gbe_fork/dll/dll/steam_gamesearch.h
2024-05-03 03:33:46 +03:00

119 lines
5.4 KiB
C++

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