4,779 Commits over 1,371 Days - 0.15cph!
Steam Rich Present Join Game support for dedicated server by fake IP or steam id depending on connection type
Update servers list, fix NREs from things tryna access ISteamFriends when they're a dedicated server and that interface isnt loaded
Clean up all the logs, better reason code for invalid ticket closure
Properly leave closing remote connection, such as when they dont have a valid auth ticket
Make sure reason code is clamped properly - only call socket disconnect if previously connected
Cleanup
Added internal c# methods for steam auth ticket authentication with game server - add some log output for test
Set some defaults now stuff is working. Set authentication=true, fakeip=true, and sharedqueryport=true. Servers can be queried in-game, and hide the real IP of the dedi, can be connected to via fake ip or steamid. Oddly though, the Steam Server Browser does not list the server, unless fake ip is off - can look into resolving that later as I don't know who really uses that
More configuration for debugging purposes
Fix compile error, remove debug log
Fix IP Address byte order retrieved from server list
Add steamnetworkingfakeip to steam headers vpc ..
Make sure we disconnect from the network when exiting the game (especially for dedicated servers, we need to clean up properly)
Request and use Fake Ip when starting a dedicated server (test)
Only pass the result, its all we need anyway
Move net config bootstrap stuff to c# so we can set it there, now can be set after steamgameserver init too for custom opts
Stun list test, fix game server callbacks for real, implement in dedi server
Revert "Fake Ip p2p socket test"
This reverts commit f3bece1dc379452f19b89fad20a1676149deb71a.
Extra debug convars
Reset auth back to false, at least we can toggle it internally now without rebuilding native
Add a way to get authentication status so I can debug it
Restore allow without auth - need to find out why it wont auth auto?
Strip that out - waste of time
Dedicated server max players, map name (or scene name if no map package), game name - ip address and port if specified, later we should only have steam ids
DedicatedServer.Init waits until logon complete - this is when we'll have our anon steamid,
Disconnect properly when returning to main menu in some circumstances
Add net_shared_query_port - default to false for now until it's working
Shut down should be called after LogOff
some housekeeping
Stash SocketShare stuff
Remove that stuff - it should be automatic but it isn't working rn
Need to set version gametag on server. Use query port
27016 until implementation of ISteamGameServer::HandleIncomingPacket et al )
Feel like I'm getting somewhere, but still won't list
Don't try add menu project if we're headless
If we're headless, we should shut down SteamGameServer when disconnecting from network system
Pass actual version into SteamGameServer init for version. Test server list cmd
Update Dedicated Server bootstrap logs
Dedicated Server (#1679)
* Initial branch commit for dedi server message routing
* Try to synchronize Connection State through ConnectionInfo where possible
* Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists
* TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well
* For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
* Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
* Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
* For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
* Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
* Serialize TargetMessage flags as byte
* system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
* Test logs
* Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that.
* Remove this log
* Remove unusued code
* Add NetTransmission flag support when using SendMessage via Steam Sockets
* Don't forget to add arg to header
* Clearer docs here, only log warning if networking debug is enabled here
* Some tidy up here
* Reset local connection state to Unconnected when closing network system - some debug log for other machine
* Close these connections
* Remove this log
* Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
* Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
* This bit isn't needed actually
* Test boot back to main menu
* Properly get when disconnected
* Use CollectionExtensions properly
* Fix test, re-add system member
* Fix this state
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Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
Initial branch commit for dedi server message routing
* Try to synchronize Connection State through ConnectionInfo where possible
* Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists
* TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well
* For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
Serialize TargetMessage flags as byte
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
Test logs
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that.
Remove this log
Remove unusued code
Add NetTransmission flag support when using SendMessage via Steam Sockets
Don't forget to add arg to header
Clearer docs here, only log warning if networking debug is enabled here
Some tidy up here
Reset local connection state to Unconnected when closing network system - some debug log for other machine
Close these connections
Remove this log
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
This bit isn't needed actually
Test boot back to main menu
Properly get when disconnected
Use CollectionExtensions properly
Fix test, re-add system member
Fix test, re-add system member
Initial branch commit for dedi server message routing
* Try to synchronize Connection State through ConnectionInfo where possible
* Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists
* TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well
* For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
Serialize TargetMessage flags as byte
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
Test logs
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that.
Remove this log
Remove unusued code
Add NetTransmission flag support when using SendMessage via Steam Sockets
Don't forget to add arg to header
Clearer docs here, only log warning if networking debug is enabled here
Some tidy up here
Reset local connection state to Unconnected when closing network system - some debug log for other machine
Close these connections
Remove this log
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
This bit isn't needed actually
Test boot back to main menu
Properly get when disconnected
Properly get when disconnected
Test boot back to main menu
This bit isn't needed actually
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
Update sbproj with DedicatedServerStartupScene
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
Reset local connection state to Unconnected when closing network system - some debug log for other machine