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client_session.go
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client_session.go
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package dota2
import (
"context"
"github.com/paralin/go-steam/protocol/gamecoordinator"
devents "github.com/paralin/go-dota2/events"
gcsdkm "github.com/paralin/go-dota2/protocol"
gcsm "github.com/paralin/go-dota2/protocol"
"github.com/paralin/go-dota2/state"
)
// SetPlaying informs Steam we are playing / not playing Dota 2.
func (d *Dota2) SetPlaying(playing bool) {
if playing {
d.client.GC.SetGamesPlayed(AppID)
} else {
d.client.GC.SetGamesPlayed()
_ = d.accessState(func(ns *state.Dota2State) (changed bool, err error) {
ns.ClearState()
return true, nil
})
}
}
// SayHello says hello to the Dota2 server, in an attempt to get a session.
func (d *Dota2) SayHello(haveCacheVersions ...*gcsdkm.CMsgSOCacheHaveVersion) {
d.le.Debug("sending hello to GC")
partnerAccType := gcsdkm.PartnerAccountType_PARTNER_NONE
engine := gcsdkm.ESourceEngine_k_ESE_Source2
var clientSessionNeed uint32 = 104
d.write(uint32(gcsm.EGCBaseClientMsg_k_EMsgGCClientHello), &gcsdkm.CMsgClientHello{
ClientLauncher: &partnerAccType,
Engine: &engine,
ClientSessionNeed: &clientSessionNeed,
SocacheHaveVersions: haveCacheVersions,
})
}
// validateConnectionContext checks if the client is ready or not.
func (d *Dota2) validateConnectionContext() (context.Context, error) {
d.connectionCtxMtx.Lock()
defer d.connectionCtxMtx.Unlock()
cctx := d.connectionCtx
if cctx == nil {
return nil, ErrNotReady
}
select {
case <-cctx.Done():
return nil, ErrNotReady
default:
return cctx, nil
}
}
// handleClientWelcome handles an incoming client welcome event.
func (d *Dota2) handleClientWelcome(packet *gamecoordinator.GCPacket) error {
welcome := &gcsdkm.CMsgClientWelcome{}
if err := d.unmarshalBody(packet, welcome); err != nil {
return err
}
d.le.Debug("received GC welcome")
for _, cache := range welcome.GetUptodateSubscribedCaches() {
d.RequestCacheSubscriptionRefresh(cache.GetOwnerSoid())
}
for _, cache := range welcome.GetOutofdateSubscribedCaches() {
if err := d.cache.HandleSubscribed(cache); err != nil {
d.le.WithError(err).Warn("unable to handle welcome cache")
}
}
d.setConnectionStatus(gcsdkm.GCConnectionStatus_GCConnectionStatus_HAVE_SESSION, nil)
d.emit(&devents.ClientWelcomed{Welcome: welcome})
return nil
}
// handleConnectionStatus handles the connection status update event.
func (d *Dota2) handleConnectionStatus(packet *gamecoordinator.GCPacket) error {
stat := &gcsdkm.CMsgConnectionStatus{}
if err := d.unmarshalBody(packet, stat); err != nil {
return err
}
if stat.Status == nil {
return nil
}
d.setConnectionStatus(*stat.Status, stat)
return nil
}
// setConnectionStatus sets the connection status, and emits an event.
// NOTE: do not call from inside accessState.
func (d *Dota2) setConnectionStatus(
connStatus gcsdkm.GCConnectionStatus,
update *gcsdkm.CMsgConnectionStatus,
) {
_ = d.accessState(func(ns *state.Dota2State) (changed bool, err error) {
if ns.ConnectionStatus == connStatus {
return false, nil
}
oldState := ns.ConnectionStatus
d.le.WithField("old", oldState.String()).
WithField("new", connStatus.String()).
Debug("connection status changed")
d.emit(&devents.GCConnectionStatusChanged{
OldState: oldState,
NewState: connStatus,
Update: update,
})
ns.ClearState() // every time the state changes, we lose the lobbies / etc
ns.ConnectionStatus = connStatus
d.connectionCtxMtx.Lock()
if d.connectionCtxCancel != nil {
d.connectionCtxCancel()
d.connectionCtxCancel = nil
d.connectionCtx = nil
}
if connStatus == gcsdkm.GCConnectionStatus_GCConnectionStatus_HAVE_SESSION {
d.connectionCtx, d.connectionCtxCancel = context.WithCancel(context.Background())
}
d.connectionCtxMtx.Unlock()
return true, nil
})
}