gbe_fork/dll/steam_unified_messages.cpp
2024-05-03 03:33:46 +03:00

120 lines
4.3 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_unified_messages.h"
void Steam_Unified_Messages::network_callback(void *object, Common_Message *msg)
{
// PRINT_DEBUG_ENTRY();
Steam_Unified_Messages *steam_steamunifiedmessages = (Steam_Unified_Messages *)object;
steam_steamunifiedmessages->Callback(msg);
}
void Steam_Unified_Messages::steam_runcb(void *object)
{
// PRINT_DEBUG_ENTRY();
Steam_Unified_Messages *steam_steamunifiedmessages = (Steam_Unified_Messages *)object;
steam_steamunifiedmessages->RunCallbacks();
}
Steam_Unified_Messages::Steam_Unified_Messages(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_Unified_Messages::network_callback, this);
this->run_every_runcb->add(&Steam_Unified_Messages::steam_runcb, this);
}
Steam_Unified_Messages::~Steam_Unified_Messages()
{
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Unified_Messages::network_callback, this);
this->run_every_runcb->remove(&Steam_Unified_Messages::steam_runcb, this);
}
// Sends a service method (in binary serialized form) using the Steam Client.
// Returns a unified message handle (k_InvalidUnifiedMessageHandle if could not send the message).
ClientUnifiedMessageHandle Steam_Unified_Messages::SendMethod( const char *pchServiceMethod, const void *pRequestBuffer, uint32 unRequestBufferSize, uint64 unContext )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return ISteamUnifiedMessages::k_InvalidUnifiedMessageHandle;
}
// Gets the size of the response and the EResult. Returns false if the response is not ready yet.
bool Steam_Unified_Messages::GetMethodResponseInfo( ClientUnifiedMessageHandle hHandle, uint32 *punResponseSize, EResult *peResult )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
// Gets a response in binary serialized form (and optionally release the corresponding allocated memory).
bool Steam_Unified_Messages::GetMethodResponseData( ClientUnifiedMessageHandle hHandle, void *pResponseBuffer, uint32 unResponseBufferSize, bool bAutoRelease )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
// Releases the message and its corresponding allocated memory.
bool Steam_Unified_Messages::ReleaseMethod( ClientUnifiedMessageHandle hHandle )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
// Sends a service notification (in binary serialized form) using the Steam Client.
// Returns true if the notification was sent successfully.
bool Steam_Unified_Messages::SendNotification( const char *pchServiceNotification, const void *pNotificationBuffer, uint32 unNotificationBufferSize )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return false;
}
void Steam_Unified_Messages::RunCallbacks()
{
}
void Steam_Unified_Messages::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) {
}
}
}