mirror of
https://github.com/Detanup01/gbe_fork.git
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119 lines
5.4 KiB
C++
119 lines
5.4 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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#ifndef __INCLUDED_STEAM_GAMESEARCH_H__
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#define __INCLUDED_STEAM_GAMESEARCH_H__
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#include "base.h"
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class Steam_Game_Search :
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public ISteamGameSearch
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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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std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
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FSteamNetworkingSocketsDebugOutput debug_function{};
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static void steam_callback(void *object, Common_Message *msg);
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static void steam_run_every_runcb(void *object);
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void RunCallbacks();
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void Callback(Common_Message *msg);
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public:
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Steam_Game_Search(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb);
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~Steam_Game_Search();
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// =============================================================================================
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// Game Player APIs
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// a keyname and a list of comma separated values: one of which is must be found in order for the match to qualify
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// fails if a search is currently in progress
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EGameSearchErrorCode_t AddGameSearchParams( const char *pchKeyToFind, const char *pchValuesToFind );
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// all players in lobby enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
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// if not the owner of the lobby or search already in progress this call fails
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// periodic callbacks will be sent as queue time estimates change
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EGameSearchErrorCode_t SearchForGameWithLobby( CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax );
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// user enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
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// periodic callbacks will be sent as queue time estimates change
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EGameSearchErrorCode_t SearchForGameSolo( int nPlayerMin, int nPlayerMax );
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// after receiving SearchForGameResultCallback_t, accept or decline the game
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// multiple SearchForGameResultCallback_t will follow as players accept game until the host starts or cancels the game
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EGameSearchErrorCode_t AcceptGame();
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EGameSearchErrorCode_t DeclineGame();
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// after receiving GameStartedByHostCallback_t get connection details to server
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EGameSearchErrorCode_t RetrieveConnectionDetails( CSteamID steamIDHost, char *pchConnectionDetails, int cubConnectionDetails );
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// leaves queue if still waiting
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EGameSearchErrorCode_t EndGameSearch();
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// =============================================================================================
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// Game Host APIs
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// a keyname and a list of comma separated values: all the values you allow
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EGameSearchErrorCode_t SetGameHostParams( const char *pchKey, const char *pchValue );
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// set connection details for players once game is found so they can connect to this server
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EGameSearchErrorCode_t SetConnectionDetails( const char *pchConnectionDetails, int cubConnectionDetails );
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// mark server as available for more players with nPlayerMin,nPlayerMax desired
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// accept no lobbies with playercount greater than nMaxTeamSize
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// the set of lobbies returned must be partitionable into teams of no more than nMaxTeamSize
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// RequestPlayersForGameNotificationCallback_t callback will be sent when the search has started
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// multple RequestPlayersForGameResultCallback_t callbacks will follow when players are found
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EGameSearchErrorCode_t RequestPlayersForGame( int nPlayerMin, int nPlayerMax, int nMaxTeamSize );
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// accept the player list and release connection details to players
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// players will only be given connection details and host steamid when this is called
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// ( allows host to accept after all players confirm, some confirm, or none confirm. decision is entirely up to the host )
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EGameSearchErrorCode_t HostConfirmGameStart( uint64 ullUniqueGameID );
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// cancel request and leave the pool of game hosts looking for players
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// if a set of players has already been sent to host, all players will receive SearchForGameHostFailedToConfirm_t
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EGameSearchErrorCode_t CancelRequestPlayersForGame();
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// submit a result for one player. does not end the game. ullUniqueGameID continues to describe this game
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EGameSearchErrorCode_t SubmitPlayerResult( uint64 ullUniqueGameID, CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult );
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// ends the game. no further SubmitPlayerResults for ullUniqueGameID will be accepted
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// any future requests will provide a new ullUniqueGameID
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EGameSearchErrorCode_t EndGame( uint64 ullUniqueGameID );
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};
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#endif // __INCLUDED_STEAM_GAMESEARCH_H__
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