mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-18 21:25:32 +00:00
138 lines
4.4 KiB
C++
138 lines
4.4 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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class Steam_Networking_Sockets_Serialized :
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public ISteamNetworkingSocketsSerialized002,
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public ISteamNetworkingSocketsSerialized003
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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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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_networkingsockets_callback\n");
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Steam_Networking_Sockets_Serialized *steam_networkingsockets = (Steam_Networking_Sockets_Serialized *)object;
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steam_networkingsockets->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_networkingsockets_run_every_runcb\n");
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Steam_Networking_Sockets_Serialized *steam_networkingsockets = (Steam_Networking_Sockets_Serialized *)object;
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steam_networkingsockets->RunCallbacks();
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}
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Steam_Networking_Sockets_Serialized(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_Networking_Sockets_Serialized::steam_callback, this);
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this->run_every_runcb->add(&Steam_Networking_Sockets_Serialized::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_Networking_Sockets_Serialized()
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{
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//TODO rm network callbacks
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this->run_every_runcb->remove(&Steam_Networking_Sockets_Serialized::steam_run_every_runcb, this);
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}
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void SendP2PRendezvous( CSteamID steamIDRemote, uint32 unConnectionIDSrc, const void *pMsgRendezvous, uint32 cbRendezvous )
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::SendP2PRendezvous\n");
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}
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void SendP2PConnectionFailure( CSteamID steamIDRemote, uint32 unConnectionIDDest, uint32 nReason, const char *pszReason )
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::SendP2PConnectionFailure\n");
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}
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SteamAPICall_t GetCertAsync()
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetCertAsync\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct SteamNetworkingSocketsCert_t data = {};
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data.m_eResult = k_EResultOK;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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}
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int GetNetworkConfigJSON( void *buf, uint32 cbBuf, const char *pszLauncherPartner )
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetNetworkConfigJSON %s\n", pszLauncherPartner);
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return 0;
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}
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int GetNetworkConfigJSON( void *buf, uint32 cbBuf )
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetNetworkConfigJSON old\n");
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return GetNetworkConfigJSON(buf, cbBuf, "");
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}
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void CacheRelayTicket( const void *pTicket, uint32 cbTicket )
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::CacheRelayTicket\n");
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}
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uint32 GetCachedRelayTicketCount()
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetCachedRelayTicketCount\n");
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return 0;
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}
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int GetCachedRelayTicket( uint32 idxTicket, void *buf, uint32 cbBuf )
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetCachedRelayTicket\n");
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return 0;
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}
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void PostConnectionStateMsg( const void *pMsg, uint32 cbMsg )
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{
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PRINT_DEBUG("Steam_Networking_Sockets_Serialized::PostConnectionStateMsg\n");
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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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}
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};
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