(965c31410a) Unstable v0.10.4.0

This commit is contained in:
Juan Pablo Arce
2020-07-21 08:57:50 -03:00
parent 4f8bd39789
commit 33d3a41104
546 changed files with 45952 additions and 25762 deletions
@@ -1,120 +0,0 @@
using Steamworks.Data;
using System;
using System.Runtime.InteropServices;
namespace Steamworks
{
public class ConnectionInterface
{
public Connection Connection;
public bool Connected = false;
public bool Connecting = true;
public string ConnectionName
{
get => Connection.ConnectionName;
set => Connection.ConnectionName = value;
}
public long UserData
{
get => Connection.UserData;
set => Connection.UserData = value;
}
public void Close() => Connection.Close();
public override string ToString() => Connection.ToString();
public virtual void OnConnectionChanged( ConnectionInfo data )
{
switch ( data.State )
{
case ConnectionState.Connecting:
OnConnecting( data );
break;
case ConnectionState.Connected:
OnConnected( data );
break;
case ConnectionState.ClosedByPeer:
case ConnectionState.ProblemDetectedLocally:
case ConnectionState.None:
OnDisconnected( data );
break;
}
}
/// <summary>
/// We're trying to connect!
/// </summary>
public virtual void OnConnecting( ConnectionInfo data )
{
Connecting = true;
}
/// <summary>
/// Client is connected. They move from connecting to Connections
/// </summary>
public virtual void OnConnected( ConnectionInfo data )
{
Connected = true;
Connecting = false;
}
/// <summary>
/// The connection has been closed remotely or disconnected locally. Check data.State for details.
/// </summary>
public virtual void OnDisconnected( ConnectionInfo data )
{
Connected = false;
Connecting = false;
}
public void Receive( int bufferSize = 32 )
{
int processed = 0;
IntPtr messageBuffer = Marshal.AllocHGlobal( IntPtr.Size * bufferSize );
try
{
processed = SteamNetworkingSockets.Internal.ReceiveMessagesOnConnection( Connection, messageBuffer, bufferSize );
for ( int i = 0; i < processed; i++ )
{
ReceiveMessage( Marshal.ReadIntPtr( messageBuffer, i * IntPtr.Size ) );
}
}
finally
{
Marshal.FreeHGlobal( messageBuffer );
}
//
// Overwhelmed our buffer, keep going
//
if ( processed == bufferSize )
Receive( bufferSize );
}
internal unsafe void ReceiveMessage( IntPtr msgPtr )
{
var msg = Marshal.PtrToStructure<NetMsg>( msgPtr );
try
{
OnMessage( msg.DataPtr, msg.DataSize, msg.RecvTime, msg.MessageNumber, msg.Channel );
}
finally
{
//
// Releases the message
//
msg.Release( msgPtr );
}
}
public virtual void OnMessage( IntPtr data, int size, long messageNum, long recvTime, int channel )
{
}
}
}
@@ -0,0 +1,334 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading.Tasks;
using Steamworks.Data;
using Steamworks;
using System.Linq;
namespace Steamworks
{
/// <summary>
/// Responsible for all callback/callresult handling
///
/// This manually pumps Steam's message queue and dispatches those
/// events to any waiting callbacks/callresults.
/// </summary>
public static class Dispatch
{
/// <summary>
/// If set then we'll call this function every time a callback is generated.
///
/// This is SLOW!! - it's for debugging - don't keep it on all the time. If you want to access a specific
/// callback then please create an issue on github and I'll add it!
///
/// Params are : [Callback Type] [Callback Contents] [server]
///
/// </summary>
public static Action<CallbackType, string, bool> OnDebugCallback;
/// <summary>
/// Called if an exception happens during a callback/callresult.
/// This is needed because the exception isn't always accessible when running
/// async.. and can fail silently. With this hooked you won't be stuck wondering
/// what happened.
