhenSent;
bool m_bReliable;
int m_cbSize;
static constexpr int k_cbMaxSize = 10*1000;
uint8 m_data[ k_cbMaxSize ];
};
struct SFakePeer
{
SFakePeer( const char *pName )
: m_sName( pName )
{
}
std::string m_sName;
int64 m_nReliableSendMsgCount = 0;
int64 m_nSendMsgCount = 0;
int64 m_nReliableExpectedRecvMsg = 1;
int64 m_nExpectedRecvMsg = 1;
float m_flReliableMsgDelay = 0.0f;
float m_flUnreliableMsgDelay = 0.0f;
HSteamNetConnection m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
bool m_bIsConnected = false;
int m_nMaxPendingBytes = 384 * 1024;
SteamNetworkingQuickConnectionStatus m_info;
float m_flSendReliableRate = 0.0f;
float m_flRecvReliableRate = 0.0f;
int64 m_nSendReliableInterval = 0;
int64 m_nRecvReliableInterval = 0;
inline void UpdateInterval( float flElapsed )
{
m_flSendReliableRate = m_nSendReliableInterval / flElapsed;
m_flRecvReliableRate = m_nRecvReliableInterval / flElapsed;
m_nSendReliableInterval = 0;
m_nRecvReliableInterval = 0;
}
inline void UpdateStats()
{
SteamNetworkingSockets()->GetQuickConnectionStatus( m_hSteamNetConnection, &m_info );
}
inline int GetQueuedSendBytes()
{
return m_info.m_cbPendingReliable + m_info.m_cbPendingUnreliable;
}
inline void PrintStatus()
{
Printf( "%-10s: %8d pending %4d ping %5.1f%% qual\n",
m_sName.c_str(), m_info.m_cbPendingReliable + m_info.m_cbPendingUnreliable,
m_info.m_nPing, m_info.m_flConnectionQualityLocal*100.0f );
Printf( "%-10s reliable %5.1fKB out %5.1fKB in msg: %6lld out %6lld in %4.0fms delay\n",
"", m_flSendReliableRate, m_flRecvReliableRate,
(long long)m_nReliableSendMsgCount, (long long)m_nReliableExpectedRecvMsg,
m_flReliableMsgDelay*1000.0f
);
}
void SendRandomMessage( bool bReliable, int cbMaxSize )
{
TestMsg msg;
msg.m_bReliable = bReliable;
msg.m_usecWhenSent = SteamNetworkingUtils()->GetLocalTimestamp();
msg.m_cbSize = std::uniform_int_distribution<>( 20, cbMaxSize )( g_rand );
//bIsReliable = false;
//nBytes = 1200-13;
msg.m_nMsgNum = msg.m_bReliable ? ++m_nReliableSendMsgCount : ++m_nSendMsgCount;
for ( int n = 0; n < msg.m_cbSize; ++n )
{
msg.m_data[n] = (uint8)( msg.m_nMsgNum + n );
}
int cbSend = (int)( sizeof(msg) - sizeof(msg.m_data) + msg.m_cbSize );
if ( bReliable )
{
m_nSendReliableInterval += cbSend;
}
else
{
//m_nRecvReliableInterval += pIncomingMsg->GetSize();
}
EResult result = SteamNetworkingSockets()->SendMessageToConnection(
m_hSteamNetConnection,
&msg,
cbSend,
msg.m_bReliable ? k_ESteamNetworkingSendType_Reliable : k_ESteamNetworkingSendType_Unreliable );
if ( result != k_EResultOK )
{
Printf( "***ERROR ON Send: %s %.3f %s message %lld, %d bytes (pending %d bytes)\n",
m_sName.c_str(),
g_usecTestElapsed*1e-6,
msg.m_bReliable ? "reliable" : "unreliable",
(long long)msg.m_nMsgNum,
msg.m_cbSize,
GetQueuedSendBytes() );
}
#if 0
else
Printf( "Send: %s %.3f %s message %lld, %d bytes (pending %d bytes)\n",
connection.m_sName.c_str(),
g_usecTestElapsed*1e-6,
msg.m_bReliable ? "reliable" : "unreliable",
(long long)msg.m_nMsgNum,
msg.m_cbSize,
GetQueuedSendBytes() );
#endif
}
void Send()
{
bool bReliable = std::uniform_real_distribution<>()( g_rand ) < .60;
SendRandomMessage( bReliable, bReliable ? TestMsg::k_cbMaxSize : 2000 );
}
};
static SFakePeer g_peerServer( "Server" );
static SFakePeer g_peerClient( "Client" );
static void Recv( ISteamNetworkingSockets *pSteamSocketNetworking )
{
while ( true )
{
SFakePeer *pConnection = &g_peerServer;
ISteamNetworkingMessage *pIncomingMsg = nullptr;
int numMsgs = pSteamSocketNetworking->ReceiveMessagesOnConnection( pConnection->m_hSteamNetConnection, &pIncomingMsg, 1 );
if ( numMsgs <= 0 )
{
pConnection = &g_peerClient;
numMsgs = pSteamSocketNetworking->ReceiveMessagesOnConnection( pConnection->m_hSteamNetConnection, &pIncomingMsg, 1 );
if ( numMsgs <= 0 )
return;
}
const TestMsg *pTestMsg = static_cast<const TestMsg*>( pIncomingMsg->GetData() );
// Size makes sense?
