/* 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 . */ #include "dll/steam_matchmaking.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 #define LOBBY_CREATE_DELAY 0.07 //artificial delay for lobby creation #define FILTER_MAX_DEFAULT 4096 #define LOBBY_SEARCH_TIMEOUT 0.2 //Tested on real steam google::protobuf::Map::const_iterator Steam_Matchmaking::caseinsensitive_find(const ::google::protobuf::Map< ::std::string, ::std::string >& map, std::string key) { auto x = map.begin(); while (x != map.end()) { if (common_helpers::str_cmp_insensitive(key, x->first)) { break; } ++x; } return x; } Lobby* Steam_Matchmaking::get_lobby(CSteamID id) { if (!id.IsLobby()) return NULL; auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&id](Lobby const& item) { return (item.room_id() & 0xFFFFFFFF) == (id.GetAccountID()); }); if (lobbies.end() == lobby) return NULL; return &(*lobby); } void Steam_Matchmaking::send_lobby_data() { if (lobbies.size()) { PRINT_DEBUG("lobbies %zu", 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("lobby " "%" PRIu64 "", 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 Steam_Matchmaking::trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, double cb_timeout, bool send_changed_lobby) { PRINT_DEBUG("%llu %llu", lobby.ConvertToUint64(), member.ConvertToUint64()); LobbyDataUpdate_t 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 this was a user data update, then trigger another callback for the lobby itself 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()) { if (send_changed_lobby) { PRINT_DEBUG("resending new data"); 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 Steam_Matchmaking::trigger_lobby_member_join_leave(CSteamID lobby, CSteamID member, bool leaving, bool success, double cb_timeout) { 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 Steam_Matchmaking::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 Steam_Matchmaking::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 Steam_Matchmaking::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 Steam_Matchmaking::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 Steam_Matchmaking::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 Steam_Matchmaking::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 } void Steam_Matchmaking::steam_matchmaking_callback(void *object, Common_Message *msg) { // PRINT_DEBUG_ENTRY(); Steam_Matchmaking *steam_matchmaking = (Steam_Matchmaking *)object; steam_matchmaking->Callback(msg); } void Steam_Matchmaking::steam_matchmaking_run_every_runcb(void *object) { // PRINT_DEBUG_ENTRY(); Steam_Matchmaking *steam_matchmaking = (Steam_Matchmaking *)object; steam_matchmaking->RunCallbacks(); } bool Steam_Matchmaking::add_member_to_lobby(Lobby *lobby, CSteamID id) { if (get_lobby_member(lobby, id)) return false; // player already exists Lobby_Member *member = lobby->add_members(); member->set_id(id.ConvertToUint64()); PRINT_DEBUG("added lobby member %llu", (uint64)id.ConvertToUint64()); return true; } bool Steam_Matchmaking::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; } Lobby_Member* Steam_Matchmaking::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); } Steam_Matchmaking::Steam_Matchmaking(class Settings *settings, class Local_Storage *local_storage, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) { this->settings = settings; this->local_storage = local_storage; this->network = network; this->callback_results = callback_results; this->callbacks = callbacks; this->run_every_runcb = run_every_runcb; this->filter_max_results = FILTER_MAX_DEFAULT; search_call_api_id = 0; searching = false; 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); } Steam_Matchmaking::~Steam_Matchmaking() { this->network->rmCallback(CALLBACK_ID_LOBBY, settings->get_local_steam_id(), &Steam_Matchmaking::steam_matchmaking_callback, this); this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Matchmaking::steam_matchmaking_callback, this); this->run_every_runcb->remove(&Steam_Matchmaking::steam_matchmaking_run_every_runcb, this); } // game server favorites storage // saves basic details about a multiplayer game server locally // returns the number of favorites servers the user has stored int Steam_Matchmaking::GetFavoriteGameCount() { PRINT_DEBUG_ENTRY(); std::string file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + PATH_SEPARATOR + "serverbrowser_favorites.txt"; unsigned