//====== Copyright Valve Corporation, All rights reserved. ==================== #include "steamnetworkingsockets_udp.h" #include "csteamnetworkingsockets.h" #include "crypto.h" #ifdef _WINDOWS #include #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Put everything in a namespace, so we don't violate the one definition rule namespace SteamNetworkingSocketsLib { // Try to guess if the route the specified address is probably "local". // This is difficult to do in general. We want something that mostly works. // // False positives: VPNs and IPv6 addresses that appear to be nearby but are not. // False negatives: We can't always tell if a route is local. bool IsRouteToAddressProbablyLocal( netadr_t addr ) { // Assume that if we are able to send to any "reserved" route, that is is local. // Note that this will be true for VPNs, too! if ( addr.IsReservedAdr() ) return true; // But other cases might also be local routes. E.g. two boxes with public IPs. // Convert to sockaddr struct so we can ask the operating system addr.SetPort(0); sockaddr_storage sockaddrDest; addr.ToSockadr( &sockaddrDest ); #ifdef _WINDOWS // // These functions were added with Vista, so load dynamically // in case // typedef DWORD (WINAPI *FnGetBestInterfaceEx)( struct sockaddr *pDestAddr, PDWORD pdwBestIfIndex ); typedef NETIO_STATUS (NETIOAPI_API_*FnGetBestRoute2)( NET_LUID *InterfaceLuid, NET_IFINDEX InterfaceIndex, CONST SOCKADDR_INET *SourceAddress, CONST SOCKADDR_INET *DestinationAddress, ULONG AddressSortOptions, PMIB_IPFORWARD_ROW2 BestRoute, SOCKADDR_INET *BestSourceAddress ); static HMODULE hModule = LoadLibraryA( "Iphlpapi.dll" ); static FnGetBestInterfaceEx pGetBestInterfaceEx = hModule ? (FnGetBestInterfaceEx)GetProcAddress( hModule, "GetBestInterfaceEx" ) : nullptr; static FnGetBestRoute2 pGetBestRoute2 = hModule ? (FnGetBestRoute2)GetProcAddress( hModule, "GetBestRoute2" ) : nullptr;; if ( !pGetBestInterfaceEx || !pGetBestRoute2 ) return false; NET_IFINDEX dwBestIfIndex; DWORD r = (*pGetBestInterfaceEx)( (sockaddr *)&sockaddrDest, &dwBestIfIndex ); if ( r != NO_ERROR ) { AssertMsg2( false, "GetBestInterfaceEx failed with result %d for address '%s'", r, CUtlNetAdrRender( addr ).String() ); return false; } MIB_IPFORWARD_ROW2 bestRoute; SOCKADDR_INET bestSourceAddress; r = (*pGetBestRoute2)( nullptr, // InterfaceLuid dwBestIfIndex, // InterfaceIndex nullptr, // SourceAddress (SOCKADDR_INET *)&sockaddrDest, // DestinationAddress 0, // AddressSortOptions &bestRoute, // BestRoute &bestSourceAddress // BestSourceAddress ); if ( r != NO_ERROR ) { AssertMsg2( false, "GetBestRoute2 failed with result %d for address '%s'", r, CUtlNetAdrRender( addr ).String() ); return false; } if ( bestRoute.Protocol == MIB_IPPROTO_LOCAL ) return true; netadr_t nextHop; if ( !nextHop.SetFromSockadr( &bestRoute.NextHop ) ) { AssertMsg( false, "GetBestRoute2 returned invalid next hop address" ); return false; } nextHop.SetPort( 0 ); // https://docs.microsoft.com/en-us/windows/win32/api/netioapi/ns-netioapi-mib_ipforward_row2: // For a remote route, the IP address of the next system or gateway en route. // If the route is to a local loopback address or an IP address on the local // link, the next hop is unspecified (all zeros). For a local loopback route, // this member should be an IPv4 address of 0.0.0.0 for an IPv4 route entry // or an IPv6 address address of 0::0 for an IPv6 route entry. if ( !nextHop.HasIP() ) return true; if ( nextHop == addr ) return true; // If final destination is on the same IPv6/56 prefix, then assume // it's a local route. This is an arbitrary prefix size to use, // but it's a compromise. We think that /64 probably has too // many false negatives, but /48 has have too many false positives. if ( addr.GetType() == k_EIPTypeV6 ) { if ( nextHop.GetType() == k_EIPTypeV6 ) { if ( memcmp( addr.GetIPV6Bytes(), nextHop.GetIPV6Bytes(), 7 ) == 0 ) return true; } netadr_t netdrBestSource; if ( netdrBestSource.SetFromSockadr( &bestSourceAddress ) && netdrBestSource.GetType() == k_EIPTypeV6 ) { if ( memcmp( addr.GetIPV6Bytes(), netdrBestSource.GetIPV6Bytes(), 7 ) == 0 ) return true; } } #else // FIXME - Writeme #endif // Nope return false; } ///////////////////////////////////////////////////////////////////////////// // // Packet parsing / handling utils // ///////////////////////////////////////////////////////////////////////////// bool BCheckRateLimitReportBadPacket( SteamNetworkingMicroseconds usecNow ) { static SteamNetworkingMicroseconds s_usecLastReport; if ( s_usecLastReport + k_nMillion*2 > usecNow ) return false; s_usecLastReport = usecNow; return true; } void ReallyReportBadUDPPacket( const char *pszFrom, const char *pszMsgType, const char *pszFmt, ... ) { char buf[ 2048 ]; va_list ap; va_start( ap, pszFmt ); V_vsprintf_safe( buf, pszFmt, ap ); va_end( ap ); V_StripTrailingWhitespaceASCII( buf ); if ( !pszMsgType || !pszMsgType[0] ) pszMsgType = "message"; SpewMsg( "[%s] Ignored bad %s. %s\n", pszMsgType, pszFrom, buf ); } #define ReportBadPacket( pszMsgType, /* fmt */ ... ) \ ReportBadUDPPacketFrom( CUtlNetAdrRender( adrFrom ).String(), pszMsgType, __VA_ARGS__ ) #define ParseProtobufBody( pvMsg, cbMsg, CMsgCls, msgVar ) \ CMsgCls msgVar; \ if ( !msgVar.ParseFromArray( pvMsg, cbMsg ) ) \ { \ ReportBadPacket( # CMsgCls, "Protobuf parse failed." ); \ return; \ } #define ParsePaddedPacket( pvPkt, cbPkt, CMsgCls, msgVar ) \ CMsgCls msgVar; \ { \ if ( cbPkt < k_cbSteamNetworkingMinPaddedPacketSize ) \ { \ ReportBadPacket( # CMsgCls, "Packet is %d bytes, must be padded to at least %d bytes.", cbPkt, k_cbSteamNetworkingMinPaddedPacketSize ); \ return; \ } \ const UDPPaddedMessageHdr *hdr = static_cast< const UDPPaddedMessageHdr * >( pvPkt ); \ int nMsgLength = LittleWord( hdr->m_nMsgLength ); \ if ( nMsgLength <= 0 || int(nMsgLength+sizeof(UDPPaddedMessageHdr)) > cbPkt ) \ { \ ReportBadPacket( # CMsgCls, "Invalid encoded message length %d. Packet is %d bytes.", nMsgLength, cbPkt ); \ return; \ } \ if ( !msgVar.ParseFromArray( hdr+1, nMsgLength ) ) \ { \ ReportBadPacket( # CMsgCls, "Protobuf parse failed." ); \ return; \ } \ } ///////////////////////////////////////////////////////////////////////////// // // CSteamNetworkListenSocketDirectUDP // ///////////////////////////////////////////////////////////////////////////// CSteamNetworkListenSocketDirectUDP::CSteamNetworkListenSocketDirectUDP( CSteamNetworkingSockets *pSteamNetworkingSocketsInterface ) : CSteamNetworkListenSocketBase( pSteamNetworkingSocketsInterface ) { m_pSock = nullptr; } CSteamNetworkListenSocketDirectUDP::~CSteamNetworkListenSocketDirectUDP() { // Clean up socket, if any if ( m_pSock ) { delete m_pSock; m_pSock = nullptr; } } bool CSteamNetworkListenSocketDirectUDP::BInit( const SteamNetworkingIPAddr &localAddr, int nOptions, const SteamNetworkingConfigValue_t *pOptions, SteamDatagramErrMsg &errMsg ) { Assert( m_pSock == nullptr ); if ( localAddr.m_port == 0 ) { V_strcpy_safe( errMsg, "Must specify local port." ); return false; } // Set options, add us to the global table if ( !BInitListenSocketCommon( nOptions, pOptions, errMsg ) ) return false; // Might we need to authenticate? int IP_AllowWithoutAuth = m_connectionConfig.m_IP_AllowWithoutAuth.Get(); if ( IP_AllowWithoutAuth < 2 ) { m_pSteamNetworkingSocketsInterface->AuthenticationNeeded(); // If we know for sure that this can't ever work, then go ahead and fail now. #ifndef STEAMNETWORKINGSOCKETS_CAN_REQUEST_CERT if ( IP_AllowWithoutAuth == 0 ) { V_strcpy_safe( errMsg, "No cert authority, must set IP_AllowWithoutAuth" ); return false; } #endif } m_pSock = new CSharedSocket; if ( !m_pSock->BInit( localAddr, CRecvPacketCallback( ReceivedFromUnknownHost, this ), errMsg ) ) { delete m_pSock; m_pSock = nullptr; return false; } CCrypto::GenerateRandomBlock( m_argbChallengeSecret, sizeof(m_argbChallengeSecret) ); return true; } bool CSteamNetworkListenSocketDirectUDP::APIGetAddress( SteamNetworkingIPAddr *pAddress ) { if ( !m_pSock ) { Assert( false ); return false; } const SteamNetworkingIPAddr *pBoundAddr = m_pSock->GetBoundAddr(); if ( !pBoundAddr ) return false; if ( pAddress ) *pAddress = *pBoundAddr; return true; } ///////////////////////////////////////////////////////////////////////////// // // CSteamNetworkListenSocketUDP packet handling // ///////////////////////////////////////////////////////////////////////////// void CSteamNetworkListenSocketDirectUDP::ReceivedFromUnknownHost( const void *pvPkt, int cbPkt, const netadr_t &adrFrom, CSteamNetworkListenSocketDirectUDP *pSock ) { const uint8 *pPkt = static_cast( pvPkt ); SteamNetworkingMicroseconds usecNow = SteamNetworkingSockets_GetLocalTimestamp(); if ( cbPkt < 5 ) { ReportBadPacket( "packet", "%d byte packet is too small", cbPkt ); return; } if ( *pPkt & 0x80 ) { if ( *(uint32*)pPkt == 0xffffffff ) { // Source engine connectionless packet (LAN discovery, etc). // Just ignore it, and don't even spew. } else { // A stray data packet. Just ignore it. // // When clients are able to actually establish a connection, after that connection // is over we will use the FinWait state to close down the connection gracefully. // But since we don't have that connection in our table anymore, either this guy // never had a connection, or else we believe he knows that the connection was closed, // or the FinWait state has timed out. ReportBadPacket( "Data", "Stray data packet from host with no connection. Ignoring." ); } } else if ( *pPkt == k_ESteamNetworkingUDPMsg_ChallengeRequest ) { ParsePaddedPacket( pvPkt, cbPkt, CMsgSteamSockets_UDP_ChallengeRequest, msg ) pSock->Received_ChallengeRequest( msg, adrFrom, usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_ConnectRequest ) { ParseProtobufBody( pPkt+1, cbPkt-1, CMsgSteamSockets_UDP_ConnectRequest, msg ) pSock->Received_ConnectRequest( msg, adrFrom, cbPkt, usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_ConnectionClosed ) { ParsePaddedPacket( pvPkt, cbPkt, CMsgSteamSockets_UDP_ConnectionClosed, msg ) pSock->Received_ConnectionClosed( msg, adrFrom, usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_NoConnection ) { // They don't think there's a connection on this address. // We agree -- connection ID doesn't matter. Nothing else to do. } else { // Any other lead byte is bogus // // Note in particular that these packet types should be ignored: // // k_ESteamNetworkingUDPMsg_ChallengeReply // k_ESteamNetworkingUDPMsg_ConnectOK // // We are not initiating connections, so we shouldn't ever get // those sorts of replies. ReportBadPacket( "packet", "Invalid lead byte 0x%02x", *pPkt ); } } uint64 CSteamNetworkListenSocketDirectUDP::GenerateChallenge( uint16 nTime, const netadr_t &adr ) const { #pragma pack(push,1) struct { uint16 nTime; uint16 nPort; uint8 ipv6[16]; } data; #pragma pack(pop) data.nTime = nTime; data.nPort = adr.GetPort(); adr.GetIPV6( data.ipv6 ); uint64 nChallenge = siphash( (const uint8_t *)&data, sizeof(data), m_argbChallengeSecret ); return ( nChallenge & 0xffffffffffff0000ull ) | nTime; } inline uint16 GetChallengeTime( SteamNetworkingMicroseconds usecNow ) { return uint16( usecNow >> 20 ); } void CSteamNetworkListenSocketDirectUDP::Received_ChallengeRequest( const CMsgSteamSockets_UDP_ChallengeRequest &msg, const netadr_t &adrFrom, SteamNetworkingMicroseconds usecNow ) { if ( msg.connection_id() == 0 ) { ReportBadPacket( "ChallengeRequest", "Missing connection_id." ); return; } //CSteamID steamIDClient( uint64( msg.client_steam_id() ) ); //if ( !steamIDClient.IsValid() ) //{ // ReportBadPacket( "ChallengeRequest", "Missing/invalid SteamID.", cbPkt ); // return; //} // Get time value of challenge uint16 nTime = GetChallengeTime( usecNow ); // Generate a challenge uint64 nChallenge = GenerateChallenge( nTime, adrFrom ); // Send them a reply CMsgSteamSockets_UDP_ChallengeReply msgReply; msgReply.set_connection_id( msg.connection_id() ); msgReply.set_challenge( nChallenge ); msgReply.set_your_timestamp( msg.my_timestamp() ); msgReply.set_protocol_version( k_nCurrentProtocolVersion ); SendMsg( k_ESteamNetworkingUDPMsg_ChallengeReply, msgReply, adrFrom ); } void CSteamNetworkListenSocketDirectUDP::Received_ConnectRequest( const CMsgSteamSockets_UDP_ConnectRequest &msg, const netadr_t &adrFrom, int cbPkt, SteamNetworkingMicroseconds usecNow ) { SteamDatagramErrMsg errMsg; // Make sure challenge was generated relatively recently uint16 nTimeThen = uint32( msg.challenge() ); uint16 nElapsed = GetChallengeTime( usecNow ) - nTimeThen; if ( nElapsed > GetChallengeTime( 4*k_nMillion ) ) { ReportBadPacket( "ConnectRequest", "Challenge too old." ); return; } // Assuming we sent them this time value, re-create the challenge we would have sent them. if ( GenerateChallenge( nTimeThen, adrFrom ) != msg.challenge() ) { ReportBadPacket( "ConnectRequest", "Incorrect challenge. Could be spoofed." ); return; } uint32 unClientConnectionID = msg.client_connection_id(); if ( unClientConnectionID == 0 ) { ReportBadPacket( "ConnectRequest", "Missing connection ID" ); return; } // Parse out identity from the cert SteamNetworkingIdentity identityRemote; bool bIdentityInCert = true; { // !SPEED! We are deserializing the cert here, // and then we are going to do it again below. // Should refactor to fix this. int r = SteamNetworkingIdentityFromSignedCert( identityRemote, msg.cert(), errMsg ); if ( r < 0 ) { ReportBadPacket( "ConnectRequest", "Bad identity in cert. %s", errMsg ); return; } if ( r == 0 ) { // No identity in the cert. Check if they put it directly in the connect message bIdentityInCert = false; r = SteamNetworkingIdentityFromProtobuf( identityRemote, msg, identity_string, legacy_identity_binary, legacy_client_steam_id, errMsg ); if ( r < 0 ) { ReportBadPacket( "ConnectRequest", "Bad identity. %s", errMsg ); return; } if ( r == 0 ) { // If no identity was presented, it's the same as them saying they are "localhost" identityRemote.SetLocalHost(); } } } Assert( !identityRemote.IsInvalid() ); // Check if they are using an IP address as an identity (possibly the anonymous "localhost" identity) if ( identityRemote.m_eType == k_ESteamNetworkingIdentityType_IPAddress ) { SteamNetworkingIPAddr addr; adrFrom.GetIPV6( addr.m_ipv6 ); addr.m_port = adrFrom.GetPort(); if ( identityRemote.IsLocalHost() ) { if ( m_connectionConfig.m_IP_AllowWithoutAuth.Get() == 0 ) { // Should we send an explicit rejection here? ReportBadPacket( "ConnectRequest", "Unauthenticated connections not allowed." ); return; } // Set their identity to their real address (including port) identityRemote.SetIPAddr( addr ); } else { // FIXME - Should the address be required to match? // If we are behind NAT, it won't. //if ( memcmp( addr.m_ipv6, identityRemote.m_ip.m_ipv6, sizeof(addr.m_ipv6) ) != 0 // || ( identityRemote.m_ip.m_port != 0 && identityRemote.m_ip.m_port != addr.m_port ) ) // Allow 0 port in the identity to mean "any port" //{ // ReportBadPacket( "ConnectRequest", "Identity in request is %s, but packet is coming from %s." ); // return; //} // It's not really clear what the use case is here for // requesting a specific IP address as your identity, // and not using localhost. If they have a cert, assume it's // meaningful. Remember: the cert could be unsigned! That // is a separate issue which will be handled later, whether // we want to allow that. if ( !bIdentityInCert ) { // Should we send an explicit rejection here? ReportBadPacket( "ConnectRequest", "Cannot use specific IP address." ); return; } } } // Does this connection already exist? (At a different address?) int h = m_mapChildConnections.Find( RemoteConnectionKey_t{ identityRemote, unClientConnectionID } ); if ( h != m_mapChildConnections.InvalidIndex() ) { CSteamNetworkConnectionBase *pOldConn = m_mapChildConnections[ h ]; Assert( pOldConn->m_identityRemote == identityRemote ); // NOTE: We cannot just destroy the object. The API semantics // are that all connections, once accepted and made visible // to the API, must be closed by the application. ReportBadPacket( "ConnectRequest", "Rejecting connection request from %s at %s, connection ID %u. That steamID/ConnectionID