2019-04-13 16:21:56 +00:00
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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_Search :
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public ISteamGameSearch
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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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std::chrono::time_point<std::chrono::steady_clock> initialized_time = std::chrono::steady_clock::now();
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FSteamNetworkingSocketsDebugOutput debug_function;
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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_gamesearch_callback\n");
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Steam_Game_Search *steam_gamesearch = (Steam_Game_Search *)object;
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steam_gamesearch->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_gamesearch_run_every_runcb\n");
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Steam_Game_Search *steam_gamesearch = (Steam_Game_Search *)object;
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steam_gamesearch->RunCallbacks();
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}
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Steam_Game_Search(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_Search::steam_callback, this);
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this->run_every_runcb->add(&Steam_Game_Search::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_Search()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Game_Search::steam_run_every_runcb, this);
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}
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// =============================================================================================
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// Game Player APIs
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// a keyname and a list of comma separated values: one of which is must be found in order for the match to qualify
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// fails if a search is currently in progress
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EGameSearchErrorCode_t AddGameSearchParams( const char *pchKeyToFind, const char *pchValuesToFind )
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{
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PRINT_DEBUG("Steam_Game_Search::AddGameSearchParams\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// all players in lobby enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
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// if not the owner of the lobby or search already in progress this call fails
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// periodic callbacks will be sent as queue time estimates change
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EGameSearchErrorCode_t SearchForGameWithLobby( CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax )
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{
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PRINT_DEBUG("Steam_Game_Search::SearchForGameWithLobby\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// user enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
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// periodic callbacks will be sent as queue time estimates change
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EGameSearchErrorCode_t SearchForGameSolo( int nPlayerMin, int nPlayerMax )
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{
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PRINT_DEBUG("Steam_Game_Search::SearchForGameSolo\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// after receiving SearchForGameResultCallback_t, accept or decline the game
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// multiple SearchForGameResultCallback_t will follow as players accept game until the host starts or cancels the game
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EGameSearchErrorCode_t AcceptGame()
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{
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PRINT_DEBUG("Steam_Game_Search::AcceptGame\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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EGameSearchErrorCode_t DeclineGame()
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{
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PRINT_DEBUG("Steam_Game_Search::DeclineGame\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// after receiving GameStartedByHostCallback_t get connection details to server
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EGameSearchErrorCode_t RetrieveConnectionDetails( CSteamID steamIDHost, char *pchConnectionDetails, int cubConnectionDetails )
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{
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PRINT_DEBUG("Steam_Game_Search::RetrieveConnectionDetails\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// leaves queue if still waiting
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EGameSearchErrorCode_t EndGameSearch()
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{
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PRINT_DEBUG("Steam_Game_Search::EndGameSearch\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// =============================================================================================
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// Game Host APIs
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// a keyname and a list of comma separated values: all the values you allow
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EGameSearchErrorCode_t SetGameHostParams( const char *pchKey, const char *pchValue )
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{
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PRINT_DEBUG("Steam_Game_Search::SetGameHostParams\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// set connection details for players once game is found so they can connect to this server
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EGameSearchErrorCode_t SetConnectionDetails( const char *pchConnectionDetails, int cubConnectionDetails )
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{
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PRINT_DEBUG("Steam_Game_Search::SetConnectionDetails\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// mark server as available for more players with nPlayerMin,nPlayerMax desired
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// accept no lobbies with playercount greater than nMaxTeamSize
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// the set of lobbies returned must be partitionable into teams of no more than nMaxTeamSize
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// RequestPlayersForGameNotificationCallback_t callback will be sent when the search has started
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// multple RequestPlayersForGameResultCallback_t callbacks will follow when players are found
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EGameSearchErrorCode_t RequestPlayersForGame( int nPlayerMin, int nPlayerMax, int nMaxTeamSize )
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{
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PRINT_DEBUG("Steam_Game_Search::RequestPlayersForGame\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// accept the player list and release connection details to players
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// players will only be given connection details and host steamid when this is called
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// ( allows host to accept after all players confirm, some confirm, or none confirm. decision is entirely up to the host )
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EGameSearchErrorCode_t HostConfirmGameStart( uint64 ullUniqueGameID )
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{
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PRINT_DEBUG("Steam_Game_Search::HostConfirmGameStart\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// cancel request and leave the pool of game hosts looking for players
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// if a set of players has already been sent to host, all players will receive SearchForGameHostFailedToConfirm_t
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EGameSearchErrorCode_t CancelRequestPlayersForGame()
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{
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PRINT_DEBUG("Steam_Game_Search::CancelRequestPlayersForGame\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// submit a result for one player. does not end the game. ullUniqueGameID continues to describe this game
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EGameSearchErrorCode_t SubmitPlayerResult( uint64 ullUniqueGameID, CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult )
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{
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PRINT_DEBUG("Steam_Game_Search::SubmitPlayerResult\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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}
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// ends the game. no further SubmitPlayerResults for ullUniqueGameID will be accepted
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// any future requests will provide a new ullUniqueGameID
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EGameSearchErrorCode_t EndGame( uint64 ullUniqueGameID )
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{
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PRINT_DEBUG("Steam_Game_Search::EndGame\n");
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2020-05-20 22:42:15 +00:00
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return k_EGameSearchErrorCode_Failed_Offline;
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2019-04-13 16:21:56 +00:00
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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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