Files
GameNetworkingSockets/tests/connection_test.cpp
T
2018-04-04 13:32:29 -07:00

391 lines
13 KiB
C++

#include <assert.h>
#include <stdio.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 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
}
static void ShutdownSteamDatagramConnectionSockets()
{
#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
GameNetworkingSockets_Kill();
#else
SteamDatagramClient_Kill();
#endif
}
static HSteamListenSocket g_hSteamListenSocket = k_HSteamListenSocket_Invalid;
struct TestMsg
{
int64 m_nMsgNum;
bool m_bReliable;
int m_cbSize;
static constexpr int k_cbMaxSize = 20*1000;
uint8 m_data[ k_cbMaxSize ];
};
struct SSteamNetConnection
{
SSteamNetConnection( 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;
HSteamNetConnection m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
SteamNetworkingMicroseconds m_usecLastTransmit = 0;
SteamNetworkingMicroseconds m_usecTransmitTime = 0;
bool m_bIsConnected = false;
int m_nMaxPendingBytes = 384 * 1024;
bool m_bQuiet = true;
SteamNetworkingMicroseconds m_usecQuietDuration = 5000000;
SteamNetworkingMicroseconds m_usecActiveDuration = 10000000;
SteamNetworkingMicroseconds m_usecWhenStateEnd = 0;
};
static SSteamNetConnection g_connectionServer( "Server" );
static SSteamNetConnection g_connectionClient( "Client" );
static std::default_random_engine g_rand;
static SteamNetworkingMicroseconds g_usecTestElapsed;
static void Send( ISteamNetworkingSockets *pSteamSocketNetworking, SSteamNetConnection &connection )
{
if ( connection.m_hSteamNetConnection == k_HSteamNetConnection_Invalid )
return;
if ( g_usecTestElapsed - connection.m_usecLastTransmit < connection.m_usecTransmitTime )
return;
// 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 > connection.m_usecWhenStateEnd )
{
connection.m_bQuiet = !connection.m_bQuiet;
connection.m_usecWhenStateEnd = g_usecTestElapsed +
( connection.m_bQuiet ? connection.m_usecQuietDuration : connection.m_usecActiveDuration );
}
if ( connection.m_bQuiet )
return;
TestMsg msg;
msg.m_bReliable = std::uniform_real_distribution<>()( g_rand ) < .75;
msg.m_cbSize = std::uniform_int_distribution<>( 20, msg.m_bReliable ? TestMsg::k_cbMaxSize : 5000 )( g_rand );
//bIsReliable = false;
//nBytes = 1200-13;
// Don't send unless we are clear
SteamNetworkingQuickConnectionStatus info;
pSteamSocketNetworking->GetQuickConnectionStatus( connection.m_hSteamNetConnection, &info );
if ( info.m_cbPendingReliable + info.m_cbPendingUnreliable >= connection.m_nMaxPendingBytes )
{
// Log_Msg( LOG_NETWORKING_STEAMCONNECTIONS, "Send: %s stopped due to %d bytes pending\n",
// connection.m_sName.c_str(), connection.m_nMaxPendingBytes );
return; // Still stuff in the buffer
}
connection.m_usecLastTransmit = g_usecTestElapsed;
msg.m_nMsgNum = msg.m_bReliable ? ++connection.m_nReliableSendMsgCount : ++connection.m_nSendMsgCount;
for ( int n = 0; n < msg.m_cbSize; ++n )
{
msg.m_data[n] = (uint8)( msg.m_nMsgNum + n );
}
EResult result = pSteamSocketNetworking->SendMessageToConnection(
connection.m_hSteamNetConnection,
&msg,
(uint32)( sizeof(msg) - sizeof(msg.m_data) + msg.m_cbSize ),
msg.m_bReliable ? k_ESteamNetworkingSendType_Reliable : k_ESteamNetworkingSendType_Unreliable );
if ( result != k_EResultOK )
{
fprintf( stderr, "***ERROR ON 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,
info.m_cbPendingReliable + info.m_cbPendingUnreliable );
}
#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,
info.m_cbPendingReliable + info.m_cbPendingUnreliable );
#endif
}
static void Recv( ISteamNetworkingSockets *pSteamSocketNetworking )
{
while ( true )
{
SSteamNetConnection *pConnection = &g_connectionServer;
ISteamNetworkingMessage *pIncomingMsg = nullptr;
int numMsgs = pSteamSocketNetworking->ReceiveMessagesOnConnection( pConnection->m_hSteamNetConnection, &pIncomingMsg, 1 );
if ( numMsgs <= 0 )
{
pConnection = &g_connectionClient;
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 );
}
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_connectionServer.m_hSteamNetConnection == pInfo->m_hConn )
{
