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main.rs
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main.rs
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use gns::sys::*;
use gns::*;
use std::{
collections::HashMap,
net::Ipv6Addr,
sync::mpsc::{self, Receiver},
time::{Duration, Instant},
};
// **unwrap** must be banned in production. unless you **know** what you are doing.
fn server(port: u16) {
// Initialize valve GameNetworkingSocket library, this handle is unique, creating 2 instance would fail.
// Dropping/recreating the instance is allowed though.
// **unwrap** must be banned in production.
let gns_global = GnsGlobal::get().unwrap();
// **unwrap** must be banned in production.
let gns_utils = GnsUtils::new().unwrap();
// Add fake 1000ms ping to everyone connecting.
// **unwrap** must be banned in production.
gns_utils
.set_global_config_value(
ESteamNetworkingConfigValue::k_ESteamNetworkingConfig_FakePacketLag_Recv,
GnsConfig::Int32(1000),
)
.unwrap();
// Minimalistic server state.
// Map from client -> nickname.
// The nickname is autogenerated (nonce incremented for each new connection).
let mut connected_clients = HashMap::<GnsConnection, String>::new();
let mut nonce = 0;
// Initialize the server.
// Note that GnsSocket implement drop for both server/client.
// For the server, the listen socket + poll group are closed/cleaned up.
// For the client, the connection is closed.
let server = GnsSocket::new(&gns_global, &gns_utils)
// **unwrap** must be banned in production.
.unwrap()
.listen(Ipv6Addr::LOCALHOST.into(), port)
// **unwrap** must be banned in production.
.unwrap();
// Setup debugging to log everything.
// The current rust implementation flush the log in stdout.
server.utils().enable_debug_output(
ESteamNetworkingSocketsDebugOutputType::k_ESteamNetworkingSocketsDebugOutputType_Everything,
|ty, message| println!("{:#?}: {}", ty, message),
);
let mut last_update = Instant::now();
loop {
// Every 10 seconds, for each clients, print some stats:
// IP, Ping, Outgoing bytes per sec, Incoming bytes per sec...
let now = Instant::now();
let elapsed = now - last_update;
if elapsed.as_secs() > 10 {
last_update = now;
for (client, nick) in connected_clients.clone().into_iter() {
// **unwrap** must be banned in production.
let info = server.get_connection_info(client).unwrap();
// **unwrap** must be banned in production.
let (status, _) = server.get_connection_real_time_status(client, 0).unwrap();
println!(
"== Client {:#?}\n\tIP: {:#?}\n\tPing: {:#?}\n\tOut/sec: {:#?}\n\tIn/sec: {:#?}",
nick,
info.remote_address(),
status.ping(),
status.out_bytes_per_sec(),
status.in_bytes_per_sec(),
);
}
}
// Poll internal callbacks
server.poll_callbacks();
// Broadcast a message to the provided clients.
// We first build a list of messages and then send them.
let broadcast_chat = |clients: Vec<GnsConnection>, title: &str, content: &str| {
let messages = clients
.clone()
.into_iter()
.map(|client| {
server.utils().allocate_message(
client,
k_nSteamNetworkingSend_Reliable,
format!("[{}]: {}", title, content).as_bytes(),
)
})
.collect::<Vec<_>>();
// Here we should check whether all messages were successfully sent with the result.
server.send_messages(messages);
};
// Process connections events.
let _events_processed = server.poll_event::<100>(|event| {
match (event.old_state(), event.info().state()) {
// A client is about to connect, accept it.
(
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_None,
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_Connecting,
) => {
let result = server.accept(event.connection());
println!("GnsSocket<Server>: accepted new client: {:#?}.", result);
if result.is_ok() {
connected_clients.insert(event.connection(), nonce.to_string());
broadcast_chat(
connected_clients.keys().copied().collect(),
"Server",
&format!("A new user joined us, weclome {}", nonce),
);
nonce += 1;
}
println!("GnsSocket<Server>: number of clients: {:#?}.", connected_clients.len());
}
// A client is connected, we previously accepted it and don't do anything here.
// In a more sophisticated scenario we could initial sending some messages.
