goldberg_emulator/all/steam_parties.h
McCoy L Stevens 25c00530f3 Update 128 files
- /dll/base.cpp
- /dll/base.h
- /dll/common_includes.h
- /dll/dll.cpp
- /dll/dll.h
- /dll/flat.cpp
- /dll/local_storage.cpp
- /dll/local_storage.h
- /dll/net.proto
- /dll/network.cpp
- /dll/network.h
- /dll/rtlgenrandom.c
- /dll/rtlgenrandom.def
- /dll/settings.cpp
- /dll/settings.h
- /dll/settings_parser.cpp
- /dll/settings_parser.h
- /dll/steam_HTMLsurface.h
- /dll/steam_applist.cpp
- /dll/steam_applist.h
- /dll/steam_apps.cpp
- /dll/steam_apps.h
- /dll/steam_client.cpp
- /dll/steam_client.h
- /dll/steam_controller.h
- /dll/steam_friends.h
- /dll/steam_game_coordinator.h
- /dll/steam_gamesearch.h
- /dll/steam_gameserver.cpp
- /dll/steam_gameserver.h
- /dll/steam_gameserverstats.cpp
- /dll/steam_gameserverstats.h
- /dll/steam_http.cpp
- /dll/steam_http.h
- /dll/steam_inventory.h
- /dll/steam_masterserver_updater.h
- /dll/steam_matchmaking.h
- /dll/steam_matchmaking_servers.cpp
- /dll/steam_matchmaking_servers.h
- /dll/steam_music.cpp
- /dll/steam_music.h
- /dll/steam_musicremote.cpp
- /dll/steam_musicremote.h
- /dll/steam_networking.h
- /dll/steam_networking_messages.h
- /dll/steam_networking_sockets.h
- /dll/steam_networking_socketsserialized.h
- /dll/steam_networking_utils.h
- /dll/steam_parental.cpp
- /dll/steam_parental.h
- /dll/steam_parties.h
- /dll/steam_remote_storage.h
- /dll/steam_remoteplay.h
- /dll/steam_screenshots.cpp
- /dll/steam_screenshots.h
- /dll/steam_tv.h
- /dll/steam_ugc.h
- /dll/steam_unified_messages.h
- /dll/steam_user.h
- /dll/steam_user_stats.h
- /dll/steam_utils.h
- /dll/steam_video.cpp
- /dll/steam_video.h
- /dll/wrap.cpp
- /all/network.h
- /all/network.cpp
- /all/dll.cpp
- /all/base.cpp
- /all/base.h
- /all/common_includes.h
- /all/local_storage.cpp
- /all/local_storage.h
- /all/rtlgenrandom.c
- /all/settings_parser.cpp
- /all/settings.cpp
- /all/steam_HTMLsurface.h
- /all/settings_parser.h
- /all/steam_client.h
- /all/steam_apps.h
- /all/steam_gameserver.h
- /all/steam_client.cpp
- /all/steam_applist.cpp
- /all/steam_gameserver.cpp
- /all/steam_controller.h
- /all/dll.h
- /all/steam_apps.cpp
- /all/steam_friends.h
- /all/steam_game_coordinator.h
- /all/net.proto
- /all/rtlgenrandom.def
- /all/steam_matchmaking_servers.h
- /all/settings.h
- /all/steam_applist.h
- /all/flat.cpp
- /all/steam_gamesearch.h
- /all/steam_music.cpp
- /all/steam_remoteplay.h
- /all/steam_screenshots.cpp
- /all/steam_parental.cpp
- /all/steam_musicremote.h
- /all/steam_networking.h
- /all/steam_networking_messages.h
- /all/steam_networking_sockets.h
- /all/steam_networking_socketsserialized.h
- /all/steam_networking_utils.h
- /all/steam_parental.h
- /all/steam_parties.h
- /all/steam_remote_storage.h
- /all/steam_screenshots.h
- /all/steam_tv.h
- /all/steam_ugc.h
- /all/steam_unified_messages.h
- /all/steam_user.h
- /all/steam_user_stats.h
- /all/steam_http.cpp
- /all/steam_http.h
- /all/steam_inventory.h
- /all/steam_masterserver_updater.h
- /all/steam_matchmaking.h
- /all/steam_matchmaking_servers.cpp
- /all/steam_music.h
- /all/steam_musicremote.cpp
- /all/steam_utils.h
- /all/steam_video.cpp
- /all/wrap.cpp
- /all/steam_gameserverstats.cpp
- /all/steam_gameserverstats.h
- /all/steam_video.h
2024-11-19 19:16:05 +00:00

194 lines
6.1 KiB
C++

/* 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");
return 0;
}
PartyBeaconID_t GetBeaconByIndex( uint32 unIndex )
{
PRINT_DEBUG("Steam_Parties::GetBeaconByIndex\n");
return k_ulPartyBeaconIdInvalid;
}
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");
return false;
}
// 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");
return 0;
}
// =============================================================================================
// Party Host APIs
// Get a list of possible beacon locations
bool GetNumAvailableBeaconLocations( uint32 *puNumLocations )
{
PRINT_DEBUG("Steam_Parties::GetNumAvailableBeaconLocations\n");
return false;
}
bool GetAvailableBeaconLocations( SteamPartyBeaconLocation_t *pLocationList, uint32 uMaxNumLocations )
{
PRINT_DEBUG("Steam_Parties::GetAvailableBeaconLocations\n");
return false;
}
// 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");
return 0;
}
// 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");
return 0;
}
// Turn off the beacon.
bool DestroyBeacon( PartyBeaconID_t ulBeacon )
{
PRINT_DEBUG("Steam_Parties::DestroyBeacon\n");
return false;
}
// Utils
bool GetBeaconLocationData( SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, STEAM_OUT_STRING_COUNT(cchDataStringOut) char *pchDataStringOut, int cchDataStringOut )
{
PRINT_DEBUG("Steam_Parties::GetBeaconLocationData\n");
return false;
}
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()) {
}
}
};