BeamMP-Launcher/VehicleNetwork.cpp
2020-04-24 18:55:27 +03:00

154 lines
5.2 KiB
C++

///
/// Created by Anonymous275 on 4/23/2020
///
#include <WinSock2.h>
#include <WS2tcpip.h>
#include <iostream>
#include <string>
#include <thread>
#include <queue>
extern bool TCPTerminate;
void Print(const std::string&MSG);
std::queue<std::string> VNTCPQueue;
extern std::queue<std::string> RUDPToSend;
#define DEFAULT_PORT "4446"
void Responder(const SOCKET *CS){
SOCKET ClientSocket = *CS;
int iSendResult;
while(!TCPTerminate){
while (!VNTCPQueue.empty()) {
VNTCPQueue.front() += "\n";
iSendResult = send(ClientSocket, VNTCPQueue.front().c_str(), VNTCPQueue.front().length(), 0);
if (iSendResult == SOCKET_ERROR) {
std::cout << "(VN) send failed with error: " << WSAGetLastError() << std::endl;
break;
} else {
if(iSendResult > 1000){
std::cout << "(Launcher->Game VN) Bytes sent: " << iSendResult << " : " << VNTCPQueue.front().substr(0,10)
<< VNTCPQueue.front().substr(VNTCPQueue.front().length()-10) << std::endl;
}
VNTCPQueue.pop();
}
}
std::this_thread::sleep_for(std::chrono::nanoseconds(1));
}
}
void VehicleNetworkStart(){
do {
std::cout << "VN on Start" << std::endl;
WSADATA wsaData;
int iResult;
SOCKET ListenSocket = INVALID_SOCKET;
SOCKET ClientSocket = INVALID_SOCKET;
struct addrinfo *result = nullptr;
struct addrinfo hints{};
int iSendResult;
char recvbuf[7507];
int recvbuflen = 6507;
// Initialize Winsock
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (iResult != 0) {
std::cout << "(VN) WSAStartup failed with error: " << iResult << std::endl;
std::cin.get();
exit(-1);
}
ZeroMemory(&hints, sizeof(hints));
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
hints.ai_flags = AI_PASSIVE;
// Resolve the server address and port
iResult = getaddrinfo(nullptr, DEFAULT_PORT, &hints, &result);
if (iResult != 0) {
std::cout << "(VN) getaddrinfo failed with error: " << iResult << std::endl;
WSACleanup();
break;
}
// Create a socket for connecting to server
ListenSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
if (ListenSocket == INVALID_SOCKET) {
std::cout << "(VN) socket failed with error: " << WSAGetLastError() << std::endl;
freeaddrinfo(result);
WSACleanup();
break;
}
// Setup the TCP listening socket
iResult = bind(ListenSocket, result->ai_addr, (int) result->ai_addrlen);
if (iResult == SOCKET_ERROR) {
std::cout << "(VN) bind failed with error: " << WSAGetLastError() << std::endl;
freeaddrinfo(result);
closesocket(ListenSocket);
WSACleanup();
break;
}
freeaddrinfo(result);
iResult = listen(ListenSocket, SOMAXCONN);
if (iResult == SOCKET_ERROR) {
std::cout << "(VN) listen failed with error: " << WSAGetLastError() << std::endl;
closesocket(ListenSocket);
WSACleanup();
continue;
}
ClientSocket = accept(ListenSocket, NULL, NULL);
if (ClientSocket == INVALID_SOCKET) {
std::cout << "(VN) accept failed with error: " << WSAGetLastError() << std::endl;
closesocket(ListenSocket);
WSACleanup();
continue;
}
closesocket(ListenSocket);
std::cout << "(VN) Game Connected!" << std::endl;
std::thread TCPSend(Responder,&ClientSocket);
TCPSend.detach();
do {
//std::cout << "(Proxy) Waiting for Game Data..." << std::endl;
iResult = recv(ClientSocket, recvbuf, recvbuflen, 0);
if (iResult > 0) {
std::string buff;
buff.resize(iResult*2);
memcpy(&buff[0],recvbuf,iResult);
buff.resize(iResult);
//Print(buff);
if(buff.length() > 3)RUDPToSend.push(buff);
std::cout << "(Game->Launcher VN) Data : " << buff.length() << std::endl;
} else if (iResult == 0) {
std::cout << "(VN) Connection closing...\n";
closesocket(ClientSocket);
WSACleanup();
continue;
} else {
std::cout << "(VN) recv failed with error: " << WSAGetLastError() << std::endl;
closesocket(ClientSocket);
WSACleanup();
continue;
}
} while (iResult > 0);
iResult = shutdown(ClientSocket, SD_SEND);
if (iResult == SOCKET_ERROR) {
std::cout << "(VN) shutdown failed with error: " << WSAGetLastError() << std::endl;
closesocket(ClientSocket);
WSACleanup();
continue;
}
closesocket(ClientSocket);
WSACleanup();
}while (!TCPTerminate);
}