goldberg_emulator/dll/steam_unified_messages.h
2019-04-13 12:21:56 -04:00

124 lines
4.1 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_Unified_Messages :
public ISteamUnifiedMessages
{
class Settings *settings;
class Networking *network;
class SteamCallResults *callback_results;
class SteamCallBacks *callbacks;
class RunEveryRunCB *run_every_runcb;
public:
static void steam_callback(void *object, Common_Message *msg)
{
PRINT_DEBUG("steam_steamunifiedmessages_callback\n");
Steam_Unified_Messages *steam_steamunifiedmessages = (Steam_Unified_Messages *)object;
steam_steamunifiedmessages->Callback(msg);
}
static void steam_run_every_runcb(void *object)
{
PRINT_DEBUG("steam_steamunifiedmessages_run_every_runcb\n");
Steam_Unified_Messages *steam_steamunifiedmessages = (Steam_Unified_Messages *)object;
steam_steamunifiedmessages->RunCallbacks();
}
Steam_Unified_Messages(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_Unified_Messages::steam_callback, this);
// this->run_every_runcb->add(&Steam_Unified_Messages::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
}
~Steam_Unified_Messages()
{
//TODO rm network callbacks
// this->run_every_runcb->remove(&Steam_Unified_Messages::steam_run_every_runcb, this);
}
// Sends a service method (in binary serialized form) using the Steam Client.
// Returns a unified message handle (k_InvalidUnifiedMessageHandle if could not send the message).
ClientUnifiedMessageHandle SendMethod( const char *pchServiceMethod, const void *pRequestBuffer, uint32 unRequestBufferSize, uint64 unContext )
{
PRINT_DEBUG("Steam_Unified_Messages::SendMethod\n");
return ISteamUnifiedMessages::k_InvalidUnifiedMessageHandle;
}
// Gets the size of the response and the EResult. Returns false if the response is not ready yet.
bool GetMethodResponseInfo( ClientUnifiedMessageHandle hHandle, uint32 *punResponseSize, EResult *peResult )
{
PRINT_DEBUG("Steam_Unified_Messages::GetMethodResponseInfo\n");
return false;
}
// Gets a response in binary serialized form (and optionally release the corresponding allocated memory).
bool GetMethodResponseData( ClientUnifiedMessageHandle hHandle, void *pResponseBuffer, uint32 unResponseBufferSize, bool bAutoRelease )
{
PRINT_DEBUG("Steam_Unified_Messages::GetMethodResponseData\n");
return false;
}
// Releases the message and its corresponding allocated memory.
bool ReleaseMethod( ClientUnifiedMessageHandle hHandle )
{
PRINT_DEBUG("Steam_Unified_Messages::ReleaseMethod\n");
return false;
}
// Sends a service notification (in binary serialized form) using the Steam Client.
// Returns true if the notification was sent successfully.
bool SendNotification( const char *pchServiceNotification, const void *pNotificationBuffer, uint32 unNotificationBufferSize )
{
PRINT_DEBUG("Steam_Unified_Messages::SendNotification\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) {
}
}
}
};