Merge remote-tracking branch 'Mr_Goldberg/master' into use_cross_compilers_and_vcpkg

This commit is contained in:
Nemirtingas 2021-03-24 12:05:34 +01:00
commit 49c4cc115a
43 changed files with 576 additions and 588 deletions

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@ -221,10 +221,11 @@ void ImGui_ImplOpenGL3_Shutdown()
ImGui_ImplOpenGL3_DestroyDeviceObjects();
}
void ImGui_ImplOpenGL3_NewFrame()
bool ImGui_ImplOpenGL3_NewFrame()
{
if (!g_ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
return ImGui_ImplOpenGL3_CreateDeviceObjects();
return true;
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)

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@ -27,7 +27,7 @@
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown

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@ -467,8 +467,10 @@ void ImGui_ImplDX10_Shutdown()
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void ImGui_ImplDX10_NewFrame()
bool ImGui_ImplDX10_NewFrame()
{
if (!g_pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
return ImGui_ImplDX10_CreateDeviceObjects();
return true;
}

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@ -16,7 +16,7 @@ struct ID3D10Device;
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.

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@ -595,8 +595,9 @@ void ImGui_ImplDX11_Shutdown()
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
}
void ImGui_ImplDX11_NewFrame()
bool ImGui_ImplDX11_NewFrame()
{
if (!g_pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
return ImGui_ImplDX11_CreateDeviceObjects();
return true;
}

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@ -17,7 +17,7 @@ struct ID3D11DeviceContext;
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.

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@ -634,8 +634,9 @@ void ImGui_ImplDX12_Shutdown()
g_frameIndex = UINT_MAX;
}
void ImGui_ImplDX12_NewFrame()
bool ImGui_ImplDX12_NewFrame()
{
if (!g_pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
return ImGui_ImplDX12_CreateDeviceObjects();
return true;
}

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@ -35,7 +35,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing Dear ImGui state.

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@ -130,6 +130,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
d3d9_state_block->Capture();
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
@ -277,8 +278,9 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame()
bool ImGui_ImplDX9_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
return ImGui_ImplDX9_CreateDeviceObjects();
return true;
}

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@ -16,7 +16,7 @@ struct IDirect3DDevice9;
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.

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@ -29,7 +29,7 @@ Note that these are global so you won't have to change them for each game. For g
If you want to change your steam_id on a per game basis, simply create a settings folder in the game unique directory (Full path: C:\Users\<Your windows user name>\AppData\Roaming\Goldberg SteamEmu Saves\<appid>\settings)
In that settings folder create a user_steam_id.txt file that contains the valid steam id that you want to use for that game only.
You can also make the emu ignore certain global settings by using a force_account_name.txt, force_language.txt or force_steamid.txt that you put in the <path where my emu lib is>\steam_settings\ folder.
You can also make the emu ignore certain global settings by using a force_account_name.txt, force_language.txt, force_listen_port.txt or force_steamid.txt that you put in the <path where my emu lib is>\steam_settings\ folder.
See the steam_settings.EXAMPLE folder for an example.
If for some reason you want it to save in the game directory you can create a file named local_save.txt right beside steam_api(64).dll (libsteam_api.so on linux)

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@ -8,7 +8,7 @@ call build_env_x86.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /I. /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll
"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Od /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe
cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe
copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\
call build_env_x64.bat
cl dll/rtlgenrandom.c dll/rtlgenrandom.def

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@ -623,6 +623,13 @@ static void load_dlls()
std::vector<std::string> paths = Local_Storage::get_filenames_path(path);
for (auto & p: paths) {
std::string full_path = path + p;
size_t length = full_path.length();
if (length < 4) continue;
if (std::toupper(full_path[length - 1]) != 'L') continue;
if (std::toupper(full_path[length - 2]) != 'L') continue;
if (std::toupper(full_path[length - 3]) != 'D') continue;
if (full_path[length - 4] != '.') continue;
PRINT_DEBUG("Trying to load %s\n", full_path.c_str());
if (LoadLibraryA(full_path.c_str())) {
PRINT_DEBUG("LOADED %s\n", full_path.c_str());