int file_size = file_size_(file_path); if (file_size) { std::string list{}; list.resize(file_size); Local_Storage::get_file_data(file_path, (char *)&list[0], file_size, 0); auto list_lines = std::count(list.begin(), list.end(), '\n'); list_lines += (!list.empty() && list.back() != '\n'); return list_lines; } 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 Steam_Matchmaking::GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) { PRINT_DEBUG_ENTRY(); 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 Steam_Matchmaking::AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) { PRINT_DEBUG("%u %u %hu %hu %u %u", nAppID, nIP, nConnPort, nQueryPort, unFlags, rTime32LastPlayedOnServer); std::string file_path{}; unsigned int file_size{}; if (unFlags == 1) { file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + PATH_SEPARATOR + "serverbrowser_favorites.txt"; file_size = file_size_(file_path); } else if (unFlags == 2) { file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + PATH_SEPARATOR + "serverbrowser_history.txt"; file_size = file_size_(file_path); } else { return 0; } unsigned char ip[4]{}; ip[0] = nIP & 0xFF; ip[1] = (nIP >> 8) & 0xFF; ip[2] = (nIP >> 16) & 0xFF; ip[3] = (nIP >> 24) & 0xFF; char newip[24]{}; snprintf(newip, sizeof(newip), "%d.%d.%d.%d:%d\n", ip[3], ip[2], ip[1], ip[0], nConnPort); std::string newip_string(newip); if (file_size) { std::string list{}; list.resize(file_size); Local_Storage::get_file_data(file_path, (char*)&list[0], file_size, 0); auto list_lines = std::count(list.begin(), list.end(), '\n'); list_lines += (!list.empty() && list.back() != '\n'); std::size_t find_ip = list.find(newip_string); if (find_ip == std::string::npos) { list.append(newip_string); list.append("\n"); std::size_t file_directory = file_path.find_last_of("/\\"); std::string directory_path; std::string file_name; if (file_directory != std::string::npos) { directory_path = file_path.substr(0, file_directory); file_name = file_path.substr(file_directory); } Local_Storage::store_file_data(directory_path, file_name, (char *)list.data(), list.size()); return ++list_lines; } return list_lines; } else { newip_string.append("\n"); std::size_t file_directory = file_path.find_last_of("/\\"); std::string directory_path; std::string file_name; if (file_directory != std::string::npos) { directory_path = file_path.substr(0, file_directory); file_name = file_path.substr(file_directory); } Local_Storage::store_file_data(directory_path, file_name, (char *)newip_string.data(), newip_string.size()); return 1; } } // removes the game server from the local storage; returns true if one was removed bool Steam_Matchmaking::RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) { PRINT_DEBUG_ENTRY(); std::string file_path{}; unsigned int file_size{}; if (unFlags == 1) { file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + "serverbrowser_favorites.txt"; file_size = file_size_(file_path); } else if (unFlags == 2) { file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + "serverbrowser_history.txt"; file_size = file_size_(file_path); } else { return false; } if (file_size) { std::string list{}; list.resize(file_size); Local_Storage::get_file_data(file_path, (char*)&list[0], file_size, 0); unsigned char ip[4]{}; ip[0] = nIP & 0xFF; ip[1] = (nIP >> 8) & 0xFF; ip[2] = (nIP >> 16) & 0xFF; ip[3] = (nIP >> 24) & 0xFF; char newip[24]{}; snprintf((char *)newip, sizeof(newip), "%d.%d.%d.%d:%d\n", ip[3], ip[2], ip[1], ip[0], nConnPort); std::string newip_string(newip); std::size_t list_ip = list.find(newip_string); if (list_ip != std::string::npos) { list.erase(list_ip, newip_string.length()); std::size_t file_directory = file_path.find_last_of("/\\"); std::string directory_path{}; std::string file_name{}; if (file_directory != std::string::npos) { directory_path = file_path.substr(0, file_directory); file_name = file_path.substr(file_directory); } Local_Storage::store_file_data(directory_path, file_name, (char *)list.data(), list.size()); return true; } } 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 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 } } */ // STEAM_CALL_RESULT( LobbyMatchList_t ) SteamAPICall_t Steam_Matchmaking::RequestLobbyList() { PRINT_DEBUG_ENTRY(); std::lock_guard 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; } void Steam_Matchmaking::RequestLobbyList_OLD() { RequestLobbyList(); } // filters