assert( sizeof(*pTestMsg) - sizeof(pTestMsg->m_data) + pTestMsg->m_cbSize == pIncomingMsg->GetSize() );
// Check for sequence number nomoly.
int64 &nExpectedMsgNum = pTestMsg->m_bReliable ? pConnection->m_nReliableExpectedRecvMsg : pConnection->m_nExpectedRecvMsg;
if ( pTestMsg->m_nMsgNum != nExpectedMsgNum )
{
// Print that it happened.
Printf(
"Recv: %s, %s MISMATCH NUM wanted %lld got %lld\n",
pConnection->m_sName.c_str(),
pTestMsg->m_bReliable ? "RELIABLE" : "UNRELIABLE",
(long long)nExpectedMsgNum,
(long long)pTestMsg->m_nMsgNum );
// This should not happen for reliable messages!
assert( !pTestMsg->m_bReliable );
}
float flDelay = ( SteamNetworkingUtils()->GetLocalTimestamp() - pTestMsg->m_usecWhenSent ) * 1e-6f;
if ( pTestMsg->m_bReliable )
{
pConnection->m_nRecvReliableInterval += pIncomingMsg->GetSize();
pConnection->m_flReliableMsgDelay += ( flDelay - pConnection->m_flReliableMsgDelay ) * .25f;
}
else
{
pConnection->m_flUnreliableMsgDelay += ( flDelay - pConnection->m_flUnreliableMsgDelay ) * .25f;
//pConnection->m_nRecvUnreliableInterval += pIncomingMsg->GetSize();
}
nExpectedMsgNum = pTestMsg->m_nMsgNum + 1;
pIncomingMsg->Release();
}
}
struct TestSteamNetworkingSocketsCallbacks : public ISteamNetworkingSocketsCallbacks
{
virtual ~TestSteamNetworkingSocketsCallbacks() {} // Silence GCC warning
virtual void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t *pInfo ) override
{
// What's the state of the connection?
switch ( pInfo->m_info.m_eState )
{
case k_ESteamNetworkingConnectionState_ClosedByPeer:
case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
Printf( "Steam Net connection %x %s, reason %d: %s\n",
pInfo->m_hConn,
( pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ClosedByPeer ? "closed by peer" : "problem detected locally" ),
pInfo->m_info.m_eEndReason,
pInfo->m_info.m_szEndDebug
);
// Close our end
SteamNetworkingSockets()->CloseConnection( pInfo->m_hConn, 0, nullptr, false );
if ( g_peerServer.m_hSteamNetConnection == pInfo->m_hConn )
{
g_peerServer.m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
}
if ( g_peerClient.m_hSteamNetConnection == pInfo->m_hConn )
{
g_peerClient.m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
}
break;
/*
case k_ESteamNetworkingConnectionState_None:
Printf( "No steam Net connection %x (%s)\n", pInfo->m_hConn, pInfo->m_info.m_steamIDRemote.Render() );
if ( g_hSteamNetConnection == pInfo->m_hConn )
{
g_bIsConnected = false;
g_hSteamNetConnection = k_HSteamNetConnection_Invalid;
}
break;
*/
case k_ESteamNetworkingConnectionState_Connecting:
// Is this a connection we initiated, or one that we are receiving?