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@ -187,7 +187,7 @@ static void *create_client_interface(const char *ver)
STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver )
{
PRINT_DEBUG("SteamInternal_CreateInterface %s\n", ver);
if (!get_steam_client()->user_logged_in) return NULL;
if (!get_steam_client()->user_logged_in && !get_steam_client()->IsServerInit()) return NULL;
return create_client_interface(ver);
}
@ -509,6 +509,7 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe()
STEAMAPI_API ISteamClient *SteamClient() {
PRINT_DEBUG("SteamClient()\n");
load_old_interface_versions();
if (!get_steam_client()->user_logged_in) return NULL;
return (ISteamClient *)SteamInternal_CreateInterface(old_client);
}
@ -768,7 +769,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteam
/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
{
PRINT_DEBUG("%s\n", __FUNCTION__);
std::queue<struct cb_data> *q = NULL;
@ -828,7 +829,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPip
/// Return the call result for the specified call on the specified pipe. You really should
/// only call this in a handler for SteamAPICallCompleted_t callback.
STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed )
{
PRINT_DEBUG("SteamAPI_ManualDispatch_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected);
Steam_Client *steam_client = get_steam_client();
@ -960,7 +961,7 @@ SteamMasterServerUpdater
*/
STEAMCLIENT_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
STEAMCLIENT_API steam_bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg )
{
PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe);
SteamAPI_ManualDispatch_Init();
@ -975,7 +976,7 @@ STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe )
SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe );
}
STEAMCLIENT_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed )
STEAMCLIENT_API steam_bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed )
{
PRINT_DEBUG("Steam_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected);
return SteamAPI_ManualDispatch_GetAPICallResult(hSteamPipe, hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed);

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@ -119,12 +119,27 @@ message Networking_Sockets {
}
Types type = 1;
uint32 port = 2;
int32 virtual_port = 2;
int32 real_port = 6;
uint64 connection_id = 3;
uint64 connection_id_from = 4;
bytes data = 5;
}
message Networking_Messages {
enum Types {
CONNECTION_NEW = 0;
CONNECTION_ACCEPT = 1;
CONNECTION_END = 2;
DATA = 3;
}
Types type = 1;
uint32 channel = 2;
uint32 id_from = 3;
bytes data = 5;
}
message Gameserver {
uint64 id = 1;
bytes game_description = 2;
@ -212,6 +227,7 @@ message Common_Message {
Network_Old network_old = 12;
Networking_Sockets networking_sockets = 13;
Steam_Messages steam_messages = 14;
Networking_Messages networking_messages = 15;
}
uint32 source_ip = 128;

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@ -525,6 +525,11 @@ void Networking::do_callbacks_message(Common_Message *msg)
PRINT_DEBUG("has_steam_messages\n");
run_callbacks(CALLBACK_ID_STEAM_MESSAGES, msg);
}
if (msg->has_networking_messages()) {
PRINT_DEBUG("has_networking_messages\n");
run_callbacks(CALLBACK_ID_NETWORKING_MESSAGES, msg);
}
}
bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket)

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@ -56,6 +56,7 @@ enum Callback_Ids {
CALLBACK_ID_FRIEND_MESSAGES,
CALLBACK_ID_NETWORKING_SOCKETS,
CALLBACK_ID_STEAM_MESSAGES,
CALLBACK_ID_NETWORKING_MESSAGES,
CALLBACK_IDS_MAX
};

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@ -286,6 +286,10 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s
} else if (p == "force_account_name.txt") {
int len = Local_Storage::get_file_data(steam_settings_path + "force_account_name.txt", name, sizeof(name) - 1);
if (len > 0) name[len] = 0;
} else if (p == "force_listen_port.txt") {
char array_port[10] = {};
int len = Local_Storage::get_file_data(steam_settings_path + "force_listen_port.txt", array_port, sizeof(array_port) - 1);
if (len > 0) port = std::stoi(array_port);
}
}
}