/// </summary>
public static Action<Exception> OnException;
#region interop
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ManualDispatch_Init", CallingConvention = CallingConvention.Cdecl )]
internal static extern void SteamAPI_ManualDispatch_Init();
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ManualDispatch_RunFrame", CallingConvention = CallingConvention.Cdecl )]
internal static extern void SteamAPI_ManualDispatch_RunFrame( HSteamPipe pipe );
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ManualDispatch_GetNextCallback", CallingConvention = CallingConvention.Cdecl )]
[return: MarshalAs( UnmanagedType.I1 )]
internal static extern bool SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe pipe, [In, Out] ref CallbackMsg_t msg );
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_ManualDispatch_FreeLastCallback", CallingConvention = CallingConvention.Cdecl )]
[return: MarshalAs( UnmanagedType.I1 )]
internal static extern bool SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe pipe );
[StructLayout( LayoutKind.Sequential, Pack = Platform.StructPlatformPackSize )]
internal struct CallbackMsg_t
{
public HSteamUser m_hSteamUser; // Specific user to whom this callback applies.
public CallbackType Type; // Callback identifier. (Corresponds to the k_iCallback enum in the callback structure.)
public IntPtr Data; // Points to the callback structure
public int DataSize; // Size of the data pointed to by m_pubParam
};
#endregion
internal static HSteamPipe ClientPipe { get; set; }
internal static HSteamPipe ServerPipe { get; set; }
/// <summary>
/// This gets called from Client/Server Init
/// It's important to switch to the manual dispatcher
/// </summary>
internal static void Init()
{
SteamAPI_ManualDispatch_Init();
}
/// <summary>
/// Make sure we don't call Frame in a callback - because that'll cause some issues for everyone.
/// </summary>
static bool runningFrame = false;
/// <summary>
/// Calls RunFrame and processes events from this Steam Pipe
/// </summary>
internal static void Frame( HSteamPipe pipe )
{
if ( runningFrame )
return;
try
{
runningFrame = true;
SteamAPI_ManualDispatch_RunFrame( pipe );
SteamNetworkingUtils.OutputDebugMessages();
CallbackMsg_t msg = default;
while ( SteamAPI_ManualDispatch_GetNextCallback( pipe, ref msg ) )
{
try
{
ProcessCallback( msg, pipe == ServerPipe );
}
finally
{
SteamAPI_ManualDispatch_FreeLastCallback( pipe );
}
}
}
catch ( System.Exception e )
{
OnException?.Invoke( e );
}
finally
{
runningFrame = false;
}
}
/// <summary>
/// To be safe we don't call the continuation functions while iterating
/// the Callback list. This is maybe overly safe because the only way this
/// could be an issue is if the callback list is modified in the continuation
/// which would only happen if starting or shutting down in the callback.
/// </summary>
static List<Action<IntPtr>> actionsToCall = new List<Action<IntPtr>>();
/// <summary>
/// A callback is a general global message
/// </summary>
private static void ProcessCallback( CallbackMsg_t msg, bool isServer )
{
OnDebugCallback?.Invoke( msg.Type, CallbackToString( msg.Type, msg.Data, msg.DataSize ), isServer );
// Is this a special callback telling us that the call result is ready?
if ( msg.Type == CallbackType.SteamAPICallCompleted )
{
ProcessResult( msg );
return;
}
if ( Callbacks.TryGetValue( msg.Type, out var list ) )
{
actionsToCall.Clear();
foreach ( var item in list )
{
if ( item.server != isServer )
continue;
actionsToCall.Add( item.action );
}
foreach ( var action in actionsToCall )
{
action( msg.Data );
}
actionsToCall.Clear();
}
}
/// <summary>
/// Given a callback, try to turn it into a string
/// </summary>
internal static string CallbackToString( CallbackType type, IntPtr data, int expectedsize )
{
if ( !CallbackTypeFactory.All.TryGetValue( type, out var t ) )
return $"[{type} not in sdk]";
var strct = data.ToType( t );
if ( strct == null )
return "[null]";
var str = "";
var fields = t.GetFields( System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic );
if ( fields.Length == 0 )
return "[no fields]";
var columnSize = fields.Max( x => x.Name.Length ) + 1;
if ( columnSize < 10 )
columnSize = 10;
foreach ( var field in fields )
{
var spaces = (columnSize - field.Name.Length);
if ( spaces < 0 ) spaces = 0;
str += $"{new String( ' ', spaces )}{field.Name}: {field.GetValue( strct )}\n";
}
return str.Trim( '\n' );
}
/// <summary>
/// A result is a reply to a specific command
/// </summary>
private static void ProcessResult( CallbackMsg_t msg )
{
var result = msg.Data.ToType<SteamAPICallCompleted_t>();
//
// Do we have an entry added via OnCallComplete
//
if ( !ResultCallbacks.TryGetValue( result.AsyncCall, out var callbackInfo ) )
{
//
// This can happen if the callback result was immediately available
// so we just returned that without actually going through the callback
// dance. It's okay for this to fail.
