2019-04-14 00:21:56 +08:00
/* 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 "base.h"
# define SEND_LOBBY_RATE 5.0
# define PENDING_JOIN_TIMEOUT 10.0
# define REQUEST_LOBBY_DATA_TIMEOUT 6.0
# define LOBBY_DELETED_TIMEOUT 2
struct Pending_Joins {
SteamAPICall_t api_id ;
CSteamID lobby_id ;
std : : chrono : : high_resolution_clock : : time_point joined ;
bool message_sent ;
} ;
struct Pending_Creates {
SteamAPICall_t api_id ;
std : : chrono : : high_resolution_clock : : time_point created ;
ELobbyType eLobbyType ;
int cMaxMembers ;
} ;
struct Data_Requested {
CSteamID lobby_id ;
std : : chrono : : high_resolution_clock : : time_point requested ;
} ;
struct Filter_Values {
std : : string key ;
std : : string value_string ;
int value_int ;
bool is_int ;
ELobbyComparison eComparisonType ;
} ;
struct Chat_Entry {
std : : string message ;
EChatEntryType type ;
CSteamID lobby_id , user_id ;
} ;
# define FILTER_MAX_DEFAULT 4096
class Steam_Matchmaking :
public ISteamMatchmaking006 ,
public ISteamMatchmaking007 ,
public ISteamMatchmaking008 ,
public ISteamMatchmaking
{
class Settings * settings ;
class Networking * network ;
class SteamCallResults * callback_results ;
class SteamCallBacks * callbacks ;
class RunEveryRunCB * run_every_runcb ;
std : : vector < Lobby > lobbies ;
std : : chrono : : high_resolution_clock : : time_point last_sent_lobbies ;
std : : vector < struct Pending_Joins > pending_joins ;
std : : vector < struct Pending_Creates > pending_creates ;
std : : vector < struct Filter_Values > filter_values ;
int filter_max_results ;
std : : vector < struct Filter_Values > filter_values_copy ;
int filter_max_results_copy ;
std : : vector < CSteamID > filtered_lobbies ;
std : : chrono : : high_resolution_clock : : time_point lobby_last_search ;
SteamAPICall_t search_call_api_id ;
bool searching ;
std : : vector < struct Chat_Entry > chat_entries ;
std : : vector < struct Data_Requested > data_requested ;
Lobby * get_lobby ( CSteamID id )
{
auto lobby = std : : find_if ( lobbies . begin ( ) , lobbies . end ( ) , [ & id ] ( Lobby const & item ) { return item . room_id ( ) = = id . ConvertToUint64 ( ) ; } ) ;
if ( lobbies . end ( ) = = lobby )
return NULL ;
return & ( * lobby ) ;
}
void send_lobby_data ( )
{
PRINT_DEBUG ( " Sending lobbies %zu \n " , lobbies . size ( ) ) ;
for ( auto & l : lobbies ) {
if ( get_lobby_member ( & l , settings - > get_local_steam_id ( ) ) & & l . owner ( ) = = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) & & ! l . deleted ( ) ) {
PRINT_DEBUG ( " Sending lobby %llu \n " , l . room_id ( ) ) ;
Common_Message msg = Common_Message ( ) ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_allocated_lobby ( new Lobby ( l ) ) ;
network - > sendToAllIndividuals ( & msg , true ) ;
}
}
}
void trigger_lobby_dataupdate ( CSteamID lobby , CSteamID member , bool success , double cb_timeout = 0.0 )
{
PRINT_DEBUG ( " Lobby dataupdate %llu %llu \n " , lobby . ConvertToUint64 ( ) , member . ConvertToUint64 ( ) ) ;
LobbyDataUpdate_t data ;
memset ( & data , 0 , sizeof ( data ) ) ;
data . m_ulSteamIDLobby = lobby . ConvertToUint64 ( ) ;
data . m_bSuccess = success ;
data . m_ulSteamIDMember = member . ConvertToUint64 ( ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) , cb_timeout , true ) ;
if ( lobby ! = member ) {
data . m_ulSteamIDMember = lobby . ConvertToUint64 ( ) ;
//Is this really necessary?
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) , cb_timeout , true ) ;
}
Lobby * l = get_lobby ( lobby ) ;
if ( l & & l - > owner ( ) = = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) {
Common_Message msg = Common_Message ( ) ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_allocated_lobby ( new Lobby ( * l ) ) ;
network - > sendToAllIndividuals ( & msg , true ) ;
}
}
void trigger_lobby_member_join_leave ( CSteamID lobby , CSteamID member , bool leaving , bool success , double cb_timeout = 0.0 )
{
LobbyChatUpdate_t data ;
data . m_ulSteamIDLobby = lobby . ConvertToUint64 ( ) ;
data . m_ulSteamIDUserChanged = member . ConvertToUint64 ( ) ;
data . m_ulSteamIDMakingChange = member . ConvertToUint64 ( ) ;
uint32 member_state_change = 0 ; //EChatMemberStateChange
if ( ! leaving ) {
member_state_change | = k_EChatMemberStateChangeEntered ;
} else {
member_state_change | = k_EChatMemberStateChangeLeft ;
}
data . m_rgfChatMemberStateChange = member_state_change ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) , cb_timeout ) ;
//trigger_lobby_dataupdate(lobby, member, success, cb_timeout);
trigger_lobby_dataupdate ( lobby , lobby , success , cb_timeout ) ;
}
bool send_owner_packet ( CSteamID lobby_id , Lobby_Messages * message )
{
Lobby * lobby = get_lobby ( lobby_id ) ;
if ( ! lobby ) {
return false ;
}
Common_Message msg ;
msg . set_allocated_lobby_messages ( message ) ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_dest_id ( ( uint64 ) lobby - > owner ( ) ) ;
msg . mutable_lobby_messages ( ) - > set_id ( lobby_id . ConvertToUint64 ( ) ) ;
return network - > sendTo ( & msg , true ) ;
}
bool send_clients_packet ( CSteamID lobby_id , Lobby_Messages * message )
{
Lobby * lobby = get_lobby ( lobby_id ) ;
if ( ! lobby ) {
return false ;
}
Common_Message msg ;
msg . set_allocated_lobby_messages ( message ) ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . mutable_lobby_messages ( ) - > set_id ( lobby_id . ConvertToUint64 ( ) ) ;
return network - > sendToAllIndividuals ( & msg , true ) ;
}
bool send_lobby_members_packet ( CSteamID lobby_id , Lobby_Messages * message )
{
Lobby * lobby = get_lobby ( lobby_id ) ;
if ( ! lobby ) {
return false ;
}
Common_Message msg ;
msg . set_allocated_lobby_messages ( message ) ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . mutable_lobby_messages ( ) - > set_id ( lobby_id . ConvertToUint64 ( ) ) ;
for ( auto & m : lobby - > members ( ) ) {
msg . set_dest_id ( ( uint64 ) m . id ( ) ) ;
network - > sendTo ( & msg , true ) ;
}
