mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-28 11:24:15 +08:00
119 lines
5.4 KiB
C++
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__
|