(
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_Connecting,
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_Connected,
) => {
}
(_, ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_ClosedByPeer | ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_ProblemDetectedLocally) => {
// Remove the client from the list and close the connection.
let conn = event.connection();
println!("GnsSocket<Server>: {:#?} disconnected", conn);
let nickname = &connected_clients[&conn];
broadcast_chat(
connected_clients.keys().copied().collect(),
"Server",
&format!("[{}] lost faith.", nickname),
);
connected_clients.remove(&conn);
// Make sure we cleanup the connection, mandatory as per GNS doc.
server.close_connection(conn, 0, "", false);
}
// A client state is changing, perhaps disconnecting
// If a client disconnected and it's connection get cleaned up, its state goes back to `ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_None`
(previous, current) => {
println!("GnsSocket<Server>: {:#?} => {:#?}.", previous, current);
}
}
});
// Process some messages, we arbitrary define 100 as being the max number of messages we can handle per iteration.
let _messages_processed = server.poll_messages::<100>(|message| {
// **unwrap** must be banned in production.
let chat_message = core::str::from_utf8(message.payload()).unwrap();
println!("Boarcasting {}", chat_message);
let sender = message.connection();
let sender_nickname = &connected_clients[&sender];
broadcast_chat(
connected_clients.keys().copied().collect(),
&sender_nickname,
chat_message,
);
});
std::thread::sleep(Duration::from_millis(10))
}
}
fn user_input() -> Receiver<String> {
let (tx, rx) = mpsc::channel();
std::thread::spawn(move || loop {
let mut line = String::new();
// **unwrap** must be banned in production.
std::io::stdin().read_line(&mut line).unwrap();
// **unwrap** must be banned in production.
tx.send(line).unwrap();
});
rx
}
// Everything is pretty similar to the server.
fn client(port: u16) {
// **unwrap** must be banned in production.
let gns_global = GnsGlobal::get().unwrap();
// **unwrap** must be banned in production.
let gns_utils = GnsUtils::new().unwrap();
let client = GnsSocket::new(&gns_global, &gns_utils)
// **unwrap** must be banned in production.
.unwrap()
.connect(Ipv6Addr::LOCALHOST.into(), port)
// **unwrap** must be banned in production.
.unwrap();
client.utils().enable_debug_output(
ESteamNetworkingSocketsDebugOutputType::k_ESteamNetworkingSocketsDebugOutputType_Everything,
|ty, message| println!("{:#?}: {}", ty, message),
);
let user_input_stream = user_input();
'a: loop {
client.poll_callbacks();
// Process some messages, we arbitrary define 100 as being the max number of messages we can handle per iteration.
let _messages_processed = client.poll_messages::<100>(|message| {
println!(
"(Chat) {}",
// **unwrap** must be banned in production.
core::str::from_utf8(message.payload()).unwrap()
);
});
let mut quit = false;
let _ =
client.poll_event::<100>(|event| match (event.old_state(), event.info().state()) {
(
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_None,
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_Connecting,
) => {
println!("GnsSocket<Client>: connecting to server.");
}
(
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_Connecting,
ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_Connected,
) => {
println!("GnsSocket<Client>: connected to server.");
}
(_, ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_ClosedByPeer | ESteamNetworkingConnectionState::k_ESteamNetworkingConnectionState_ProblemDetectedLocally) => {
// We got disconnected or lost the connection.
println!("GnsSocket<Client>: ET phone home.");
quit = true;
}
(previous, current) => {
println!("GnsSocket<Client>: {:#?} => {:#?}.", previous, current);
}
});
if quit {
break 'a;
}
for input in user_input_stream.try_iter() {
let input = input.trim();
if input == "quit" {
break 'a;
}
client.send_messages(vec![client.utils().allocate_message(
client.connection(),
k_nSteamNetworkingSend_Reliable,
input.as_bytes(),
)]);
}
std::thread::sleep(Duration::from_millis(10))
}
}
fn main() {
let args: Vec<String> = std::env::args().collect();
let port = 55000;
match args.get(1).expect("server or client expected").as_str() {
"server" => {
server(port);
}
"client" => {
client(port);
}
_ => panic!("either client or server"),
}
}