return true ;
}
bool change_owner ( Lobby * lobby , CSteamID new_owner )
{
Lobby_Messages * message = new Lobby_Messages ( ) ;
message - > set_type ( Lobby_Messages : : CHANGE_OWNER ) ;
message - > set_idata ( new_owner . ConvertToUint64 ( ) ) ;
lobby - > set_owner ( new_owner . ConvertToUint64 ( ) ) ;
send_owner_packet ( ( uint64 ) lobby - > room_id ( ) , message ) ;
trigger_lobby_dataupdate ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) lobby - > room_id ( ) , true ) ;
return true ;
}
void send_gameservercreated_cb ( uint64 room_id , uint64 server_id , uint32 ip , uint16 port )
{
LobbyGameCreated_t data ;
data . m_ulSteamIDLobby = room_id ;
data . m_ulSteamIDGameServer = server_id ;
data . m_unIP = ip ;
data . m_usPort = port ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
void remove_lobbies ( )
{
uint64 current_time = std : : chrono : : duration_cast < std : : chrono : : duration < uint64 > > ( std : : chrono : : system_clock : : now ( ) . time_since_epoch ( ) ) . count ( ) ;
auto g = std : : begin ( lobbies ) ;
while ( g ! = std : : end ( lobbies ) ) {
if ( g - > members ( ) . size ( ) = = 0 | | ( g - > deleted ( ) & & ( g - > time_deleted ( ) + LOBBY_DELETED_TIMEOUT < current_time ) ) ) {
PRINT_DEBUG ( " REMOVING LOBBY %llu \n " , g - > room_id ( ) ) ;
g = lobbies . erase ( g ) ;
} else {
+ + g ;
}
}
}
void on_self_enter_leave_lobby ( CSteamID id , int type , bool leaving )
{
if ( type = = k_ELobbyTypeInvisible ) return ;
if ( ! leaving ) {
settings - > set_lobby ( id ) ;
} else {
settings - > set_lobby ( k_steamIDNil ) ;
}
//TODO: handle cases where in two lobbies of type not invisible
//steam says a user can only be in one regular lobby but we all know how well documented steam is
}
public :
static void steam_matchmaking_callback ( void * object , Common_Message * msg )
{
PRINT_DEBUG ( " steam_matchmaking_callback \n " ) ;
Steam_Matchmaking * steam_matchmaking = ( Steam_Matchmaking * ) object ;
steam_matchmaking - > Callback ( msg ) ;
}
static void steam_matchmaking_run_every_runcb ( void * object )
{
PRINT_DEBUG ( " steam_matchmaking_run_every_runcb \n " ) ;
Steam_Matchmaking * steam_matchmaking = ( Steam_Matchmaking * ) object ;
steam_matchmaking - > RunCallbacks ( ) ;
}
Steam_Matchmaking ( 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 - > run_every_runcb = run_every_runcb ;
this - > network - > setCallback ( CALLBACK_ID_LOBBY , settings - > get_local_steam_id ( ) , & Steam_Matchmaking : : steam_matchmaking_callback , this ) ;
this - > network - > setCallback ( CALLBACK_ID_USER_STATUS , settings - > get_local_steam_id ( ) , & Steam_Matchmaking : : steam_matchmaking_callback , this ) ;
this - > run_every_runcb - > add ( & Steam_Matchmaking : : steam_matchmaking_run_every_runcb , this ) ;
this - > callback_results = callback_results ;
this - > callbacks = callbacks ;
this - > filter_max_results = FILTER_MAX_DEFAULT ;
search_call_api_id = 0 ;
searching = false ;
}
~ Steam_Matchmaking ( )
{
//TODO rm network callbacks
this - > run_every_runcb - > remove ( & Steam_Matchmaking : : steam_matchmaking_run_every_runcb , this ) ;
}
static Lobby_Member * get_lobby_member ( Lobby * lobby , CSteamID user_id )
{
if ( ! lobby ) return NULL ;
auto member = std : : find_if ( lobby - > mutable_members ( ) - > begin ( ) , lobby - > mutable_members ( ) - > end ( ) , [ & user_id ] ( Lobby_Member const & item ) { return item . id ( ) = = user_id . ConvertToUint64 ( ) ; } ) ;
if ( lobby - > mutable_members ( ) - > end ( ) = = member )
return NULL ;
return & ( * member ) ;
}
// game server favorites storage
// saves basic details about a multiplayer game server locally
// returns the number of favorites servers the user has stored
int GetFavoriteGameCount ( )
{
PRINT_DEBUG ( " GetFavoriteGameCount \n " ) ;
return 0 ;
}
// returns the details of the game server
// iGame is of range [0,GetFavoriteGameCount())
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
bool GetFavoriteGame ( int iGame , AppId_t * pnAppID , uint32 * pnIP , uint16 * pnConnPort , uint16 * pnQueryPort , uint32 * punFlags , uint32 * pRTime32LastPlayedOnServer )
{
PRINT_DEBUG ( " GetFavoriteGame \n " ) ;
return false ;
}
// adds the game server to the local list; updates the time played of the server if it already exists in the list
int AddFavoriteGame ( AppId_t nAppID , uint32 nIP , uint16 nConnPort , uint16 nQueryPort , uint32 unFlags , uint32 rTime32LastPlayedOnServer )
{
PRINT_DEBUG ( " AddFavoriteGame %lu %lu %hu %hu %lu %lu \n " , nAppID , nIP , nConnPort , nQueryPort , unFlags , rTime32LastPlayedOnServer ) ;
//TODO: what should this return?
return 0 ;
}
// removes the game server from the local storage; returns true if one was removed
bool RemoveFavoriteGame ( AppId_t nAppID , uint32 nIP , uint16 nConnPort , uint16 nQueryPort , uint32 unFlags )
{
PRINT_DEBUG ( " RemoveFavoriteGame \n " ) ;
return false ;
}
///////
// Game lobby functions
// Get a list of relevant lobbies
// this is an asynchronous request
// results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found
// this will never return lobbies that are full
// to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call
// use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g.
/*
class CMyLobbyListManager
{
CCallResult < CMyLobbyListManager , LobbyMatchList_t > m_CallResultLobbyMatchList ;
void FindLobbies ( )
{
// SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList();
m_CallResultLobbyMatchList . Set ( hSteamAPICall , this , & CMyLobbyListManager : : OnLobbyMatchList ) ;
}
void OnLobbyMatchList ( LobbyMatchList_t * pLobbyMatchList , bool bIOFailure )
{
// lobby list has be retrieved from Steam back-end, use results
}
}
*/
//
# define LOBBY_SEARCH_TIMEOUT 3.0 //defined by steam as being 20 seconds max and 3 seconds typically (Should be no less than 3 because or else SGZH doesn't work).
//Sanctum 2 needs this to be 2 seconds for the game to appear in the list though.
