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use crate::networking_types::{NetworkingAvailabilityResult, NetworkingMessage};
use crate::{register_callback, Callback, Inner};
use std::convert::TryInto;
use std::ffi::{c_void, CStr};
use std::sync::Arc;
use steamworks_sys as sys;
/// Access to the steam networking sockets interface
pub struct NetworkingUtils<Manager> {
pub(crate) utils: *mut sys::ISteamNetworkingUtils,
pub(crate) inner: Arc<Inner<Manager>>,
}
unsafe impl<T> Send for NetworkingUtils<T> {}
unsafe impl<T> Sync for NetworkingUtils<T> {}
impl<Manager> NetworkingUtils<Manager> {
/// Allocate and initialize a message object. Usually the reason
/// you call this is to pass it to ISteamNetworkingSockets::SendMessages.
/// The returned object will have all of the relevant fields cleared to zero.
///
/// Optionally you can also request that this system allocate space to
/// hold the payload itself. If cbAllocateBuffer is nonzero, the system
/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
/// m_pData will point to the allocated buffer, m_cbSize will be set to the
/// size, and m_pfnFreeData will be set to the proper function to free up
/// the buffer.
///
/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
/// set each of these.
pub fn allocate_message(&self, buffer_size: usize) -> NetworkingMessage<Manager> {
unsafe {
let message =
sys::SteamAPI_ISteamNetworkingUtils_AllocateMessage(self.utils, buffer_size as _);
NetworkingMessage {
message,
_inner: self.inner.clone(),
}
}
}
/// If you know that you are going to be using the relay network (for example,
/// because you anticipate making P2P connections), call this to initialize the
/// relay network. If you do not call this, the initialization will
/// be delayed until the first time you use a feature that requires access
/// to the relay network, which will delay that first access.
///
/// You can also call this to force a retry if the previous attempt has failed.
/// Performing any action that requires access to the relay network will also
/// trigger a retry, and so calling this function is never strictly necessary,
/// but it can be useful to call it a program launch time, if access to the
/// relay network is anticipated.
///
/// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
/// callbacks to know when initialization has completed.
/// Typically initialization completes in a few seconds.
///
/// Note: dedicated servers hosted in known data centers do *not* need
/// to call this, since they do not make routing decisions. However, if
/// the dedicated server will be using P2P functionality, it will act as
/// a "client" and this should be called.
pub fn init_relay_network_access(&self) {
unsafe {
sys::SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess(self.utils);
}
}
/// Fetch current status of the relay network.
///
/// If you want more detailed information use [`detailed_relay_network_status`](#method.detailed_relay_network_status) instead.
pub fn relay_network_status(&self) -> NetworkingAvailabilityResult {
unsafe {
sys::SteamAPI_ISteamNetworkingUtils_GetRelayNetworkStatus(
self.utils,
std::ptr::null_mut(),
)
.try_into()
}
}
/// Fetch current detailed status of the relay network.
pub fn detailed_relay_network_status(&self) -> RelayNetworkStatus {
unsafe {
let mut status = sys::SteamRelayNetworkStatus_t {
m_eAvail: sys::ESteamNetworkingAvailability::k_ESteamNetworkingAvailability_Unknown,
m_bPingMeasurementInProgress: 0,
m_eAvailNetworkConfig:
sys::ESteamNetworkingAvailability::k_ESteamNetworkingAvailability_Unknown,
m_eAvailAnyRelay:
sys::ESteamNetworkingAvailability::k_ESteamNetworkingAvailability_Unknown,
m_debugMsg: [0; 256],
};
sys::SteamAPI_ISteamNetworkingUtils_GetRelayNetworkStatus(self.utils, &mut status);
status.into()
}
}
/// Register the callback for relay network status updates.
