mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-28 03:14:15 +08:00
114 lines
6.2 KiB
C++
114 lines
6.2 KiB
C++
//====== Copyright Valve Corporation, All rights reserved. ====================
|
|
//
|
|
// Kludge adapter that's used for the transition standalone library.
|
|
// This is not the opensource code, or the one in the Steamworks SDK.
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef STEAMNETWORKINGSOCKETS
|
|
#define STEAMNETWORKINGSOCKETS
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "isteamnetworkingsockets.h"
|
|
struct SteamRelayNetworkStatus_t;
|
|
struct P2PSessionRequest_t;
|
|
struct P2PSessionConnectFail_t;
|
|
|
|
#if !defined( STEAMNETWORKINGSOCKETS_PARTNER ) && !defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT )
|
|
#error "Shouldn't be including this!"
|
|
#endif
|
|
|
|
#ifdef STEAMNETWORKINGSOCKETS_STEAM
|
|
|
|
// #KLUDGE! So we don't have to link with steam_api.lib
|
|
#include <steam/steam_api.h>
|
|
#include <steam/steam_gameserver.h>
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
// Temp internal gross stuff you should ignore
|
|
|
|
typedef void * ( S_CALLTYPE *FSteamInternal_CreateInterface )( const char *);
|
|
typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallback)( class CCallbackBase *pCallback, int iCallback );
|
|
typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallback)( class CCallbackBase *pCallback );
|
|
typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
|
|
typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetLauncher( const char *pszLauncher ); // Call this before SteamDatagramClient_Init
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetUniverse( EUniverse eUniverse ); // Call this before SteamDatagramClient_Init, to run without steam support
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_Internal_SteamAPIKludge( FSteamAPI_RegisterCallback fnRegisterCallback, FSteamAPI_UnregisterCallback fnUnregisterCallback, FSteamAPI_RegisterCallResult fnRegisterCallResult, FSteamAPI_UnregisterCallResult fnUnregisterCallResult );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramClient_Init_InternalV9( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg, FSteamInternal_CreateInterface fnCreateInterface, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
|
|
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramServer_Init_InternalV2( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg, FSteamInternal_CreateInterface fnCreateInterface, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
/// Initialize the user interface.
|
|
inline bool SteamDatagramClient_Init( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg )
|
|
{
|
|
SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallback, &::SteamAPI_UnregisterCallback, &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
|
|
return SteamDatagramClient_Init_InternalV9( bNoSteamSupport, errMsg, ::SteamInternal_CreateInterface, ::SteamAPI_GetHSteamUser(), ::SteamAPI_GetHSteamPipe() );
|
|
}
|
|
|
|
/// Initialize the game server interface
|
|
inline bool SteamDatagramServer_Init( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg )
|
|
{
|
|
SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallback, &::SteamAPI_UnregisterCallback, &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult );
|
|
return SteamDatagramServer_Init_InternalV2( bNoSteamSupport, errMsg, &SteamInternal_CreateInterface, ::SteamGameServer_GetHSteamUser(), ::SteamGameServer_GetHSteamPipe() );
|
|
}
|
|
|
|
#else // #ifdef STEAMNETWORKINGSOCKETS_STEAM
|
|
|
|
/// Initialize client interface
|
|
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramClient_Init( bool /* ignored */, SteamNetworkingErrMsg &errMsg );
|
|
|
|
/// Initialize gameserver interface
|
|
STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramServer_Init( bool /* ignored */, SteamNetworkingErrMsg &errMsg );
|
|
|
|
#endif
|
|
|
|
/// Shutdown the client interface
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_Kill();
|
|
|
|
/// Shutdown the game server interface
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramServer_Kill();
|
|
|
|
/// Call before initializing the library, to set the AppID. This is only needed
|
|
/// when running without Steam support. (Either on other platforms, or when
|
|
/// intentionally not using steam client.)
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetAppID( AppId_t nAppID );
|
|
|
|
/// Manual polling mode. You should call this before initialize the lib.
|
|
/// This will prevent the library from opening up its own service thread,
|
|
/// allowing you to pump sockets and stuff from your own thread.
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingSockets_SetManualPollMode( bool bFlag );
|
|
|
|
/// If you call SteamNetworkingSockets_SetManualPollMode, then you need to
|
|
/// call this frequently. Any time spent between calls is essentially
|
|
/// guaranteed to delay time-sensitive processing, so whatever you are
|
|
/// doing, make it quick. If you pass a nonzero wait time, then this
|
|
/// function will sleep efficiently, waiting for incoming packets,
|
|
/// up to the maximum time you specify. It may return prematurely
|
|
/// if packets arrive earlier than your timeout.
|
|
STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingSockets_Poll( int msMaxWaitTime );
|
|
|
|
/// TEMP callback dispatch mechanism.
|
|
/// You'll override this guy and hook any callbacks you are interested in,
|
|
/// and then use ISteamNetworkingSockets::RunCallbacks. Eventually this will go away,
|
|
/// and you will register for the callbacks you want using the normal SteamWorks callback
|
|
/// mechanisms, and they will get dispatched along with other Steamworks callbacks
|
|
/// when you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks.
|
|
class ISteamNetworkingSocketsCallbacks
|
|
{
|
|
public:
|
|
inline ISteamNetworkingSocketsCallbacks() {}
|
|
virtual void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t * ) {}
|
|
virtual void OnP2PSessionRequest( P2PSessionRequest_t * ) {}
|
|
virtual void OnP2PSessionConnectFail( P2PSessionConnectFail_t * ) {}
|
|
virtual void OnAuthenticationStatusChanged( SteamNetAuthenticationStatus_t * ) {}
|
|
virtual void OnRelayNetworkStatusChanged( SteamRelayNetworkStatus_t * ) {}
|
|
protected:
|
|
inline ~ISteamNetworkingSocketsCallbacks() {}
|
|
};
|
|
|
|
#endif // ISTEAMNETWORKINGSOCKETS
|