mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 10:54:15 +08:00
196 lines
6.4 KiB
C++
196 lines
6.4 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 "dll/steam_parties.h"
|
|
|
|
|
|
void Steam_Parties::steam_callback(void *object, Common_Message *msg)
|
|
{
|
|
// PRINT_DEBUG_ENTRY();
|
|
|
|
Steam_Parties *steam_parties = (Steam_Parties *)object;
|
|
steam_parties->Callback(msg);
|
|
}
|
|
|
|
void Steam_Parties::steam_run_every_runcb(void *object)
|
|
{
|
|
// PRINT_DEBUG_ENTRY();
|
|
|
|
Steam_Parties *steam_parties = (Steam_Parties *)object;
|
|
steam_parties->RunCallbacks();
|
|
}
|
|
|
|
|
|
Steam_Parties::Steam_Parties(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
|
|
{
|
|
this->settings = settings;
|
|
this->network = network;
|
|
this->callback_results = callback_results;
|
|
this->callbacks = callbacks;
|
|
this->run_every_runcb = run_every_runcb;
|
|
|
|
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Parties::steam_callback, this);
|
|
this->run_every_runcb->add(&Steam_Parties::steam_run_every_runcb, this);
|
|
}
|
|
|
|
Steam_Parties::~Steam_Parties()
|
|
{
|
|
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Parties::steam_callback, this);
|
|
this->run_every_runcb->remove(&Steam_Parties::steam_run_every_runcb, this);
|
|
}
|
|
|
|
|
|
// =============================================================================================
|
|
// Party Client APIs
|
|
|
|
// Enumerate any active beacons for parties you may wish to join
|
|
uint32 Steam_Parties::GetNumActiveBeacons()
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
PartyBeaconID_t Steam_Parties::GetBeaconByIndex( uint32 unIndex )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return k_ulPartyBeaconIdInvalid;
|
|
}
|
|
|
|
bool Steam_Parties::GetBeaconDetails( PartyBeaconID_t ulBeaconID, CSteamID *pSteamIDBeaconOwner, STEAM_OUT_STRUCT() SteamPartyBeaconLocation_t *pLocation, STEAM_OUT_STRING_COUNT(cchMetadata) char *pchMetadata, int cchMetadata )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
|
|
// Join an open party. Steam will reserve one beacon slot for your SteamID,
|
|
// and return the necessary JoinGame string for you to use to connect
|
|
STEAM_CALL_RESULT( JoinPartyCallback_t )
|
|
SteamAPICall_t Steam_Parties::JoinParty( PartyBeaconID_t ulBeaconID )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
|
|
// =============================================================================================
|
|
// Party Host APIs
|
|
|
|
// Get a list of possible beacon locations
|
|
bool Steam_Parties::GetNumAvailableBeaconLocations( uint32 *puNumLocations )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
bool Steam_Parties::GetAvailableBeaconLocations( SteamPartyBeaconLocation_t *pLocationList, uint32 uMaxNumLocations )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
|
|
// Create a new party beacon and activate it in the selected location.
|
|
// unOpenSlots is the maximum number of users that Steam will send to you.
|
|
// When people begin responding to your beacon, Steam will send you
|
|
// PartyReservationCallback_t callbacks to let you know who is on the way.
|
|
STEAM_CALL_RESULT( CreateBeaconCallback_t )
|
|
SteamAPICall_t Steam_Parties::CreateBeacon( uint32 unOpenSlots, SteamPartyBeaconLocation_t *pBeaconLocation, const char *pchConnectString, const char *pchMetadata )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
|
|
// Call this function when a user that had a reservation (see callback below)
|
|
// has successfully joined your party.
|
|
// Steam will manage the remaining open slots automatically.
|
|
void Steam_Parties::OnReservationCompleted( PartyBeaconID_t ulBeacon, CSteamID steamIDUser )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
}
|
|
|
|
|
|
// To cancel a reservation (due to timeout or user input), call this.
|
|
// Steam will open a new reservation slot.
|
|
// Note: The user may already be in-flight to your game, so it's possible they will still connect and try to join your party.
|
|
void Steam_Parties::CancelReservation( PartyBeaconID_t ulBeacon, CSteamID steamIDUser )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
}
|
|
|
|
|
|
// Change the number of open beacon reservation slots.
|
|
// Call this if, for example, someone without a reservation joins your party (eg a friend, or via your own matchmaking system).
|
|
STEAM_CALL_RESULT( ChangeNumOpenSlotsCallback_t )
|
|
SteamAPICall_t Steam_Parties::ChangeNumOpenSlots( PartyBeaconID_t ulBeacon, uint32 unOpenSlots )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
|
|
// Turn off the beacon.
|
|
bool Steam_Parties::DestroyBeacon( PartyBeaconID_t ulBeacon )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
|
|
// Utils
|
|
bool Steam_Parties::GetBeaconLocationData( SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, STEAM_OUT_STRING_COUNT(cchDataStringOut) char *pchDataStringOut, int cchDataStringOut )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
|
|
void Steam_Parties::RunCallbacks()
|
|
{
|
|
|
|
}
|
|
|
|
void Steam_Parties::Callback(Common_Message *msg)
|
|
{
|
|
if (msg->has_low_level()) {
|
|
if (msg->low_level().type() == Low_Level::CONNECT) {
|
|
|
|
}
|
|
|
|
if (msg->low_level().type() == Low_Level::DISCONNECT) {
|
|
|
|
}
|
|
}
|
|
|
|
if (msg->has_networking_sockets()) {
|
|
|
|
}
|
|
}
|