mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-10-30 21:20:10 +00:00
db2a803cf7
NO_OVERLAY define becomes EMU_OVERLAY which enables the overlay instead of disabling it. disable_overlay.txt moved to steam_settings.
303 lines
12 KiB
C++
303 lines
12 KiB
C++
/* 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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#include "steam_user.h"
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#include "steam_friends.h"
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#include "steam_utils.h"
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#include "steam_matchmaking.h"
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#include "steam_matchmaking_servers.h"
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#include "steam_user_stats.h"
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#include "steam_apps.h"
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#include "steam_networking.h"
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#include "steam_remote_storage.h"
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#include "steam_screenshots.h"
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#include "steam_http.h"
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#ifdef CONTROLLER_SUPPORT
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#include "steam_controller.h"
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#else
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#include "steam_controller_disabled.h"
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#endif
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#include "steam_ugc.h"
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#include "steam_applist.h"
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#include "steam_music.h"
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#include "steam_musicremote.h"
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#include "steam_HTMLsurface.h"
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#include "steam_inventory.h"
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#include "steam_video.h"
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#include "steam_parental.h"
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#include "steam_game_coordinator.h"
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#include "steam_networking_socketsserialized.h"
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#include "steam_networking_sockets.h"
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#include "steam_networking_utils.h"
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#include "steam_unified_messages.h"
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#include "steam_gamesearch.h"
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#include "steam_parties.h"
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#include "steam_remoteplay.h"
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#include "steam_gameserver.h"
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#include "steam_gameserverstats.h"
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#include "steam_masterserver_updater.h"
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#include "../overlay_experimental/steam_overlay.h"
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#include <thread>
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enum Steam_Pipe {
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NO_USER,
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CLIENT,
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SERVER
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};
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class Steam_Client :
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public ISteamClient007,
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public ISteamClient008,
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public ISteamClient009,
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public ISteamClient010,
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public ISteamClient011,
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public ISteamClient012,
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public ISteamClient013,
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public ISteamClient014,
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public ISteamClient015,
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public ISteamClient016,
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public ISteamClient017,
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public ISteamClient018,
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public ISteamClient019,
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public ISteamClient
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{
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public:
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Networking *network;
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SteamCallResults *callback_results_server, *callback_results_client;
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SteamCallBacks *callbacks_server, *callbacks_client;
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Settings *settings_client, *settings_server;
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Local_Storage *local_storage;
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RunEveryRunCB *run_every_runcb;
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Steam_User *steam_user;
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Steam_Friends *steam_friends;
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Steam_Utils *steam_utils;
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Steam_Matchmaking *steam_matchmaking;
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Steam_Matchmaking_Servers *steam_matchmaking_servers;
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Steam_User_Stats *steam_user_stats;
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Steam_Apps *steam_apps;
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Steam_Networking *steam_networking;
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Steam_Remote_Storage *steam_remote_storage;
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Steam_Screenshots *steam_screenshots;
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Steam_HTTP *steam_http;
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Steam_Controller *steam_controller;
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Steam_UGC *steam_ugc;
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Steam_Applist *steam_applist;
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Steam_Music *steam_music;
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Steam_MusicRemote *steam_musicremote;
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Steam_HTMLsurface *steam_HTMLsurface;
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Steam_Inventory *steam_inventory;
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Steam_Video *steam_video;
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Steam_Parental *steam_parental;
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Steam_Networking_Sockets *steam_networking_sockets;
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Steam_Networking_Sockets_Serialized *steam_networking_sockets_serialized;
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Steam_Game_Coordinator *steam_game_coordinator;
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Steam_Networking_Utils *steam_networking_utils;
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Steam_Unified_Messages *steam_unified_messages;
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Steam_Game_Search *steam_game_search;
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Steam_Parties *steam_parties;
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Steam_RemotePlay *steam_remoteplay;
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Steam_GameServer *steam_gameserver;
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Steam_Utils *steam_gameserver_utils;
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Steam_GameServerStats *steam_gameserverstats;
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Steam_Networking *steam_gameserver_networking;
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Steam_HTTP *steam_gameserver_http;
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Steam_Inventory *steam_gameserver_inventory;
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Steam_UGC *steam_gameserver_ugc;
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Steam_Apps *steam_gameserver_apps;
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Steam_Networking_Sockets *steam_gameserver_networking_sockets;
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Steam_Networking_Sockets_Serialized *steam_gameserver_networking_sockets_serialized;
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Steam_Game_Coordinator *steam_gameserver_game_coordinator;
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Steam_Masterserver_Updater *steam_masterserver_updater;
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Steam_Overlay* steam_overlay;
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bool user_logged_in = false;
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bool server_init = false;
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std::thread background_keepalive;
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bool steamclient_server_inited = false;
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unsigned steam_pipe_counter = 2;
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std::map<HSteamPipe, enum Steam_Pipe> steam_pipes;
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Steam_Client();
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~Steam_Client();
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// Creates a communication pipe to the Steam client.
