mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 11:15:34 +08:00
196 lines
6.4 KiB
C++
196 lines
6.4 KiB
C++
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/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "dll/steam_parties.h"
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void Steam_Parties::steam_callback(void *object, Common_Message *msg)
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{
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// PRINT_DEBUG_ENTRY();
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Steam_Parties *steam_parties = (Steam_Parties *)object;
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steam_parties->Callback(msg);
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}
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void Steam_Parties::steam_run_every_runcb(void *object)
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{
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// PRINT_DEBUG_ENTRY();
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Steam_Parties *steam_parties = (Steam_Parties *)object;
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steam_parties->RunCallbacks();
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}
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Steam_Parties::Steam_Parties(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->network = network;
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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this->run_every_runcb = run_every_runcb;
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Parties::steam_callback, this);
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this->run_every_runcb->add(&Steam_Parties::steam_run_every_runcb, this);
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}
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Steam_Parties::~Steam_Parties()
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{
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this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Parties::steam_callback, this);
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this->run_every_runcb->remove(&Steam_Parties::steam_run_every_runcb, this);
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}
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// =============================================================================================
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// Party Client APIs
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// Enumerate any active beacons for parties you may wish to join
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uint32 Steam_Parties::GetNumActiveBeacons()
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return 0;
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}
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PartyBeaconID_t Steam_Parties::GetBeaconByIndex( uint32 unIndex )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return k_ulPartyBeaconIdInvalid;
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}
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bool Steam_Parties::GetBeaconDetails( PartyBeaconID_t ulBeaconID, CSteamID *pSteamIDBeaconOwner, STEAM_OUT_STRUCT() SteamPartyBeaconLocation_t *pLocation, STEAM_OUT_STRING_COUNT(cchMetadata) char *pchMetadata, int cchMetadata )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// Join an open party. Steam will reserve one beacon slot for your SteamID,
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// and return the necessary JoinGame string for you to use to connect
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STEAM_CALL_RESULT( JoinPartyCallback_t )
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SteamAPICall_t Steam_Parties::JoinParty( PartyBeaconID_t ulBeaconID )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return 0;
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}
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// =============================================================================================
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// Party Host APIs
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// Get a list of possible beacon locations
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bool Steam_Parties::GetNumAvailableBeaconLocations( uint32 *puNumLocations )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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bool Steam_Parties::GetAvailableBeaconLocations( SteamPartyBeaconLocation_t *pLocationList, uint32 uMaxNumLocations )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// Create a new party beacon and activate it in the selected location.
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// unOpenSlots is the maximum number of users that Steam will send to you.
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// When people begin responding to your beacon, Steam will send you
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// PartyReservationCallback_t callbacks to let you know who is on the way.
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STEAM_CALL_RESULT( CreateBeaconCallback_t )
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SteamAPICall_t Steam_Parties::CreateBeacon( uint32 unOpenSlots, SteamPartyBeaconLocation_t *pBeaconLocation, const char *pchConnectString, const char *pchMetadata )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return 0;
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}
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// Call this function when a user that had a reservation (see callback below)
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// has successfully joined your party.
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// Steam will manage the remaining open slots automatically.
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void Steam_Parties::OnReservationCompleted( PartyBeaconID_t ulBeacon, CSteamID steamIDUser )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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}
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// To cancel a reservation (due to timeout or user input), call this.
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// Steam will open a new reservation slot.
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// 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.
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void Steam_Parties::CancelReservation( PartyBeaconID_t ulBeacon, CSteamID steamIDUser )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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}
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// Change the number of open beacon reservation slots.
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// Call this if, for example, someone without a reservation joins your party (eg a friend, or via your own matchmaking system).
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STEAM_CALL_RESULT( ChangeNumOpenSlotsCallback_t )
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SteamAPICall_t Steam_Parties::ChangeNumOpenSlots( PartyBeaconID_t ulBeacon, uint32 unOpenSlots )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return 0;
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}
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// Turn off the beacon.
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bool Steam_Parties::DestroyBeacon( PartyBeaconID_t ulBeacon )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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// Utils
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bool Steam_Parties::GetBeaconLocationData( SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, STEAM_OUT_STRING_COUNT(cchDataStringOut) char *pchDataStringOut, int cchDataStringOut )
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{
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PRINT_DEBUG_TODO();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return false;
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}
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void Steam_Parties::RunCallbacks()
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{
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}
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void Steam_Parties::Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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}
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}
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if (msg->has_networking_sockets()) {
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}
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}
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