quantum-space-buddies/FizzySteamworks/FizzySteamworks.cs
2023-06-09 23:57:11 +01:00

229 lines
4.4 KiB
C#

using Steamworks;
using System;
using UnityEngine;
namespace Mirror.FizzySteam;
public class FizzySteamworks : Transport
{
private const string STEAM_SCHEME = "steam";
private static SteamClient client;
private static SteamServer server;
[SerializeField]
public EP2PSend[] Channels = new EP2PSend[2] { EP2PSend.k_EP2PSendReliable, EP2PSend.k_EP2PSendUnreliableNoDelay };
[Tooltip("Timeout for connecting in seconds.")]
public int Timeout = 25;
private void OnEnable()
{
Debug.Assert(Channels != null && Channels.Length > 0, "No channel configured for FizzySteamworks.");
Invoke(nameof(InitRelayNetworkAccess), 1f);
}
public override void ClientEarlyUpdate()
{
if (enabled)
{
client?.ReceiveData();
}
}
public override void ServerEarlyUpdate()
{
if (enabled)
{
server?.ReceiveData();
}
}
public override void ClientLateUpdate()
{
if (enabled)
{
client?.FlushData();
}
}
public override void ServerLateUpdate()
{
if (enabled)
{
server?.FlushData();
}
}
public override bool ClientConnected() => ClientActive() && client.Connected;
public override void ClientConnect(string address)
{
try
{
SteamNetworkingUtils.InitRelayNetworkAccess();
InitRelayNetworkAccess();
if (ServerActive())
{
Debug.LogError("Transport already running as server!");
return;
}
if (!ClientActive() || client.Error)
{
Debug.Log($"Starting client [SteamSockets], target address {address}.");
client = SteamClient.CreateClient(this, address);
}
else
{
Debug.LogError("Client already running!");
}
}
catch (Exception ex)
{
Debug.LogError("Exception: " + ex.Message + ". Client could not be started.");
OnClientDisconnected.Invoke();
}
}
public override void ClientConnect(Uri uri)
{
if (uri.Scheme != STEAM_SCHEME)
{
throw new ArgumentException($"Invalid url {uri}, use {STEAM_SCHEME}://SteamID instead", nameof(uri));
}
ClientConnect(uri.Host);
}
public override void ClientSend(ArraySegment<byte> segment, int channelId)
{
var data = new byte[segment.Count];
Array.Copy(segment.Array, segment.Offset, data, 0, segment.Count);
client.Send(data, channelId);
}
public override void ClientDisconnect()
{
if (ClientActive())
{
Shutdown();
}
}
public bool ClientActive() => client != null;
public override bool ServerActive() => server != null;
public override void ServerStart()
{
try
{
SteamNetworkingUtils.InitRelayNetworkAccess();
InitRelayNetworkAccess();
if (ClientActive())
{
Debug.LogError("Transport already running as client!");
return;
}
if (!ServerActive())
{
Debug.Log($"Starting server [SteamSockets].");
server = SteamServer.CreateServer(this, NetworkManager.singleton.maxConnections);
}
else
{
Debug.LogError("Server already started!");
}
}
catch (Exception ex)
{
Debug.LogException(ex);
return;
}
}
public override Uri ServerUri()
{
var steamBuilder = new UriBuilder
{
Scheme = STEAM_SCHEME,
Host = SteamUser.GetSteamID().m_SteamID.ToString()
};
return steamBuilder.Uri;
}
public override void ServerSend(int connectionId, ArraySegment<byte> segment, int channelId)
{
if (ServerActive())
{
var data = new byte[segment.Count];
Array.Copy(segment.Array, segment.Offset, data, 0, segment.Count);
server.Send(connectionId, data, channelId);
}
}
public override void ServerDisconnect(int connectionId)
{
if (ServerActive())
{
server.Disconnect(connectionId);
}
}
public override string ServerGetClientAddress(int connectionId) => ServerActive() ? server.ServerGetClientAddress(connectionId) : string.Empty;
public override void ServerStop()
{
if (ServerActive())
{
Shutdown();
}
}
public override void Shutdown()
{
if (server != null)
{
server.Shutdown();
server = null;
Debug.Log("Transport shut down - was server.");
}
if (client != null)
{
client.Disconnect();
client = null;
Debug.Log("Transport shut down - was client.");
}
}
public override int GetMaxPacketSize(int channelId)
=> Constants.k_cbMaxSteamNetworkingSocketsMessageSizeSend;
public override bool Available()
{
try
{
SteamNetworkingUtils.InitRelayNetworkAccess();
return true;
}
catch
{
return false;
}
}
private void InitRelayNetworkAccess()
{
try
{
SteamNetworkingUtils.InitRelayNetworkAccess();
}
catch { }
}
private void OnDestroy()
=> Shutdown();
}