mirror of
https://github.com/Detanup01/gbe_fork.git
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260 lines
14 KiB
Plaintext
260 lines
14 KiB
Plaintext
* based on cvsR4U1 by ce20fdf2 from viewtopic.php?p=2936697#p2936697
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* apply the fix for the Linux build (due to newer glibc) from this pull request by Randy Li: https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/merge_requests/42/
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* add updated translation of Spanish + Latin American to the overlay by dragonslayer609 from viewtopic.php?p=2936892#p2936892
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* add updated translation of Russian to the overlay by GogoVan from viewtopic.php?p=2939565#p2939565
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* add more interfaces to look for in the original steam_api by alex47exe from viewtopic.php?p=2935557#p2935557
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* add fix for glyphs icons for xbox 360 controller by 0x0315 from viewtopic.php?p=2949498#p2949498
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* bare minimum implementation for SDK 1.58a
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+ backup the current version of the interface 'steam ugc'
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- create new file: isteamugc017.h
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> copy the current version of the interface to this file
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> don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
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> rename the abstract class to include the current version number in its name, i.e. 'class ISteamUGC017'
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> create a file header guard containing the interface version in its name, i.e. 'ISTEAMUGC017_H'
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> if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
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+ isteamugc.h (this always contains the declaration of latest interface version)
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- declare the new API: GetUserContentDescriptorPreferences()
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- update the API: SetItemTags() to use the new argument
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- update the interface version to STEAMUGC_INTERFACE_VERSION018
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+ steam_ugc.h (this always contains the implementation of ALL interfaces versions)
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- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamUGC017'
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- (needs revise) implement the new API: GetUserContentDescriptorPreferences()
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- add a new overload of the API: SetItemTags() which takes the new additional argument
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+ backup the current version of the interface 'steam remote play'
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- create new file: isteamremoteplay001.h
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> copy the current version of the interface to this file
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> don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
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> rename the abstract class to include the current version number in its name, i.e. 'class ISteamRemotePlay001'
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> create a file header guard containing the interface version in its name, i.e. 'ISTEAMREMOTEPLAY001_H'
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> if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
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+ isteamremoteplay.h (this always contains the declaration of latest interface version)
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- declare the new API: BStartRemotePlayTogether()
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- update the interface version to STEAMREMOTEPLAY_INTERFACE_VERSION002
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- fix file header guard from _WIN32 to STEAM_WIN32
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+ steam_remoteplay.h (this always contains the implementation of ALL interfaces versions)
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- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamRemotePlay001'
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- (needs revise) implement the new API: BStartRemotePlayTogether()
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+ steam_api.h
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- #include the backed-up interface files:
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> #include "isteamugc017.h"
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> #include "isteamremoteplay001.h"
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- declare the new API: SteamInternal_SteamAPI_Init()
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- add a new enum ESteamAPIInitResult
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- fix return type of SteamAPI_InitSafe() from bool to steam_bool (some stupid games read the whole EAX register)
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- add a useless inline implementation for the API: SteamAPI_InitEx(), not exported yet but just in case for the future
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+ steam_gameserver.h
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- declare the new API: SteamInternal_GameServer_Init_V2()
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- fix return type of SteamGameServer_Init() from bool to steam_bool (some stupid games read the whole EAX register)
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- add a useless inline implementation for the API: SteamGameServer_InitEx(), not exported yet but just in case for the future
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+ steam_api_common.h
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- declare a new type: SteamErrMsg
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+ dll.cpp (this has the implementation of whatever inside steam_api.h + steam_gameserver.h)
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- (needs revise) implement the new API: SteamInternal_SteamAPI_Init()
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- (needs revise) implement the new API: SteamInternal_GameServer_Init_V2()
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- read some missing interfaces versions when parsing steam_interfaces.txt
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- initialize all interfaces versions with the latest ones available, instead of hardcoding them
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+ steam_client.cpp
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- add a new version string for the interface getter GetISteamUGC()
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- add a new version string for the interface getter GetISteamRemotePlay()
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+ isteamnetworkingsockets.h
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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> ConnectP2PCustomSignaling()
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> ReceivedP2PCustomSignal()
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+ isteamnetworkingsockets009.h
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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> ConnectP2PCustomSignaling()
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> ReceivedP2PCustomSignal()
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+ steam_networking_sockets.h
