mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-25 09:54:15 +08:00
220 lines
6.6 KiB
C++
220 lines
6.6 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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class Steam_Masterserver_Updater :
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public ISteamMasterServerUpdater
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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public:
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static void steam_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_masterserverupdater_callback\n");
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Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object;
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steam_masterserverupdater->Callback(msg);
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}
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static void steam_run_every_runcb(void *object)
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{
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PRINT_DEBUG("steam_masterserverupdater_run_every_runcb\n");
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Steam_Masterserver_Updater *steam_masterserverupdater = (Steam_Masterserver_Updater *)object;
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steam_masterserverupdater->RunCallbacks();
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}
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Steam_Masterserver_Updater(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->network = network;
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this->run_every_runcb = run_every_runcb;
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Masterserver_Updater::steam_callback, this);
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this->run_every_runcb->add(&Steam_Masterserver_Updater::steam_run_every_runcb, this);
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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}
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~Steam_Masterserver_Updater()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Masterserver_Updater::steam_run_every_runcb, this);
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}
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// Call this as often as you like to tell the master server updater whether or not
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// you want it to be active (default: off).
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void SetActive( bool bActive )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::SetActive\n");
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}
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// You usually don't need to modify this.
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// Pass -1 to use the default value for iHeartbeatInterval.
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// Some mods change this.
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void SetHeartbeatInterval( int iHeartbeatInterval )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::SetHeartbeatInterval\n");
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}
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// These are in GameSocketShare mode, where instead of ISteamMasterServerUpdater creating its own
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// socket to talk to the master server on, it lets the game use its socket to forward messages
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// back and forth. This prevents us from requiring server ops to open up yet another port
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// in their firewalls.
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//
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// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001
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// These are used when you've elected to multiplex the game server's UDP socket
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// rather than having the master server updater use its own sockets.
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//
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// Source games use this to simplify the job of the server admins, so they
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// don't have to open up more ports on their firewalls.
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// Call this when a packet that starts with 0xFFFFFFFF comes in. That means
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// it's for us.
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bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::HandleIncomingPacket\n");
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return true;
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}
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// AFTER calling HandleIncomingPacket for any packets that came in that frame, call this.
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// This gets a packet that the master server updater needs to send out on UDP.
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// It returns the length of the packet it wants to send, or 0 if there are no more packets to send.
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// Call this each frame until it returns 0.
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int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::GetNextOutgoingPacket\n");
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return 0;
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}
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// Functions to set various fields that are used to respond to queries.
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// Call this to set basic data that is passed to the server browser.
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void SetBasicServerData(
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unsigned short nProtocolVersion,
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bool bDedicatedServer,
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const char *pRegionName,
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const char *pProductName,
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unsigned short nMaxReportedClients,
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bool bPasswordProtected,
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const char *pGameDescription )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::SetBasicServerData\n");
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}
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// Call this to clear the whole list of key/values that are sent in rules queries.
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void ClearAllKeyValues()
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::ClearAllKeyValues\n");
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}
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// Call this to add/update a key/value pair.
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void SetKeyValue( const char *pKey, const char *pValue )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::SetKeyValue\n");
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}
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// You can call this upon shutdown to clear out data stored for this game server and
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// to tell the master servers that this server is going away.
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void NotifyShutdown()
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::NotifyShutdown\n");
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}
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// Returns true if the master server has requested a restart.
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// Only returns true once per request.
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bool WasRestartRequested()
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::WasRestartRequested\n");
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return false;
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}
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// Force it to request a heartbeat from the master servers.
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void ForceHeartbeat()
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::ForceHeartbeat\n");
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}
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// Manually edit and query the master server list.
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// It will provide name resolution and use the default master server port if none is provided.
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bool AddMasterServer( const char *pServerAddress )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::AddMasterServer\n");
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return true;
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}
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bool RemoveMasterServer( const char *pServerAddress )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::RemoveMasterServer\n");
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return true;
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}
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int GetNumMasterServers()
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::GetNumMasterServers\n");
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return 0;
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}
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// Returns the # of bytes written to pOut.
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int GetMasterServerAddress( int iServer, char *pOut, int outBufferSize )
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{
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PRINT_DEBUG("Steam_Masterserver_Updater::GetMasterServerAddress\n");
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return 0;
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}
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void RunCallbacks()
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{
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}
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void Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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}
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}
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}
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};
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