mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-12-05 11:44:53 +01:00
Initial commit.
This commit is contained in:
commit
d968c3e1b5
238 changed files with 86384 additions and 0 deletions
184
dll/steam_parties.h
Normal file
184
dll/steam_parties.h
Normal file
|
|
@ -0,0 +1,184 @@
|
|||
/* 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/>. */
|
||||
|
||||
#include "base.h"
|
||||
|
||||
class Steam_Parties :
|
||||
public ISteamParties
|
||||
{
|
||||
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;
|
||||
|
||||
public:
|
||||
static void steam_callback(void *object, Common_Message *msg)
|
||||
{
|
||||
PRINT_DEBUG("steam_parties_callback\n");
|
||||
|
||||
Steam_Parties *steam_parties = (Steam_Parties *)object;
|
||||
steam_parties->Callback(msg);
|
||||
}
|
||||
|
||||
static void steam_run_every_runcb(void *object)
|
||||
{
|
||||
PRINT_DEBUG("steam_parties_run_every_runcb\n");
|
||||
|
||||
Steam_Parties *steam_parties = (Steam_Parties *)object;
|
||||
steam_parties->RunCallbacks();
|
||||
}
|
||||
|
||||
Steam_Parties(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
|
||||
{
|
||||
this->settings = settings;
|
||||
this->network = network;
|
||||
this->run_every_runcb = run_every_runcb;
|
||||
//this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Parties::steam_callback, this);
|
||||
this->run_every_runcb->add(&Steam_Parties::steam_run_every_runcb, this);
|
||||
|
||||
this->callback_results = callback_results;
|
||||
this->callbacks = callbacks;
|
||||
}
|
||||
|
||||
~Steam_Parties()
|
||||
{
|
||||
//TODO rm network callbacks
|
||||
this->run_every_runcb->remove(&Steam_Parties::steam_run_every_runcb, this);
|
||||
}
|
||||
|
||||
|
||||
// =============================================================================================
|
||||
// Party Client APIs
|
||||
|
||||
// Enumerate any active beacons for parties you may wish to join
|
||||
uint32 GetNumActiveBeacons()
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::GetNumActiveBeacons\n");
|
||||
}
|
||||
|
||||
PartyBeaconID_t GetBeaconByIndex( uint32 unIndex )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::GetBeaconByIndex\n");
|
||||
}
|
||||
|
||||
bool GetBeaconDetails( PartyBeaconID_t ulBeaconID, CSteamID *pSteamIDBeaconOwner, STEAM_OUT_STRUCT() SteamPartyBeaconLocation_t *pLocation, STEAM_OUT_STRING_COUNT(cchMetadata) char *pchMetadata, int cchMetadata )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::GetBeaconDetails\n");
|
||||
}
|
||||
|
||||
|
||||
// Join an open party. Steam will reserve one beacon slot for your SteamID,
|
||||
// and return the necessary JoinGame string for you to use to connect
|
||||
STEAM_CALL_RESULT( JoinPartyCallback_t )
|
||||
SteamAPICall_t JoinParty( PartyBeaconID_t ulBeaconID )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::JoinParty\n");
|
||||
}
|
||||
|
||||
|
||||
// =============================================================================================
|
||||
// Party Host APIs
|
||||
|
||||
// Get a list of possible beacon locations
|
||||
bool GetNumAvailableBeaconLocations( uint32 *puNumLocations )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::GetNumAvailableBeaconLocations\n");
|
||||
}
|
||||
|
||||
bool GetAvailableBeaconLocations( SteamPartyBeaconLocation_t *pLocationList, uint32 uMaxNumLocations )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::GetAvailableBeaconLocations\n");
|
||||
}
|
||||
|
||||
|
||||
// Create a new party beacon and activate it in the selected location.
|
||||
// unOpenSlots is the maximum number of users that Steam will send to you.
|
||||
// When people begin responding to your beacon, Steam will send you
|
||||
// PartyReservationCallback_t callbacks to let you know who is on the way.
|
||||
STEAM_CALL_RESULT( CreateBeaconCallback_t )
|
||||
SteamAPICall_t CreateBeacon( uint32 unOpenSlots, SteamPartyBeaconLocation_t *pBeaconLocation, const char *pchConnectString, const char *pchMetadata )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::CreateBeacon\n");
|
||||
}
|
||||
|
||||
|
||||
// Call this function when a user that had a reservation (see callback below)
|
||||
// has successfully joined your party.
|
||||
// Steam will manage the remaining open slots automatically.
|
||||
void OnReservationCompleted( PartyBeaconID_t ulBeacon, CSteamID steamIDUser )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::OnReservationCompleted\n");
|
||||
}
|
||||
|
||||
|
||||
// To cancel a reservation (due to timeout or user input), call this.
|
||||
// Steam will open a new reservation slot.
|
||||
// Note: The user may already be in-flight to your game, so it's possible they will still connect and try to join your party.
|
||||
void CancelReservation( PartyBeaconID_t ulBeacon, CSteamID steamIDUser )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::CancelReservation\n");
|
||||
}
|
||||
|
||||
|
||||
// Change the number of open beacon reservation slots.
|
||||
// Call this if, for example, someone without a reservation joins your party (eg a friend, or via your own matchmaking system).
|
||||
STEAM_CALL_RESULT( ChangeNumOpenSlotsCallback_t )
|
||||
SteamAPICall_t ChangeNumOpenSlots( PartyBeaconID_t ulBeacon, uint32 unOpenSlots )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::ChangeNumOpenSlots\n");
|
||||
}
|
||||
|
||||
|
||||
// Turn off the beacon.
|
||||
bool DestroyBeacon( PartyBeaconID_t ulBeacon )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::DestroyBeacon\n");
|
||||
}
|
||||
|
||||
|
||||
// Utils
|
||||
bool GetBeaconLocationData( SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, STEAM_OUT_STRING_COUNT(cchDataStringOut) char *pchDataStringOut, int cchDataStringOut )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Parties::GetBeaconLocationData\n");
|
||||
}
|
||||
|
||||
|
||||
void RunCallbacks()
|
||||
{
|
||||
}
|
||||
|
||||
void Callback(Common_Message *msg)
|
||||
{
|
||||
if (msg->has_low_level()) {
|
||||
if (msg->low_level().type() == Low_Level::CONNECT) {
|
||||
|
||||
}
|
||||
|
||||
if (msg->low_level().type() == Low_Level::DISCONNECT) {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (msg->has_networking_sockets()) {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue