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example_chat.cpp
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example_chat.cpp
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//====== 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
(void)rc; // Unused formal parameter
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
{
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;
SteamNetworkingConfigValue_t opt;
opt.SetPtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)SteamNetConnectionStatusChangedCallback );
m_hListenSock = m_pInterface->CreateListenSocketIP( serverLocalAddr, 1, &opt );
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 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 );
}
void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t *pInfo )
{
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;
}
}
static ChatServer *s_pCallbackInstance;
static void SteamNetConnectionStatusChangedCallback( SteamNetConnectionStatusChangedCallback_t *pInfo )
{
s_pCallbackInstance->OnSteamNetConnectionStatusChanged( pInfo );
}
void PollConnectionStateChanges()
{
s_pCallbackInstance = this;
m_pInterface->RunCallbacks();
}
};
ChatServer *ChatServer::s_pCallbackInstance = nullptr;
/////////////////////////////////////////////////////////////////////////////
//
// ChatClient
//
/////////////////////////////////////////////////////////////////////////////
class ChatClient
{
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 );
SteamNetworkingConfigValue_t opt;
opt.SetPtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)SteamNetConnectionStatusChangedCallback );
m_hConnection = m_pInterface->ConnectByIPAddress( serverAddr, 1, &opt );
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 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 );
}
}
void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t *pInfo )
{
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;
}
}
static ChatClient *s_pCallbackInstance;
static void SteamNetConnectionStatusChangedCallback( SteamNetConnectionStatusChangedCallback_t *pInfo )
{
s_pCallbackInstance->OnSteamNetConnectionStatusChanged( pInfo );
}
void PollConnectionStateChanges()
{
s_pCallbackInstance = this;
m_pInterface->RunCallbacks();
}
};
ChatClient *ChatClient::s_pCallbackInstance = nullptr;
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);
}