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- implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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> ConnectP2PCustomSignaling()
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> ReceivedP2PCustomSignal()
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+ steam_api_flat.h
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////////////////////
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- declare new interfaces getters:
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> SteamAPI_SteamUGC_v018()
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> SteamAPI_SteamGameServerUGC_v018()
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- declare the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
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- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to add the new argument
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this will potentially break compatibility with older version of the flat API
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////////////////////
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- declare new interface getter: SteamAPI_SteamRemotePlay_v002()
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- declare the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
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////////////////////
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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> SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
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> SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
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+ flat.cpp
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////////////////////
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- implement new interfaces getters:
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> SteamAPI_SteamUGC_v018()
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> SteamAPI_SteamGameServerUGC_v018()
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- implement the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
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- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to use the new argument
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this will potentially break compatibility with older version of the flat API
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////////////////////
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- implement new interface getter SteamAPI_SteamRemotePlay_v002()
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- implement the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
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////////////////////
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- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
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> SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
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> SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
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+ isteamfriends.h
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- (needs revise) add a missing (or new?) member m_dwOverlayPID to the struct GameOverlayActivated_t, hopefully this doesn't break stuff
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+ steamnetworkingtypes.h
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- add new (or missing?) members to the enum ESteamNetworkingConfigValue:
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> k_ESteamNetworkingConfig_RecvBufferSize
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> k_ESteamNetworkingConfig_RecvBufferMessages
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> k_ESteamNetworkingConfig_RecvMaxMessageSize
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> k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket
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+ add the file isteamdualsense.h, it isn't used currently but just in case for the future
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+ update descriptions/comments or refactor/spacing
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- isteamapplist.h
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- isteamgamecoordinator.h
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- isteamps3overlayrenderer.h
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- isteamuserstats.h
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- isteamutils.h
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- isteamvideo.h
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- steamhttpenums.h
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- steamtypes.h
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* use Unicode when sanitizing settings, mainly for local_save.txt config file
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+ new dir "utfcpp": containg all the source/include files of this library: https://github.com/nemtrif/utfcpp
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+ common_includes.h: include the new library "utfcpp"
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+ settings.cpp: in Settings::sanitize(): convert to utf-32 first, do the sanitization, then convert back to std::string and return the result
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* avoid locking the global mutex every time when getting the global steamclient instance
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+ dll.cpp: in get_steam_client(): only lock when the instance is null and double check for null, should speed up things a little bit
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* in different places, avoid locking gloal mutex if the relevant functionality was disabled
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+ example in steam_user_stats.h: SetAchievement()
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+ example in steam_overlay.cpp:
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> Steam_Overlay::AddMessageNotification()
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> Steam_Overlay::AddInviteNotification()
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* explicitly use the ASCII version of Windows APIs to avoid conflict when building with define symbols UNICODE + _UNICODE
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- base.cpp: GetModuleHandleA()
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- steam_overlay.cpp: PlaySoundA()
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* fix the implementation of RtlGenRandom stub:
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+ return a number
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+ use extern "C" if building in C++ mode
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* add new build scripts for both Windows and Linux for a much easier dev/build experience,
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both Windows and Linux scripts will run parallel build jobs for a much faster build times,
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by default, the scripts will use 70% of the max available threads, but if the auto detection didn't work,
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you can pass for example -j 10 to the scripts to use 10 parallel jobs
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on Linux, archives (.a files) of third party libraries are bundled wholly, and built statically via:
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-Wl,--whole-archive -Wl,-Bstatic -lssq -lcurl ... -Wl,-Bdynamic -Wl,--no-whole-archive
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this ensures that the final output binary (for example: libsteam.so) won't require these libraries at runtime
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+ to build on Linux (I'm using latest Ubuntu on WSL)