STEAM_CALL_RESULT ( LobbyMatchList_t )
SteamAPICall_t RequestLobbyList ( )
{
PRINT_DEBUG ( " RequestLobbyList \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
filtered_lobbies . clear ( ) ;
lobby_last_search = std : : chrono : : high_resolution_clock : : now ( ) ;
filter_values_copy = filter_values ;
filter_max_results_copy = filter_max_results ;
filter_values . clear ( ) ;
filter_max_results = FILTER_MAX_DEFAULT ;
searching = true ;
if ( search_call_api_id ) callback_results - > rmCallBack ( search_call_api_id , NULL ) ;
search_call_api_id = callback_results - > reserveCallResult ( ) ;
return search_call_api_id ;
}
// filters for lobbies
// this needs to be called before RequestLobbyList() to take effect
// these are cleared on each call to RequestLobbyList()
void AddRequestLobbyListStringFilter ( const char * pchKeyToMatch , const char * pchValueToMatch , ELobbyComparison eComparisonType )
{
PRINT_DEBUG ( " AddRequestLobbyListStringFilter %s %s %i \n " , pchKeyToMatch , pchValueToMatch , eComparisonType ) ;
if ( ! pchValueToMatch ) return ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Filter_Values fv ;
fv . key = std : : string ( pchKeyToMatch ) ;
fv . value_string = std : : string ( pchValueToMatch ) ;
fv . is_int = false ;
fv . eComparisonType = eComparisonType ;
filter_values . push_back ( fv ) ;
}
// numerical comparison
void AddRequestLobbyListNumericalFilter ( const char * pchKeyToMatch , int nValueToMatch , ELobbyComparison eComparisonType )
{
PRINT_DEBUG ( " AddRequestLobbyListNumericalFilter %s %i %i \n " , pchKeyToMatch , nValueToMatch , eComparisonType ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Filter_Values fv ;
fv . key = std : : string ( pchKeyToMatch ) ;
fv . value_int = nValueToMatch ;
fv . is_int = true ;
fv . eComparisonType = eComparisonType ;
filter_values . push_back ( fv ) ;
}
// returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence
void AddRequestLobbyListNearValueFilter ( const char * pchKeyToMatch , int nValueToBeCloseTo )
{
PRINT_DEBUG ( " AddRequestLobbyListNearValueFilter %s %u \n " , pchKeyToMatch , nValueToBeCloseTo ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// returns only lobbies with the specified number of slots available
void AddRequestLobbyListFilterSlotsAvailable ( int nSlotsAvailable )
{
PRINT_DEBUG ( " AddRequestLobbyListFilterSlotsAvailable %i \n " , nSlotsAvailable ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed)
void AddRequestLobbyListDistanceFilter ( ELobbyDistanceFilter eLobbyDistanceFilter )
{
PRINT_DEBUG ( " AddRequestLobbyListDistanceFilter \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// sets how many results to return, the lower the count the faster it is to download the lobby results & details to the client
void AddRequestLobbyListResultCountFilter ( int cMaxResults )
{
PRINT_DEBUG ( " AddRequestLobbyListResultCountFilter %i \n " , cMaxResults ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
filter_max_results = cMaxResults ;
}
void AddRequestLobbyListCompatibleMembersFilter ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " AddRequestLobbyListCompatibleMembersFilter \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
void AddRequestLobbyListFilter ( const char * pchKeyToMatch , const char * pchValueToMatch )
{
AddRequestLobbyListStringFilter ( pchKeyToMatch , pchValueToMatch , k_ELobbyComparisonEqual ) ;
}
void AddRequestLobbyListNumericalFilter ( const char * pchKeyToMatch , int nValueToMatch , int nComparisonType )
{
AddRequestLobbyListNumericalFilter ( pchKeyToMatch , nValueToMatch , ( ELobbyComparison ) nComparisonType ) ;
}
// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
// should only be called after a LobbyMatchList_t callback is received
// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
// the returned CSteamID::IsValid() will be false if iLobby is out of range
CSteamID GetLobbyByIndex ( int iLobby )
{
PRINT_DEBUG ( " GetLobbyByIndex %i \n " , iLobby ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
CSteamID id = k_steamIDNil ;
if ( 0 < = iLobby & & iLobby < filtered_lobbies . size ( ) ) id = filtered_lobbies [ iLobby ] ;
PRINT_DEBUG ( " Lobby %llu \n " , id . ConvertToUint64 ( ) ) ;
return id ;
}
static void enter_lobby ( Lobby * lobby , CSteamID id )
{
if ( get_lobby_member ( lobby , id ) ) return ;
Lobby_Member * member = lobby - > add_members ( ) ;
member - > set_id ( id . ConvertToUint64 ( ) ) ;
}
static bool leave_lobby ( Lobby * lobby , CSteamID id )
{
auto member = std : : find_if ( lobby - > mutable_members ( ) - > begin ( ) , lobby - > mutable_members ( ) - > end ( ) , [ & id ] ( Lobby_Member const & item ) { return item . id ( ) = = id . ConvertToUint64 ( ) ; } ) ;
if ( member ! = lobby - > mutable_members ( ) - > end ( ) ) {
lobby - > mutable_members ( ) - > erase ( member ) ;
return true ;
}
return false ;
}
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# define LOBBY_CREATE_DELAY 0.07 //artificial delay for lobby creation
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void Create_pending_lobbies ( )
{
auto p_c = std : : begin ( pending_creates ) ;
while ( p_c ! = std : : end ( pending_creates ) ) {
if ( check_timedout ( p_c - > created , LOBBY_CREATE_DELAY ) ) {
Lobby lobby ;
CSteamID lobby_id = generate_steam_id_lobby ( ) ;
lobby . set_room_id ( lobby_id . ConvertToUint64 ( ) ) ;
lobby . set_joinable ( true ) ;
lobby . set_member_limit ( p_c - > cMaxMembers ) ;
lobby . set_type ( p_c - > eLobbyType ) ;
lobby . set_owner ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
lobby . set_appid ( settings - > get_local_game_id ( ) . AppID ( ) ) ;
enter_lobby ( & lobby , settings - > get_local_steam_id ( ) ) ;
lobbies . push_back ( lobby ) ;
LobbyCreated_t data ;
data . m_eResult = k_EResultOK ;
data . m_ulSteamIDLobby = lobby . room_id ( ) ;
callback_results - > addCallResult ( p_c - > api_id , data . k_iCallback , & data , sizeof ( data ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
{
LobbyEnter_t data ;
data . m_ulSteamIDLobby = lobby . room_id ( ) ;
data . m_rgfChatPermissions = 0 ; //Unused - Always 0
data . m_bLocked = false ;
data . m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
on_self_enter_leave_lobby ( lobby_id , p_c - > eLobbyType , false ) ;
trigger_lobby_dataupdate ( lobby_id , lobby_id , true ) ;
p_c = pending_creates . erase ( p_c ) ;
} else {
+ + p_c ;
}
}
}
// Create a lobby on the Steam servers.
