gbe_fork/dll/steam_parties.cpp

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2024-05-03 01:29:57 +03:00
/* 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 "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()) {
}
}