for lobbies // this needs to be called before RequestLobbyList() to take effect // these are cleared on each call to RequestLobbyList() void Steam_Matchmaking::AddRequestLobbyListStringFilter( const char *pchKeyToMatch, const char *pchValueToMatch, ELobbyComparison eComparisonType ) { PRINT_DEBUG("'%s'=='%s' %i", pchKeyToMatch, pchValueToMatch, eComparisonType); if (!pchValueToMatch) return; std::lock_guard 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 Steam_Matchmaking::AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ) { PRINT_DEBUG("'%s'==%i %i", pchKeyToMatch, nValueToMatch, eComparisonType); std::lock_guard 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 Steam_Matchmaking::AddRequestLobbyListNearValueFilter( const char *pchKeyToMatch, int nValueToBeCloseTo ) { PRINT_DEBUG("'%s'==%u", pchKeyToMatch, nValueToBeCloseTo); std::lock_guard lock(global_mutex); } // returns only lobbies with the specified number of slots available void Steam_Matchmaking::AddRequestLobbyListFilterSlotsAvailable( int nSlotsAvailable ) { PRINT_DEBUG("%i", nSlotsAvailable); std::lock_guard 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 Steam_Matchmaking::AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter ) { PRINT_DEBUG("%i", eLobbyDistanceFilter); std::lock_guard 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 Steam_Matchmaking::AddRequestLobbyListResultCountFilter( int cMaxResults ) { PRINT_DEBUG("%i", cMaxResults); std::lock_guard lock(global_mutex); filter_max_results = cMaxResults; } void Steam_Matchmaking::AddRequestLobbyListCompatibleMembersFilter( CSteamID steamIDLobby ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); } void Steam_Matchmaking::AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) { AddRequestLobbyListStringFilter(pchKeyToMatch, pchValueToMatch, k_ELobbyComparisonEqual); } void Steam_Matchmaking::AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType ) { AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, (ELobbyComparison) nComparisonType ); } void Steam_Matchmaking::AddRequestLobbyListSlotsAvailableFilter() { PRINT_DEBUG_TODO(); std::lock_guard lock(global_mutex); } // 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 Steam_Matchmaking::GetLobbyByIndex( int iLobby ) { PRINT_DEBUG("%i", iLobby); std::lock_guard lock(global_mutex); CSteamID id = k_steamIDNil; if (iLobby >= 0 && static_cast(iLobby) < filtered_lobbies.size()) { id = filtered_lobbies[iLobby]; } PRINT_DEBUG("found lobby %llu", id.ConvertToUint64()); return id; } void Steam_Matchmaking::GetLobbyByIndex(CSteamID& res, int iLobby ) { PRINT_DEBUG_GNU_WIN(); std::lock_guard lock(global_mutex); res = GetLobbyByIndex(iLobby ); } // 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 Steam_Matchmaking::CreateLobby( ELobbyType eLobbyType, int cMaxMembers ) { PRINT_DEBUG("type: %i max_members: %i", eLobbyType, cMaxMembers); std::lock_guard 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 Steam_Matchmaking::CreateLobby( ELobbyType eLobbyType ) { PRINT_DEBUG("old"); return CreateLobby(eLobbyType, 0); } void Steam_Matchmaking::CreateLobby_OLD( ELobbyType eLobbyType ) { CreateLobby(eLobbyType); } void Steam_Matchmaking::CreateLobby( bool bPrivate ) { CreateLobby(bPrivate ? k_ELobbyTypePrivate : k_ELobbyTypePublic); } // 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 Steam_Matchmaking::JoinLobby( CSteamID steamIDLobby ) { PRINT_DEBUG("%llu", steamIDLobby.ConvertToUint64()); std::lock_guard lock(global_mutex); auto pj = std::find_if(pending_joins.begin(), pending_joins.end(), [&steamIDLobby](Pending_Joins const& item) {return item.lobby_id == steamIDLobby;}); if (pj != pending_joins.end()) { PRINT_DEBUG("already found in pending joins list"); return pj->api_id; } Pending_Joins pending_join{}; pending_join.api_id = callback_results->reserveCallResult(); pending_join.lobby_id = steamIDLobby; 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); PRINT_DEBUG("added new entry to pending joins"); return pending_join.api_id; } void Steam_Matchmaking::JoinLobby_OLD( CSteamID steamIDLobby ) { JoinLobby(steamIDLobby); } // 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 Steam_Matchmaking::LeaveLobby( CSteamID steamIDLobby ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); PRINT_DEBUG("pass mutex"); Lobby *lobby = get_lobby(steamIDLobby); if (lobby) { if (!lobby->deleted()) { on_self_enter_leave_lobby((uint64)lobby->room_id(), lobby->type(), true); self_lobby_member_data.erase(lobby->room_id()); if (lobby->owner() != settings->get_local_steam_id().ConvertToUint64()) { PRINT_DEBUG("not owner"); 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("owner"); 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::system_clock::now().time_since_epoch()).count()); } } } } PRINT_DEBUG("Done"); } // 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 Steam_Matchmaking::InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) { PRINT_DEBUG_ENTRY(); std::lock_guard 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 Steam_Matchmaking::GetNumLobbyMembers( CSteamID steamIDLobby ) { PRINT_DEBUG("%llu", steamIDLobby.ConvertToUint64()); std::lock_guard lock(global_mutex); Lobby *lobby = get_lobby(steamIDLobby); int ret = 0; if (lobby) ret = lobby->members().size(); PRINT_DEBUG("count=%i", 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 Steam_Matchmaking::GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) { PRINT_DEBUG("%llu %i", steamIDLobby.ConvertToUint64(), iMember); std::lock_guard 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("found member: %llu", id.ConvertToUint64()); return id; } void Steam_Matchmaking::GetLobbyMemberByIndex(CSteamID&res, CSteamID steamIDLobby, int iMember ) { PRINT_DEBUG_GNU_WIN(); std::lock_guard lock(global_mutex); res = GetLobbyMemberByIndex( steamIDLobby, iMember ); } // 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* Steam_Matchmaking::GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) { PRINT_DEBUG("%llu '%s'", steamIDLobby.ConvertToUint64(), pchKey); std::lock_guard lock(global_mutex); if (!pchKey) return ""; Lobby *lobby = get_lobby(steamIDLobby); const char *ret = ""; if (lobby) { auto result = caseinsensitive_find(lobby->values(), pchKey); if (result != lobby->values().end()) ret = result->second.c_str(); } PRINT_DEBUG("returned '%s'", 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 Steam_Matchmaking::SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) { PRINT_DEBUG("[%llu] '%s'='%s'", steamIDLobby.ConvertToUint64(), pchKey, pchValue); std::lock_guard lock(global_mutex); if (!pchKey) return false; if (!pchValue) pchValue = ""; Lobby *lobby = get_lobby(steamIDLobby); if (!lobby || lobby->deleted()) { return false; } bool changed = true; //callback is always triggered when setlobbydata is called from non owner however no data is actually changed. if (lobby->owner() == settings->get_local_steam_id().ConvertToUint64()) { auto result = caseinsensitive_find(lobby->values(), pchKey); if (result == lobby->values().end()) { (*lobby->mutable_values())[pchKey] = pchValue; } else { if (result->second == std::string(pchValue)) changed = false; (*lobby->mutable_values())[result->first] = pchValue; } } if (changed) trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.005, changed); return true; } // returns the number of metadata keys set on the specified lobby int Steam_Matchmaking::GetLobbyDataCount( CSteamID steamIDLobby ) { PRINT_DEBUG("%llu", steamIDLobby.ConvertToUint64()); std::lock_guard 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 Steam_Matchmaking::GetLobbyDataByIndex( CSteamID steamIDLobby, int iLobbyData, char *pchKey, int cchKeyBufferSize, char *pchValue, int cchValueBufferSize ) { PRINT_DEBUG("%llu [%i] key size=%i, value size=%i", steamIDLobby.ConvertToUint64(), iLobbyData, cchKeyBufferSize, cchValueBufferSize); std::lock_guard lock(global_mutex); Lobby *lobby = get_lobby(steamIDLobby); bool ret = false; if (iLobbyData >= 0 && lobby && lobby->values().size() > static_cast(iLobbyData)) { auto lobby_data = lobby->values().begin(); for (int i = 0; i < iLobbyData; ++i) ++lobby_data; if (pchKey && cchKeyBufferSize > 0) { strncpy(pchKey, lobby_data->first.c_str(), cchKeyBufferSize - 1); pchKey[cchKeyBufferSize - 1] = 0; } if (pchValue && cchValueBufferSize > 0) { strncpy(pchValue, lobby_data->second.c_str(), cchValueBufferSize - 1); pchValue[cchValueBufferSize - 1] = 0; } PRINT_DEBUG("ret '%s'='%s'", pchKey, pchValue); ret = true; } return ret; } // removes a metadata key from the lobby bool Steam_Matchmaking::DeleteLobbyData( CSteamID steamIDLobby, const char *pchKey ) { PRINT_DEBUG("'%s'", pchKey); std::lock_guard 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* Steam_Matchmaking::GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) { PRINT_DEBUG("'%s' %llu %llu", pchKey, steamIDLobby.ConvertToUint64(), steamIDUser.ConvertToUint64()); std::lock_guard lock(global_mutex); if (!pchKey) return ""; Lobby_Member *member = get_lobby_member(get_lobby(steamIDLobby), steamIDUser); const char *ret = ""; if (member) { if (steamIDUser == settings->get_local_steam_id()) { auto result = self_lobby_member_data.find(steamIDLobby.ConvertToUint64()); if (result != self_lobby_member_data.end()) { auto value = caseinsensitive_find(result->second, std::string(pchKey)); if (value != result->second.end()) { ret = value->second.c_str(); } } } else { auto result = caseinsensitive_find(member->values(), std::string(pchKey)); if (result == member->values().end()) return ""; ret = result->second.c_str(); } } PRINT_DEBUG("res '%s'", ret); return ret; } // Sets per-user metadata (for the local user implicitly) void Steam_Matchmaking::SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) { PRINT_DEBUG("%llu '%s'='%s'", steamIDLobby.ConvertToUint64(), pchKey, pchValue); if (!pchKey) return; char empty_string[] = ""; if (!pchValue) pchValue = empty_string; std::lock_guard 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()) { auto result = caseinsensitive_find(member->values(), std::string(pchKey)); if (result == member->values().end()) { (*member->mutable_values())[pchKey] = pchValue; } else { (*member->mutable_values())[result->first] = 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); } { auto result = self_lobby_member_data.find(steamIDLobby.ConvertToUint64()); if (result != self_lobby_member_data.end()) { auto value = caseinsensitive_find(result->second, std::string(pchKey)); if (value != result->second.end()) { self_lobby_member_data[steamIDLobby.ConvertToUint64()][value->first] = pchValue; } else { self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; } } else { self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; } } } } // 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 Steam_Matchmaking::SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) { PRINT_DEBUG("%llu %i", steamIDLobby.ConvertToUint64(), cubMsgBody); std::lock_guard 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 Steam_Matchmaking::GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, STEAM_OUT_STRUCT() CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) { PRINT_DEBUG("%llu %i %p %p %i %p", steamIDLobby.ConvertToUint64(), iChatID, pSteamIDUser, pvData, cubData, peChatEntryType); std::lock_guard lock(global_mutex); if (iChatID < 0 || cubData < 0 || static_cast(iChatID) >= chat_entries.size()) 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() <= static_cast(cubData)) { cubData = chat_entries[iChatID].message.size(); memcpy(pvData, chat_entries[iChatID].message.data(), cubData); PRINT_DEBUG(" Returned chat of len: %i", 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 Steam_Matchmaking::RequestLobbyData( CSteamID steamIDLobby ) { PRINT_DEBUG("%llu", steamIDLobby.ConvertToUint64()); std::lock_guard 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 Steam_Matchmaking::SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) { PRINT_DEBUG("%llu %llu %hhu.%hhu.%hhu.%hhu:%hu", steamIDLobby.ConvertToUint64(), steamIDGameServer.ConvertToUint64(), ((unsigned char *)&unGameServerIP)[3], ((unsigned char *)&unGameServerIP)[2], ((unsigned char *)&unGameServerIP)[1], ((unsigned char *)&unGameServerIP)[0], unGameServerPort ); std::lock_guard 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); lobby->mutable_gameserver()->set_num_update(lobby->gameserver().num_update() + 1); 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 Steam_Matchmaking::GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, STEAM_OUT_STRUCT() CSteamID *psteamIDGameServer ) { PRINT_DEBUG_ENTRY(); std::lock_guard 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 Steam_Matchmaking::SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) { PRINT_DEBUG("%llu %i", steamIDLobby.ConvertToUint64(), cMaxMembers); std::lock_guard 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 Steam_Matchmaking::GetLobbyMemberLimit( CSteamID steamIDLobby ) { PRINT_DEBUG("%llu", steamIDLobby.ConvertToUint64()); std::lock_guard lock(global_mutex); Lobby *lobby = get_lobby(steamIDLobby); int limit = 0; if (lobby) limit = lobby->member_limit(); PRINT_DEBUG(" limit %i", limit); return limit; } void Steam_Matchmaking::SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled ) { PRINT_DEBUG_ENTRY(); } // 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 Steam_Matchmaking::SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) { PRINT_DEBUG("%i", eLobbyType); std::lock_guard 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 Steam_Matchmaking::SetLobbyJoinable( CSteamID steamIDLobby, bool bLobbyJoinable ) { PRINT_DEBUG("%u", bLobbyJoinable); std::lock_guard 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 (Mr_Goldberg note: This is a lie) // 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 Steam_Matchmaking::GetLobbyOwner( CSteamID steamIDLobby ) { PRINT_DEBUG("%llu", steamIDLobby.ConvertToUint64()); std::lock_guard lock(global_mutex); Lobby *lobby = get_lobby(steamIDLobby); if (!lobby || lobby->deleted()) return k_steamIDNil; //TODO: might be better to require the lobby info to be at least requested first. return (uint64)lobby->owner(); } void Steam_Matchmaking::GetLobbyOwner(CSteamID& res, CSteamID steamIDLobby ) { PRINT_DEBUG_GNU_WIN(); std::lock_guard lock(global_mutex); res = GetLobbyOwner( steamIDLobby ); } // asks the Steam servers for a list of lobbies that friends are in // returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair // if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results // filters don't apply to lobbies (currently) bool Steam_Matchmaking::RequestFriendsLobbies() { PRINT_DEBUG_ENTRY(); RequestFriendsLobbiesResponse_t data = {}; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); return true; } float Steam_Matchmaking::GetLobbyDistance( CSteamID steamIDLobby ) { PRINT_DEBUG("%llu", steamIDLobby.ConvertToUint64()); return 0.0; } // 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 Steam_Matchmaking::SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) { PRINT_DEBUG_ENTRY(); std::lock_guard 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 Steam_Matchmaking::SetLinkedLobby( CSteamID steamIDLobby, CSteamID steamIDLobbyDependent ) { PRINT_DEBUG_ENTRY(); return false; } void Steam_Matchmaking::remove_lobbies() { uint64 current_time = std::chrono::duration_cast>(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("LOBBY " "%" PRIu64 "", g->room_id()); self_lobby_member_data.erase(g->room_id()); g = lobbies.erase(g); } else { ++g; } } } void Steam_Matchmaking::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()); add_member_to_lobby(&lobby, settings->get_local_steam_id()); lobbies.push_back(lobby); if (settings->disable_lobby_creation) { LobbyCreated_t data; data.m_eResult = k_EResultFail; data.m_ulSteamIDLobby = 0; callback_results->addCallResult(p_c->api_id, data.k_iCallback, &data, sizeof(data)); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } else { 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 data2{}; data2.m_ulSteamIDLobby = lobby.room_id(); data2.m_rgfChatPermissions = 0; //Unused - Always 0 if (p_c->eLobbyType == k_ELobbyTypePrivate) data2.m_bLocked = true; else data2.m_bLocked = false; data2.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; callbacks->addCBResult(data2.k_iCallback, &data2, sizeof(data2)); } 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; } } } void Steam_Matchmaking::run_background() { 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(); } } void Steam_Matchmaking::RunCallbacks() { run_background(); if (searching) { PRINT_DEBUG("for lobbies %zu", 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", use, filter_values_copy.size(), l.joinable(), l.type(), l.deleted()); for (auto & f : filter_values_copy) { PRINT_DEBUG("'%s':'%s'/%i %u %i", f.key.c_str(), f.value_string.c_str(), f.value_int, f.is_int, f.eComparisonType); auto value = caseinsensitive_find(l.values(), f.key); if (value != l.values().end()) { //TODO: eComparisonType if (!f.is_int) { PRINT_DEBUG("Compare Values %s %s", value->second.c_str(), f.value_string.c_str()); if (f.eComparisonType == k_ELobbyComparisonEqual) { if (value->second == f.value_string) { PRINT_DEBUG("Equal (non-int)"); //use = use; } else { PRINT_DEBUG("Not Equal (non-int)"); use = false; } } else { PRINT_DEBUG("TODO UNSUPPORTED compare type (non-int) %i", (int)f.eComparisonType); } } else { try { PRINT_DEBUG("%s", value->second.c_str()); int compare_to = 0; //TODO: check if this is how real steam behaves if (value->second.size()) { compare_to = static_cast(std::stoll(value->second, 0, 0)); } PRINT_DEBUG("Compare Values %i %i", compare_to, f.value_int); if (f.eComparisonType == k_ELobbyComparisonEqual) { if (compare_to == f.value_int) { PRINT_DEBUG("Equal (int)"); //use = use; } else { PRINT_DEBUG("Not Equal (int)"); use = false; } } else { PRINT_DEBUG("TODO UNSUPPORTED compare type (int) %i", (int)f.eComparisonType); } } catch (...) { //Same case as if the key is not in the lobby? use = false; } //TODO: add more comparisons } } else { PRINT_DEBUG("Compare Key not in lobby"); if (f.eComparisonType == k_ELobbyComparisonEqual) { //If the key is not in the lobby do we take it into account? use = false; } } } PRINT_DEBUG("Lobby " "%" PRIu64 " use %u", 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) { PRINT_DEBUG("returning lobby search results, count=%zu", filtered_lobbies.size()); 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", 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("resending join lobby"); Lobby_Messages *message = new Lobby_Messages(); message->set_type(Lobby_Messages::JOIN); g->message_sent = send_owner_packet(g->lobby_id, message); } Lobby *lobby = get_lobby(g->lobby_id); if (lobby && lobby->deleted()) { PRINT_DEBUG("lobby deleted %llu", g->lobby_id.ConvertToUint64()); LobbyEnter_t data{}; data.m_ulSteamIDLobby = lobby->room_id(); data.m_rgfChatPermissions = 0; //Unused - Always 0 data.m_bLocked = false; data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseDoesntExist; 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); } else if (get_lobby_member(lobby, settings->get_local_steam_id())) { PRINT_DEBUG("lobby joined %llu", g->lobby_id.ConvertToUint64()); 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; 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); trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)lobby->room_id(), true); } else if (check_timedout(g->joined, PENDING_JOIN_TIMEOUT)) { PRINT_DEBUG("pending join timeout %llu", g->lobby_id.ConvertToUint64()); LobbyEnter_t data{}; data.m_ulSteamIDLobby = g->lobby_id.ConvertToUint64(); data.m_rgfChatPermissions = 0; //Unused - Always 0 data.m_bLocked = false; data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseDoesntExist; 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); } 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 Steam_Matchmaking::Callback(Common_Message *msg) { if (msg->has_lobby()) { PRINT_DEBUG("GOT A LOBBY appid: %u " "%" PRIu64 "", msg->lobby().appid(), msg->lobby().owner()); 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) { size_t old_size = lobbies.size(); 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 = pending_joins.begin(); while (pd != pending_joins.end()) { if (pd->lobby_id == id) { 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)); pd = pending_joins.erase(pd); joined = true; } else { ++pd; } } if (joined) { on_self_enter_leave_lobby((uint64)lobby->room_id(), lobby->type(), false); trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)lobby->room_id(), 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 && msg->lobby().gameserver().num_update()) || (we_are_in_lobby && (lobby->gameserver().num_update() != msg->lobby().gameserver().num_update()))) { 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 " "%" PRIu64 "", 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, lobby=%llu from=%llu", (uint64)lobby->room_id(), (uint64)msg->source_id()); if (add_member_to_lobby(lobby, (uint64)msg->source_id())) { trigger_lobby_member_join_leave((uint64)lobby->room_id(), (uint64)msg->source_id(), false, true, 0.01); } } if (msg->lobby_messages().type() == Lobby_Messages::MEMBER_DATA) { PRINT_DEBUG("LOBBY MESSAGE: MEMBER_DATA"); Lobby_Member *member = get_lobby_member(lobby, (uint64)msg->source_id()); if (member) { for (auto const &p : msg->lobby_messages().map()) { PRINT_DEBUG("member data '%s'='%s'", p.first.c_str(), p.second.c_str()); auto result = caseinsensitive_find(member->values(), p.first); if (result == member->values().end()) { (*member->mutable_values())[p.first] = p.second; } else { (*member->mutable_values())[result->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 " "%" PRIu64 "", 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"); 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"); 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(); }