// If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
// this is an asynchronous request
// results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this point
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
STEAM_CALL_RESULT ( LobbyCreated_t )
SteamAPICall_t CreateLobby ( ELobbyType eLobbyType , int cMaxMembers )
{
PRINT_DEBUG ( " CreateLobby type: %i max_members: %i \n " , eLobbyType , cMaxMembers ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Pending_Creates p_c ;
p_c . api_id = callback_results - > reserveCallResult ( ) ;
p_c . eLobbyType = eLobbyType ;
p_c . cMaxMembers = cMaxMembers ;
p_c . created = std : : chrono : : high_resolution_clock : : now ( ) ;
pending_creates . push_back ( p_c ) ;
return p_c . api_id ;
}
SteamAPICall_t CreateLobby ( ELobbyType eLobbyType )
{
return CreateLobby ( eLobbyType , 0 ) ;
}
// Joins an existing lobby
// this is an asynchronous request
// results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful
// lobby metadata is available to use immediately on this call completing
STEAM_CALL_RESULT ( LobbyEnter_t )
SteamAPICall_t JoinLobby ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " JoinLobby %llu \n " , steamIDLobby . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Pending_Joins pending_join ;
pending_join . api_id = callback_results - > reserveCallResult ( ) ;
pending_join . lobby_id = steamIDLobby ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
bool success = true ;
if ( lobby & & lobby - > deleted ( ) ) {
LobbyEnter_t data ;
data . m_ulSteamIDLobby = lobby - > room_id ( ) ;
data . m_rgfChatPermissions = 0 ; //Unused - Always 0
data . m_bLocked = false ;
data . m_EChatRoomEnterResponse = k_EChatRoomEnterResponseError ;
auto api = callback_results - > addCallResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
return api ;
}
if ( get_lobby_member ( lobby , settings - > get_local_steam_id ( ) ) ) {
LobbyEnter_t data ;
data . m_ulSteamIDLobby = lobby - > room_id ( ) ;
data . m_rgfChatPermissions = 0 ; //Unused - Always 0
data . m_bLocked = false ;
data . m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess ;
auto api = callback_results - > addCallResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
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return api ;
}
pending_join . joined = std : : chrono : : high_resolution_clock : : now ( ) ;
pending_joins . push_back ( pending_join ) ;
Lobby_Messages * message = new Lobby_Messages ( ) ;
message - > set_type ( Lobby_Messages : : JOIN ) ;
pending_join . message_sent = send_owner_packet ( steamIDLobby , message ) ;
return pending_join . api_id ;
}
// Leave a lobby; this will take effect immediately on the client side
// other users in the lobby will be notified by a LobbyChatUpdate_t callback
void LeaveLobby ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " LeaveLobby \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
PRINT_DEBUG ( " LeaveLobby pass mutex \n " ) ;
auto lobby = std : : find_if ( lobbies . begin ( ) , lobbies . end ( ) , [ & steamIDLobby ] ( Lobby const & item ) { return item . room_id ( ) = = steamIDLobby . ConvertToUint64 ( ) ; } ) ;
if ( lobbies . end ( ) ! = lobby ) {
if ( ! lobby - > deleted ( ) ) {
on_self_enter_leave_lobby ( ( uint64 ) lobby - > room_id ( ) , lobby - > type ( ) , true ) ;
if ( lobby - > owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) {
PRINT_DEBUG ( " LeaveLobby not owner \n " ) ;
leave_lobby ( & ( * lobby ) , settings - > get_local_steam_id ( ) ) ;
Lobby_Messages * message = new Lobby_Messages ( ) ;
message - > set_type ( Lobby_Messages : : LEAVE ) ;
send_owner_packet ( steamIDLobby , message ) ;
} else {
PRINT_DEBUG ( " LeaveLobby owner \n " ) ;
Lobby_Messages * message = new Lobby_Messages ( ) ;
message - > set_type ( Lobby_Messages : : LEAVE ) ;
if ( lobby - > members ( ) . size ( ) > 1 ) {
leave_lobby ( & ( * lobby ) , settings - > get_local_steam_id ( ) ) ;
change_owner ( & ( * lobby ) , ( uint64 ) lobby - > members ( 0 ) . id ( ) ) ;
send_owner_packet ( steamIDLobby , message ) ;
} else {
send_clients_packet ( steamIDLobby , message ) ;
lobby - > set_deleted ( true ) ;
lobby - > set_time_deleted ( std : : chrono : : duration_cast < std : : chrono : : duration < uint64 > > ( std : : chrono : : system_clock : : now ( ) . time_since_epoch ( ) ) . count ( ) ) ;
//lobbies.erase(lobby);
}
}
}
}
PRINT_DEBUG ( " LeaveLobby Done \n " ) ;
}
// Invite another user to the lobby
// the target user will receive a LobbyInvite_t callback
// will return true if the invite is successfully sent, whether or not the target responds
// returns false if the local user is not connected to the Steam servers
// if the other user clicks the join link, a GameLobbyJoinRequested_t will be posted if the user is in-game,
// or if the game isn't running yet the game will be launched with the parameter +connect_lobby <64-bit lobby id>
bool InviteUserToLobby ( CSteamID steamIDLobby , CSteamID steamIDInvitee )
{
PRINT_DEBUG ( " InviteUserToLobby \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby ) return false ;
Common_Message msg ;
Friend_Messages * friend_messages = new Friend_Messages ( ) ;
friend_messages - > set_type ( Friend_Messages : : LOBBY_INVITE ) ;
friend_messages - > set_lobby_id ( steamIDLobby . ConvertToUint64 ( ) ) ;
msg . set_allocated_friend_messages ( friend_messages ) ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_dest_id ( steamIDInvitee . ConvertToUint64 ( ) ) ;
return network - > sendTo ( & msg , true ) ;
}
// Lobby iteration, for viewing details of users in a lobby
// only accessible if the lobby user is a member of the specified lobby
// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
// and accessible via ISteamFriends interface
// returns the number of users in the specified lobby
int GetNumLobbyMembers ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " GetNumLobbyMembers %llu \n " , steamIDLobby . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
int ret = 0 ;
if ( lobby ) ret = lobby - > members ( ) . size ( ) ;
PRINT_DEBUG ( " Number: %i \n " , ret ) ;
return ret ;
}
// returns the CSteamID of a user in the lobby
// iMember is of range [0,GetNumLobbyMembers())
// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
CSteamID GetLobbyMemberByIndex ( CSteamID steamIDLobby , int iMember )
{
PRINT_DEBUG ( " GetLobbyMemberByIndex %llu %i \n " , steamIDLobby . ConvertToUint64 ( ) , iMember ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
CSteamID id = k_steamIDNil ;
if ( lobby & & ! lobby - > deleted ( ) & & lobby - > members ( ) . size ( ) > iMember & & iMember > = 0 ) id = ( uint64 ) lobby - > members ( iMember ) . id ( ) ;
PRINT_DEBUG ( " Member: %llu \n " , id . ConvertToUint64 ( ) ) ;
return id ;
}
// Get data associated with this lobby
// takes a simple key, and returns the string associated with it
// "" will be returned if no value is set, or if steamIDLobby is invalid
const char * GetLobbyData ( CSteamID steamIDLobby , const char * pchKey )
{
PRINT_DEBUG ( " GetLobbyData %llu %s \n " , steamIDLobby . ConvertToUint64 ( ) , pchKey ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
const char * ret = " " ;
if ( lobby ) {
auto result = lobby - > values ( ) . find ( pchKey ) ;
if ( result ! = lobby - > values ( ) . end ( ) ) ret = lobby - > values ( ) . find ( pchKey ) - > second . c_str ( ) ;
}
PRINT_DEBUG ( " returned %s \n " , ret ) ;
return ret ;
}
// Sets a key/value pair in the lobby metadata
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
// this can be used to set lobby names, map, etc.
