175 lines
6.2 KiB
C#
175 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Steamworks.Data;
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namespace Steamworks
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{
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/// <summary>
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/// Class for utilizing the Steam Network API.
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/// </summary>
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public class SteamNetworking : SteamSharedClass<SteamNetworking>
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{
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internal static ISteamNetworking? Internal => Interface as ISteamNetworking;
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internal override bool InitializeInterface( bool server )
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{
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SetInterface( server, new ISteamNetworking( server ) );
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if ( Interface is null || Interface.Self == IntPtr.Zero ) return false;
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InstallEvents( server );
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return true;
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}
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internal static void InstallEvents( bool server )
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{
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Dispatch.Install<P2PSessionRequest_t>( x => OnP2PSessionRequest?.Invoke( x.SteamIDRemote ), server );
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Dispatch.Install<P2PSessionConnectFail_t>( x => OnP2PConnectionFailed?.Invoke( x.SteamIDRemote, (P2PSessionError) x.P2PSessionError ), server );
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}
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public static void ResetActions()
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{
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OnP2PSessionRequest = null;
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OnP2PConnectionFailed = null;
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}
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/// <summary>
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/// Invoked when a <see cref="SteamId"/> wants to send the current user a message. You should respond by calling <see cref="AcceptP2PSessionWithUser(SteamId)"/>
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/// if you want to recieve their messages.
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/// </summary>
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public static Action<SteamId>? OnP2PSessionRequest;
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/// <summary>
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/// Invoked when packets can't get through to the specified user.
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/// All queued packets unsent at this point will be dropped, further attempts
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/// to send will retry making the connection (but will be dropped if we fail again).
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/// </summary>
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public static Action<SteamId, P2PSessionError>? OnP2PConnectionFailed;
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/// <summary>
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/// This should be called in response to a <see cref="OnP2PSessionRequest"/>.
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/// </summary>
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public static bool AcceptP2PSessionWithUser( SteamId user ) => Internal != null && Internal.AcceptP2PSessionWithUser( user );
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/// <summary>
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/// Allow or disallow P2P connects to fall back on Steam server relay if direct
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/// connection or NAT traversal can't be established. Applies to connections
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/// created after setting or old connections that need to reconnect.
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/// </summary>
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public static bool AllowP2PPacketRelay( bool allow ) => Internal != null && Internal.AllowP2PPacketRelay( allow );
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/// <summary>
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/// This should be called when you're done communicating with a user, as this will
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/// free up all of the resources allocated for the connection under-the-hood.
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/// If the remote user tries to send data to you again, a new <see cref="OnP2PSessionRequest"/>
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/// callback will be posted
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/// </summary>
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public static bool CloseP2PSessionWithUser( SteamId user ) => Internal != null && Internal.CloseP2PSessionWithUser( user );
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/// <summary>
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/// Checks if a P2P packet is available to read.
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/// </summary>
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public static bool IsP2PPacketAvailable( int channel = 0 )
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{
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uint _ = 0;
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return Internal != null && Internal.IsP2PPacketAvailable( ref _, channel );
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}
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/// <summary>
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/// Checks if a P2P packet is available to read, and gets the size of the message if there is one.
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/// </summary>
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public static bool IsP2PPacketAvailable( out uint msgSize, int channel = 0 )
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{
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msgSize = 0;
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return Internal != null && Internal.IsP2PPacketAvailable( ref msgSize, channel );
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}
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/// <summary>
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/// Reads in a packet that has been sent from another user via <c>SendP2PPacket</c>.
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/// </summary>
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public unsafe static P2Packet? ReadP2PPacket( int channel = 0 )
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{
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uint size = 0;
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if ( Internal is null || !Internal.IsP2PPacketAvailable( ref size, channel ) )
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return null;
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var buffer = Helpers.TakeBuffer( (int) size );
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fixed ( byte* p = buffer )
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{
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SteamId steamid = 1;
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if ( !Internal.ReadP2PPacket( (IntPtr)p, (uint) buffer.Length, ref size, ref steamid, channel ) || size == 0 )
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return null;
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var data = new byte[size];
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Array.Copy( buffer, 0, data, 0, size );
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return new P2Packet
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{
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SteamId = steamid,
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Data = data
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};
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}
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}
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/// <summary>
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/// Reads in a packet that has been sent from another user via <c>SendP2PPacket</c>.
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/// </summary>
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public unsafe static bool ReadP2PPacket( byte[] buffer, ref uint size, ref SteamId steamid, int channel = 0 )
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{
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fixed (byte* p = buffer) {
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return Internal != null && Internal.ReadP2PPacket( (IntPtr)p, (uint)buffer.Length, ref size, ref steamid, channel );
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}
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}
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/// <summary>
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/// Reads in a packet that has been sent from another user via <c>SendP2PPacket</c>.
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/// </summary>
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public unsafe static bool ReadP2PPacket( byte* buffer, uint cbuf, ref uint size, ref SteamId steamid, int channel = 0 )
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{
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return Internal != null && Internal.ReadP2PPacket( (IntPtr)buffer, cbuf, ref size, ref steamid, channel );
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}
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/// <summary>
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/// Sends a P2P packet to the specified user.
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/// This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections.
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/// NOTE: The first packet send may be delayed as the NAT-traversal code runs.
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/// </summary>
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public static unsafe bool SendP2PPacket( SteamId steamid, byte[] data, int length = -1, int nChannel = 0, P2PSend sendType = P2PSend.Reliable )
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{
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if ( length <= 0 )
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length = data.Length;
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fixed ( byte* p = data )
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{
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return Internal != null && Internal.SendP2PPacket( steamid, (IntPtr)p, (uint)length, (P2PSend)sendType, nChannel );
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}
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}
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/// <summary>
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/// Sends a P2P packet to the specified user.
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/// This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections.
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/// NOTE: The first packet send may be delayed as the NAT-traversal code runs.
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/// </summary>
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public static unsafe bool SendP2PPacket( SteamId steamid, byte* data, uint length, int nChannel = 1, P2PSend sendType = P2PSend.Reliable )
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{
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return Internal != null && Internal.SendP2PPacket( steamid, (IntPtr)data, (uint)length, (P2PSend)sendType, nChannel );
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}
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public static P2PSessionState? GetP2PSessionState( SteamId steamid )
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{
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P2PSessionState_t state = new P2PSessionState_t();
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if (Internal != null && Internal.GetP2PSessionState(steamid, ref state))
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{
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return new P2PSessionState(state);
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}
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return null;
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}
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}
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}
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