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@ -27,11 +27,7 @@
#include "steam_remote_storage.h"
#include "steam_screenshots.h"
#include "steam_http.h"
#ifdef CONTROLLER_SUPPORT
#include "steam_controller.h"
#else
#include "steam_controller_disabled.h"
#endif
#include "steam_ugc.h"
#include "steam_applist.h"
#include "steam_music.h"

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@ -16,6 +16,18 @@
<http://www.gnu.org/licenses/>. */
#include "base.h"
#ifndef CONTROLLER_SUPPORT
inline void GamepadInit(void) {}
inline void GamepadShutdown(void) {}
inline void GamepadUpdate(void) {}
inline GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) { return GAMEPAD_FALSE; }
inline GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { return GAMEPAD_FALSE; }
inline float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { return 0.0; }
inline GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return STICKDIR_CENTER; }
inline void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY) {}
inline float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return 0.0; }
inline void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms) {}
#endif
struct Controller_Map {
std::map<ControllerDigitalActionHandle_t, std::set<int>> active_digital;
@ -756,7 +768,7 @@ int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
// Returns the associated controller handle for the specified emulated gamepad
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
{
PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n");
PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex %i\n", nIndex);
ControllerHandle_t out = nIndex + 1;
auto controller = controllers.find(out);
if (controller == controllers.end()) return 0;
@ -890,7 +902,7 @@ const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
// Returns the input type for a particular handle
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle\n");
PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle %llu\n", controllerHandle);
auto controller = controllers.find(controllerHandle);
if (controller == controllers.end()) return k_ESteamInputType_Unknown;
return k_ESteamInputType_XBox360Controller;