//
//
// But still let everyone know that this happened..
//
OnDebugCallback?.Invoke( (CallbackType)result.Callback, $"[no callback waiting/required]", false );
return;
}
// Remove it before we do anything, incase the continuation throws exceptions
ResultCallbacks.Remove( result.AsyncCall );
// At this point whatever async routine called this
// continues running.
callbackInfo.continuation();
}
/// <summary>
/// Pumps the queue in an async loop so we don't
/// have to think about it. This has the advantage that
/// you can call .Wait() on async shit and it still works.
/// </summary>
internal static async void LoopClientAsync()
{
while ( ClientPipe != 0 )
{
Frame( ClientPipe );
await Task.Delay( 16 );
}
}
/// <summary>
/// Pumps the queue in an async loop so we don't
/// have to think about it. This has the advantage that
/// you can call .Wait() on async shit and it still works.
/// </summary>
internal static async void LoopServerAsync()
{
while ( ServerPipe != 0 )
{
Frame( ServerPipe );
await Task.Delay( 32 );
}
}
struct ResultCallback
{
public Action continuation;
public bool server;
}
static Dictionary<ulong, ResultCallback> ResultCallbacks = new Dictionary<ulong, ResultCallback>();
/// <summary>
/// Watch for a steam api call
/// </summary>
internal static void OnCallComplete<T>( SteamAPICall_t call, Action continuation, bool server ) where T : struct, ICallbackData
{
ResultCallbacks[call.Value] = new ResultCallback
{
continuation = continuation,
server = server
};
}
struct Callback
{
public Action<IntPtr> action;
public bool server;
}
static Dictionary<CallbackType, List<Callback>> Callbacks = new Dictionary<CallbackType, List<Callback>>();
/// <summary>
/// Install a global callback. The passed function will get called if it's all good.
/// </summary>
internal static void Install<T>( Action<T> p, bool server = false ) where T : ICallbackData
{
var t = default( T );
var type = t.CallbackType;
if ( !Callbacks.TryGetValue( type, out var list ) )
{
list = new List<Callback>();
Callbacks[type] = list;
}
list.Add( new Callback
{
action = x => p( x.ToType<T>() ),
server = server
} );
}
internal static void ShutdownServer()
{
ServerPipe = 0;
foreach ( var callback in Callbacks )
{
Callbacks[callback.Key].RemoveAll( x => x.server );
}
ResultCallbacks = ResultCallbacks.Where( x => !x.Value.server )
.ToDictionary( x => x.Key, x => x.Value );
}
internal static void ShutdownClient()
{
ClientPipe = 0;
foreach ( var callback in Callbacks )
{
Callbacks[callback.Key].RemoveAll( x => !x.server );
}
ResultCallbacks = ResultCallbacks.Where( x => x.Value.server )
.ToDictionary( x => x.Key, x => x.Value );
}
}
}
@@ -1,112 +0,0 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Steamworks.Data;
namespace Steamworks
{
public class SocketInterface
{
public List<Connection> Connecting = new List<Connection>();
public List<Connection> Connected = new List<Connection>();
public Socket Socket { get; internal set; }
public bool Close() => Socket.Close();
public override string ToString() => Socket.ToString();
public virtual void OnConnectionChanged( Connection connection, ConnectionInfo data )
{
switch ( data.State )
{
case ConnectionState.Connecting:
OnConnecting( connection, data );
break;
case ConnectionState.Connected:
OnConnected( connection, data );
break;
case ConnectionState.ClosedByPeer:
case ConnectionState.ProblemDetectedLocally:
case ConnectionState.None:
OnDisconnected( connection, data );
break;
}
}
/// <summary>
/// Default behaviour is to accept every connection
/// </summary>
public virtual void OnConnecting( Connection connection, ConnectionInfo data )
{
connection.Accept();
Connecting.Add( connection );
}
/// <summary>
/// Client is connected. They move from connecting to Connections
/// </summary>
public virtual void OnConnected( Connection connection, ConnectionInfo data )
{
Connecting.Remove( connection );
Connected.Add( connection );
}
/// <summary>
/// The connection has been closed remotely or disconnected locally. Check data.State for details.