pair already has a connection [%s]\n", SteamNetworkingIdentityRender( identityRemote ).c_str(), CUtlNetAdrRender( adrFrom ).String(), unClientConnectionID, pOldConn->GetDescription() ); CMsgSteamSockets_UDP_ConnectionClosed msgReply; msgReply.set_to_connection_id( unClientConnectionID ); msgReply.set_reason_code( k_ESteamNetConnectionEnd_Misc_Generic ); msgReply.set_debug( "A connection with that ID already exists." ); SendPaddedMsg( k_ESteamNetworkingUDPMsg_ConnectionClosed, msgReply, adrFrom ); return; } CSteamNetworkConnectionUDP *pConn = new CSteamNetworkConnectionUDP( m_pSteamNetworkingSocketsInterface ); // OK, they have completed the handshake. Accept the connection. if ( !pConn->BBeginAccept( this, adrFrom, m_pSock, identityRemote, unClientConnectionID, msg.cert(), msg.crypt(), errMsg ) ) { SpewWarning( "Failed to accept connection from %s. %s\n", CUtlNetAdrRender( adrFrom ).String(), errMsg ); pConn->ConnectionDestroySelfNow(); return; } pConn->m_statsEndToEnd.TrackRecvPacket( cbPkt, usecNow ); // Did they send us a ping estimate? if ( msg.has_ping_est_ms() ) { if ( msg.ping_est_ms() > 1500 ) { SpewWarning( "[%s] Ignoring really large ping estimate %u in connect request", pConn->GetDescription(), msg.has_ping_est_ms() ); } else { pConn->m_statsEndToEnd.m_ping.ReceivedPing( msg.ping_est_ms(), usecNow ); } } // Save of timestamp that we will use to reply to them when the application // decides to accept the connection if ( msg.has_my_timestamp() ) { pConn->m_ulHandshakeRemoteTimestamp = msg.my_timestamp(); pConn->m_usecWhenReceivedHandshakeRemoteTimestamp = usecNow; } } void CSteamNetworkListenSocketDirectUDP::Received_ConnectionClosed( const CMsgSteamSockets_UDP_ConnectionClosed &msg, const netadr_t &adrFrom, SteamNetworkingMicroseconds usecNow ) { // Send an ack. Note that we require the inbound message to be padded // to a minimum size, and this reply is tiny, so we are not at a risk of // being used for reflection, even though the source address could be spoofed. CMsgSteamSockets_UDP_NoConnection msgReply; if ( msg.from_connection_id() ) msgReply.set_to_connection_id( msg.from_connection_id() ); if ( msg.to_connection_id() ) msgReply.set_from_connection_id( msg.to_connection_id() ); SendMsg( k_ESteamNetworkingUDPMsg_NoConnection, msgReply, adrFrom ); } void CSteamNetworkListenSocketDirectUDP::SendMsg( uint8 nMsgID, const google::protobuf::MessageLite &msg, const netadr_t &adrTo ) { if ( !m_pSock ) { Assert( false ); return; } uint8 pkt[ k_cbSteamNetworkingSocketsMaxUDPMsgLen ]; pkt[0] = nMsgID; int cbPkt = ProtoMsgByteSize( msg )+1; if ( cbPkt > sizeof(pkt) ) { AssertMsg3( false, "Msg type %d is %d bytes, larger than MTU of %d bytes", int( nMsgID ), int( cbPkt ), (int)sizeof(pkt) ); return; } uint8 *pEnd = msg.SerializeWithCachedSizesToArray( pkt+1 ); Assert( cbPkt == pEnd - pkt ); // Send the reply m_pSock->BSendRawPacket( pkt, cbPkt, adrTo ); } void CSteamNetworkListenSocketDirectUDP::SendPaddedMsg( uint8 nMsgID, const google::protobuf::MessageLite &msg, const netadr_t adrTo ) { uint8 pkt[ k_cbSteamNetworkingSocketsMaxUDPMsgLen ]; memset( pkt, 0, sizeof(pkt) ); // don't send random bits from our process memory over the wire! UDPPaddedMessageHdr *hdr = (UDPPaddedMessageHdr *)pkt; int nMsgLength = ProtoMsgByteSize( msg ); hdr->m_nMsgID = nMsgID; hdr->m_nMsgLength = LittleWord( uint16( nMsgLength ) ); uint8 *pEnd = msg.SerializeWithCachedSizesToArray( pkt + sizeof(*hdr) ); int cbPkt = pEnd - pkt; Assert( cbPkt == int( sizeof(*hdr) + nMsgLength ) ); cbPkt = MAX( cbPkt, k_cbSteamNetworkingMinPaddedPacketSize ); m_pSock->BSendRawPacket( pkt, cbPkt, adrTo ); } ///////////////////////////////////////////////////////////////////////////// // // CConnectionTransportUDPBase // ///////////////////////////////////////////////////////////////////////////// CConnectionTransportUDPBase::CConnectionTransportUDPBase( CSteamNetworkConnectionBase &connection ) : CConnectionTransport( connection ) { } bool CConnectionTransportUDPBase::SendDataPacket( SteamNetworkingMicroseconds usecNow ) { // Populate context struct with any stats we want/need to send, and how much space we need to reserve for it UDPSendPacketContext_t ctx( usecNow, "data" ); ctx.Populate( sizeof(UDPDataMsgHdr), k_EStatsReplyRequest_NothingToSend, this ); // Send a packet return m_connection.SNP_SendPacket( this, ctx ); } int CConnectionTransportUDPBase::SendEncryptedDataChunk( const void *pChunk, int cbChunk, SendPacketContext_t &ctxBase ) { UDPSendPacketContext_t &ctx = static_cast( ctxBase ); uint8 pkt[ k_cbSteamNetworkingSocketsMaxUDPMsgLen ]; UDPDataMsgHdr *hdr = (UDPDataMsgHdr *)pkt; hdr->m_unMsgFlags = 0x80; Assert( m_connection.m_unConnectionIDRemote != 0 ); hdr->m_unToConnectionID = LittleDWord( m_connection.m_unConnectionIDRemote ); hdr->m_unSeqNum = LittleWord( m_connection.m_statsEndToEnd.ConsumeSendPacketNumberAndGetWireFmt( ctx.m_usecNow ) ); byte *p = (byte*)( hdr + 1 ); // Check how much bigger we could grow the header // and still fit in a packet int cbHdrOutSpaceRemaining = pkt + sizeof(pkt) - p - cbChunk; if ( cbHdrOutSpaceRemaining < 0 ) { AssertMsg( false, "MTU / header size problem!" ); return 0; } // Try to trim stuff from blob, if it won't fit ctx.Trim( cbHdrOutSpaceRemaining ); if ( ctx.Serialize( p ) ) { // Update bookkeeping with the stuff we are actually sending TrackSentStats( ctx ); // Mark header with the flag hdr->m_unMsgFlags |= hdr->kFlag_ProtobufBlob; } // !FIXME! Time since previous, for jitter measurement? // Use gather-based send. This saves one memcpy of every payload iovec gather[2]; gather[0].iov_base = pkt; gather[0].iov_len = p - pkt; gather[1].iov_base = const_cast( pChunk ); gather[1].iov_len = cbChunk; int cbSend = gather[0].iov_len + gather[1].iov_len; Assert( cbSend <= sizeof(pkt) ); // Bug in the code above. We should never "overflow" the packet. (Ignoring the fact that we using a gather-based send. The data could be tiny with a large header for piggy-backed stats.) // !FIXME! Should we track data payload separately? Maybe we ought to track // *messages* instead of packets. // Send it if ( SendPacketGather( 2, gather, cbSend ) ) return cbSend; return 0; } std::string DescribeStatsContents( const CMsgSteamSockets_UDP_Stats &msg ) { std::string sWhat; if ( msg.flags() & msg.ACK_REQUEST_E2E ) sWhat += " request_ack"; if ( msg.flags() & msg.ACK_REQUEST_IMMEDIATE ) sWhat += " request_ack_immediate"; if ( msg.flags() & msg.NOT_PRIMARY_TRANSPORT_E2E ) sWhat += " backup_transport"; if ( msg.stats().has_lifetime() ) sWhat += " stats.life"; if ( msg.stats().has_instantaneous() ) sWhat += " stats.rate"; return sWhat; } void CConnectionTransportUDPBase::RecvStats( const CMsgSteamSockets_UDP_Stats &msgStatsIn, SteamNetworkingMicroseconds usecNow ) { // Connection quality stats? if ( msgStatsIn.has_stats() ) m_connection.m_statsEndToEnd.ProcessMessage( msgStatsIn.stats(), usecNow ); // Spew appropriately SpewVerbose( "[%s] Recv UDP stats:%s\n", ConnectionDescription(), DescribeStatsContents( msgStatsIn ).c_str() ); // Check if we need to reply, either now or later if ( m_connection.BStateIsActive() ) { // Check for queuing outgoing acks if ( ( msgStatsIn.flags() & msgStatsIn.ACK_REQUEST_E2E ) || msgStatsIn.has_stats() ) { bool bImmediate = ( msgStatsIn.flags() & msgStatsIn.ACK_REQUEST_IMMEDIATE ) != 0; m_connection.QueueEndToEndAck( bImmediate, usecNow ); // Check if need to send an immediately reply, either because they // requested it, or because we are not the currently selected transport, // and we need to need to make sure the reply goes out using us if ( bImmediate || m_connection.m_pTransport != this ) { SendEndToEndStatsMsg( k_EStatsReplyRequest_NothingToSend, usecNow, "AckStats" ); } } } } void CConnectionTransportUDPBase::TrackSentStats( UDPSendPacketContext_t &ctx ) { // What effective flags will be received? bool bAllowDelayedReply = ( ctx.msg.flags() & ctx.msg.ACK_REQUEST_IMMEDIATE ) == 0; // Record that we sent stats and are waiting for peer to ack if ( ctx.msg.has_stats() ) { m_connection.m_statsEndToEnd.TrackSentStats( ctx.msg.stats(), ctx.m_usecNow, bAllowDelayedReply ); } else if ( ctx.msg.flags() & ctx.msg.ACK_REQUEST_E2E ) { m_connection.m_statsEndToEnd.TrackSentMessageExpectingSeqNumAck( ctx.m_usecNow, bAllowDelayedReply ); } // Spew appropriately SpewVerbose( "[%s] Sent UDP stats (%s):%s\n", ConnectionDescription(), ctx.m_pszReason, DescribeStatsContents( ctx.msg ).c_str() ); } void CConnectionTransportUDPBase::Received_Data( const uint8 *pPkt, int cbPkt, SteamNetworkingMicroseconds usecNow ) { if ( cbPkt < sizeof(UDPDataMsgHdr) ) { ReportBadUDPPacketFromConnectionPeer( "DataPacket", "Packet of size %d is too small.", cbPkt ); return; } // Check cookie const UDPDataMsgHdr *hdr = (const UDPDataMsgHdr *)pPkt; if ( LittleDWord( hdr->m_unToConnectionID ) != ConnectionIDLocal() ) { // Wrong session. It could be an old session, or it could be spoofed. ReportBadUDPPacketFromConnectionPeer( "DataPacket", "Incorrect connection ID" ); if ( BCheckGlobalSpamReplyRateLimit( usecNow ) ) { SendNoConnection( LittleDWord( hdr->m_unToConnectionID ), 0 ); } return; } uint16 nWirePktNumber = LittleWord( hdr->m_unSeqNum ); // Check state switch ( ConnectionState() ) { case k_ESteamNetworkingConnectionState_Dead: case k_ESteamNetworkingConnectionState_None: default: Assert( false ); return; case k_ESteamNetworkingConnectionState_ClosedByPeer: case k_ESteamNetworkingConnectionState_FinWait: case k_ESteamNetworkingConnectionState_ProblemDetectedLocally: SendConnectionClosedOrNoConnection(); return; case k_ESteamNetworkingConnectionState_Connecting: // Ignore it. We don't have the SteamID of whoever is on the other end yet, // their encryption keys, etc. The most likely cause is that a server sent // a ConnectOK, which dropped. So they think we're connected but we don't // have everything yet. return; case k_ESteamNetworkingConnectionState_Linger: case k_ESteamNetworkingConnectionState_Connected: case k_ESteamNetworkingConnectionState_FindingRoute: // not used for raw UDP, but might be used for derived class // We'll process the chunk break; } const uint8 *pIn = pPkt + sizeof(*hdr); const uint8 *pPktEnd = pPkt + cbPkt; // Inline stats? static CMsgSteamSockets_UDP_Stats msgStats; CMsgSteamSockets_UDP_Stats *pMsgStatsIn = nullptr; uint32 cbStatsMsgIn = 0; if ( hdr->m_unMsgFlags & hdr->kFlag_ProtobufBlob ) { //Msg_Verbose( "Received inline stats from %s", server.m_szName ); pIn = DeserializeVarInt( pIn, pPktEnd, cbStatsMsgIn ); if ( pIn == NULL ) { ReportBadUDPPacketFromConnectionPeer( "DataPacket", "Failed to varint decode size of stats blob" ); return; } if ( pIn + cbStatsMsgIn > pPktEnd ) { ReportBadUDPPacketFromConnectionPeer( "DataPacket", "stats message size doesn't make sense. Stats message size %d, packet size %d", cbStatsMsgIn, cbPkt ); return; } if ( !msgStats.ParseFromArray( pIn, cbStatsMsgIn ) ) { ReportBadUDPPacketFromConnectionPeer( "DataPacket", "protobuf failed to parse inline stats message" ); return; } // Shove sequence number so we know what acks to pend, etc pMsgStatsIn = &msgStats; // Advance pointer pIn += cbStatsMsgIn; } const void *pChunk = pIn; int cbChunk = pPktEnd - pIn; // Decrypt it, and check packet number UDPRecvPacketContext_t ctx; ctx.m_usecNow = usecNow; ctx.m_pTransport = this; ctx.m_pStatsIn = pMsgStatsIn; if ( !m_connection.DecryptDataChunk( nWirePktNumber, cbPkt, pChunk, cbChunk, ctx ) ) return; // This is a valid packet. P2P connections might want to make a note of this RecvValidUDPDataPacket( ctx ); // Process plaintext int usecTimeSinceLast = 0; // FIXME - should we plumb this through so we can measure jitter? if ( !m_connection.ProcessPlainTextDataChunk( usecTimeSinceLast, ctx ) ) return; // Process the stats, if any if ( pMsgStatsIn ) RecvStats( *pMsgStatsIn, usecNow ); } void CConnectionTransportUDPBase::RecvValidUDPDataPacket( UDPRecvPacketContext_t &ctx ) { // Base class doesn't care } void CConnectionTransportUDPBase::SendEndToEndStatsMsg( EStatsReplyRequest eRequest, SteamNetworkingMicroseconds usecNow, const char *pszReason ) { UDPSendPacketContext_t ctx( usecNow, pszReason ); ctx.Populate( sizeof(UDPDataMsgHdr), eRequest, this ); // Send a data packet (maybe containing ordinary data), with this piggy backed on top of it m_connection.SNP_SendPacket( this, ctx ); } void CConnectionTransportUDPBase::SendConnectionClosedOrNoConnection() { if ( ConnectionWireState() == k_ESteamNetworkingConnectionState_ClosedByPeer ) { SendNoConnection( ConnectionIDLocal(), ConnectionIDRemote() ); } else { CMsgSteamSockets_UDP_ConnectionClosed msg; msg.set_from_connection_id( ConnectionIDLocal() ); if ( ConnectionIDRemote() ) msg.set_to_connection_id( ConnectionIDRemote() ); msg.set_reason_code( m_connection.m_eEndReason ); if ( m_connection.m_szEndDebug[0] ) msg.set_debug( m_connection.m_szEndDebug ); SendPaddedMsg( k_ESteamNetworkingUDPMsg_ConnectionClosed, msg ); } } void CConnectionTransportUDPBase::SendNoConnection( uint32 unFromConnectionID, uint32 unToConnectionID ) { CMsgSteamSockets_UDP_NoConnection msg; if ( unFromConnectionID == 0 && unToConnectionID == 0 ) { AssertMsg( false, "Can't send NoConnection, we need at least one of from/to connection ID!" ); return; } if ( unFromConnectionID ) msg.set_from_connection_id( unFromConnectionID ); if ( unToConnectionID ) msg.set_to_connection_id( unToConnectionID ); SendMsg( k_ESteamNetworkingUDPMsg_NoConnection, msg ); } void CConnectionTransportUDPBase::SendMsg( uint8 nMsgID, const google::protobuf::MessageLite &msg ) { uint8 pkt[ k_cbSteamNetworkingSocketsMaxUDPMsgLen ]; pkt[0] = nMsgID; int cbPkt = ProtoMsgByteSize( msg )+1; if ( cbPkt > sizeof(pkt) ) { AssertMsg3( false, "Msg type %d is %d bytes, larger than MTU of %d bytes", int( nMsgID ), int( cbPkt ), (int)sizeof(pkt) ); return; } uint8 *pEnd = msg.SerializeWithCachedSizesToArray( pkt+1 ); Assert( cbPkt == pEnd - pkt ); SendPacket( pkt, cbPkt ); } void CConnectionTransportUDPBase::SendPaddedMsg( uint8 nMsgID, const google::protobuf::MessageLite &msg ) { uint8 pkt[ k_cbSteamNetworkingSocketsMaxUDPMsgLen ]; V_memset( pkt, 0, sizeof(pkt) ); // don't send random bits from our process memory over the wire! UDPPaddedMessageHdr *hdr = (UDPPaddedMessageHdr *)pkt; int nMsgLength = ProtoMsgByteSize( msg ); if ( nMsgLength + sizeof(*hdr) > k_cbSteamNetworkingSocketsMaxUDPMsgLen ) { AssertMsg3( false, "Msg type %d is %d bytes, larger than MTU of %d bytes", int( nMsgID ), int( nMsgLength + sizeof(*hdr) ), (int)sizeof(pkt) ); return; } hdr->m_nMsgID = nMsgID; hdr->m_nMsgLength = LittleWord( uint16( nMsgLength ) ); uint8 *pEnd = msg.SerializeWithCachedSizesToArray( pkt + sizeof(*hdr) ); int cbPkt = pEnd - pkt; Assert( cbPkt == int( sizeof(*hdr) + nMsgLength ) ); cbPkt = MAX( cbPkt, k_cbSteamNetworkingMinPaddedPacketSize ); SendPacket( pkt, cbPkt ); } void CConnectionTransportUDPBase::Received_ConnectionClosed( const CMsgSteamSockets_UDP_ConnectionClosed &msg, SteamNetworkingMicroseconds usecNow ) { // Give them a reply to let them know we heard from them. If it's the right connection ID, // then they probably aren't spoofing and it's critical that we give them an ack! // // If the wrong connection ID, then it could be an old connection so we'd like to send a reply // to let them know that they can stop telling us the connection is closed. // However, it could just be random garbage, so we need to protect ourselves from abuse, // so limit how many of these we send. bool bConnectionIDMatch = msg.to_connection_id() == ConnectionIDLocal() || ( msg.to_connection_id() == 0 && msg.from_connection_id() && msg.from_connection_id() == m_connection.m_unConnectionIDRemote ); // they might not know our ID yet, if they are a client aborting the connection really early. if ( bConnectionIDMatch || BCheckGlobalSpamReplyRateLimit( usecNow ) ) { // Send a reply, echoing exactly what they sent to us CMsgSteamSockets_UDP_NoConnection msgReply; if ( msg.to_connection_id() ) msgReply.set_from_connection_id( msg.to_connection_id() ); if ( msg.from_connection_id() ) msgReply.set_to_connection_id( msg.from_connection_id() ); SendMsg( k_ESteamNetworkingUDPMsg_NoConnection, msgReply ); } // If incorrect connection ID, then that's all we'll do, since this packet actually // has nothing to do with current connection at all. if ( !bConnectionIDMatch ) return; // Generic connection code will take it from here. m_connection.ConnectionState_ClosedByPeer( msg.reason_code(), msg.debug().c_str() ); } void CConnectionTransportUDPBase::Received_NoConnection( const CMsgSteamSockets_UDP_NoConnection &msg, SteamNetworkingMicroseconds usecNow ) { // Make sure it's an ack of something we would have sent if ( msg.to_connection_id() != ConnectionIDLocal() || msg.from_connection_id() != m_connection.m_unConnectionIDRemote ) { ReportBadUDPPacketFromConnectionPeer( "NoConnection", "Old/incorrect connection ID. Message is for a stale connection, or is spoofed. Ignoring." ); return; } // Generic connection code will take it from here. // Closure failure code will only be used if this is news. // If we closed the connection (the usual case), it // will not be used. m_connection.ConnectionState_ClosedByPeer( k_ESteamNetConnectionEnd_Misc_PeerSentNoConnection, "Received unexpected 'no connection' from peer"); } ///////////////////////////////////////////////////////////////////////////// // // IP connections // ///////////////////////////////////////////////////////////////////////////// CSteamNetworkConnectionUDP::CSteamNetworkConnectionUDP( CSteamNetworkingSockets *pSteamNetworkingSocketsInterface ) : CSteamNetworkConnectionBase( pSteamNetworkingSocketsInterface ) { } CSteamNetworkConnectionUDP::~CSteamNetworkConnectionUDP() { } CConnectionTransportUDP::CConnectionTransportUDP( CSteamNetworkConnectionUDP &connection ) : CConnectionTransportUDPBase( connection ) , m_pSocket( nullptr ) { } CConnectionTransportUDP::~CConnectionTransportUDP() { Assert( !m_pSocket ); // Use TransportDestroySelfNow! } void CConnectionTransportUDP::TransportFreeResources() { CConnectionTransport::TransportFreeResources(); if ( m_pSocket ) { m_pSocket->Close(); m_pSocket = nullptr; } } void CSteamNetworkConnectionUDP::GetConnectionTypeDescription( ConnectionTypeDescription_t &szDescription ) const { char szAddr[ 64 ]; if ( Transport() && Transport()->m_pSocket ) { SteamNetworkingIPAddr adrRemote; NetAdrToSteamNetworkingIPAddr( adrRemote, Transport()->m_pSocket->GetRemoteHostAddr() ); adrRemote.ToString( szAddr, sizeof(szAddr), true ); if ( m_identityRemote.IsLocalHost() || ( m_identityRemote.m_eType == k_ESteamNetworkingIdentityType_IPAddress && adrRemote == m_identityRemote.m_ip ) ) { V_sprintf_safe( szDescription, "UDP %s", szAddr ); return; } } else { V_strcpy_safe( szAddr, "???" ); } SteamNetworkingIdentityRender sIdentity( m_identityRemote ); V_sprintf_safe( szDescription, "UDP %s@%s", sIdentity.c_str(), szAddr ); } void UDPSendPacketContext_t::Populate( size_t cbHdrtReserve, EStatsReplyRequest eReplyRequested, CConnectionTransportUDPBase *pTransport ) { CSteamNetworkConnectionBase &connection = pTransport->m_connection; LinkStatsTracker &statsEndToEnd = connection.m_statsEndToEnd; int nFlags = 0; if ( connection.m_pTransport != pTransport ) nFlags |= msg.NOT_PRIMARY_TRANSPORT_E2E; // What effective flags should we send int nReadyToSendTracer = 0; if ( eReplyRequested == k_EStatsReplyRequest_Immediate || statsEndToEnd.BNeedToSendPingImmediate( m_usecNow ) ) nFlags |= msg.ACK_REQUEST_E2E | msg.ACK_REQUEST_IMMEDIATE; else if ( eReplyRequested == k_EStatsReplyRequest_DelayedOK || statsEndToEnd.BNeedToSendKeepalive( m_usecNow ) ) nFlags |= msg.ACK_REQUEST_E2E; else { nReadyToSendTracer = statsEndToEnd.ReadyToSendTracerPing( m_usecNow ); if ( nReadyToSendTracer > 1 ) nFlags |= msg.ACK_REQUEST_E2E; } m_nFlags = nFlags; // Need to send any connection stats stats? m_nStatsNeed = statsEndToEnd.GetStatsSendNeed( m_usecNow ); if ( m_nStatsNeed & k_nSendStats_Due ) { statsEndToEnd.PopulateMessage( m_nStatsNeed, *msg.mutable_stats(), m_usecNow ); if ( nReadyToSendTracer > 0 ) m_nFlags |= msg.ACK_REQUEST_E2E; } // Populate flags now, based on what is implied from what we HAVE to send SlamFlagsAndCalcSize(); CalcMaxEncryptedPayloadSize( cbHdrtReserve, &connection ); // Would we like to try to send some additional stats, if there is room? if ( m_nStatsNeed & k_nSendStats_Ready ) { if ( nReadyToSendTracer > 0 ) m_nFlags |= msg.ACK_REQUEST_E2E; statsEndToEnd.PopulateMessage( m_nStatsNeed & k_nSendStats_Ready, *msg.mutable_stats(), m_usecNow ); SlamFlagsAndCalcSize(); } } void UDPSendPacketContext_t::Trim( int cbHdrOutSpaceRemaining ) { while ( m_cbTotalSize > cbHdrOutSpaceRemaining ) { if ( !msg.has_stats() ) { // Nothing left to clear!? We shouldn't get here! AssertMsg( false, "Serialized stats message still won't fit, ever after clearing everything?" ); m_cbTotalSize = 0; break; } if ( m_nStatsNeed & k_nSendStats_Instantanous_Ready ) { msg.mutable_stats()->clear_instantaneous(); m_nStatsNeed &= ~k_nSendStats_Instantanous_Ready; } else if ( m_nStatsNeed & k_nSendStats_Lifetime_Ready ) { msg.mutable_stats()->clear_lifetime(); m_nStatsNeed &= ~k_nSendStats_Lifetime_Ready; } else { AssertMsg( false, "We didn't reserve enough space for stats!" ); if ( m_nStatsNeed & k_nSendStats_Instantanous_Due ) { msg.mutable_stats()->clear_instantaneous(); m_nStatsNeed &= ~k_nSendStats_Instantanous_Due; } else { m_nStatsNeed = 0; } } if ( m_nStatsNeed == 0 ) msg.clear_stats(); SlamFlagsAndCalcSize(); } } bool CConnectionTransportUDP::BConnect( const netadr_t &netadrRemote, SteamDatagramErrMsg &errMsg ) { // Create an actual OS socket. We'll bind it to talk only to this host. // (Note: we might not actually "bind" it at the OS layer, but from our perpsective // it is bound.) // // For now we're just assuming each connection will gets its own socket, // on an ephemeral port. Later we could add a setting to enable // sharing of the socket or binding to a particular local address. Assert( !m_pSocket ); m_pSocket = OpenUDPSocketBoundToHost( netadrRemote, CRecvPacketCallback( PacketReceived, this ), errMsg ); if ( !m_pSocket ) return false; return true; } bool CConnectionTransportUDP::BAccept( CSharedSocket *pSharedSock, const netadr_t &netadrRemote, SteamDatagramErrMsg &errMsg ) { // Get an interface that is bound to talk to this address m_pSocket = pSharedSock->AddRemoteHost( netadrRemote, CRecvPacketCallback( PacketReceived, this ) ); if ( !m_pSocket ) { // This is really weird and shouldn't happen V_strcpy_safe( errMsg, "Unable to create a bound socket on the shared socket." ); return false; } return true; } bool CConnectionTransportUDP::CreateLoopbackPair( CConnectionTransportUDP *pTransport[2] ) { IBoundUDPSocket *sock[2]; SteamNetworkingErrMsg errMsg; if ( !CreateBoundSocketPair( CRecvPacketCallback( PacketReceived, pTransport[0] ), CRecvPacketCallback( PacketReceived, pTransport[1] ), sock, errMsg ) ) { // Assert, this really should only fail if we have some sort of bug AssertMsg1( false, "Failed to create UDP socket pair. %s", errMsg ); return false; } pTransport[0]->m_pSocket = sock[0]; pTransport[1]->m_pSocket = sock[1]; return true; } bool CSteamNetworkConnectionUDP::BInitConnect( const SteamNetworkingIPAddr &addressRemote, int nOptions, const SteamNetworkingConfigValue_t *pOptions, SteamDatagramErrMsg &errMsg ) { AssertMsg( !m_pTransport, "Trying to connect when we already have a socket?" ); // We're initiating a connection, not being accepted on a listen socket Assert( !m_pParentListenSocket ); Assert( !m_bConnectionInitiatedRemotely ); netadr_t netadrRemote; SteamNetworkingIPAddrToNetAdr( netadrRemote, addressRemote ); // We use identity validity to denote when our connection has been accepted, // so it's important that it be cleared. (It should already be so.) Assert( m_identityRemote.IsInvalid() ); m_identityRemote.Clear(); // We should know our own identity, unless the app has said it's OK to go without this. if ( m_identityLocal.IsInvalid() ) // Specific identity hasn't already been set (by derived class, etc) { // Use identity from the interface, if we have one m_identityLocal = m_pSteamNetworkingSocketsInterface->InternalGetIdentity(); if ( m_identityLocal.IsInvalid()) { // We don't know who we are. Should we attempt anonymous? if ( m_connectionConfig.m_IP_AllowWithoutAuth.Get() == 0 ) { V_strcpy_safe( errMsg, "Unable to determine local identity, and auth required. Not logged in?" ); return false; } m_identityLocal.SetLocalHost(); } } // Create transport. CConnectionTransportUDP *pTransport = new CConnectionTransportUDP( *this ); if ( !pTransport->BConnect( netadrRemote, errMsg ) ) { pTransport->TransportDestroySelfNow(); return false; } m_pTransport = pTransport; // Let base class do some common initialization SteamNetworkingMicroseconds usecNow = SteamNetworkingSockets_GetLocalTimestamp(); if ( !CSteamNetworkConnectionBase::BInitConnection( usecNow, nOptions, pOptions, errMsg ) ) { DestroyTransport(); return false; } // Start the connection state machine return BConnectionState_Connecting( usecNow, errMsg ); } bool CConnectionTransportUDP::BCanSendEndToEndConnectRequest() const { return m_pSocket != nullptr; } bool CConnectionTransportUDP::BCanSendEndToEndData() const { return m_pSocket != nullptr; } void CConnectionTransportUDP::SendEndToEndConnectRequest( SteamNetworkingMicroseconds usecNow ) { Assert( !ListenSocket() ); Assert( !m_connection.m_bConnectionInitiatedRemotely ); Assert( ConnectionState() == k_ESteamNetworkingConnectionState_Connecting ); // Why else would we be doing this? Assert( ConnectionIDLocal() ); CMsgSteamSockets_UDP_ChallengeRequest msg; msg.set_connection_id( ConnectionIDLocal() ); //msg.set_client_steam_id( m_steamIDLocal.ConvertToUint64() ); msg.set_my_timestamp( usecNow ); msg.set_protocol_version( k_nCurrentProtocolVersion ); // Send it, with padding SendPaddedMsg( k_ESteamNetworkingUDPMsg_ChallengeRequest, msg ); // They are supposed to reply with a timestamps, from which we can estimate the ping. // So this counts as a ping request m_connection.m_statsEndToEnd.TrackSentPingRequest( usecNow, false ); } bool CSteamNetworkConnectionUDP::BBeginAccept( CSteamNetworkListenSocketDirectUDP *pParent, const netadr_t &adrFrom, CSharedSocket *pSharedSock, const SteamNetworkingIdentity &identityRemote, uint32 unConnectionIDRemote, const CMsgSteamDatagramCertificateSigned &msgCert, const CMsgSteamDatagramSessionCryptInfoSigned &msgCryptSessionInfo, SteamDatagramErrMsg &errMsg ) { AssertMsg( !m_pTransport, "Trying to accept when we already have transport?" ); // Setup transport CConnectionTransportUDP *pTransport = new CConnectionTransportUDP( *this ); if ( !pTransport->BAccept( pSharedSock, adrFrom, errMsg ) ) { pTransport->TransportDestroySelfNow(); return false; } m_pTransport = pTransport; m_identityRemote = identityRemote; // Caller should have ensured a valid identity Assert( !m_identityRemote.IsInvalid() ); m_unConnectionIDRemote = unConnectionIDRemote; if ( !pParent->BAddChildConnection( this, errMsg ) ) return false; // Let base class do some common initialization SteamNetworkingMicroseconds usecNow = SteamNetworkingSockets_GetLocalTimestamp(); if ( !CSteamNetworkConnectionBase::BInitConnection( usecNow, 0, nullptr, errMsg ) ) { DestroyTransport(); return false; } // Process crypto handshake now if ( !BRecvCryptoHandshake( msgCert, msgCryptSessionInfo, true ) ) { DestroyTransport(); Assert( GetState() == k_ESteamNetworkingConnectionState_ProblemDetectedLocally ); V_sprintf_safe( errMsg, "Failed crypto init. %s", m_szEndDebug ); return false; } // Start the connection state machine return BConnectionState_Connecting( usecNow, errMsg ); } EResult CSteamNetworkConnectionUDP::AcceptConnection( SteamNetworkingMicroseconds usecNow ) { if ( !Transport() ) { AssertMsg( false, "Cannot acception UDP connection. No transport?" ); return k_EResultFail; } // Send the message Transport()->SendConnectOK( usecNow ); // We are fully connected ConnectionState_Connected( usecNow ); // OK return k_EResultOK; } bool CConnectionTransportUDP::SendPacket( const void *pkt, int cbPkt ) { iovec temp; temp.iov_base = const_cast( pkt ); temp.iov_len = cbPkt; return SendPacketGather( 1, &temp, cbPkt ); } bool CConnectionTransportUDP::SendPacketGather( int nChunks, const iovec *pChunks, int cbSendTotal ) { // Safety if ( !m_pSocket ) { AssertMsg( false, "Attemt to send packet, but socket has been closed!" ); return false; } // Update stats m_connection.m_statsEndToEnd.TrackSentPacket( cbSendTotal ); // Hand over to operating system return m_pSocket->BSendRawPacketGather( nChunks, pChunks ); } void CConnectionTransportUDP::TransportConnectionStateChanged( ESteamNetworkingConnectionState eOldState ) { CConnectionTransport::TransportConnectionStateChanged( eOldState ); switch ( ConnectionState() ) { case k_ESteamNetworkingConnectionState_FindingRoute: // not used for raw UDP default: Assert( false ); case k_ESteamNetworkingConnectionState_None: case k_ESteamNetworkingConnectionState_Dead: return; case k_ESteamNetworkingConnectionState_FinWait: case k_ESteamNetworkingConnectionState_ProblemDetectedLocally: SendConnectionClosedOrNoConnection(); break; case k_ESteamNetworkingConnectionState_Linger: break; case k_ESteamNetworkingConnectionState_Connecting: case k_ESteamNetworkingConnectionState_Connected: case k_ESteamNetworkingConnectionState_ClosedByPeer: break; } } void CConnectionTransportUDP::TransportPopulateConnectionInfo( SteamNetConnectionInfo_t &info ) const { CConnectionTransport::TransportPopulateConnectionInfo( info ); if ( m_pSocket ) { const netadr_t &addr = m_pSocket->GetRemoteHostAddr(); NetAdrToSteamNetworkingIPAddr( info.m_addrRemote, addr ); if ( addr.IsLoopback() ) info.m_eTransportKind = k_ESteamNetTransport_LocalHost; else if ( m_connection.m_statsEndToEnd.m_ping.m_nSmoothedPing <= 5 && IsRouteToAddressProbablyLocal( addr ) ) info.m_eTransportKind = k_ESteamNetTransport_UDPProbablyLocal; else info.m_eTransportKind = k_ESteamNetTransport_UDP; } } void CConnectionTransportUDP::PacketReceived( const void *pvPkt, int cbPkt, const netadr_t &adrFrom, CConnectionTransportUDP *pSelf ) { const uint8 *pPkt = static_cast( pvPkt ); SteamNetworkingMicroseconds usecNow = SteamNetworkingSockets_GetLocalTimestamp(); if ( cbPkt < 5 ) { ReportBadPacket( "packet", "%d byte packet is too small", cbPkt ); return; } // Data packet is the most common, check for it first. Also, does stat tracking. if ( *pPkt & 0x80 ) { pSelf->Received_Data( pPkt, cbPkt, usecNow ); return; } // Track stats for other packet types. pSelf->m_connection.m_statsEndToEnd.TrackRecvPacket( cbPkt, usecNow ); if ( *pPkt == k_ESteamNetworkingUDPMsg_ChallengeReply ) { ParseProtobufBody( pPkt+1, cbPkt-1, CMsgSteamSockets_UDP_ChallengeReply, msg ) pSelf->Received_ChallengeReply( msg, usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_ConnectOK ) { ParseProtobufBody( pPkt+1, cbPkt-1, CMsgSteamSockets_UDP_ConnectOK, msg ); pSelf->Received_ConnectOK( msg, usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_ConnectionClosed ) { ParsePaddedPacket( pvPkt, cbPkt, CMsgSteamSockets_UDP_ConnectionClosed, msg ) pSelf->Received_ConnectionClosed( msg, usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_NoConnection ) { ParseProtobufBody( pPkt+1, cbPkt-1, CMsgSteamSockets_UDP_NoConnection, msg ) pSelf->Received_NoConnection( msg, usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_ChallengeRequest ) { ParsePaddedPacket( pvPkt, cbPkt, CMsgSteamSockets_UDP_ChallengeRequest, msg ) pSelf->Received_ChallengeOrConnectRequest( "ChallengeRequest", msg.connection_id(), usecNow ); } else if ( *pPkt == k_ESteamNetworkingUDPMsg_ConnectRequest ) { ParseProtobufBody( pPkt+1, cbPkt-1, CMsgSteamSockets_UDP_ConnectRequest, msg ) pSelf->Received_ChallengeOrConnectRequest( "ConnectRequest", msg.client_connection_id(), usecNow ); } else { ReportBadPacket( "packet", "Lead byte 0x%02x not a known message ID", *pPkt ); } } void CConnectionTransportUDP::Received_ChallengeReply( const CMsgSteamSockets_UDP_ChallengeReply &msg, SteamNetworkingMicroseconds usecNow ) { // We should only be getting this if we are the "client" if ( ListenSocket() ) { ReportBadUDPPacketFromConnectionPeer( "ChallengeReply", "Shouldn't be receiving this unless on accepted connections, only connections initiated locally." ); return; } // Ignore if we're not trying to connect if ( ConnectionState() != k_ESteamNetworkingConnectionState_Connecting ) return; // Check session ID to make sure they aren't spoofing. if ( msg.connection_id() != ConnectionIDLocal() ) { ReportBadUDPPacketFromConnectionPeer( "ChallengeReply", "Incorrect connection ID. Message is stale or could be spoofed, ignoring." ); return; } if ( msg.protocol_version() < k_nMinRequiredProtocolVersion ) { m_connection.ConnectionState_ProblemDetectedLocally( k_ESteamNetConnectionEnd_Misc_Generic, "Peer is running old software and needs to be udpated" ); return; } // Update ping, if they replied with the timestamp if ( msg.has_your_timestamp() ) { SteamNetworkingMicroseconds usecElapsed = usecNow - (SteamNetworkingMicroseconds)msg.your_timestamp(); if ( usecElapsed < 0 || usecElapsed > 2*k_nMillion ) { SpewWarning( "Ignoring weird timestamp %llu in ChallengeReply, current time is %llu.