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@ -1,375 +0,0 @@
/* 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_Controller :
public ISteamController001,
public ISteamController003,
public ISteamController004,
public ISteamController005,
public ISteamController006,
public ISteamController,
public ISteamInput
{
public:
Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
{
}
// Init and Shutdown must be called when starting/ending use of this interface
bool Init()
{
PRINT_DEBUG("Steam_Controller::Init()\n");
return true;
}
bool Init( const char *pchAbsolutePathToControllerConfigVDF )
{
PRINT_DEBUG("Steam_Controller::Init() old\n");
return Init();
}
bool Shutdown()
{
PRINT_DEBUG("Steam_Controller::Shutdown()\n");
return true;
}
void SetOverrideMode( const char *pchMode )
{
PRINT_DEBUG("Steam_Controller::SetOverrideMode\n");
}
// Synchronize API state with the latest Steam Controller inputs available. This
// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
// possible latency, you call this directly before reading controller state.
void RunFrame()
{
PRINT_DEBUG("Steam_Controller::RunFrame()\n");
}
bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
{
PRINT_DEBUG("Steam_Controller::GetControllerState()\n");
return false;
}
// Enumerate currently connected controllers
// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
// Returns the number of handles written to handlesOut
int GetConnectedControllers( ControllerHandle_t *handlesOut )
{
PRINT_DEBUG("GetConnectedControllers\n");
return 0;
}
// Invokes the Steam overlay and brings up the binding screen
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
bool ShowBindingPanel( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("ShowBindingPanel\n");
return false;
}
// ACTION SETS
// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName )
{
PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName);
return 124;
}
// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
// your state loops, instead of trying to place it in all of your state transitions.
void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
{
PRINT_DEBUG("ActivateActionSet\n");
}
ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("GetCurrentActionSet\n");
return 124;
}
void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("ActivateActionSetLayer\n");
}
void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
{
PRINT_DEBUG("DeactivateActionSetLayer\n");
}
void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("DeactivateAllActionSetLayers\n");
}
int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
{
PRINT_DEBUG("GetActiveActionSetLayers\n");
return 0;
}
// ACTIONS
// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName )
{
PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName);
return 123;
}
// Returns the current state of the supplied digital game action
ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
{
PRINT_DEBUG("GetDigitalActionData\n");
ControllerDigitalActionData_t digitalData;
digitalData.bActive = false;
return digitalData;
}
// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
{
PRINT_DEBUG("GetDigitalActionOrigins\n");
return 0;
}
int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("GetDigitalActionOrigins steaminput\n");
return 0;
}
// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName )
{
PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName);
return 125;
}
// Returns the current state of these supplied analog game action
ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
{
PRINT_DEBUG("GetAnalogActionData\n");
ControllerAnalogActionData_t data;
data.eMode = k_EInputSourceMode_None;
data.x = data.y = 0;
data.bActive = false;
return data;
}
// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut )
{
PRINT_DEBUG("GetAnalogActionOrigins\n");
return 0;
}
int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
{
PRINT_DEBUG("GetAnalogActionOrigins steaminput\n");
return 0;
}
void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
{
PRINT_DEBUG("StopAnalogActionMomentum\n");
}
// Trigger a haptic pulse on a controller
void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("TriggerHapticPulse\n");
}
void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
{
PRINT_DEBUG("TriggerHapticPulse old\n");
TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec );
}
// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
// nFlags is currently unused and reserved for future use.
void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
{
PRINT_DEBUG("TriggerRepeatedHapticPulse\n");
}
// Tigger a vibration event on supported controllers.
void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
{
PRINT_DEBUG("TriggerVibration\n");
}
// Set the controller LED color on supported controllers.
void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
{
PRINT_DEBUG("SetLEDColor\n");
}
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
{
PRINT_DEBUG("GetGamepadIndexForController\n");
return 0;
}
// Returns the associated controller handle for the specified emulated gamepad
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
{
PRINT_DEBUG("GetControllerForGamepadIndex\n");
return 0;
}
// Returns raw motion data from the specified controller
ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("GetMotionData\n");
ControllerMotionData_t data = {};
return data;
}
// Attempt to display origins of given action in the controller HUD, for the currently active action set
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition )
{
PRINT_DEBUG("ShowDigitalActionOrigins\n");
return true;
}
bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
{
PRINT_DEBUG("ShowAnalogActionOrigins\n");
return true;
}
// Returns a localized string (from Steam's language setting) for the specified origin
const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG("GetStringForActionOrigin\n");
return "Button String";
}
const char *GetStringForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("GetStringForActionOrigin steaminput\n");
return "Button String";
}
// Get a local path to art for on-screen glyph for a particular origin
const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin )
{
PRINT_DEBUG("GetGlyphForActionOrigin\n");
return "";
}
const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
{
PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n");
return "";
}
// Returns the input type for a particular handle
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
{
PRINT_DEBUG("GetInputTypeForHandle\n");
return k_ESteamInputType_Unknown;
}
const char *GetStringForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetStringForXboxOrigin\n");
return "";
}
const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetGlyphForXboxOrigin\n");
return "";
}
EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetActionOriginFromXboxOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
{
PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
{
PRINT_DEBUG("TranslateActionOrigin\n");
return k_EControllerActionOrigin_None;
}
EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
{
PRINT_DEBUG("TranslateActionOrigin steaminput\n");
return k_EInputActionOrigin_None;
}
bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("GetControllerBindingRevision\n");
return false;
}
bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor )
{
PRINT_DEBUG("GetDeviceBindingRevision\n");
return false;
}
uint32 GetRemotePlaySessionID( InputHandle_t inputHandle )
{
PRINT_DEBUG("GetRemotePlaySessionID\n");
return 0;
}
};

