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SDK 1.50
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16 changed files with 1797 additions and 166 deletions
189
dll/steam_networking_messages.h
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189
dll/steam_networking_messages.h
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/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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class Steam_Networking_Messages :
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public ISteamNetworkingMessages
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{
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class Settings *settings;
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class Networking *network;
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class SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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class RunEveryRunCB *run_every_runcb;
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public:
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static void steam_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_networking_messages_callback\n");
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Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object;
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steam_networking_messages->Callback(msg);
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}
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static void steam_run_every_runcb(void *object)
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{
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PRINT_DEBUG("steam_networking_messages_run_every_runcb\n");
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Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object;
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steam_networking_messages->RunCallbacks();
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}
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Steam_Networking_Messages(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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this->settings = settings;
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this->network = network;
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this->run_every_runcb = run_every_runcb;
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
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this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this);
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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}
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~Steam_Networking_Messages()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this);
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}
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/// Sends a message to the specified host. If we don't already have a session with that user,
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/// a session is implicitly created. There might be some handshaking that needs to happen
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/// before we can actually begin sending message data. If this handshaking fails and we can't
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/// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t.
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/// There is no notification when the operation succeeds. (You should have the peer send a reply
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/// for this purpose.)
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///
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/// Sending a message to a host will also implicitly accept any incoming connection from that host.
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///
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/// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options
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///
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/// nRemoteChannel is a routing number you can use to help route message to different systems.
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/// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve
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/// the data on the other end.
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///
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/// Using different channels to talk to the same user will still use the same underlying
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/// connection, saving on resources. If you don't need this feature, use 0.
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/// Otherwise, small integers are the most efficient.
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///
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/// It is guaranteed that reliable messages to the same host on the same channel
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/// will be be received by the remote host (if they are received at all) exactly once,
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/// and in the same order that they were send.
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///
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/// NO other order guarantees exist! In particular, unreliable messages may be dropped,
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/// received out of order with respect to each other and with respect to reliable data,
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/// or may be received multiple times. Messages on different channels are *not* guaranteed
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/// to be received in the order they were sent.
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///
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/// A note for those familiar with TCP/IP ports, or converting an existing codebase that
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/// opened multiple sockets: You might notice that there is only one channel, and with
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/// TCP/IP each endpoint has a port number. You can think of the channel number as the
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/// *destination* port. If you need each message to also include a "source port" (so the
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/// recipient can route the reply), then just put that in your message. That is essentially
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/// how UDP works!
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///
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/// Returns:
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/// - k_EREsultOK on success.
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/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer,
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/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use
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/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session
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/// and start a new one, you must call CloseSessionWithUser
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/// - See SendMessageToConnection::SendMessageToConnection for more
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EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel )
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{
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PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n");
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return k_EResultNoConnection;
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}
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/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
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/// Returns number of messages returned into your list. (0 if no message are available on that channel.)
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///
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/// When you're done with the message object(s), make sure and call Release()!
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int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
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{
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PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n");
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return 0;
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}
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/// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback
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/// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't
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/// tried to talk to them. If you don't want to talk to them, just ignore the request.
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/// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to
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/// be posted periodically. This may be called multiple times for a single user.
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///
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/// Calling SendMessage() on the other user, this implicitly accepts any pending session request.
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bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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{
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PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n");
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return false;
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}
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/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
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/// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will
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/// be posted.
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///
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/// Note that sessions that go unused for a few minutes are automatically timed out.
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bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
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{
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PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n");
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return false;
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}
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/// Call this when you're done talking to a user on a specific channel. Once all
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/// open channels to a user have been closed, the open session to the user will be
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/// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t
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/// callback
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bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel )
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{
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PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n");
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return false;
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}
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/// Returns information about the latest state of a connection, if any, with the given peer.
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/// Primarily intended for debugging purposes, but can also be used to get more detailed
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/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.)
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///
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/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None
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/// if no connection exists with specified peer. You may pass nullptr for either parameter if
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/// you do not need the corresponding details. Note that sessions time out after a while,
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/// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait
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/// indefinitely to obtain the reason for failure.
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ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus )
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{
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PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n");
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return k_ESteamNetworkingConnectionState_None;
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}
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void RunCallbacks()
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{
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}
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void Callback(Common_Message *msg)
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{
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if (msg->has_low_level()) {
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if (msg->low_level().type() == Low_Level::CONNECT) {
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}
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if (msg->low_level().type() == Low_Level::DISCONNECT) {
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}
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}
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}
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};
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