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114 lines
6.2 KiB
C
114 lines
6.2 KiB
C
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//====== Copyright Valve Corporation, All rights reserved. ====================
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//
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// Kludge adapter that's used for the transition standalone library.
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// This is not the opensource code, or the one in the Steamworks SDK.
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//
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//=============================================================================
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#ifndef STEAMNETWORKINGSOCKETS
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#define STEAMNETWORKINGSOCKETS
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamnetworkingsockets.h"
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struct SteamRelayNetworkStatus_t;
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struct P2PSessionRequest_t;
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struct P2PSessionConnectFail_t;
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#if !defined( STEAMNETWORKINGSOCKETS_PARTNER ) && !defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT )
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#error "Shouldn't be including this!"
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#endif
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#ifdef STEAMNETWORKINGSOCKETS_STEAM
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// #KLUDGE! So we don't have to link with steam_api.lib
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#include <steam/steam_api.h>
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#include <steam/steam_gameserver.h>
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/////////////////////////////////////////////////////////////////////////////
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// Temp internal gross stuff you should ignore
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typedef void * ( S_CALLTYPE *FSteamInternal_CreateInterface )( const char *);
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typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallback)( class CCallbackBase *pCallback, int iCallback );
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typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallback)( class CCallbackBase *pCallback );
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typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetLauncher( const char *pszLauncher ); // Call this before SteamDatagramClient_Init
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetUniverse( EUniverse eUniverse ); // Call this before SteamDatagramClient_Init, to run without steam support
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_Internal_SteamAPIKludge( FSteamAPI_RegisterCallback fnRegisterCallback, FSteamAPI_UnregisterCallback fnUnregisterCallback, FSteamAPI_RegisterCallResult fnRegisterCallResult, FSteamAPI_UnregisterCallResult fnUnregisterCallResult );
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STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramClient_Init_InternalV9( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg, FSteamInternal_CreateInterface fnCreateInterface, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
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STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramServer_Init_InternalV2( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg, FSteamInternal_CreateInterface fnCreateInterface, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
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/////////////////////////////////////////////////////////////////////////////
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/// Initialize the user interface.
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inline bool SteamDatagramClient_Init( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg )
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{
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SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallback, &::SteamAPI_UnregisterCallback, &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
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return SteamDatagramClient_Init_InternalV9( bNoSteamSupport, errMsg, ::SteamInternal_CreateInterface, ::SteamAPI_GetHSteamUser(), ::SteamAPI_GetHSteamPipe() );
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}
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/// Initialize the game server interface
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inline bool SteamDatagramServer_Init( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg )
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{
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SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallback, &::SteamAPI_UnregisterCallback, &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
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return SteamDatagramServer_Init_InternalV2( bNoSteamSupport, errMsg, &SteamInternal_CreateInterface, ::SteamGameServer_GetHSteamUser(), ::SteamGameServer_GetHSteamPipe() );
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}
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#else // #ifdef STEAMNETWORKINGSOCKETS_STEAM
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/// Initialize client interface
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STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramClient_Init( bool /* ignored */, SteamNetworkingErrMsg &errMsg );
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/// Initialize gameserver interface
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STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramServer_Init( bool /* ignored */, SteamNetworkingErrMsg &errMsg );
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#endif
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/// Shutdown the client interface
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_Kill();
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/// Shutdown the game server interface
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramServer_Kill();
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/// Call before initializing the library, to set the AppID. This is only needed
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/// when running without Steam support. (Either on other platforms, or when
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/// intentionally not using steam client.)
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetAppID( AppId_t nAppID );
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/// Manual polling mode. You should call this before initialize the lib.
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/// This will prevent the library from opening up its own service thread,
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/// allowing you to pump sockets and stuff from your own thread.
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingSockets_SetManualPollMode( bool bFlag );
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/// If you call SteamNetworkingSockets_SetManualPollMode, then you need to
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/// call this frequently. Any time spent between calls is essentially
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/// guaranteed to delay time-sensitive processing, so whatever you are
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/// doing, make it quick. If you pass a nonzero wait time, then this
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/// function will sleep efficiently, waiting for incoming packets,
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/// up to the maximum time you specify. It may return prematurely
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/// if packets arrive earlier than your timeout.
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STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingSockets_Poll( int msMaxWaitTime );
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/// TEMP callback dispatch mechanism.
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/// You'll override this guy and hook any callbacks you are interested in,
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/// and then use ISteamNetworkingSockets::RunCallbacks. Eventually this will go away,
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/// and you will register for the callbacks you want using the normal SteamWorks callback
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/// mechanisms, and they will get dispatched along with other Steamworks callbacks
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/// when you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks.
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class ISteamNetworkingSocketsCallbacks
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{
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public:
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inline ISteamNetworkingSocketsCallbacks() {}
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virtual void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t * ) {}
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virtual void OnP2PSessionRequest( P2PSessionRequest_t * ) {}
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virtual void OnP2PSessionConnectFail( P2PSessionConnectFail_t * ) {}
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virtual void OnAuthenticationStatusChanged( SteamNetAuthenticationStatus_t * ) {}
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virtual void OnRelayNetworkStatusChanged( SteamRelayNetworkStatus_t * ) {}
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protected:
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inline ~ISteamNetworkingSocketsCallbacks() {}
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};
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#endif // ISTEAMNETWORKINGSOCKETS
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