Files
GameNetworkingSockets/examples/example_chat.cpp
T
Fletcher Dunn a9e5e86b28 Added "poll group" interface.
This is used to poll many connections in a single function call.  Previously,
this was only possible if all of the connections were those accepted on the
same listen socket.  (ReceiveMessagesOnListenSocket).  But this left out at
least two important use cases with known users:

- If you create more than one listen socket (because there is more way to
  contact your service, e.g. once for P2P and another for direct IP, and
  another for relayed connections), then you could not poll all of the
  connections efficiently.
- In P2P use cases, we may initiate many connections to peers, and we want
  to poll all of them at once.

This change is relevant to: Issue #49, Issue #50, and issue #52.  (But I don't
this it really "fixes" any of them.)
2019-12-05 15:51:33 -08:00

767 lines
22 KiB
C++

//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Example client/server chat application using SteamNetworkingSockets
#include <assert.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <algorithm>
#include <string>
#include <random>
#include <chrono>
#include <thread>
#include <mutex>
#include <queue>
#include <map>
#include <cctype>
#include <steam/steamnetworkingsockets.h>
#include <steam/isteamnetworkingutils.h>
#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
#include <steam/steam_api.h>
#endif
#ifdef WIN32
#include <windows.h> // Ug, for NukeProcess -- see below
#else
#include <unistd.h>
#include <signal.h>
#endif
/////////////////////////////////////////////////////////////////////////////
//
// Common stuff
//
/////////////////////////////////////////////////////////////////////////////
bool g_bQuit = false;
SteamNetworkingMicroseconds g_logTimeZero;
// We do this because I won't want to figure out how to cleanly shut
// down the thread that is reading from stdin.
static void NukeProcess( int rc )
{
#ifdef WIN32
ExitProcess( rc );
#else
kill( getpid(), SIGKILL );
#endif
}
static void DebugOutput( ESteamNetworkingSocketsDebugOutputType eType, const char *pszMsg )
{
SteamNetworkingMicroseconds time = SteamNetworkingUtils()->GetLocalTimestamp() - g_logTimeZero;
printf( "%10.6f %s\n", time*1e-6, pszMsg );
fflush(stdout);
if ( eType == k_ESteamNetworkingSocketsDebugOutputType_Bug )
{
fflush(stdout);
fflush(stderr);
NukeProcess(1);
}
}
static void FatalError( 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_Bug, text );
}
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( nullptr, errMsg ) )
FatalError( "GameNetworkingSockets_Init failed. %s", errMsg );
#else
SteamDatagramClient_SetAppID( 570 ); // Just set something, doesn't matter what
//SteamDatagramClient_SetUniverse( k_EUniverseDev );
SteamDatagramErrMsg errMsg;
if ( !SteamDatagramClient_Init( true, errMsg ) )
FatalError( "SteamDatagramClient_Init failed. %s", errMsg );
// Disable authentication when running with Steam, for this
// example, since we're not a real app.
//
// Authentication is disabled automatically in the open-source
// version since we don't have a trusted third party to issue
// certs.
SteamNetworkingUtils()->SetGlobalConfigValueInt32( k_ESteamNetworkingConfig_IP_AllowWithoutAuth, 1 );
#endif
g_logTimeZero = SteamNetworkingUtils()->GetLocalTimestamp();
SteamNetworkingUtils()->SetDebugOutputFunction( k_ESteamNetworkingSocketsDebugOutputType_Msg, DebugOutput );
}
static void ShutdownSteamDatagramConnectionSockets()
{
// Give connections time to finish up. This is an application layer protocol
// here, it's not TCP. Note that if you have an application and you need to be
// more sure about cleanup, you won't be able to do this. You will need to send
// a message and then either wait for the peer to close the connection, or
// you can pool the connection to see if any reliable data is pending.
std::this_thread::sleep_for( std::chrono::milliseconds( 500 ) );
#ifdef STEAMNETWORKINGSOCKETS_OPENSOURCE
GameNetworkingSockets_Kill();
#else
SteamDatagramClient_Kill();
#endif
}
/////////////////////////////////////////////////////////////////////////////
//
// Non-blocking console user input. Sort of.
// Why is this so hard?