g_connectionServer.m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
}
if ( g_connectionClient.m_hSteamNetConnection == pInfo->m_hConn )
{
g_connectionClient.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_connectionServer.m_hSteamNetConnection = pInfo->m_hConn;
g_connectionServer.m_bIsConnected = true;
SteamNetworkingSockets()->AcceptConnection( pInfo->m_hConn );
SteamNetworkingSockets()->SetConnectionName( g_connectionServer.m_hSteamNetConnection, "Server" );
}
break;
case k_ESteamNetworkingConnectionState_Connected:
if ( pInfo->m_hConn == g_connectionClient.m_hSteamNetConnection )
{
g_connectionClient.m_bIsConnected = true;
}
printf( "Connected Steam Net connection %x\n", pInfo->m_hConn );
break;
}
}
};
static TestSteamNetworkingSocketsCallbacks g_Callbacks;
static void RunSteamDatagramConnectionTest()
{
ISteamNetworkingSockets *pSteamSocketNetworking = SteamNetworkingSockets();
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_DebugWindow, 1 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_RTT, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_Packet, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_Segments, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_Feedback, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_Reliable, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_Message, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_Loss, 1 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_Log_X, 0 );
//pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_MinRate, 50000 );
//pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_SNP_MaxRate, 250000 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLoss_Send, 5 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLoss_Recv, 0 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLag_Send, 10 );
pSteamSocketNetworking->SetConfigurationValue( k_ESteamNetworkingConfigurationValue_FakePacketLag_Recv, 0 );
// 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
bool bServerOnly = false;//( CommandLine()->FindParm( "-serveronly" ) != 0 );
bool bClientOnly = false;
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;
// }
//}
// Create listen socket
if ( !bClientOnly )
{
g_hSteamListenSocket = pSteamSocketNetworking->CreateListenSocket( -1, 0x0u, PORT_SERVER );
}
if ( !bServerOnly )
{
g_connectionClient.m_hSteamNetConnection = pSteamSocketNetworking->ConnectByIPv4Address( nConnectIP, PORT_SERVER );
pSteamSocketNetworking->SetConnectionName( g_connectionClient.m_hSteamNetConnection, "Client" );
}
SteamNetworkingMicroseconds usecWhenStarted = SteamNetworkingUtils()->GetLocalTimestamp();
SteamNetworkingMicroseconds usecTestDuration = 120*1000000;
SteamNetworkingMicroseconds usecWorstCase = usecTestDuration + 30*1000000;
// Loop!
//SteamNetworkingMicroseconds usecLastNow = usecWhenStarted;
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;
// Execute Steam net connection callbacks now
#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
SteamAPI_RunCallbacks();
#endif
pSteamSocketNetworking->RunCallbacks( &g_Callbacks );
// Break out if we lose connection
if ( !bServerOnly && g_connectionClient.m_hSteamNetConnection == k_HSteamNetConnection_Invalid )
{
break;
}
if ( !g_connectionClient.m_bIsConnected && !g_connectionServer.m_bIsConnected )
{
continue; // Just spin until connected
}
Send( pSteamSocketNetworking, g_connectionServer );
Send( pSteamSocketNetworking, g_connectionClient );
Recv( pSteamSocketNetworking );
if ( g_usecTestElapsed > usecTestDuration && g_connectionServer.m_hSteamNetConnection != k_HSteamNetConnection_Invalid )
{
pSteamSocketNetworking->CloseConnection( g_connectionServer.m_hSteamNetConnection, 0, nullptr, false );
g_connectionServer.m_hSteamNetConnection = k_HSteamNetConnection_Invalid;
}
// Make sure we haven't taken too long
assert( g_usecTestElapsed < usecWorstCase );
std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
}
}
int main( )
{
// Create client and server sockets
InitSteamDatagramConnectionSockets();
// Run the test
RunSteamDatagramConnectionTest();
ShutdownSteamDatagramConnectionSockets();
return 0;
}