// to reset a key, just set it to ""
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
bool SetLobbyData ( CSteamID steamIDLobby , const char * pchKey , const char * pchValue )
{
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PRINT_DEBUG ( " SetLobbyData %llu %s %s \n " , steamIDLobby . ConvertToUint64 ( ) , pchKey , pchValue ) ;
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if ( ! pchKey ) return false ;
char empty_string [ ] = " " ;
if ( ! pchValue ) pchValue = empty_string ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) | | lobby - > deleted ( ) ) {
return false ;
}
auto result = lobby - > values ( ) . find ( pchKey ) ;
if ( result = = lobby - > values ( ) . end ( ) | | result - > second ! = std : : string ( pchValue ) ) {
( * lobby - > mutable_values ( ) ) [ pchKey ] = pchValue ;
trigger_lobby_dataupdate ( steamIDLobby , steamIDLobby , true ) ;
}
return true ;
}
// returns the number of metadata keys set on the specified lobby
int GetLobbyDataCount ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " GetLobbyDataCount \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
int size = 0 ;
if ( lobby ) size = lobby - > values ( ) . size ( ) ;
return size ;
}
// returns a lobby metadata key/values pair by index, of range [0, GetLobbyDataCount())
bool GetLobbyDataByIndex ( CSteamID steamIDLobby , int iLobbyData , char * pchKey , int cchKeyBufferSize , char * pchValue , int cchValueBufferSize )
{
PRINT_DEBUG ( " GetLobbyDataByIndex \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
bool ret = false ;
if ( lobby & & lobby - > values ( ) . size ( ) > iLobbyData & & iLobbyData > = 0 ) {
auto lobby_data = lobby - > values ( ) . begin ( ) ;
for ( int i = 0 ; i < iLobbyData ; + + i ) + + lobby_data ;
if ( cchKeyBufferSize ) strncpy ( pchKey , lobby_data - > first . c_str ( ) , cchKeyBufferSize - 1 ) ;
pchKey [ cchKeyBufferSize - 1 ] = 0 ;
if ( cchValueBufferSize ) strncpy ( pchValue , lobby_data - > second . c_str ( ) , cchValueBufferSize - 1 ) ;
pchValue [ cchValueBufferSize - 1 ] = 0 ;
PRINT_DEBUG ( " GetLobbyDataByIndex ret %s %s \n " , pchKey , pchValue ) ;
ret = true ;
}
return ret ;
}
// removes a metadata key from the lobby
bool DeleteLobbyData ( CSteamID steamIDLobby , const char * pchKey )
{
PRINT_DEBUG ( " DeleteLobbyData \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) | | lobby - > deleted ( ) ) {
return false ;
}
lobby - > mutable_values ( ) - > erase ( pchKey ) ;
trigger_lobby_dataupdate ( steamIDLobby , steamIDLobby , true ) ;
return true ;
}
// Gets per-user metadata for someone in this lobby
const char * GetLobbyMemberData ( CSteamID steamIDLobby , CSteamID steamIDUser , const char * pchKey )
{
PRINT_DEBUG ( " GetLobbyMemberData %s %llu %llu \n " , pchKey , steamIDLobby . ConvertToUint64 ( ) , steamIDUser . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Lobby_Member * member = get_lobby_member ( get_lobby ( steamIDLobby ) , steamIDUser ) ;
const char * ret = " " ;
if ( member ) {
auto result = member - > values ( ) . find ( std : : string ( pchKey ) ) ;
if ( result = = member - > values ( ) . end ( ) ) return " " ;
PRINT_DEBUG ( " GetLobbyMemberData res %s \n " , result - > second . c_str ( ) ) ;
ret = result - > second . c_str ( ) ;
}
return ret ;
}
// Sets per-user metadata (for the local user implicitly)
void SetLobbyMemberData ( CSteamID steamIDLobby , const char * pchKey , const char * pchValue )
{
PRINT_DEBUG ( " SetLobbyMemberData %s %s \n " , pchKey , pchValue ) ;
if ( ! pchKey ) return ;
char empty_string [ ] = " " ;
if ( ! pchValue ) pchValue = empty_string ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > deleted ( ) ) return ;
Lobby_Member * member = get_lobby_member ( lobby , settings - > get_local_steam_id ( ) ) ;
if ( member ) {
if ( lobby - > owner ( ) = = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) {
( * member - > mutable_values ( ) ) [ pchKey ] = pchValue ;
trigger_lobby_dataupdate ( steamIDLobby , ( uint64 ) member - > id ( ) , true ) ;
} else {
Lobby_Messages * message = new Lobby_Messages ( ) ;
message - > set_type ( Lobby_Messages : : MEMBER_DATA ) ;
( * message - > mutable_map ( ) ) [ pchKey ] = pchValue ;
send_owner_packet ( steamIDLobby , message ) ;
}
}
}
// Broadcasts a chat message to the all the users in the lobby
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
// returns true if the message is successfully sent
// pvMsgBody can be binary or text data, up to 4k
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
bool SendLobbyChatMsg ( CSteamID steamIDLobby , const void * pvMsgBody , int cubMsgBody )
{
PRINT_DEBUG ( " SendLobbyChatMsg %i \n " , cubMsgBody ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > deleted ( ) ) return false ;
Lobby_Messages * message = new Lobby_Messages ( ) ;
message - > set_type ( Lobby_Messages : : CHAT_MESSAGE ) ;
message - > set_bdata ( pvMsgBody , cubMsgBody ) ;
return send_lobby_members_packet ( steamIDLobby , message ) ;
}
// Get a chat message as specified in a LobbyChatMsg_t callback
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
// *pSteamIDUser is filled in with the CSteamID of the member
// *pvData is filled in with the message itself
// return value is the number of bytes written into the buffer
int GetLobbyChatEntry ( CSteamID steamIDLobby , int iChatID , STEAM_OUT_STRUCT ( ) CSteamID * pSteamIDUser , void * pvData , int cubData , EChatEntryType * peChatEntryType )
{
PRINT_DEBUG ( " GetLobbyChatEntry %llu %i %p %p %i %p \n " , steamIDLobby . ConvertToUint64 ( ) , iChatID , pSteamIDUser , pvData , cubData , peChatEntryType ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( iChatID > = chat_entries . size ( ) | | iChatID < 0 | | cubData < 0 ) return 0 ;
if ( chat_entries [ iChatID ] . lobby_id ! = steamIDLobby ) return 0 ;
if ( pSteamIDUser ) * pSteamIDUser = chat_entries [ iChatID ] . user_id ;
if ( peChatEntryType ) * peChatEntryType = chat_entries [ iChatID ] . type ;
if ( pvData ) {
if ( chat_entries [ iChatID ] . message . size ( ) < = cubData ) {
cubData = chat_entries [ iChatID ] . message . size ( ) ;
memcpy ( pvData , chat_entries [ iChatID ] . message . data ( ) , cubData ) ;
PRINT_DEBUG ( " Returned chat of len: %i \n " , cubData ) ;
return cubData ;
}
}
return 0 ;
}
// Refreshes metadata for a lobby you're not necessarily in right now
// you never do this for lobbies you're a member of, only if your
// this will send down all the metadata associated with a lobby
// this is an asynchronous call
// returns false if the local user is not connected to the Steam servers
// results will be returned by a LobbyDataUpdate_t callback
// if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