\n", (unsigned long long)msg.your_timestamp(), usecNow ); } else { int nPing = (usecElapsed + 500 ) / 1000; m_connection.m_statsEndToEnd.m_ping.ReceivedPing( nPing, usecNow ); } } // Make sure we have the crypt info that we need if ( !m_connection.GetSignedCertLocal().has_cert() || !m_connection.GetSignedCryptLocal().has_info() ) { m_connection.ConnectionState_ProblemDetectedLocally( k_ESteamNetConnectionEnd_Misc_InternalError, "Tried to connect request, but crypt not ready" ); return; } // Remember protocol version. They must send it again in the connect OK, but we have a valid value now, // so we might as well save it m_connection.m_statsEndToEnd.m_nPeerProtocolVersion = msg.protocol_version(); // Reply with the challenge data and our cert CMsgSteamSockets_UDP_ConnectRequest msgConnectRequest; msgConnectRequest.set_client_connection_id( ConnectionIDLocal() ); msgConnectRequest.set_challenge( msg.challenge() ); msgConnectRequest.set_my_timestamp( usecNow ); if ( m_connection.m_statsEndToEnd.m_ping.m_nSmoothedPing >= 0 ) msgConnectRequest.set_ping_est_ms( m_connection.m_statsEndToEnd.m_ping.m_nSmoothedPing ); *msgConnectRequest.mutable_cert() = m_connection.GetSignedCertLocal(); *msgConnectRequest.mutable_crypt() = m_connection.GetSignedCryptLocal(); // If the cert is generic, then we need to specify our identity if ( !m_connection.BCertHasIdentity() ) { SteamNetworkingIdentityToProtobuf( IdentityLocal(), msgConnectRequest, identity_string, legacy_identity_binary, legacy_client_steam_id ); } else { // Identity is in the cert. But for old peers, set legacy field, if we are a SteamID if ( IdentityLocal().GetSteamID64() ) msgConnectRequest.set_legacy_client_steam_id( IdentityLocal().GetSteamID64() ); } // Send it SendMsg( k_ESteamNetworkingUDPMsg_ConnectRequest, msgConnectRequest ); // Update retry bookkeeping, etc m_connection.SentEndToEndConnectRequest( usecNow ); // They are supposed to reply with a timestamps, from which we can estimate the ping. // So this counts as a ping request m_connection.m_statsEndToEnd.TrackSentPingRequest( usecNow, false ); } void CConnectionTransportUDP::Received_ConnectOK( const CMsgSteamSockets_UDP_ConnectOK &msg, SteamNetworkingMicroseconds usecNow ) { SteamDatagramErrMsg errMsg; // We should only be getting this if we are the "client" if ( ListenSocket() ) { ReportBadUDPPacketFromConnectionPeer( "ConnectOK", "Shouldn't be receiving this unless on accepted connections, only connections initiated locally." ); return; } // Check connection ID to make sure they aren't spoofing and it's the same connection we think it is if ( msg.client_connection_id() != ConnectionIDLocal() ) { ReportBadUDPPacketFromConnectionPeer( "ConnectOK", "Incorrect connection ID. Message is stale or could be spoofed, ignoring." ); return; } // Parse out identity from the cert SteamNetworkingIdentity identityRemote; bool bIdentityInCert = true; { // !SPEED! We are deserializing the cert here, // and then we are going to do it again below. // Should refactor to fix this. int r = SteamNetworkingIdentityFromSignedCert( identityRemote, msg.cert(), errMsg ); if ( r < 0 ) { ReportBadUDPPacketFromConnectionPeer( "ConnectRequest", "Bad identity in cert. %s", errMsg ); return; } if ( r == 0 ) { // No identity in the cert. Check if they put it directly in the connect message bIdentityInCert = false; r = SteamNetworkingIdentityFromProtobuf( identityRemote, msg, identity_string, legacy_identity_binary, legacy_server_steam_id, errMsg ); if ( r < 0 ) { ReportBadUDPPacketFromConnectionPeer( "ConnectRequest", "Bad identity. %s", errMsg ); return; } if ( r == 0 ) { // If no identity was presented, it's the same as them saying they are "localhost" identityRemote.SetLocalHost(); } } } Assert( !identityRemote.IsInvalid() ); // Check if they are using an IP address as an identity (possibly the anonymous "localhost" identity) if ( identityRemote.m_eType == k_ESteamNetworkingIdentityType_IPAddress ) { SteamNetworkingIPAddr addr; const netadr_t &adrFrom = m_pSocket->GetRemoteHostAddr(); adrFrom.GetIPV6( addr.m_ipv6 ); addr.m_port = adrFrom.GetPort(); if ( identityRemote.IsLocalHost() ) { if ( m_connection.m_connectionConfig.m_IP_AllowWithoutAuth.Get() == 0 ) { // Should we send an explicit rejection here? ReportBadUDPPacketFromConnectionPeer( "ConnectOK", "Unauthenticated connections not allowed." ); return; } // Set their identity to their real address (including port) identityRemote.SetIPAddr( addr ); } else { // FIXME - Should the address be required to match? // If we are behind NAT, it won't. //if ( memcmp( addr.m_ipv6, identityRemote.m_ip.m_ipv6, sizeof(addr.m_ipv6) ) != 0 // || ( identityRemote.m_ip.m_port != 0 && identityRemote.m_ip.m_port != addr.m_port ) ) // Allow 0 port in the identity to mean "any port" //{ // ReportBadPacket( "ConnectRequest", "Identity in request is %s, but packet is coming from %s." ); // return; //} // It's not really clear what the use case is here for // requesting a specific IP address as your identity, // and not using localhost. If they have a cert, assume it's // meaningful. Remember: the cert could be unsigned! That // is a separate issue which will be handled later, whether // we want to allow that. if ( !bIdentityInCert ) { // Should we send an explicit rejection here? ReportBadPacket( "ConnectOK", "Cannot use specific IP address." ); return; } } } // Make sure they are still who we think they are if ( !m_connection.m_identityRemote.IsInvalid() && !( m_connection.m_identityRemote == identityRemote ) ) { ReportBadUDPPacketFromConnectionPeer( "ConnectOK", "server_steam_id doesn't match who we expect to be connecting to!" ); return; } // Update ping, if they replied a timestamp if ( msg.has_your_timestamp() ) { SteamNetworkingMicroseconds usecElapsed = usecNow - (SteamNetworkingMicroseconds)msg.your_timestamp() - msg.delay_time_usec(); if ( usecElapsed < 0 || usecElapsed > 2*k_nMillion ) { SpewWarning( "Ignoring weird timestamp %llu in ConnectOK, current time is %llu, remote delay was %lld.