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110
dll/steam_game_coordinator.h
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110
dll/steam_game_coordinator.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_Game_Coordinator :
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public ISteamGameCoordinator
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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_gamecoordinator_callback\n");
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Steam_Game_Coordinator *steam_gamecoordinator = (Steam_Game_Coordinator *)object;
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steam_gamecoordinator->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_gamecoordinator_run_every_runcb\n");
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Steam_Game_Coordinator *steam_gamecoordinator = (Steam_Game_Coordinator *)object;
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steam_gamecoordinator->RunCallbacks();
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}
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Steam_Game_Coordinator(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_Game_Coordinator::steam_callback, this);
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this->run_every_runcb->add(&Steam_Game_Coordinator::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_Game_Coordinator()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Game_Coordinator::steam_run_every_runcb, this);
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}
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// sends a message to the Game Coordinator
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EGCResults SendMessage_( uint32 unMsgType, const void *pubData, uint32 cubData )
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{
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PRINT_DEBUG("Steam_Game_Coordinator::SendMessage %u\n", unMsgType);
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return k_EGCResultOK;
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}
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// returns true if there is a message waiting from the game coordinator
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bool IsMessageAvailable( uint32 *pcubMsgSize )
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{
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PRINT_DEBUG("Steam_Game_Coordinator::IsMessageAvailable\n");
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return false;
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}
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// fills the provided buffer with the first message in the queue and returns k_EGCResultOK or
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// returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size.
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// If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned
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// and the message remains at the head of the queue.
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EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize )
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{
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PRINT_DEBUG("Steam_Game_Coordinator::RetrieveMessage\n");
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return k_EGCResultNoMessage;
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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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if (msg->has_networking_sockets()) {
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}
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}
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};
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