///
/// Calling this more than once replaces the previous callback.
pub fn relay_network_status_callback(
&self,
mut callback: impl FnMut(RelayNetworkStatus) + Send + 'static,
) {
unsafe {
register_callback(&self.inner, move |status: RelayNetworkStatusCallback| {
callback(status.status);
});
}
}
}
pub struct RelayNetworkStatus {
availability: NetworkingAvailabilityResult,
is_ping_measurement_in_progress: bool,
network_config: NetworkingAvailabilityResult,
any_relay: NetworkingAvailabilityResult,
debugging_message: String,
}
impl RelayNetworkStatus {
/// Summary status. When this is "current", initialization has
/// completed. Anything else means you are not ready yet, or
/// there is a significant problem.
pub fn availability(&self) -> NetworkingAvailabilityResult {
self.availability.clone()
}
/// True if latency measurement is in progress (or pending, awaiting a prerequisite).
pub fn is_ping_measurement_in_progress(&self) -> bool {
self.is_ping_measurement_in_progress
}
/// Status obtaining the network config. This is a prerequisite
/// for relay network access.
///
/// Failure to obtain the network config almost always indicates
/// a problem with the local internet connection.
pub fn network_config(&self) -> NetworkingAvailabilityResult {
self.network_config.clone()
}
/// Current ability to communicate with ANY relay. Note that
/// the complete failure to communicate with any relays almost
/// always indicates a problem with the local Internet connection.
/// (However, just because you can reach a single relay doesn't
/// mean that the local connection is in perfect health.)
pub fn any_relay(&self) -> NetworkingAvailabilityResult {
self.any_relay.clone()
}
/// Non-localized English language status. For diagnostic/debugging
/// purposes only.
pub fn debugging_message(&self) -> &str {
&self.debugging_message
}
}
impl From<sys::SteamRelayNetworkStatus_t> for RelayNetworkStatus {
fn from(status: steamworks_sys::SteamRelayNetworkStatus_t) -> Self {
unsafe {
Self {
availability: status.m_eAvail.try_into(),
is_ping_measurement_in_progress: status.m_bPingMeasurementInProgress != 0,
network_config: status.m_eAvailNetworkConfig.try_into(),
any_relay: status.m_eAvailAnyRelay.try_into(),
debugging_message: CStr::from_ptr(status.m_debugMsg.as_ptr())
.to_str()
.expect("invalid debug string")
.to_owned(),
}
}
}
}
/// The relay network status callback.
struct RelayNetworkStatusCallback {
status: RelayNetworkStatus,
}
unsafe impl Callback for RelayNetworkStatusCallback {
const ID: i32 = sys::SteamRelayNetworkStatus_t_k_iCallback as _;
const SIZE: i32 = std::mem::size_of::<sys::SteamRelayNetworkStatus_t>() as _;
unsafe fn from_raw(raw: *mut c_void) -> Self {
let status = *(raw as *mut sys::SteamRelayNetworkStatus_t);
Self {
status: status.into(),
}
}
}
#[cfg(test)]
mod tests {
use crate::Client;
use std::time::Duration;
#[test]
fn test_get_networking_status() {
let (client, single) = Client::init().unwrap();
std::thread::spawn(move || single.run_callbacks());
let utils = client.networking_utils();
let status = utils.detailed_relay_network_status();
println!(
"status: {:?}, network_config: {:?}, any_relay: {:?}, message: {}",
status.availability(),
status.network_config(),
status.any_relay(),
status.debugging_message()
);
utils.init_relay_network_access();
let status = utils.detailed_relay_network_status();
println!(
"status: {:?}, network_config: {:?}, any_relay: {:?}, message: {}",
status.availability(),
status.network_config(),
status.any_relay(),
status.debugging_message()
);
std::thread::sleep(Duration::from_millis(500));
let status = utils.detailed_relay_network_status();
println!(
"status: {:?}, network_config: {:?}, any_relay: {:?}, message: {}",
status.availability(),
status.network_config(),
status.any_relay(),
status.debugging_message()
);
}
}