goldberg_emulator/lobby_connect.cpp
redpolline d1a0a68d4f Add relay daemon mode to lobby_connect.
This (along with the existing custom_broadcasts support) allows for users on different read: _routed_ subnets to see and connect to each other's games.

To use this mode:

Build lobby_connect and run it with the "-d" argument.

Create the custom_broadcasts.txt file in the steam_settings folder next to steam_api.dll / steam_api64.dll and put the IP address of the host running lobby_connect in it.

Run games.

Note: This should even work with existing installations, _provided_ that at least one of them creates the custom_broadcasts.txt file as described above.
(This is because existing installations use broadcast packets to establish new connections, forwarding all of their knowledge to each other.
 Thus having at least one host on the current subnet configured in this new way turns it into a "proxy" for the other hosts.)

Caveat: This will _NOT_ work if NAT is involved. This is due to the lack of NAT traversal support in the emu.
(I.e. The lobby_connect daemon will get the info from the NAT'ed hosts and forward it to the others, but hosts outside the NAT won't be able to connect.)

Signed-off-by: redpolline <11156324-redpolline@users.noreply.gitlab.com>
2024-01-10 04:30:17 -05:00

145 lines
5.8 KiB
C++

/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
/*
*/
#include "sdk_includes/steam_api.h"
#include "dll/common_includes.h"
#include <iostream>
#include <chrono>
#include <thread>
#include <string>
#include <vector>
#ifdef _WIN32
#include <windows.h>
#else
#endif
int main(int argc, char ** argv) {
bool broadcast_relay_daemon = false;
if (argc > 1) {
for (int x = 1; x < argc; x++) {
if (strcmp(argv[x], "-d") == 0) {
broadcast_relay_daemon = true;
}
}
}
if (SteamAPI_Init()) {
//Set appid to: LOBBY_CONNECT_APPID
SteamAPI_RestartAppIfNecessary(LOBBY_CONNECT_APPID);
if (broadcast_relay_daemon) {
std::cout << "Running in relay daemon mode. Press Ctrl+C to exit...." << std::endl;
std::cout.flush();
while (1) {
SteamAPI_RunCallbacks();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
}
} else {
std::cout << "This is a program to find lobbies and run the game with lobby connect parameters" << std::endl;
std::cout << "Api initialized, ";
top:
std::cout << "waiting a few seconds for connections:" << std::endl;
for (int i = 0; i < 10; ++i) {
SteamAPI_RunCallbacks();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
}
int friend_count = SteamFriends()->GetFriendCount(k_EFriendFlagAll);
std::cout << "People on the network: " << friend_count << std::endl;
for (int i = 0; i < friend_count; ++i) {
CSteamID id = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll);
const char *name = SteamFriends()->GetFriendPersonaName(id);
FriendGameInfo_t friend_info = {};
SteamFriends()->GetFriendGamePlayed(id, &friend_info);
std::cout << name << " is playing: " << friend_info.m_gameID.AppID() << std::endl;
}
std::cout << std::endl << "--------------Menu-------------" << std::endl << "\tappid\tname\tcommand line" << std::endl;
std::vector<std::string> arguments;
for (int i = 0; i < friend_count; ++i) {
CSteamID id = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll);
const char *name = SteamFriends()->GetFriendPersonaName(id);
const char *connect = SteamFriends()->GetFriendRichPresence( id, "connect");
FriendGameInfo_t friend_info = {};
SteamFriends()->GetFriendGamePlayed(id, &friend_info);
if (strlen(connect) > 0) {
std::cout << arguments.size() << "\t" << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
arguments.push_back(connect);
} else {
if (friend_info.m_steamIDLobby != k_steamIDNil) {
std::string connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
std::cout << arguments.size() << "\t" << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
arguments.push_back(connect);
}
}
}
std::cout << arguments.size() << ": Retry." << std::endl;
std::cout << std::endl << "Enter the number corresponding to your choice then press Enter." << std::endl;
unsigned int choice;
std::cin >> choice;
if (choice >= arguments.size()) goto top;
#ifdef _WIN32
std::cout << "starting the game with: " << arguments[choice] << std::endl << "Please select the game exe" << std::endl;
OPENFILENAMEA ofn;
char szFileName[MAX_PATH] = "";
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = 0;
ofn.lpstrFilter = "Exe Files (*.exe)\0*.exe\0All Files (*.*)\0*.*\0";
ofn.lpstrFile = szFileName;
ofn.nMaxFile = MAX_PATH;
ofn.Flags = OFN_EXPLORER | OFN_FILEMUSTEXIST | OFN_HIDEREADONLY;
ofn.lpstrDefExt = "txt";
if(GetOpenFileNameA(&ofn))
{
std::string filename = szFileName;
filename = "\"" + filename + "\" " + arguments[choice];
std::cout << filename << std::endl;
STARTUPINFOA lpStartupInfo;
PROCESS_INFORMATION lpProcessInfo;
ZeroMemory( &lpStartupInfo, sizeof( lpStartupInfo ) );
lpStartupInfo.cb = sizeof( lpStartupInfo );
ZeroMemory( &lpProcessInfo, sizeof( lpProcessInfo ) );
CreateProcessA( NULL,
const_cast<char *>(filename.c_str()), NULL, NULL,
NULL, NULL, NULL, NULL,
&lpStartupInfo,
&lpProcessInfo
);
}
#else
std::cout << "Please launch the game with these arguments: " << arguments[choice] << std::endl;
#endif
}
}
}