/// </summary>
public virtual void OnDisconnected( Connection connection, ConnectionInfo data )
{
connection.Close();
Connecting.Remove( connection );
Connected.Remove( connection );
}
public void Receive( int bufferSize = 32 )
{
int processed = 0;
IntPtr messageBuffer = Marshal.AllocHGlobal( IntPtr.Size * bufferSize );
try
{
processed = SteamNetworkingSockets.Internal.ReceiveMessagesOnListenSocket( Socket, messageBuffer, bufferSize );
for ( int i = 0; i < processed; i++ )
{
ReceiveMessage( Marshal.ReadIntPtr( messageBuffer, i * IntPtr.Size ) );
}
}
finally
{
Marshal.FreeHGlobal( messageBuffer );
}
//
// Overwhelmed our buffer, keep going
//
if ( processed == bufferSize )
Receive( bufferSize );
}
internal unsafe void ReceiveMessage( IntPtr msgPtr )
{
var msg = Marshal.PtrToStructure<NetMsg>( msgPtr );
try
{
OnMessage( msg.Connection, msg.Identity, msg.DataPtr, msg.DataSize, msg.RecvTime, msg.MessageNumber, msg.Channel );
}
finally
{
//
// Releases the message
//
msg.Release( msgPtr );
}
}
public virtual void OnMessage( Connection connection, NetIdentity identity, IntPtr data, int size, long messageNum, long recvTime, int channel )
{
}
}
}
@@ -0,0 +1,50 @@
using System;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
internal static class SteamAPI
{
internal static class Native
{
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_Init", CallingConvention = CallingConvention.Cdecl )]
[return: MarshalAs( UnmanagedType.I1 )]
public static extern bool SteamAPI_Init();
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_Shutdown", CallingConvention = CallingConvention.Cdecl )]
public static extern void SteamAPI_Shutdown();
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_GetHSteamPipe", CallingConvention = CallingConvention.Cdecl )]
public static extern HSteamPipe SteamAPI_GetHSteamPipe();
[DllImport( Platform.LibraryName, EntryPoint = "SteamAPI_RestartAppIfNecessary", CallingConvention = CallingConvention.Cdecl )]
[return: MarshalAs( UnmanagedType.I1 )]
public static extern bool SteamAPI_RestartAppIfNecessary( uint unOwnAppID );
}
static internal bool Init()
{
return Native.SteamAPI_Init();
}
static internal void Shutdown()
{
Native.SteamAPI_Shutdown();
}
static internal HSteamPipe GetHSteamPipe()
{
return Native.SteamAPI_GetHSteamPipe();
}
static internal bool RestartAppIfNecessary( uint unOwnAppID )
{
return Native.SteamAPI_RestartAppIfNecessary( unOwnAppID );
}
}
}
@@ -0,0 +1,40 @@
using System;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
internal static class SteamGameServer
{
internal static class Native
{
[DllImport( Platform.LibraryName, EntryPoint = "SteamGameServer_RunCallbacks", CallingConvention = CallingConvention.Cdecl )]
public static extern void SteamGameServer_RunCallbacks();
[DllImport( Platform.LibraryName, EntryPoint = "SteamGameServer_Shutdown", CallingConvention = CallingConvention.Cdecl )]
public static extern void SteamGameServer_Shutdown();
[DllImport( Platform.LibraryName, EntryPoint = "SteamGameServer_GetHSteamPipe", CallingConvention = CallingConvention.Cdecl )]
public static extern HSteamPipe SteamGameServer_GetHSteamPipe();
}
static internal void RunCallbacks()
{
Native.SteamGameServer_RunCallbacks();
}
static internal void Shutdown()
{
Native.SteamGameServer_Shutdown();
}
static internal HSteamPipe GetHSteamPipe()
{
return Native.SteamGameServer_GetHSteamPipe();
}
}
}
@@ -0,0 +1,24 @@
using System;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
internal static class SteamInternal
{
internal static class Native
{
[DllImport( Platform.LibraryName, EntryPoint = "SteamInternal_GameServer_Init", CallingConvention = CallingConvention.Cdecl )]
[return: MarshalAs( UnmanagedType.I1 )]
public static extern bool SteamInternal_GameServer_Init( uint unIP, ushort usPort, ushort usGamePort, ushort usQueryPort, int eServerMode, [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pchVersionString );
}
static internal bool GameServer_Init( uint unIP, ushort usPort, ushort usGamePort, ushort usQueryPort, int eServerMode, [MarshalAs( UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof( Utf8StringToNative ) )] string pchVersionString )
{
return Native.SteamInternal_GameServer_Init( unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString );
}
}
}