bool RequestLobbyData ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " RequestLobbyData \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Data_Requested requested ;
requested . lobby_id = steamIDLobby ;
requested . requested = std : : chrono : : high_resolution_clock : : now ( ) ;
data_requested . push_back ( requested ) ;
return true ;
}
// sets the game server associated with the lobby
// usually at this point, the users will join the specified game server
// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
void SetLobbyGameServer ( CSteamID steamIDLobby , uint32 unGameServerIP , uint16 unGameServerPort , CSteamID steamIDGameServer )
{
PRINT_DEBUG ( " SetLobbyGameServer %llu %llu %hhu.%hhu.%hhu.%hhu:%hu \n " , steamIDLobby . ConvertToUint64 ( ) , steamIDGameServer . ConvertToUint64 ( ) , ( ( unsigned char * ) & unGameServerIP ) [ 3 ] , ( ( unsigned char * ) & unGameServerIP ) [ 2 ] , ( ( unsigned char * ) & unGameServerIP ) [ 1 ] , ( ( unsigned char * ) & unGameServerIP ) [ 0 ] , unGameServerPort ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( lobby ) {
if ( lobby - > deleted ( ) ) return ;
lobby - > mutable_gameserver ( ) - > set_id ( steamIDGameServer . ConvertToUint64 ( ) ) ;
lobby - > mutable_gameserver ( ) - > set_ip ( unGameServerIP ) ;
lobby - > mutable_gameserver ( ) - > set_port ( unGameServerPort ) ;
send_gameservercreated_cb ( lobby - > room_id ( ) , lobby - > gameserver ( ) . id ( ) , lobby - > gameserver ( ) . ip ( ) , lobby - > gameserver ( ) . port ( ) ) ;
trigger_lobby_dataupdate ( steamIDLobby , steamIDLobby , true ) ;
}
}
// returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist
bool GetLobbyGameServer ( CSteamID steamIDLobby , uint32 * punGameServerIP , uint16 * punGameServerPort , STEAM_OUT_STRUCT ( ) CSteamID * psteamIDGameServer )
{
PRINT_DEBUG ( " GetLobbyGameServer \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby ) {
return false ;
}
CSteamID server_id ( ( uint64 ) lobby - > gameserver ( ) . id ( ) ) ;
if ( server_id . IsValid ( ) | | lobby - > gameserver ( ) . port ( ) ) {
if ( psteamIDGameServer ) * psteamIDGameServer = server_id ;
if ( punGameServerIP ) * punGameServerIP = lobby - > gameserver ( ) . ip ( ) ;
if ( punGameServerPort ) * punGameServerPort = lobby - > gameserver ( ) . port ( ) ;
return true ;
}
return false ;
}
// set the limit on the # of users who can join the lobby
bool SetLobbyMemberLimit ( CSteamID steamIDLobby , int cMaxMembers )
{
PRINT_DEBUG ( " SetLobbyMemberLimit \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) | | lobby - > deleted ( ) ) {
return false ;
}
lobby - > set_member_limit ( cMaxMembers ) ;
trigger_lobby_dataupdate ( steamIDLobby , steamIDLobby , true ) ;
return true ;
}
// returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
int GetLobbyMemberLimit ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " GetLobbyMemberLimit \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
int limit = 0 ;
if ( lobby ) limit = lobby - > member_limit ( ) ;
PRINT_DEBUG ( " limit %i \n " , limit ) ;
return limit ;
}
// updates which type of lobby it is
// only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls
bool SetLobbyType ( CSteamID steamIDLobby , ELobbyType eLobbyType )
{
PRINT_DEBUG ( " SetLobbyType %i \n " , eLobbyType ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) | | lobby - > deleted ( ) ) {
return false ;
}
if ( lobby - > type ( ) ! = eLobbyType ) {
//maybe rename those functions?
if ( lobby - > type ( ) = = k_ELobbyTypeInvisible ) on_self_enter_leave_lobby ( steamIDLobby , eLobbyType , false ) ;
if ( eLobbyType = = k_ELobbyTypeInvisible ) on_self_enter_leave_lobby ( steamIDLobby , lobby - > type ( ) , true ) ;
lobby - > set_type ( eLobbyType ) ;
trigger_lobby_dataupdate ( steamIDLobby , steamIDLobby , true ) ;
}
return true ;
}
// sets whether or not a lobby is joinable - defaults to true for a new lobby
// if set to false, no user can join, even if they are a friend or have been invited
bool SetLobbyJoinable ( CSteamID steamIDLobby , bool bLobbyJoinable )
{
PRINT_DEBUG ( " SetLobbyJoinable %u \n " , bLobbyJoinable ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) | | lobby - > deleted ( ) ) {
return false ;
}
if ( lobby - > joinable ( ) ! = bLobbyJoinable ) {
lobby - > set_joinable ( bLobbyJoinable ) ;
trigger_lobby_dataupdate ( steamIDLobby , steamIDLobby , true ) ;
}
return true ;
}
// returns the current lobby owner
// you must be a member of the lobby to access this
// there always one lobby owner - if the current owner leaves, another user will become the owner
// it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner
CSteamID GetLobbyOwner ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " GetLobbyOwner %llu \n " , steamIDLobby . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
CSteamID id = k_steamIDNil ;
if ( lobby ) id = ( uint64 ) lobby - > owner ( ) ;
return id ;
}
// changes who the lobby owner is
// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
// after completion, the local user will no longer be the owner
bool SetLobbyOwner ( CSteamID steamIDLobby , CSteamID steamIDNewOwner )
{
PRINT_DEBUG ( " SetLobbyOwner \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Lobby * lobby = get_lobby ( steamIDLobby ) ;
if ( ! lobby | | lobby - > owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) | | lobby - > deleted ( ) ) return false ;
Lobby_Member * member = get_lobby_member ( lobby , steamIDNewOwner ) ;
if ( member ) {
change_owner ( & ( * lobby ) , ( uint64 ) member - > id ( ) ) ;
trigger_lobby_dataupdate ( steamIDLobby , steamIDLobby , true ) ;
return true ;
}
return false ;
}
// link two lobbies for the purposes of checking player compatibility
// you must be the lobby owner of both lobbies
bool SetLinkedLobby ( CSteamID steamIDLobby , CSteamID steamIDLobbyDependent )
{
PRINT_DEBUG ( " SetLinkedLobby \n " ) ;
return false ;
}
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void RunBackground ( )
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{
remove_lobbies ( ) ;
Create_pending_lobbies ( ) ;
if ( check_timedout ( last_sent_lobbies , SEND_LOBBY_RATE ) ) {
send_lobby_data ( ) ;
last_sent_lobbies = std : : chrono : : high_resolution_clock : : now ( ) ;
}
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}
void RunCallbacks ( )
{
RunBackground ( ) ;
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if ( searching ) {
PRINT_DEBUG ( " Searching for lobbies %zu \n " , lobbies . size ( ) ) ;
for ( auto & l : lobbies ) {
bool use = l . joinable ( ) & & ( l . type ( ) = = k_ELobbyTypePublic | | l . type ( ) = = k_ELobbyTypeInvisible | | l . type ( ) = = k_ELobbyTypeFriendsOnly ) & & ! l . deleted ( ) ;