if ( g_hSteamListenSocket != k_HSteamListenSocket_Invalid && pInfo->m_info.m_hListenSocket == g_hSteamListenSocket )
{
// Somebody's knocking
Printf( "Accepting Steam Net connection %x\n", pInfo->m_hConn );
g_peerServer.m_hSteamNetConnection = pInfo->m_hConn;
g_peerServer.m_bIsConnected = true;
SteamNetworkingSockets()->AcceptConnection( pInfo->m_hConn );
SteamNetworkingSockets()->SetConnectionName( g_peerServer.m_hSteamNetConnection, "Server" );
}
break;
case k_ESteamNetworkingConnectionState_Connected:
if ( pInfo->m_hConn == g_peerClient.m_hSteamNetConnection )
{
g_peerClient.m_bIsConnected = true;
}
Printf( "Connected Steam Net connection %x\n", pInfo->m_hConn );
break;
}
}
};
static TestSteamNetworkingSocketsCallbacks g_Callbacks;
static void PumpCallbacks()
{
#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
SteamAPI_RunCallbacks();
#endif
SteamNetworkingSockets()->RunCallbacks( &g_Callbacks );
std::this_thread::sleep_for( std::chrono::milliseconds( 2 ) );
}
static void PumpCallbacksAndMakeSureStillConnected()
{
PumpCallbacks();
assert( g_peerClient.m_bIsConnected );
assert( g_peerServer.m_bIsConnected );
assert( g_peerServer.m_hSteamNetConnection != k_HSteamNetConnection_Invalid );
assert( g_peerClient.m_hSteamNetConnection != k_HSteamNetConnection_Invalid );
}
static void TestNetworkConditions( int rate, int loss, int lag, int reorderPct, int reorderLag, bool bActLikeGame )
{
ISteamNetworkingSockets *pSteamSocketNetworking = SteamNetworkingSockets();
Printf( "---------------------------------------------------\n" );
Printf( "NETWORK CONDITIONS\n" );
Printf( "Rate . . . . . . : %d Bps\n", rate );
Printf( "Loss . . . . . . : %d%%\n", loss );
Printf( "Ping . . . . . . : %d\n", lag*2 );
Printf( "Reorder. . . . . : %d%% @ %dms\n", reorderPct, reorderLag );
Printf( "Act like game. . : %d\n", (int)bActLikeGame );
Printf( "---------------------------------------------------\n" );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_MinRate, rate );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_MaxRate, rate );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLoss_Send, loss );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLoss_Recv, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLag_Send, lag );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLag_Recv, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketReorder_Send, reorderPct );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketReorder_Time, reorderLag );
SteamNetworkingMicroseconds usecWhenStarted = SteamNetworkingUtils()->GetLocalTimestamp();
// Loop!
//SteamNetworkingMicroseconds usecLastNow = usecWhenStarted;
SteamNetworkingMicroseconds usecQuietDuration = 5000000;
SteamNetworkingMicroseconds usecActiveDuration = 10000000;
bool bQuiet = true;
SteamNetworkingMicroseconds usecWhenStateEnd = 0;
int nIterations = 5;
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();
// Start and stop active use of the connection. This exercizes a bunch of important edge cases
// such as keepalives, the bandwidth estimation, etc.
if ( g_usecTestElapsed > usecWhenStateEnd )
{
if ( bQuiet )
{
if ( nServerPending == 0 && nClientPending == 0 )
{
bQuiet = false;
usecWhenStateEnd = g_usecTestElapsed + ( bQuiet ? usecQuietDuration : usecActiveDuration );
if ( nIterations-- <= 0 )
break;
}
}
else
{
bQuiet = true;
usecWhenStateEnd = g_usecTestElapsed + ( bQuiet ? usecQuietDuration : usecActiveDuration );
}
}
float flElapsedPrint = ( now - usecLastPrint ) * 1e-6f;
if ( flElapsedPrint > 1.0f )
{
g_peerServer.UpdateInterval( flElapsedPrint );
g_peerClient.UpdateInterval( flElapsedPrint );
g_peerServer.PrintStatus();
g_peerClient.PrintStatus();
usecLastPrint = now;
}
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
uint32 nConnectIP = 0x7f000001; // 127.0.0.1
//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->CreateListenSocket( -1, 0x0u, PORT_SERVER );
g_peerClient.m_hSteamNetConnection = pSteamSocketNetworking->ConnectByIPv4Address( nConnectIP, PORT_SERVER );
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, int loss, int lag, int reorderPct, int reorderLag )
{
TestNetworkConditions( rate, loss, lag, reorderPct, reorderLag, true );
TestNetworkConditions( rate, loss, lag, reorderPct, reorderLag, false );
};
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( 2000000, 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 );
Test( 64000, 20, 100, 4, 50 );
Test( 128000, 20, 100, 4, 40 );
Test( 500000, 20, 100, 4, 30 );
Test( 1000000, 20, 100, 4, 10 );
}
int main( )
{
// Create client and server sockets
InitSteamDatagramConnectionSockets();
// Run the test
RunSteamDatagramConnectionTest();
ShutdownSteamDatagramConnectionSockets();
return 0;
}