forked from FizzCube/FizzySteamyMirror
-
Notifications
You must be signed in to change notification settings - Fork 7
/
Client.cs
253 lines (216 loc) · 8.65 KB
/
Client.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
using UnityEngine;
using System;
using Steamworks;
using System.Threading.Tasks;
namespace Mirror.FizzySteam
{
public class Client : Common
{
enum ConnectionState : byte {
DISCONNECTED,
CONNECTING,
CONNECTED
}
public event Action<Exception> OnReceivedError;
public event Action<byte[], int> OnReceivedData;
public event Action OnConnected;
public event Action OnDisconnected;
//how long to wait before connect timeout
public static int clientConnectTimeoutMS = 25000;
private ConnectionState state = ConnectionState.DISCONNECTED;
private CSteamID hostSteamID = CSteamID.Nil;
public bool Connecting { get { return state == ConnectionState.CONNECTING; } private set { if( value ) state = ConnectionState.CONNECTING; } }
public bool Connected {
get { return state == ConnectionState.CONNECTED; }
private set {
if (value)
{
bool wasConnecting = Connecting;
state = ConnectionState.CONNECTED;
if (wasConnecting)
{
OnConnected?.Invoke();
}
}
}
}
public bool Disconnected {
get { return state == ConnectionState.DISCONNECTED; }
private set {
if (value)
{
bool wasntDisconnected = !Disconnected;
state = ConnectionState.DISCONNECTED;
if (wasntDisconnected)
{
OnDisconnected?.Invoke();
}
deinitialise();
}
}
}
//internally used while connecting. Subscribe to onconnect and signal this task
TaskCompletionSource<Task> connectedComplete;
private void setConnectedComplete()
{
connectedComplete.SetResult(connectedComplete.Task);
}
System.Threading.CancellationTokenSource cancelToken;
public async void Connect(string host)
{
cancelToken = new System.Threading.CancellationTokenSource();
// not if already started
if (!Disconnected)
{
// exceptions are better than silence
Debug.LogError("Client already connected or connecting");
OnReceivedError?.Invoke(new Exception("Client already connected"));
return;
}
// We are connecting from now until Connect succeeds or fails
Connecting = true;
initialise();
try
{
hostSteamID = new CSteamID(Convert.ToUInt64(host));
InternalReceiveLoop();
connectedComplete = new TaskCompletionSource<Task>();
OnConnected += setConnectedComplete;
CloseP2PSessionWithUser(hostSteamID);
//Send a connect message to the steam client - this requests a connection with them
SendInternal(hostSteamID, connectMsgBuffer);
Task connectedCompleteTask = connectedComplete.Task;
if (await Task.WhenAny(connectedCompleteTask, Task.Delay(clientConnectTimeoutMS, cancelToken.Token)) != connectedCompleteTask)
{
//Timed out waiting for connection to complete
OnConnected -= setConnectedComplete;
Exception e = new Exception("Timed out while connecting");
OnReceivedError?.Invoke(e);
throw e;
}
OnConnected -= setConnectedComplete;
await ReceiveLoop();
}
catch (FormatException)
{
Debug.LogError("Failed to connect ERROR passing steam ID address");
OnReceivedError?.Invoke(new Exception("ERROR passing steam ID address"));
return;
}
catch (Exception ex)
{
Debug.LogError("Failed to connect " + ex);
OnReceivedError?.Invoke(ex);
}
finally
{
Disconnect();
}
}
public async void Disconnect()
{
if (!Disconnected)
{
SendInternal(hostSteamID, disconnectMsgBuffer);
Disconnected = true;
cancelToken.Cancel();
//Wait a short time before calling steams disconnect function so the message has time to go out
await Task.Delay(100);
CloseP2PSessionWithUser(hostSteamID);
}
}
private async Task ReceiveLoop()
{
Debug.Log("ReceiveLoop Start");
uint readPacketSize;
CSteamID clientSteamID;
try
{
byte[] receiveBuffer;
while (Connected)
{
for (int i = 0; i < channels.Length; i++) {
while (Receive(out readPacketSize, out clientSteamID, out receiveBuffer, i)) {
if (readPacketSize == 0) {
continue;
}
if (clientSteamID != hostSteamID) {
Debug.LogError("Received a message from an unknown");
continue;
}
// we received some data, raise event
OnReceivedData?.Invoke(receiveBuffer, i);
}
}
//not got a message - wait a bit more
await Task.Delay(TimeSpan.FromSeconds(secondsBetweenPolls));
}
}
catch (ObjectDisposedException) { }
Debug.Log("ReceiveLoop Stop");
}
protected override void OnNewConnectionInternal(P2PSessionRequest_t result)
{
Debug.Log("OnNewConnectionInternal in client");
if (hostSteamID == result.m_steamIDRemote)
{
SteamNetworking.AcceptP2PSessionWithUser(result.m_steamIDRemote);
} else
{
Debug.LogError("");
}
}
//start a async loop checking for internal messages and processing them. This includes internal connect negotiation and disconnect requests so runs outside "connected"
private async void InternalReceiveLoop()
{
Debug.Log("InternalReceiveLoop Start");
uint readPacketSize;
CSteamID clientSteamID;
try
{
while (!Disconnected)
{
while (ReceiveInternal(out readPacketSize, out clientSteamID))
{
if (readPacketSize != 1)
{
continue;
}
if (clientSteamID != hostSteamID)
{
Debug.LogError("Received an internal message from an unknown");
continue;
}
switch (receiveBufferInternal[0])
{
case (byte)InternalMessages.ACCEPT_CONNECT:
Connected = true;
break;
case (byte)InternalMessages.DISCONNECT:
Disconnected = true;
break;
}
}
//not got a message - wait a bit more
await Task.Delay(TimeSpan.FromSeconds(secondsBetweenPolls));
}
}
catch (ObjectDisposedException) { }
Debug.Log("InternalReceiveLoop Stop");
}
// send the data or throw exception
public bool Send(byte[] data, int channelId)
{
if (Connected)
{
Send(hostSteamID, data, channelToSendType(channelId), channelId);
return true;
}
else
{
throw new Exception("Not Connected");
//return false;
}
}
}
}