//
/////////////////////////////////////////////////////////////////////////////
std::mutex mutexUserInputQueue;
std::queue< std::string > queueUserInput;
std::thread *s_pThreadUserInput = nullptr;
void LocalUserInput_Init()
{
s_pThreadUserInput = new std::thread( []()
{
while ( !g_bQuit )
{
char szLine[ 4000 ];
if ( !fgets( szLine, sizeof(szLine), stdin ) )
{
// Well, you would hope that you could close the handle
// from the other thread to trigger this. Nope.
if ( g_bQuit )
return;
g_bQuit = true;
Printf( "Failed to read on stdin, quitting\n" );
break;
}
mutexUserInputQueue.lock();
queueUserInput.push( std::string( szLine ) );
mutexUserInputQueue.unlock();
}
} );
}
void LocalUserInput_Kill()
{
// Does not work. We won't clean up, we'll just nuke the process.
// g_bQuit = true;
// _close( fileno( stdin ) );
//
// if ( s_pThreadUserInput )
// {
// s_pThreadUserInput->join();
// delete s_pThreadUserInput;
// s_pThreadUserInput = nullptr;
// }
}
// You really gotta wonder what kind of pedantic garbage was
// going through the minds of people who designed std::string
// that they decided not to include trim.
// https://stackoverflow.com/questions/216823/whats-the-best-way-to-trim-stdstring
// trim from start (in place)
static inline void ltrim(std::string &s) {
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](int ch) {
return !std::isspace(ch);
}));
}
// trim from end (in place)
static inline void rtrim(std::string &s) {
s.erase(std::find_if(s.rbegin(), s.rend(), [](int ch) {
return !std::isspace(ch);
}).base(), s.end());
}
// Read the next line of input from stdin, if anything is available.
bool LocalUserInput_GetNext( std::string &result )
{
bool got_input = false;
mutexUserInputQueue.lock();
while ( !queueUserInput.empty() && !got_input )
{
result = queueUserInput.front();
queueUserInput.pop();
ltrim(result);
rtrim(result);
got_input = !result.empty(); // ignore blank lines
}
mutexUserInputQueue.unlock();
return got_input;
}
/////////////////////////////////////////////////////////////////////////////
//
// ChatServer
//
/////////////////////////////////////////////////////////////////////////////
class ChatServer : private ISteamNetworkingSocketsCallbacks
{
public:
void Run( uint16 nPort )
{
// Select instance to use. For now we'll always use the default.
// But we could use SteamGameServerNetworkingSockets() on Steam.
m_pInterface = SteamNetworkingSockets();
// Start listening
SteamNetworkingIPAddr serverLocalAddr;
serverLocalAddr.Clear();
serverLocalAddr.m_port = nPort;
m_hListenSock = m_pInterface->CreateListenSocketIP( serverLocalAddr, 0, nullptr );
if ( m_hListenSock == k_HSteamListenSocket_Invalid )
FatalError( "Failed to listen on port %d", nPort );
m_hPollGroup = m_pInterface->CreatePollGroup();
if ( m_hPollGroup == k_HSteamNetPollGroup_Invalid )
FatalError( "Failed to listen on port %d", nPort );
Printf( "Server listening on port %d\n", nPort );
while ( !g_bQuit )
{
PollIncomingMessages();
PollConnectionStateChanges();
PollLocalUserInput();
std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
}
// Close all the connections
Printf( "Closing connections...\n" );
for ( auto it: m_mapClients )
{
// Send them one more goodbye message. Note that we also have the
// connection close reason as a place to send final data. However,
// that's usually best left for more diagnostic/debug text not actual
// protocol strings.
SendStringToClient( it.first, "Server is shutting down. Goodbye." );
// Close the connection. We use "linger mode" to ask SteamNetworkingSockets
// to flush this out and close gracefully.
m_pInterface->CloseConnection( it.first, 0, "Server Shutdown", true );
}
m_mapClients.clear();
m_pInterface->CloseListenSocket( m_hListenSock );
m_hListenSock = k_HSteamListenSocket_Invalid;
m_pInterface->DestroyPollGroup( m_hPollGroup );
m_hPollGroup = k_HSteamNetPollGroup_Invalid;
}
private:
HSteamListenSocket m_hListenSock;
HSteamNetPollGroup m_hPollGroup;
ISteamNetworkingSockets *m_pInterface;
struct Client_t
{
std::string m_sNick;
};
std::map< HSteamNetConnection, Client_t > m_mapClients;
void SendStringToClient( HSteamNetConnection conn, const char *str )
{
m_pInterface->SendMessageToConnection( conn, str, (uint32)strlen(str), k_nSteamNetworkingSend_Reliable, nullptr );
}
void SendStringToAllClients( const char *str, HSteamNetConnection except = k_HSteamNetConnection_Invalid )
{
for ( auto &c: m_mapClients )
{
if ( c.first != except )
SendStringToClient( c.first, str );
}
}
void PollIncomingMessages()
{
char temp[ 1024 ];
while ( !g_bQuit )
{
ISteamNetworkingMessage *pIncomingMsg = nullptr;
int numMsgs = m_pInterface->ReceiveMessagesOnPollGroup( m_hPollGroup, &pIncomingMsg, 1 );
if ( numMsgs == 0 )
break;
if ( numMsgs < 0 )
FatalError( "Error checking for messages" );
assert( numMsgs == 1 && pIncomingMsg );
auto itClient = m_mapClients.find( pIncomingMsg->m_conn );
assert( itClient != m_mapClients.end() );
// '\0'-terminate it to make it easier to parse
std::string sCmd;
sCmd.assign( (const char *)pIncomingMsg->m_pData, pIncomingMsg->m_cbSize );
const char *cmd = sCmd.c_str();
// We don't need this anymore.