\n", (unsigned long long)msg.your_timestamp(), usecNow, (long long)msg.delay_time_usec() ); } else { int nPing = (usecElapsed + 500 ) / 1000; m_connection.m_statsEndToEnd.m_ping.ReceivedPing( nPing, usecNow ); } } // Check state switch ( ConnectionState() ) { case k_ESteamNetworkingConnectionState_Dead: case k_ESteamNetworkingConnectionState_None: case k_ESteamNetworkingConnectionState_FindingRoute: // not used for raw UDP default: Assert( false ); return; case k_ESteamNetworkingConnectionState_ClosedByPeer: case k_ESteamNetworkingConnectionState_FinWait: case k_ESteamNetworkingConnectionState_ProblemDetectedLocally: SendConnectionClosedOrNoConnection(); return; case k_ESteamNetworkingConnectionState_Linger: case k_ESteamNetworkingConnectionState_Connected: // We already know we were able to establish the connection. // Just ignore this packet return; case k_ESteamNetworkingConnectionState_Connecting: break; } // Connection ID m_connection.m_unConnectionIDRemote = msg.server_connection_id(); if ( ( m_connection.m_unConnectionIDRemote & 0xffff ) == 0 ) { m_connection.ConnectionState_ProblemDetectedLocally( k_ESteamNetConnectionEnd_Remote_BadCrypt, "Didn't send valid connection ID" ); return; } m_connection.m_identityRemote = identityRemote; // Check the certs, save keys, etc if ( !m_connection.BRecvCryptoHandshake( msg.cert(), msg.crypt(), false ) ) { Assert( ConnectionState() == k_ESteamNetworkingConnectionState_ProblemDetectedLocally ); ReportBadUDPPacketFromConnectionPeer( "ConnectOK", "Failed crypto init. %s", m_connection.m_szEndDebug ); return; } // Generic connection code will take it from here. m_connection.ConnectionState_Connected( usecNow ); } void CConnectionTransportUDP::Received_ChallengeOrConnectRequest( const char *pszDebugPacketType, uint32 unPacketConnectionID, SteamNetworkingMicroseconds usecNow ) { // If wrong connection ID, then check for sending a generic reply and bail if ( unPacketConnectionID != m_connection.m_unConnectionIDRemote ) { ReportBadUDPPacketFromConnectionPeer( pszDebugPacketType, "Incorrect connection ID, when we do have a connection for this address. Could be spoofed, ignoring." ); // Let's not send a reply in this case //if ( BCheckGlobalSpamReplyRateLimit( usecNow ) ) // SendNoConnection( unPacketConnectionID ); return; } // Check state switch ( ConnectionState() ) { case k_ESteamNetworkingConnectionState_Dead: case k_ESteamNetworkingConnectionState_None: case k_ESteamNetworkingConnectionState_FindingRoute: // not used for raw UDP default: Assert( false ); return; case k_ESteamNetworkingConnectionState_ClosedByPeer: case k_ESteamNetworkingConnectionState_FinWait: case k_ESteamNetworkingConnectionState_ProblemDetectedLocally: SendConnectionClosedOrNoConnection(); return; case k_ESteamNetworkingConnectionState_Connecting: // We're waiting on the application. So we'll just have to ignore. break; case k_ESteamNetworkingConnectionState_Linger: case k_ESteamNetworkingConnectionState_Connected: if ( !ListenSocket() ) { // WAT? We initiated this connection, so why are they requesting to connect? ReportBadUDPPacketFromConnectionPeer( pszDebugPacketType, "We are the 'client' who initiated the connection, so 'server' shouldn't be sending us this!" ); return; } // This is totally legit and possible. Our earlier reply might have dropped, and they are re-sending SendConnectOK( usecNow ); return; } } void CConnectionTransportUDP::SendConnectOK( SteamNetworkingMicroseconds usecNow ) { Assert( ConnectionIDLocal() ); Assert( ConnectionIDRemote() ); Assert( ListenSocket() ); Assert( m_connection.GetSignedCertLocal().has_cert() ); Assert( m_connection.GetSignedCryptLocal().has_info() ); CMsgSteamSockets_UDP_ConnectOK msg; msg.set_client_connection_id( ConnectionIDRemote() ); msg.set_server_connection_id( ConnectionIDLocal() ); *msg.mutable_cert() = m_connection.GetSignedCertLocal(); *msg.mutable_crypt() = m_connection.GetSignedCryptLocal(); // If the cert is generic, then we need to specify our identity if ( !m_connection.BCertHasIdentity() ) { SteamNetworkingIdentityToProtobuf( IdentityLocal(), msg, identity_string, legacy_identity_binary, legacy_server_steam_id ); } else { // Identity is in the cert. But for old peers, set legacy field, if we are a SteamID if ( IdentityLocal().GetSteamID64() ) msg.set_legacy_server_steam_id( IdentityLocal().GetSteamID64() ); } // Do we have a timestamp? if ( m_connection.m_usecWhenReceivedHandshakeRemoteTimestamp ) { SteamNetworkingMicroseconds usecElapsed = usecNow - m_connection.m_usecWhenReceivedHandshakeRemoteTimestamp; Assert( usecElapsed >= 0 ); if ( usecElapsed < 4*k_nMillion ) { msg.set_your_timestamp( m_connection.m_ulHandshakeRemoteTimestamp ); msg.set_delay_time_usec( usecElapsed ); } else { SpewWarning( "Discarding handshake timestamp that's %lldms old, not sending in ConnectOK\n", usecElapsed/1000 ); m_connection.m_usecWhenReceivedHandshakeRemoteTimestamp = 0; } } // Send it, with padding SendMsg( k_ESteamNetworkingUDPMsg_ConnectOK, msg ); } EUnsignedCert CSteamNetworkConnectionUDP::AllowRemoteUnsignedCert() { // NOTE: No special override for localhost. // Should we add a seperate convar for this? // For the CSteamNetworkConnectionlocalhostLoopback connection, // we know both ends are us. but if they are just connecting to // 127.0.0.1, it's not clear that we should handle this any // differently from any other connection // Enabled by convar? int nAllow = m_connectionConfig.m_IP_AllowWithoutAuth.Get(); if ( nAllow > 1 ) return k_EUnsignedCert_Allow; if ( nAllow == 1 ) return k_EUnsignedCert_AllowWarn; // Lock it down return k_EUnsignedCert_Disallow; } EUnsignedCert CSteamNetworkConnectionUDP::AllowLocalUnsignedCert() { // Same logic actually applies for remote and local return AllowRemoteUnsignedCert(); } ///////////////////////////////////////////////////////////////////////////// // // Loopback connections // ///////////////////////////////////////////////////////////////////////////// CSteamNetworkConnectionlocalhostLoopback::CSteamNetworkConnectionlocalhostLoopback( CSteamNetworkingSockets *pSteamNetworkingSocketsInterface, const SteamNetworkingIdentity &identity ) : CSteamNetworkConnectionUDP( pSteamNetworkingSocketsInterface ) { m_identityLocal = identity; } EUnsignedCert CSteamNetworkConnectionlocalhostLoopback::AllowRemoteUnsignedCert() { return k_EUnsignedCert_Allow; } EUnsignedCert CSteamNetworkConnectionlocalhostLoopback::AllowLocalUnsignedCert() { return k_EUnsignedCert_Allow; } bool CSteamNetworkConnectionlocalhostLoopback::APICreateSocketPair( CSteamNetworkingSockets *pSteamNetworkingSocketsInterface, CSteamNetworkConnectionlocalhostLoopback *pConn[2], const SteamNetworkingIdentity pIdentity[2] ) { SteamDatagramTransportLock::AssertHeldByCurrentThread(); SteamDatagramErrMsg errMsg; pConn[1] = new CSteamNetworkConnectionlocalhostLoopback( pSteamNetworkingSocketsInterface, pIdentity[0] ); pConn[0] = new CSteamNetworkConnectionlocalhostLoopback( pSteamNetworkingSocketsInterface, pIdentity[1] ); if ( !pConn[0] || !pConn[1] ) { failed: pConn[0]->ConnectionDestroySelfNow(); pConn[0] = nullptr; pConn[1]->ConnectionDestroySelfNow(); pConn[1] = nullptr; return false; } // Don't post any state changes for these transitions. We just want to immediately start in the // connected state ++pConn[0]->m_nSupressStateChangeCallbacks; ++pConn[1]->m_nSupressStateChangeCallbacks; CConnectionTransportUDP *pTransport[2] = { new CConnectionTransportUDP( *pConn[0] ), new CConnectionTransportUDP( *pConn[1] ) }; pConn[0]->m_pTransport = pTransport[0]; pConn[1]->m_pTransport = pTransport[1]; if ( !CConnectionTransportUDP::CreateLoopbackPair( pTransport ) ) goto failed; SteamNetworkingMicroseconds usecNow = SteamNetworkingSockets_GetLocalTimestamp(); // Initialize both connections for ( int i = 0 ; i < 2 ; ++i ) { if ( !pConn[i]->BInitConnection( usecNow, 0, nullptr, errMsg ) ) { AssertMsg1( false, "CSteamNetworkConnectionlocalhostLoopback::BInitConnection failed. %s", errMsg ); goto failed; } } // Tie the connections to each other, and mark them as connected for ( int i = 0 ; i < 2 ; ++i ) { CSteamNetworkConnectionlocalhostLoopback *p = pConn[i]; CSteamNetworkConnectionlocalhostLoopback *q = pConn[1-i]; p->m_identityRemote = q->m_identityLocal; p->m_unConnectionIDRemote = q->m_unConnectionIDLocal; p->m_statsEndToEnd.m_usecTimeLastRecv = usecNow; // Act like we just now received something if ( !p->BRecvCryptoHandshake( q->m_msgSignedCertLocal, q->m_msgSignedCryptLocal, i==0 ) ) { AssertMsg( false, "BRecvCryptoHandshake failed creating localhost socket pair" ); goto failed; } if ( !p->BConnectionState_Connecting( usecNow, errMsg ) ) { AssertMsg( false, "BConnectionState_Connecting failed creating loopback pipe socket pair. %s", errMsg ); goto failed; } p->ConnectionState_Connected( usecNow ); } // Any further state changes are legit pConn[0]->m_nSupressStateChangeCallbacks = 0; pConn[1]->m_nSupressStateChangeCallbacks = 0; return true; } } // namespace SteamNetworkingSocketsLib