PRINT_DEBUG ( " use lobby: %u, filters: %zu, joinable: %u, type: %u, deleted: %u \n " , use , filter_values_copy . size ( ) , l . joinable ( ) , l . type ( ) , l . deleted ( ) ) ;
for ( auto & f : filter_values_copy ) {
PRINT_DEBUG ( " %s:%s/%i %u %i \n " , f . key . c_str ( ) , f . value_string . c_str ( ) , f . value_int , f . is_int , f . eComparisonType ) ;
auto value = l . values ( ) . find ( f . key ) ;
if ( value ! = l . values ( ) . end ( ) ) {
//TODO: eComparisonType
if ( ! f . is_int ) {
PRINT_DEBUG ( " Compare Values %s %s \n " , value - > second . c_str ( ) , f . value_string . c_str ( ) ) ;
if ( f . eComparisonType = = k_ELobbyComparisonEqual ) {
if ( value - > second = = f . value_string ) {
PRINT_DEBUG ( " Equal \n " ) ;
//use = use;
} else {
PRINT_DEBUG ( " Not Equal \n " ) ;
use = false ;
}
}
} else {
int compare_to = stoi ( value - > second , 0 , 0 ) ;
PRINT_DEBUG ( " Compare Values %i %i \n " , compare_to , f . value_int ) ;
if ( f . eComparisonType = = k_ELobbyComparisonEqual ) {
if ( compare_to = = f . value_int ) {
PRINT_DEBUG ( " Equal \n " ) ;
//use = use;
} else {
PRINT_DEBUG ( " Not Equal \n " ) ;
use = false ;
}
}
//TODO: add more comparisons
}
} else {
PRINT_DEBUG ( " Compare Key not in lobby \n " ) ;
if ( f . eComparisonType = = k_ELobbyComparisonEqual ) {
//If the key is not in the lobby do we take it into account?
use = false ;
}
}
}
PRINT_DEBUG ( " Lobby %llu use %u \n " , l . room_id ( ) , use ) ;
if ( use ) PUSH_BACK_IF_NOT_IN ( filtered_lobbies , ( uint64 ) l . room_id ( ) ) ;
if ( filtered_lobbies . size ( ) > = filter_max_results_copy ) {
searching = false ;
LobbyMatchList_t data ;
data . m_nLobbiesMatching = filtered_lobbies . size ( ) ;
callback_results - > addCallResult ( search_call_api_id , data . k_iCallback , & data , sizeof ( data ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
search_call_api_id = 0 ;
}
}
}
if ( searching & & check_timedout ( lobby_last_search , LOBBY_SEARCH_TIMEOUT ) ) {
PRINT_DEBUG ( " LOBBY_SEARCH_TIMEOUT %zu \n " , filtered_lobbies . size ( ) ) ;
LobbyMatchList_t data ;
data . m_nLobbiesMatching = filtered_lobbies . size ( ) ;
callback_results - > addCallResult ( search_call_api_id , data . k_iCallback , & data , sizeof ( data ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
searching = false ;
search_call_api_id = 0 ;
}
auto g = std : : begin ( pending_joins ) ;
while ( g ! = std : : end ( pending_joins ) ) {
if ( ! g - > message_sent ) {
PRINT_DEBUG ( " Resend join lobby \n " ) ;
Lobby_Messages * message = new Lobby_Messages ( ) ;
message - > set_type ( Lobby_Messages : : JOIN ) ;
g - > message_sent = send_owner_packet ( g - > lobby_id , message ) ;
}
if ( check_timedout ( g - > joined , PENDING_JOIN_TIMEOUT ) ) {
bool success = false ;
LobbyEnter_t data ;
data . m_ulSteamIDLobby = g - > lobby_id . ConvertToUint64 ( ) ;
data . m_rgfChatPermissions = 0 ; //Unused - Always 0
data . m_bLocked = false ;
data . m_EChatRoomEnterResponse = success ? k_EChatRoomEnterResponseSuccess : k_EChatRoomEnterResponseError ;
callback_results - > addCallResult ( g - > api_id , data . k_iCallback , & data , sizeof ( data ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
g = pending_joins . erase ( g ) ;
PRINT_DEBUG ( " PENDING_JOIN_TIMEOUT \n " ) ;
} else {
+ + g ;
}
}
auto dr = std : : begin ( data_requested ) ;
while ( dr ! = std : : end ( data_requested ) ) {
if ( get_lobby ( dr - > lobby_id ) ) {
trigger_lobby_dataupdate ( dr - > lobby_id , dr - > lobby_id , true ) ;
dr = data_requested . erase ( dr ) ;
continue ;
}
if ( check_timedout ( dr - > requested , REQUEST_LOBBY_DATA_TIMEOUT ) ) {
trigger_lobby_dataupdate ( dr - > lobby_id , dr - > lobby_id , false ) ;
dr = data_requested . erase ( dr ) ;
continue ;
}
+ + dr ;
}
}
void Callback ( Common_Message * msg )
{
if ( msg - > has_lobby ( ) ) {
PRINT_DEBUG ( " GOT A LOBBY appid: %lu \n " , msg - > lobby ( ) . appid ( ) ) ;
if ( msg - > lobby ( ) . owner ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) & & msg - > lobby ( ) . appid ( ) = = settings - > get_local_game_id ( ) . AppID ( ) ) {
Lobby * lobby = get_lobby ( ( uint64 ) msg - > lobby ( ) . room_id ( ) ) ;
if ( ! lobby ) {
2019-08-02 01:08:09 +08:00
size_t old_size = lobbies . size ( ) ;
2019-04-14 00:21:56 +08:00
lobbies . resize ( old_size + 1 ) ;
lobbies [ old_size ] . set_room_id ( msg - > lobby ( ) . room_id ( ) ) ;
lobby = & ( lobbies [ old_size ] ) ;
}
if ( ! lobby - > deleted ( ) ) {
if ( ! protobuf_message_equal ( * lobby , msg - > lobby ( ) ) ) {
bool we_are_in_lobby = ! ! get_lobby_member ( lobby , settings - > get_local_steam_id ( ) ) ;
if ( we_are_in_lobby ) trigger_lobby_dataupdate ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) lobby - > room_id ( ) , true ) ;
for ( auto & m : lobby - > members ( ) ) {
int count = 0 ;
Lobby_Member * member = get_lobby_member ( msg - > mutable_lobby ( ) , ( uint64 ) m . id ( ) ) ;
if ( we_are_in_lobby ) {
if ( ! member ) {
trigger_lobby_member_join_leave ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) m . id ( ) , true , true , 0.2 ) ;
} else if ( ! protobuf_message_equal ( * member , m ) ) {
trigger_lobby_dataupdate ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) m . id ( ) , true ) ;
}
}
}
bool joined = false ;
for ( auto & m : msg - > lobby ( ) . members ( ) ) {
Lobby_Member * member = get_lobby_member ( lobby , ( uint64 ) m . id ( ) ) ;
if ( ! member ) {
if ( m . id ( ) = = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) {
CSteamID id ( ( uint64 ) lobby - > room_id ( ) ) ;
auto pd = std : : find_if ( pending_joins . begin ( ) , pending_joins . end ( ) , [ & id ] ( Pending_Joins const & item ) { return item . lobby_id = = id ; } ) ;
if ( pd ! = pending_joins . end ( ) ) {
bool success = true ;
LobbyEnter_t data ;
data . m_ulSteamIDLobby = lobby - > room_id ( ) ;
data . m_rgfChatPermissions = 0 ; //Unused - Always 0
data . m_bLocked = false ;
data . m_EChatRoomEnterResponse = success ? k_EChatRoomEnterResponseSuccess : k_EChatRoomEnterResponseError ;
callback_results - > addCallResult ( pd - > api_id , data . k_iCallback , & data , sizeof ( data ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
pending_joins . erase ( pd ) ;
on_self_enter_leave_lobby ( ( uint64 ) lobby - > room_id ( ) , lobby - > type ( ) , false ) ;
trigger_lobby_dataupdate ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) lobby - > room_id ( ) , true ) ;
joined = true ;
}
} else {
if ( we_are_in_lobby ) trigger_lobby_member_join_leave ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) m . id ( ) , false , true ) ;
}
}
}
if ( joined ) {
for ( auto & m : msg - > lobby ( ) . members ( ) ) {
if ( m . id ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) {
//TODO: is this good?