pIncomingMsg->Release();
// Check for known commands. None of this example code is secure or robust.
// Don't write a real server like this, please.
if ( strncmp( cmd, "/nick", 5 ) == 0 )
{
const char *nick = cmd+5;
while ( isspace(*nick) )
++nick;
// Let everybody else know they changed their name
sprintf( temp, "%s shall henceforth be known as %s", itClient->second.m_sNick.c_str(), nick );
SendStringToAllClients( temp, itClient->first );
// Respond to client
sprintf( temp, "Ye shall henceforth be known as %s", nick );
SendStringToClient( itClient->first, temp );
// Actually change their name
SetClientNick( itClient->first, nick );
continue;
}
// Assume it's just a ordinary chat message, dispatch to everybody else
sprintf( temp, "%s: %s", itClient->second.m_sNick.c_str(), cmd );
SendStringToAllClients( temp, itClient->first );
}
}
void PollConnectionStateChanges()
{
m_pInterface->RunCallbacks( this );
}
void PollLocalUserInput()
{
std::string cmd;
while ( !g_bQuit && LocalUserInput_GetNext( cmd ))
{
if ( strcmp( cmd.c_str(), "/quit" ) == 0 )
{
g_bQuit = true;
Printf( "Shutting down server" );
break;
}
// That's the only command we support
Printf( "The server only knows one command: '/quit'" );
}
}
void SetClientNick( HSteamNetConnection hConn, const char *nick )
{
// Remember their nick
m_mapClients[hConn].m_sNick = nick;
// Set the connection name, too, which is useful for debugging
m_pInterface->SetConnectionName( hConn, nick );
}
virtual void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t *pInfo ) override
{
char temp[1024];
// What's the state of the connection?
switch ( pInfo->m_info.m_eState )
{
case k_ESteamNetworkingConnectionState_None:
// NOTE: We will get callbacks here when we destroy connections. You can ignore these.
break;
case k_ESteamNetworkingConnectionState_ClosedByPeer:
case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
{
// Ignore if they were not previously connected. (If they disconnected
// before we accepted the connection.)
if ( pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connected )
{
// Locate the client. Note that it should have been found, because this
// is the only codepath where we remove clients (except on shutdown),
// and connection change callbacks are dispatched in queue order.
auto itClient = m_mapClients.find( pInfo->m_hConn );
assert( itClient != m_mapClients.end() );
// Select appropriate log messages
const char *pszDebugLogAction;
if ( pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally )
{
pszDebugLogAction = "problem detected locally";
sprintf( temp, "Alas, %s hath fallen into shadow. (%s)", itClient->second.m_sNick.c_str(), pInfo->m_info.m_szEndDebug );
}
else
{
// Note that here we could check the reason code to see if
// it was a "usual" connection or an "unusual" one.
pszDebugLogAction = "closed by peer";
sprintf( temp, "%s hath departed", itClient->second.m_sNick.c_str() );
}
// Spew something to our own log. Note that because we put their nick
// as the connection description, it will show up, along with their
// transport-specific data (e.g. their IP address)
Printf( "Connection %s %s, reason %d: %s\n",
pInfo->m_info.m_szConnectionDescription,
pszDebugLogAction,
pInfo->m_info.m_eEndReason,
pInfo->m_info.m_szEndDebug
);
m_mapClients.erase( itClient );
// Send a message so everybody else knows what happened
SendStringToAllClients( temp );
}
else
{
assert( pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connecting );
}
// Clean up the connection. This is important!