View File

@ -17,6 +17,22 @@
#include "base.h"
#define NETWORKING_MESSAGES_TIMEOUT 30.0
struct Steam_Message_Connection {
SteamNetworkingIdentity remote_identity;
std::map<int, std::queue<std::string>> data;
std::list<int> channels;
bool accepted = false;
bool dead = false;
unsigned id;
unsigned remote_id = 0;
std::chrono::high_resolution_clock::time_point created = std::chrono::high_resolution_clock::now();
};
class Steam_Networking_Messages :
public ISteamNetworkingMessages
{
@ -26,7 +42,13 @@ public ISteamNetworkingMessages
class SteamCallBacks *callbacks;
class RunEveryRunCB *run_every_runcb;
std::map<CSteamID, Steam_Message_Connection> connections;
std::list<Common_Message> incoming_data;
unsigned id_counter = 0;
std::chrono::steady_clock::time_point created;
public:
static void steam_callback(void *object, Common_Message *msg)
{
PRINT_DEBUG("steam_networking_messages_callback\n");
@ -48,11 +70,14 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
this->settings = settings;
this->network = network;
this->run_every_runcb = run_every_runcb;
this->network->setCallback(CALLBACK_ID_NETWORKING_MESSAGES, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this);
this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
this->created = std::chrono::steady_clock::now();
}
~Steam_Networking_Messages()
@ -61,6 +86,45 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this);
}
std::map<CSteamID, Steam_Message_Connection>::iterator find_or_create_message_connection(SteamNetworkingIdentity identityRemote, bool incoming, bool restartbroken)
{
auto conn = connections.find(identityRemote.GetSteamID());
if (conn == connections.end() || (conn->second.dead && restartbroken)) {
++id_counter;
struct Steam_Message_Connection con;
con.remote_identity = identityRemote;
con.id = id_counter;
connections[identityRemote.GetSteamID()] = con;
Common_Message msg;
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(con.remote_identity.GetSteamID64());
msg.set_allocated_networking_messages(new Networking_Messages);
if (incoming) {
msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_ACCEPT);
} else {
msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_NEW);
}
msg.mutable_networking_messages()->set_channel(0);
msg.mutable_networking_messages()->set_id_from(con.id);
network->sendTo(&msg, true);
conn = connections.find(identityRemote.GetSteamID());
if (incoming) {
SteamNetworkingMessagesSessionRequest_t data;
data.m_identityRemote = con.remote_identity;
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
}
if (!incoming) {
conn->second.accepted = true;
}
return conn;
}
/// Sends a message to the specified host. If we don't already have a session with that user,
/// a session is implicitly created. There might be some handshaking that needs to happen
/// before we can actually begin sending message data. If this handshaking fails and we can't
@ -106,7 +170,57 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c
EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel )
{
PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n");
return k_EResultNoConnection;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr();
bool reliable = false;
if (nSendFlags & k_nSteamNetworkingSend_Reliable) {
reliable = true;
}
bool restart_broken = false;
if (nSendFlags & k_nSteamNetworkingSend_AutoRestartBrokenSession) {
restart_broken = true;
}
if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) {
PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %llu\n", identityRemote.GetSteamID64());
//steam id identity
} else if (ip) {
PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4());
//ip addr
return k_EResultNoConnection; //TODO
} else {
return k_EResultNoConnection;
}
auto conn = find_or_create_message_connection(identityRemote, false, restart_broken);
if (conn->second.dead) {
return k_EResultNoConnection;
}
Common_Message msg;
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(conn->second.remote_identity.GetSteamID64());
msg.set_allocated_networking_messages(new Networking_Messages);
msg.mutable_networking_messages()->set_type(Networking_Messages::DATA);
msg.mutable_networking_messages()->set_channel(nRemoteChannel);
msg.mutable_networking_messages()->set_id_from(conn->second.id);
msg.mutable_networking_messages()->set_data(pubData, cubData);
network->sendTo(&msg, reliable);
return k_EResultOK;
}
static void free_steam_message_data(SteamNetworkingMessage_t *pMsg)
{
free(pMsg->m_pData);
pMsg->m_pData = NULL;
}
static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
{
if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg);
delete pMsg;
}
/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel.
@ -116,7 +230,42 @@ EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const
int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
{
PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n");
return 0;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
int message_counter = 0;
