//========= Copyright Valve Corporation, All rights reserved. ============// // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // $Header: $ // $NoKeywords: $ // // Material editor //============================================================================= #include #include "appframework/appframework.h" #include "networksystem/inetworksystem.h" #include "networksystem/inetworkmessage.h" #include "bitbuf.h" #include "filesystem.h" #include "filesystem_init.h" #include "tier0/icommandline.h" #include "vstdlib/cvar.h" //----------------------------------------------------------------------------- // Singleton interfaces //----------------------------------------------------------------------------- IFileSystem *g_pFileSystem; INetworkSystem *g_pNetworkSystem; //----------------------------------------------------------------------------- // Purpose: Warning/Msg call back through this API // Input : type - // *pMsg - // Output : SpewRetval_t //----------------------------------------------------------------------------- SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg ) { OutputDebugString( pMsg ); if ( type == SPEW_ASSERT ) { DebuggerBreak(); } return SPEW_CONTINUE; } //----------------------------------------------------------------------------- // The application object //----------------------------------------------------------------------------- class CNetworkTestApp : public CSteamAppSystemGroup { typedef CSteamAppSystemGroup BaseClass; public: // Methods of IApplication virtual bool Create(); virtual bool PreInit( ); virtual int Main(); virtual void PostShutdown( ); virtual void Destroy(); virtual const char *GetAppName() { return "NetworkTest"; } virtual bool AppUsesReadPixels() { return false; } private: // Window management bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h ); // Sets up the game path bool SetupSearchPaths(); HWND m_HWnd; }; DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CNetworkTestApp ); //----------------------------------------------------------------------------- // Create all singleton systems //----------------------------------------------------------------------------- bool CNetworkTestApp::Create() { SpewOutputFunc( SpewFunc ); // Add in the cvar factory AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() ); AddSystem( cvarModule, CVAR_INTERFACE_VERSION ); AppSystemInfo_t appSystems[] = { { "networksystem.dll", NETWORKSYSTEM_INTERFACE_VERSION }, { "", "" } // Required to terminate the list }; if ( !AddSystems( appSystems ) ) return false; g_pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION ); g_pNetworkSystem = (INetworkSystem*)FindSystem( NETWORKSYSTEM_INTERFACE_VERSION ); if (!g_pFileSystem || !g_pNetworkSystem ) return false; return true; } void CNetworkTestApp::Destroy() { g_pFileSystem = NULL; g_pNetworkSystem = NULL; } //----------------------------------------------------------------------------- // Window management //----------------------------------------------------------------------------- bool CNetworkTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h ) { WNDCLASSEX wc; memset( &wc, 0, sizeof( wc ) ); wc.cbSize = sizeof( wc ); wc.style = CS_OWNDC | CS_DBLCLKS; wc.lpfnWndProc = DefWindowProc; wc.hInstance = (HINSTANCE)GetAppInstance(); wc.lpszClassName = "Valve001"; wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) ); wc.hIconSm = wc.hIcon; RegisterClassEx( &wc ); // Note, it's hidden DWORD style = WS_POPUP | WS_CLIPSIBLINGS; if ( bWindowed ) { // Give it a frame style |= WS_OVERLAPPEDWINDOW; style &= ~WS_THICKFRAME; } // Never a max box style &= ~WS_MAXIMIZEBOX; RECT windowRect; windowRect.top = 0; windowRect.left = 0; windowRect.right = w; windowRect.bottom = h; // Compute rect needed for that size client area based on window style AdjustWindowRectEx(&windowRect, style, FALSE, 0); // Create the window m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, NULL, NULL, (HINSTANCE)GetAppInstance(), NULL ); if (!m_HWnd) return false; int CenterX, CenterY; CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2; CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2; CenterX = (CenterX < 0) ? 0: CenterX; CenterY = (CenterY < 0) ? 