// The connection is "closed" in the network sense, but
// it has not been destroyed. We must close it on our end, too
// to finish up. The reason information do not matter in this case,
// and we cannot linger because it's already closed on the other end,
// so we just pass 0's.
m_pInterface->CloseConnection( pInfo->m_hConn, 0, nullptr, false );
break;
}
case k_ESteamNetworkingConnectionState_Connecting:
{
// This must be a new connection
assert( m_mapClients.find( pInfo->m_hConn ) == m_mapClients.end() );
Printf( "Connection request from %s", pInfo->m_info.m_szConnectionDescription );
// A client is attempting to connect
// Try to accept the connection.
if ( m_pInterface->AcceptConnection( pInfo->m_hConn ) != k_EResultOK )
{
// This could fail. If the remote host tried to connect, but then
// disconnected, the connection may already be half closed. Just
// destroy whatever we have on our side.
m_pInterface->CloseConnection( pInfo->m_hConn, 0, nullptr, false );
Printf( "Can't accept connection. (It was already closed?)" );
break;
}
// Assign the poll group
if ( !m_pInterface->SetConnectionPollGroup( pInfo->m_hConn, m_hPollGroup ) )
{
m_pInterface->CloseConnection( pInfo->m_hConn, 0, nullptr, false );
Printf( "Failed to set poll group?" );
break;
}
// Generate a random nick. A random temporary nick
// is really dumb and not how you would write a real chat server.
// You would want them to have some sort of signon message,
// and you would keep their client in a state of limbo (connected,
// but not logged on) until them. I'm trying to keep this example
// code really simple.
char nick[ 64 ];
sprintf( nick, "BraveWarrior%d", 10000 + ( rand() % 100000 ) );
// Send them a welcome message
sprintf( temp, "Welcome, stranger. Thou art known to us for now as '%s'; upon thine command '/nick' we shall know thee otherwise.", nick );
SendStringToClient( pInfo->m_hConn, temp );
// Also send them a list of everybody who is already connected
if ( m_mapClients.empty() )
{
SendStringToClient( pInfo->m_hConn, "Thou art utterly alone." );
}
else
{
sprintf( temp, "%d companions greet you:", (int)m_mapClients.size() );
for ( auto &c: m_mapClients )
SendStringToClient( pInfo->m_hConn, c.second.m_sNick.c_str() );
}
// Let everybody else know who they are for now
sprintf( temp, "Hark! A stranger hath joined this merry host. For now we shall call them '%s'", nick );
SendStringToAllClients( temp, pInfo->m_hConn );
// Add them to the client list, using std::map wacky syntax
m_mapClients[ pInfo->m_hConn ];
SetClientNick( pInfo->m_hConn, nick );
break;
}
case k_ESteamNetworkingConnectionState_Connected:
// We will get a callback immediately after accepting the connection.
// Since we are the server, we can ignore this, it's not news to us.
break;
default:
// Silences -Wswitch
break;
}
}
};
/////////////////////////////////////////////////////////////////////////////
//
// ChatClient
//
/////////////////////////////////////////////////////////////////////////////
class ChatClient : private ISteamNetworkingSocketsCallbacks
{
public:
void Run( const SteamNetworkingIPAddr &serverAddr )
{
// Select instance to use. For now we'll always use the default.
m_pInterface = SteamNetworkingSockets();
// Start connecting
char szAddr[ SteamNetworkingIPAddr::k_cchMaxString ];
serverAddr.ToString( szAddr, sizeof(szAddr), true );
Printf( "Connecting to chat server at %s", szAddr );
m_hConnection = m_pInterface->ConnectByIPAddress( serverAddr, 0, nullptr );
if ( m_hConnection == k_HSteamNetConnection_Invalid )
FatalError( "Failed to create connection" );
while ( !g_bQuit )
{
PollIncomingMessages();
PollConnectionStateChanges();
PollLocalUserInput();
std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
}
}
private:
HSteamNetConnection m_hConnection;
ISteamNetworkingSockets *m_pInterface;
void PollIncomingMessages()
{
while ( !g_bQuit )
{
ISteamNetworkingMessage *pIncomingMsg = nullptr;
int numMsgs = m_pInterface->ReceiveMessagesOnConnection( m_hConnection, &pIncomingMsg, 1 );
if ( numMsgs == 0 )
break;
if ( numMsgs < 0 )
FatalError( "Error checking for messages" );
// Just echo anything we get from the server
fwrite( pIncomingMsg->m_pData, 1, pIncomingMsg->m_cbSize, stdout );
fputc( '\n', stdout );
// We don't need this anymore.
pIncomingMsg->Release();
}
}
void PollConnectionStateChanges()
{
m_pInterface->RunCallbacks( this );
}
void PollLocalUserInput()
{
std::string cmd;
while ( !g_bQuit && LocalUserInput_GetNext( cmd ))
{
// Check for known commands
if ( strcmp( cmd.c_str(), "/quit" ) == 0 )
{
g_bQuit = true;
Printf( "Disconnecting from chat server" );
// Close the connection gracefully.