//trigger_lobby_member_join_leave((uint64)lobby->room_id(), (uint64)m.id(), false, true);
if ( m . values ( ) . size ( ) ) {
//TODO: check if this is what steam does
//trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)m.id(), true);
}
}
}
}
if ( ( ( joined ) | | ( we_are_in_lobby & & ! protobuf_message_equal ( lobby - > gameserver ( ) , msg - > lobby ( ) . gameserver ( ) ) ) ) & & ( CSteamID ( ( uint64 ) msg - > lobby ( ) . gameserver ( ) . id ( ) ) . IsValid ( ) | | msg - > lobby ( ) . gameserver ( ) . ip ( ) ) ) {
send_gameservercreated_cb ( lobby - > room_id ( ) , msg - > lobby ( ) . gameserver ( ) . id ( ) , msg - > lobby ( ) . gameserver ( ) . ip ( ) , msg - > lobby ( ) . gameserver ( ) . port ( ) ) ;
trigger_lobby_dataupdate ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) lobby - > room_id ( ) , true ) ;
}
* lobby = msg - > lobby ( ) ;
}
}
}
}
if ( msg - > has_lobby_messages ( ) ) {
PRINT_DEBUG ( " LOBBY MESSAGE %u %llu \n " , msg - > lobby_messages ( ) . type ( ) , msg - > lobby_messages ( ) . id ( ) ) ;
Lobby * lobby = get_lobby ( ( uint64 ) msg - > lobby_messages ( ) . id ( ) ) ;
if ( lobby & & ! lobby - > deleted ( ) ) {
bool we_are_in_lobby = ! ! get_lobby_member ( lobby , settings - > get_local_steam_id ( ) ) ;
if ( lobby - > owner ( ) = = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) {
if ( msg - > lobby_messages ( ) . type ( ) = = Lobby_Messages : : JOIN ) {
PRINT_DEBUG ( " LOBBY MESSAGE: JOIN \n " ) ;
enter_lobby ( lobby , ( uint64 ) msg - > source_id ( ) ) ;
trigger_lobby_member_join_leave ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) msg - > source_id ( ) , false , true ) ;
}
if ( msg - > lobby_messages ( ) . type ( ) = = Lobby_Messages : : MEMBER_DATA ) {
PRINT_DEBUG ( " LOBBY MESSAGE: MEMBER_DATA \n " ) ;
Lobby_Member * member = get_lobby_member ( lobby , ( uint64 ) msg - > source_id ( ) ) ;
if ( member ) {
for ( auto const & p : msg - > lobby_messages ( ) . map ( ) ) {
( * member - > mutable_values ( ) ) [ p . first ] = p . second ;
}
trigger_lobby_dataupdate ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) member - > id ( ) , true ) ;
}
}
}
if ( msg - > lobby_messages ( ) . type ( ) = = Lobby_Messages : : LEAVE ) {
PRINT_DEBUG ( " LOBBY MESSAGE: LEAVE %llu \n " , msg - > source_id ( ) ) ;
leave_lobby ( lobby , ( uint64 ) msg - > source_id ( ) ) ;
if ( we_are_in_lobby ) trigger_lobby_member_join_leave ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) msg - > source_id ( ) , true , true , 0.2 ) ;
}
if ( msg - > lobby_messages ( ) . type ( ) = = Lobby_Messages : : CHANGE_OWNER ) {
PRINT_DEBUG ( " LOBBY MESSAGE: CHANGE OWNER \n " ) ;
lobby - > set_owner ( msg - > lobby_messages ( ) . idata ( ) ) ;
if ( we_are_in_lobby ) trigger_lobby_dataupdate ( ( uint64 ) lobby - > room_id ( ) , ( uint64 ) lobby - > room_id ( ) , true ) ;
}
if ( msg - > lobby_messages ( ) . type ( ) = = Lobby_Messages : : CHAT_MESSAGE ) {
PRINT_DEBUG ( " LOBBY MESSAGE: CHAT MESSAGE \n " ) ;
if ( we_are_in_lobby ) {
struct Chat_Entry entry ;
entry . type = k_EChatEntryTypeChatMsg ;
entry . message = msg - > lobby_messages ( ) . bdata ( ) ;
entry . lobby_id = CSteamID ( ( uint64 ) msg - > lobby_messages ( ) . id ( ) ) ;
entry . user_id = CSteamID ( ( uint64 ) msg - > source_id ( ) ) ;
LobbyChatMsg_t data ;
data . m_ulSteamIDLobby = msg - > lobby_messages ( ) . id ( ) ;
data . m_ulSteamIDUser = msg - > source_id ( ) ;
data . m_eChatEntryType = entry . type ;
data . m_iChatID = chat_entries . size ( ) ;
chat_entries . push_back ( entry ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
}
}
}
if ( msg - > has_low_level ( ) ) {
if ( msg - > low_level ( ) . type ( ) = = Low_Level : : CONNECT ) {
}
if ( msg - > low_level ( ) . type ( ) = = Low_Level : : DISCONNECT ) {
for ( auto & l : lobbies ) {
if ( leave_lobby ( & ( l ) , ( uint64 ) msg - > source_id ( ) ) )
trigger_lobby_member_join_leave ( ( uint64 ) l . room_id ( ) , ( uint64 ) msg - > source_id ( ) , true , true , 0.0 ) ;
}
}
}
remove_lobbies ( ) ;
}
} ;