0: CenterY; // In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window. SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0, SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME); return true; } //----------------------------------------------------------------------------- // Sets up the game path //----------------------------------------------------------------------------- bool CNetworkTestApp::SetupSearchPaths() { CFSSteamSetupInfo steamInfo; steamInfo.m_pDirectoryName = NULL; steamInfo.m_bOnlyUseDirectoryName = false; steamInfo.m_bToolsMode = true; steamInfo.m_bSetSteamDLLPath = true; steamInfo.m_bSteam = g_pFileSystem->IsSteam(); if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK ) return false; CFSMountContentInfo fsInfo; fsInfo.m_pFileSystem = g_pFileSystem; fsInfo.m_bToolsMode = true; fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath; if ( FileSystem_MountContent( fsInfo ) != FS_OK ) return false; // Finally, load the search paths for the "GAME" path. CFSSearchPathsInit searchPathsInit; searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath; searchPathsInit.m_pFileSystem = g_pFileSystem; if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK ) return false; g_pFileSystem->AddSearchPath( steamInfo.m_GameInfoPath, "SKIN", PATH_ADD_TO_HEAD ); char platform[MAX_PATH]; Q_strncpy( platform, steamInfo.m_GameInfoPath, MAX_PATH ); Q_StripTrailingSlash( platform ); Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH ); g_pFileSystem->AddSearchPath( platform, "PLATFORM" ); return true; } //----------------------------------------------------------------------------- // PreInit, PostShutdown //----------------------------------------------------------------------------- bool CNetworkTestApp::PreInit( ) { // Add paths... if ( !SetupSearchPaths() ) return false; const char *pArg; int iWidth = 1024; int iHeight = 768; bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL); if (CommandLine()->CheckParm( "-width", &pArg )) { iWidth = atoi( pArg ); } if (CommandLine()->CheckParm( "-height", &pArg )) { iHeight = atoi( pArg ); } if (!CreateAppWindow( "NetworkTest", bWindowed, iWidth, iHeight )) return false; return true; } void CNetworkTestApp::PostShutdown( ) { } //----------------------------------------------------------------------------- // Network message ids //----------------------------------------------------------------------------- enum { TEST_GROUP = NETWORKSYSTEM_FIRST_GROUP, }; enum { TEST_MESSAGE_1 = 0, }; //----------------------------------------------------------------------------- // Test network message //----------------------------------------------------------------------------- class CTestNetworkMessage : public CNetworkMessage { public: CTestNetworkMessage() { SetReliable( false ); } CTestNetworkMessage( int nValue ) : m_Data( nValue ) { SetReliable( false ); } DECLARE_BASE_MESSAGE( TEST_GROUP, TEST_MESSAGE_1, "Test Message 1" ) bool Process(); int m_Data; }; bool CTestNetworkMessage::WriteToBuffer( bf_write &buffer ) { buffer.WriteShort( m_Data ); return !buffer.IsOverflowed(); } bool CTestNetworkMessage::ReadFromBuffer( bf_read &buffer ) { m_Data = buffer.ReadShort(); return !buffer.IsOverflowed(); } bool CTestNetworkMessage::Process() { Msg( "Received test message %d\n", m_Data ); return true; } //----------------------------------------------------------------------------- // main application //----------------------------------------------------------------------------- int CNetworkTestApp::Main() { // Network messages must be registered before the server or client is started g_pNetworkSystem->RegisterMessage( new CTestNetworkMessage() ); int nRetVal = 0; if ( !g_pNetworkSystem->StartServer( ) ) return 0; if ( !g_pNetworkSystem->StartClient( ) ) goto shutdownServer; // Set the channel up for receiving INetChannel *pChan = g_pNetworkSystem->ConnectClientToServer( "localhost", 27001 ); if ( !pChan ) goto shutdownClient; INetChannel *pServerChan = NULL; { while( true ) { // Helps avoid a buffer overflow Sleep( 1 ); // Send a message out if ( pChan->GetConnectionState() == CONNECTION_STATE_CONNECTED ) { CTestNetworkMessage msg( 5 ); pChan->AddNetMsg( &msg, false ); msg.m_Data = 4; pChan->AddNetMsg( &msg, false ); } if ( pServerChan ) { CTestNetworkMessage msg( 6 ); pServerChan->AddNetMsg( &msg, false ); msg.m_Data = 7; pServerChan->AddNetMsg( &msg, false ); } g_pNetworkSystem->ClientSendMessages(); g_pNetworkSystem->ServerReceiveMessages(); g_pNetworkSystem->ServerSendMessages(); g_pNetworkSystem->ClientReceiveMessages(); NetworkEvent_t *pEvent = g_pNetworkSystem->FirstNetworkEvent(); for ( ; pEvent; pEvent = g_pNetworkSystem->NextNetworkEvent( ) ) { switch ( pEvent->m_nType ) { case NETWORK_EVENT_CONNECTED: pServerChan = ((NetworkConnectionEvent_t*)pEvent)->m_pChannel; break; case NETWORK_EVENT_DISCONNECTED: if ( pServerChan == ((NetworkDisconnectionEvent_t*)pEvent)->m_pChannel ) { pServerChan = NULL; } break; case NETWORK_EVENT_MESSAGE_RECEIVED: { NetworkMessageReceivedEvent_t *pReceivedEvent = static_cast( pEvent ); if ( ( pReceivedEvent->m_pNetworkMessage->GetGroup() == TEST_GROUP ) && ( pReceivedEvent->m_pNetworkMessage->GetType() == TEST_MESSAGE_1 ) ) { static_cast( pReceivedEvent->m_pNetworkMessage )->Process(); } } break; } } } nRetVal = 1; g_pNetworkSystem->DisconnectClientFromServer( pChan ); } shutdownClient: g_pNetworkSystem->ShutdownClient( ); shutdownServer: g_pNetworkSystem->ShutdownServer( ); return nRetVal; }