// We use linger mode to ask for any remaining reliable data
// to be flushed out. But remember this is an application
// protocol on UDP. See ShutdownSteamDatagramConnectionSockets
m_pInterface->CloseConnection( m_hConnection, 0, "Goodbye", true );
break;
}
// Anything else, just send it to the server and let them parse it
m_pInterface->SendMessageToConnection( m_hConnection, cmd.c_str(), (uint32)cmd.length(), k_nSteamNetworkingSend_Reliable, nullptr );
}
}
virtual void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t *pInfo ) override
{
assert( pInfo->m_hConn == m_hConnection || m_hConnection == k_HSteamNetConnection_Invalid );
// What's the state of the connection?
switch ( pInfo->m_info.m_eState )
{
case k_ESteamNetworkingConnectionState_None:
// NOTE: We will get callbacks here when we destroy connections. You can ignore these.
break;
case k_ESteamNetworkingConnectionState_ClosedByPeer:
case k_ESteamNetworkingConnectionState_ProblemDetectedLocally:
{
g_bQuit = true;
// Print an appropriate message
if ( pInfo->m_eOldState == k_ESteamNetworkingConnectionState_Connecting )
{
// Note: we could distinguish between a timeout, a rejected connection,
// or some other transport problem.
Printf( "We sought the remote host, yet our efforts were met with defeat. (%s)", pInfo->m_info.m_szEndDebug );
}
else if ( pInfo->m_info.m_eState == k_ESteamNetworkingConnectionState_ProblemDetectedLocally )
{
Printf( "Alas, troubles beset us; we have lost contact with the host. (%s)", pInfo->m_info.m_szEndDebug );
}
else
{
// NOTE: We could check the reason code for a normal disconnection
Printf( "The host hath bidden us farewell. (%s)", pInfo->m_info.m_szEndDebug );
}
// Clean up the connection. This is important!
// The connection is "closed" in the network sense, but
// it has not been destroyed. We must close it on our end, too
// to finish up. The reason information do not matter in this case,
// and we cannot linger because it's already closed on the other end,
// so we just pass 0's.
m_pInterface->CloseConnection( pInfo->m_hConn, 0, nullptr, false );
m_hConnection = k_HSteamNetConnection_Invalid;
break;
}
case k_ESteamNetworkingConnectionState_Connecting:
// We will get this callback when we start connecting.
// We can ignore this.
break;
case k_ESteamNetworkingConnectionState_Connected:
Printf( "Connected to server OK" );
break;
default:
// Silences -Wswitch
break;
}
}
};
const uint16 DEFAULT_SERVER_PORT = 27020;
void PrintUsageAndExit( int rc = 1 )
{
fflush(stderr);
printf(
R"usage(Usage:
example_chat client SERVER_ADDR
example_chat server [--port PORT]
)usage"
);
fflush(stdout);
exit(rc);
}
int main( int argc, const char *argv[] )
{
bool bServer = false;
bool bClient = false;
int nPort = DEFAULT_SERVER_PORT;
SteamNetworkingIPAddr addrServer; addrServer.Clear();
for ( int i = 1 ; i < argc ; ++i )
{
if ( !bClient && !bServer )
{
if ( !strcmp( argv[i], "client" ) )
{
bClient = true;
continue;
}
if ( !strcmp( argv[i], "server" ) )
{
bServer = true;
continue;
}
}
if ( !strcmp( argv[i], "--port" ) )
{
++i;
if ( i >= argc )
PrintUsageAndExit();
nPort = atoi( argv[i] );
if ( nPort <= 0 || nPort > 65535 )
FatalError( "Invalid port %d", nPort );
continue;
}
// Anything else, must be server address to connect to
if ( bClient && addrServer.IsIPv6AllZeros() )
{
if ( !addrServer.ParseString( argv[i] ) )
FatalError( "Invalid server address '%s'", argv[i] );
if ( addrServer.m_port == 0 )
addrServer.m_port = DEFAULT_SERVER_PORT;
continue;
}
PrintUsageAndExit();
}
if ( bClient == bServer || ( bClient && addrServer.IsIPv6AllZeros() ) )
PrintUsageAndExit();
// Create client and server sockets
InitSteamDatagramConnectionSockets();
LocalUserInput_Init();
if ( bClient )
{
ChatClient client;
client.Run( addrServer );
}
else
{
ChatServer server;
server.Run( (uint16)nPort );
}
ShutdownSteamDatagramConnectionSockets();
// Ug, why is there no simple solution for portable, non-blocking console user input?
// Just nuke the process
//LocalUserInput_Kill();
NukeProcess(0);
}