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

216 lines
8.1 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/>. */
#include "dll/steam_gamesearch.h"
void Steam_Game_Search::steam_callback(void *object, Common_Message *msg)
{
// PRINT_DEBUG_ENTRY();
Steam_Game_Search *steam_gamesearch = (Steam_Game_Search *)object;
steam_gamesearch->Callback(msg);
}
void Steam_Game_Search::steam_run_every_runcb(void *object)
{
// PRINT_DEBUG_ENTRY();
Steam_Game_Search *steam_gamesearch = (Steam_Game_Search *)object;
steam_gamesearch->RunCallbacks();
}
Steam_Game_Search::Steam_Game_Search(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_Game_Search::steam_callback, this);
this->run_every_runcb->add(&Steam_Game_Search::steam_run_every_runcb, this);
}
Steam_Game_Search::~Steam_Game_Search()
{
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Game_Search::steam_callback, this);
this->run_every_runcb->remove(&Steam_Game_Search::steam_run_every_runcb, this);
}
// =============================================================================================
// 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 Steam_Game_Search::AddGameSearchParams( const char *pchKeyToFind, const char *pchValuesToFind )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// 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 Steam_Game_Search::SearchForGameWithLobby( CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// 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 Steam_Game_Search::SearchForGameSolo( int nPlayerMin, int nPlayerMax )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// 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 Steam_Game_Search::AcceptGame()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
EGameSearchErrorCode_t Steam_Game_Search::DeclineGame()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// after receiving GameStartedByHostCallback_t get connection details to server
EGameSearchErrorCode_t Steam_Game_Search::RetrieveConnectionDetails( CSteamID steamIDHost, char *pchConnectionDetails, int cubConnectionDetails )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// leaves queue if still waiting
EGameSearchErrorCode_t Steam_Game_Search::EndGameSearch()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// =============================================================================================
// Game Host APIs
// a keyname and a list of comma separated values: all the values you allow
EGameSearchErrorCode_t Steam_Game_Search::SetGameHostParams( const char *pchKey, const char *pchValue )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// set connection details for players once game is found so they can connect to this server
EGameSearchErrorCode_t Steam_Game_Search::SetConnectionDetails( const char *pchConnectionDetails, int cubConnectionDetails )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// 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 Steam_Game_Search::RequestPlayersForGame( int nPlayerMin, int nPlayerMax, int nMaxTeamSize )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// 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 Steam_Game_Search::HostConfirmGameStart( uint64 ullUniqueGameID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// 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 Steam_Game_Search::CancelRequestPlayersForGame()
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// submit a result for one player. does not end the game. ullUniqueGameID continues to describe this game
EGameSearchErrorCode_t Steam_Game_Search::SubmitPlayerResult( uint64 ullUniqueGameID, CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
// ends the game. no further SubmitPlayerResults for ullUniqueGameID will be accepted
// any future requests will provide a new ullUniqueGameID
EGameSearchErrorCode_t Steam_Game_Search::EndGame( uint64 ullUniqueGameID )
{
PRINT_DEBUG_TODO();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return k_EGameSearchErrorCode_Failed_Offline;
}
void Steam_Game_Search::RunCallbacks()
{
}
void Steam_Game_Search::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()) {
}
}