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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HSteamPipe CreateSteamPipe();
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// Releases a previously created communications pipe
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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bool BReleaseSteamPipe( HSteamPipe hSteamPipe );
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// connects to an existing global user, failing if none exists
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// used by the game to coordinate with the steamUI
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe );
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// used by game servers, create a steam user that won't be shared with anyone else
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType );
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HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe );
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// removes an allocated user
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// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
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void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser );
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// retrieves the ISteamUser interface associated with the handle
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ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// retrieves the ISteamGameServer interface associated with the handle
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ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// set the local IP and Port to bind to
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// this must be set before CreateLocalUser()
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void SetLocalIPBinding( uint32 unIP, uint16 usPort );
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void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort );
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// returns the ISteamFriends interface
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ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// returns the ISteamUtils interface
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ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion );
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// returns the ISteamMatchmaking interface
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ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// returns the ISteamMatchmakingServers interface
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ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// returns the a generic interface
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void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// returns the ISteamUserStats interface
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ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// returns the ISteamGameServerStats interface
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ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// returns apps interface
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ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// networking
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ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// remote storage
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ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// user screenshots
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ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead.
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STEAM_PRIVATE_API( void RunFrame(); )
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// returns the number of IPC calls made since the last time this function was called
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// Used for perf debugging so you can understand how many IPC calls your game makes per frame
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// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
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// control how often you do them.
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uint32 GetIPCCallCount();
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// API warning handling
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// 'int' is the severity; 0 for msg, 1 for warning
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// 'const char *' is the text of the message
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// callbacks will occur directly after the API function is called that generated the warning or message.
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void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction );
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// Trigger global shutdown for the DLL
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bool BShutdownIfAllPipesClosed();
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// Expose HTTP interface
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ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption.
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STEAM_PRIVATE_API( void *DEPRECATED_GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) ; )
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ISteamUnifiedMessages *GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Exposes the ISteamController interface
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ISteamController *GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Exposes the ISteamUGC interface
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ISteamUGC *GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// returns app list interface, only available on specially registered apps
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ISteamAppList *GetISteamAppList( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Music Player
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ISteamMusic *GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Music Player Remote
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ISteamMusicRemote *GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion);
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// html page display
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ISteamHTMLSurface *GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion);
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// Helper functions for internal Steam usage
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STEAM_PRIVATE_API( void DEPRECATED_Set_SteamAPI_CPostAPIResultInProcess( void (*)() ); )
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STEAM_PRIVATE_API( void DEPRECATED_Remove_SteamAPI_CPostAPIResultInProcess( void (*)() ); )
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STEAM_PRIVATE_API( void Set_SteamAPI_CCheckCallbackRegisteredInProcess( SteamAPI_CheckCallbackRegistered_t func ); )
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void Set_SteamAPI_CPostAPIResultInProcess( SteamAPI_PostAPIResultInProcess_t func );
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void Remove_SteamAPI_CPostAPIResultInProcess( SteamAPI_PostAPIResultInProcess_t func );
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// inventory
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ISteamInventory *GetISteamInventory( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Video
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ISteamVideo *GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Parental controls
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ISteamParentalSettings *GetISteamParentalSettings( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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//
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ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// game search
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ISteamGameSearch *GetISteamGameSearch( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Exposes the Steam Input interface for controller support
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ISteamInput *GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Steam Parties interface
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ISteamParties *GetISteamParties( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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// Steam Remote Play interface
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ISteamRemotePlay *GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
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void RegisterCallback( class CCallbackBase *pCallback, int iCallback);
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void UnregisterCallback( class CCallbackBase *pCallback);
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void RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall);
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void UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall);
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void RunCallbacks(bool runClientCB, bool runGameserverCB);
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void setAppID(uint32 appid);
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void userLogIn();
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void serverInit();
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void serverShutdown();
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void clientShutdown();
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bool IsServerInit();
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bool IsUserLogIn();
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void DestroyAllInterfaces();
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};
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