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- run as sudo ./build_linux_deps.sh, this will do the following:
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> download and install the required build tools via apt-install
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> unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-linux-deps
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> build the unpacked libraries from build-linux-deps
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you only need this step once, additionally you can pass these arguments to the script:
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-verbose: force cmake to display extra info
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-j <n>: force cmake to use <n> parallel build jobs
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- without sudo, run ./build_linux.sh and pass the argument "release" or "debug" to build the emu in the corresponding mode,
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this will build the emu inside the folder build-linux
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some additional arguments you can pass to the script:
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-lib-32: prevent building 32-bit libsteam_api.so
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-lib-64: prevent building 64-bit libsteam_api.so
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-client-32: prevent building 32-bit steamclient.so
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-client-64: prevent building 64-bit steamclient.so
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-tool-clientldr: prevent copying the script steamclient_loader.sh
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-tool-itf: prevent copying the script find_interfaces.sh
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-tool-lobby-32: prevent building executable lobby_connect_x32
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-tool-lobby-64: prevent building executable lobby_connect_x64
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+lowperf: (UNTESTED) pass some arguments to the compiler to prevent emmiting instructions for: SSE4, popcnt, AVX
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-j <n>: force build operations to use <n> parallel jobs
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+ to build on Windows (just install Visual Studio 2019/2022)
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- without admin, run build_win_deps.bat, this will do the following:
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> unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-win-deps
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> build the unpacked libraries from build-win-deps
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you only need this step once, additionally you can pass these arguments to the script:
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-verbose: force cmake to display extra info
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-j <n>: force cmake to use <n> parallel build jobs
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- without admin, run build_win.bat and pass the argument "release" or "debug" to build the emu in the corresponding mode,
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this will build the emu inside the folder build-win
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some additional arguments you can pass to the script:
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-lib-32: prevent building 32-bit steam_api.dll
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-lib-64: prevent building 64-bit steam_api64.dll
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-ex-lib-32: prevent building experimental steam_api.dll
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-ex-lib-64: prevent building experimental steam_api64.dll
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-ex-client-32: prevent building experimental steamclient.dll
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-ex-client-64: prevent building experimental steamclient64.dll
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-exclient-32: prevent building experimental client steamclient.dll
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-exclient-64: prevent building experimental client steamclient64.dll
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-exclient-ldr: prevent building experimental client loader steamclient_loader.exe
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-tool-itf: prevent building executable find_interfaces.exe
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-tool-lobby: prevent building executable lobby_connect.exe
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+lowperf: (UNTESTED) for 32-bit build only, pass the argument /arch:IA32 to the compiler
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-j <n>: force build operations to use <n> parallel jobs
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* added all required third-party libraries inside the folder "third-party"
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* greatly enhanced the functionality of the generate_emu_config script + add a build script
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+ run recreate_venv.bat to
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> create a python virtual environemnt
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> install all required packages inside this env
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+ run rebuild.bat to produce a bootstrapped .exe built using pyinstaller
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+ inside the folder of the built executable
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> create a file called my_login.txt, then add your username in the first line, and your password in the second line
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> run the .exe file without any args to display all available options
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* revert the changes to SetProduct() and SetGameDescription()
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* in steam_overlay.cpp: AddAchievementNotification(): prefer original paths of achievements icons first, then fallback to "achievement_images/"
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////////// older changes
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* add missing implementation of (de)sanitize_string when NO_DISK_WRITE is defined which fixes compilation of lobby_connect
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* check for empty string in (de)sanitize_file_name() before accessing its items
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* implement new API: GetAuthTicketForWebApi()
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+ base.h: declare the new API: getWebApiTicket()
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+ base.cpp: implement the new API: Auth_Ticket_Manager::getWebApiTicket()
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+ steam_user.h: call the new API inside GetAuthTicketForWebApi()
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* add an updated and safer impl for Local_Storage::load_image_resized() by RIPAciD from viewtopic.php?p=2884627#p2884627
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* add missing note in ReadMe about libssq
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* add new release 4 by ce20fdf2 from viewtopic.php?p=2933673#p2933673
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* add hotfix 3 by ce20fdf2 from viewtopic.php?p=2921215#p2921215
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* add hotfix 2 by ce20fdf2: viewtopic.php?p=2884110#p2884110
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* add initial hotfix by ce20fdf2
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