(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
@@ -8,31 +8,21 @@ using Steamworks.Data;
namespace Steamworks
{
public static class SteamNetworkingSockets
public class SteamNetworkingSockets : SteamSharedClass<SteamNetworkingSockets>
{
static ISteamNetworkingSockets _internal;
internal static ISteamNetworkingSockets Internal
internal static ISteamNetworkingSockets Internal => Interface as ISteamNetworkingSockets;
internal override void InitializeInterface( bool server )
{
get
{
if ( _internal == null )
{
_internal = new ISteamNetworkingSockets();
_internal.Init();
SocketInterfaces = new Dictionary<uint, SocketInterface>();
ConnectionInterfaces = new Dictionary<uint, ConnectionInterface>();
}
return _internal;
}
SetInterface( server, new ISteamNetworkingSockets( server ) );
InstallEvents( server );
}
#region SocketInterface
#region SocketInterface
static readonly Dictionary<uint, SocketManager> SocketInterfaces = new Dictionary<uint, SocketManager>();
static Dictionary<uint, SocketInterface> SocketInterfaces;
internal static SocketInterface GetSocketInterface( uint id )
internal static SocketManager GetSocketManager( uint id )
{
if ( SocketInterfaces == null ) return null;
if ( id == 0 ) throw new System.ArgumentException( "Invalid Socket" );
@@ -43,20 +33,17 @@ namespace Steamworks
return null;
}
internal static void SetSocketInterface( uint id, SocketInterface iface )
internal static void SetSocketManager( uint id, SocketManager manager )
{
if ( id == 0 ) throw new System.ArgumentException( "Invalid Socket" );
Console.WriteLine( $"Installing Socket For {id}" );
SocketInterfaces[id] = iface;
SocketInterfaces[id] = manager;
}
#endregion
#endregion
#region ConnectionInterface
static Dictionary<uint, ConnectionInterface> ConnectionInterfaces;
#region ConnectionInterface
static readonly Dictionary<uint, ConnectionManager> ConnectionInterfaces = new Dictionary<uint, ConnectionManager>();
internal static ConnectionInterface GetConnectionInterface( uint id )
internal static ConnectionManager GetConnectionManager( uint id )
{
if ( ConnectionInterfaces == null ) return null;
if ( id == 0 ) return null;
@@ -67,24 +54,20 @@ namespace Steamworks
return null;
}
internal static void SetConnectionInterface( uint id, ConnectionInterface iface )
internal static void SetConnectionManager( uint id, ConnectionManager manager )
{
if ( id == 0 ) throw new System.ArgumentException( "Invalid Connection" );
ConnectionInterfaces[id] = iface;
ConnectionInterfaces[id] = manager;
}
#endregion
#endregion
internal static void Shutdown()
internal void InstallEvents( bool server )
{
_internal = null;
SocketInterfaces = null;
ConnectionInterfaces = null;
Dispatch.Install<SteamNetConnectionStatusChangedCallback_t>( ConnectionStatusChanged, server );
}
internal static void InstallEvents( bool server = false )
{
SteamNetConnectionStatusChangedCallback_t.Install( x => ConnectionStatusChanged( x ), server );
}
private static void ConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t data )
{
@@ -93,12 +76,12 @@ namespace Steamworks
//
if ( data.Nfo.listenSocket.Id > 0 )
{
var iface = GetSocketInterface( data.Nfo.listenSocket.Id );
var iface = GetSocketManager( data.Nfo.listenSocket.Id );
iface?.OnConnectionChanged( data.Conn, data.Nfo );
}
else
{
var iface = GetConnectionInterface( data.Conn.Id );
var iface = GetConnectionManager( data.Conn.Id );
iface?.OnConnectionChanged( data.Nfo );
}
@@ -111,46 +94,128 @@ namespace Steamworks
/// <summary>
/// Creates a "server" socket that listens for clients to connect to by calling
/// Connect, over ordinary UDP (IPv4 or IPv6)
///
/// To use this derive a class from SocketManager and override as much as you want.
///
/// </summary>
public static T CreateNormalSocket<T>( NetAddress address ) where T : SocketInterface, new()
public static T CreateNormalSocket<T>( NetAddress address ) where T : SocketManager, new()
{
var t = new T();
t.Socket = Internal.CreateListenSocketIP( ref address );
SetSocketInterface( t.Socket.Id, t );
var options = Array.Empty<NetKeyValue>();
t.Socket = Internal.CreateListenSocketIP( ref address, options.Length, options );
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Creates a "server" socket that listens for clients to connect to by calling
/// Connect, over ordinary UDP (IPv4 or IPv6).
///
/// To use this you should pass a class that inherits ISocketManager. You can use
/// SocketManager to get connections and send messages, but the ISocketManager class
/// will received all the appropriate callbacks.
///
/// </summary>
public static SocketManager CreateNormalSocket( NetAddress address, ISocketManager intrface )
{
var options = Array.Empty<NetKeyValue>();
var socket = Internal.CreateListenSocketIP( ref address, options.Length, options );
var t = new SocketManager
{
Socket = socket,
Interface = intrface
};
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Connect to a socket created via <method>CreateListenSocketIP</method>
/// </summary>
public static T ConnectNormal<T>( NetAddress address ) where T : ConnectionInterface, new()
public static T ConnectNormal<T>( NetAddress address ) where T : ConnectionManager, new()
{
var t = new T();
t.Connection = Internal.ConnectByIPAddress( ref address );
SetConnectionInterface( t.Connection.Id, t );
var options = Array.Empty<NetKeyValue>();
t.Connection = Internal.ConnectByIPAddress( ref address, options.Length, options );
SetConnectionManager( t.Connection.Id, t );
return t;
}
/// <summary>
/// Connect to a socket created via <method>CreateListenSocketIP</method>
/// </summary>
public static ConnectionManager ConnectNormal( NetAddress address, IConnectionManager iface )
{
var options = Array.Empty<NetKeyValue>();
var connection = Internal.ConnectByIPAddress( ref address, options.Length, options );
var t = new ConnectionManager
{
Connection = connection,
Interface = iface
};
SetConnectionManager( t.Connection.Id, t );
return t;
}
/// <summary>
/// Creates a server that will be relayed via Valve's network (hiding the IP and improving ping)
///
/// To use this derive a class from SocketManager and override as much as you want.
///
/// </summary>
public static T CreateRelaySocket<T>( int virtualport = 0 ) where T : SocketInterface, new()
public static T CreateRelaySocket<T>( int virtualport = 0 ) where T : SocketManager, new()
{
var t = new T();
t.Socket = Internal.CreateListenSocketP2P( virtualport );
SetSocketInterface( t.Socket.Id, t );
var options = Array.Empty<NetKeyValue>();
t.Socket = Internal.CreateListenSocketP2P( virtualport, options.Length, options );
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Creates a server that will be relayed via Valve's network (hiding the IP and improving ping)
///
/// To use this you should pass a class that inherits ISocketManager. You can use
/// SocketManager to get connections and send messages, but the ISocketManager class
/// will received all the appropriate callbacks.
///
/// </summary>
public static SocketManager CreateRelaySocket( int virtualport, ISocketManager intrface )
{
var options = Array.Empty<NetKeyValue>();
var socket = Internal.CreateListenSocketP2P( virtualport, options.Length, options );
var t = new SocketManager
{
Socket = socket,
Interface = intrface
};
t.Initialize();
SetSocketManager( t.Socket.Id, t );
return t;
}
/// <summary>
/// Connect to a relay server
/// </summary>
public static T ConnectRelay<T>( SteamId serverId, int virtualport = 0 ) where T : ConnectionInterface, new()
public static T ConnectRelay<T>( SteamId serverId, int virtualport = 0 ) where T : ConnectionManager, new()
{
var t = new T();
NetIdentity identity = serverId;
t.Connection = Internal.ConnectP2P( ref identity, virtualport );
SetConnectionInterface( t.Connection.Id, t );
var options = Array.Empty<NetKeyValue>();
t.Connection = Internal.ConnectP2P( ref identity, virtualport, options.Length, options );
SetConnectionManager( t.Connection.Id, t );
return t;
}
}