for (auto & conn : connections) {
auto chan = conn.second.data.find(nLocalChannel);
if (chan != conn.second.data.end()) {
while (!chan->second.empty() && message_counter < nMaxMessages) {
SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); //TODO size is wrong
unsigned long size = chan->second.front().size();
pMsg->m_pData = malloc(size);
pMsg->m_cbSize = size;
memcpy(pMsg->m_pData, chan->second.front().data(), size);
pMsg->m_conn = conn.second.id;
pMsg->m_identityPeer = conn.second.remote_identity;
pMsg->m_nConnUserData = -1;
pMsg->m_usecTimeReceived = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - created).count();
//TODO: messagenumber?
// pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter;
// ++connect_socket->second.packet_receive_counter;
pMsg->m_pfnFreeData = &free_steam_message_data;
pMsg->m_pfnRelease = &delete_steam_message;
pMsg->m_nChannel = nLocalChannel;
ppOutMessages[message_counter] = pMsg;
++message_counter;
chan->second.pop();
}
}
if (message_counter >= nMaxMessages) {
break;
}
}
PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel got %u\n", message_counter);
return message_counter;
}
/// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback
@ -129,7 +278,14 @@ int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOu
bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
{
PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n");
return false;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto conn = connections.find(identityRemote.GetSteamID());
if (conn == connections.end()) {
return false;
}
conn->second.accepted = true;
return true;
}
/// Call this when you're done talking to a user to immediately free up resources under-the-hood.
@ -140,7 +296,23 @@ bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote )
bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
{
PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n");
return false;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto conn = connections.find(identityRemote.GetSteamID());
if (conn == connections.end()) {
return false;
}
Common_Message msg;
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(conn->second.remote_identity.GetSteamID64());
msg.set_allocated_networking_messages(new Networking_Messages);
msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_END);
msg.mutable_networking_messages()->set_channel(0);
msg.mutable_networking_messages()->set_id_from(conn->second.id);
network->sendTo(&msg, true);
connections.erase(conn);
return true;
}
/// Call this when you're done talking to a user on a specific channel. Once all
@ -150,6 +322,8 @@ bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote )
bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel )
{
PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
//TODO
return false;
}
@ -165,12 +339,69 @@ bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nL
ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus )
{
PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n");
return k_ESteamNetworkingConnectionState_None;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto conn = connections.find(identityRemote.GetSteamID());
if (conn == connections.end()) {
return k_ESteamNetworkingConnectionState_None;
}
ESteamNetworkingConnectionState state = k_ESteamNetworkingConnectionState_Connected;
if (conn->second.remote_id == 0 || !conn->second.accepted) {
state = k_ESteamNetworkingConnectionState_Connecting;
} else if (conn->second.dead) {
state = k_ESteamNetworkingConnectionState_ClosedByPeer;
}
if (pConnectionInfo) {
memset(pConnectionInfo, 0, sizeof(SteamNetConnectionInfo_t));
pConnectionInfo->m_eState = state;
pConnectionInfo->m_identityRemote = conn->second.remote_identity;
//TODO
}
if (pQuickStatus) {
memset(pQuickStatus, 0, sizeof(SteamNetworkingQuickConnectionStatus));
pQuickStatus->m_eState = state;
pQuickStatus->m_nPing = 10; //TODO: calculate real numbers?
pQuickStatus->m_flConnectionQualityLocal = 1.0;
pQuickStatus->m_flConnectionQualityRemote = 1.0;
//TODO
}
return k_ESteamNetworkingConnectionState_Connected;
}
void end_connection(CSteamID steam_id)
{
auto conn = connections.find(steam_id);
if (conn != connections.end()) {
conn->second.dead = true;
}
}
void RunCallbacks()
{
auto msg = std::begin(incoming_data);
while (msg != std::end(incoming_data)) {
CSteamID source_id((uint64)msg->source_id());
auto conn = connections.find(source_id);
if (conn != connections.end()) {
if (conn->second.remote_id == msg->networking_messages().id_from())
conn->second.data[msg->networking_messages().channel()].push(msg->networking_messages().data());
}
msg = incoming_data.erase(msg);
}
auto conn = std::begin(connections);
while (conn != std::end(connections)) {
if (!conn->second.accepted && check_timedout(conn->second.created, NETWORKING_MESSAGES_TIMEOUT)) {
conn = connections.erase(conn);
} else {
++conn;
}
}
}
void Callback(Common_Message *msg)
@ -181,7 +412,33 @@ void Callback(Common_Message *msg)
}
if (msg->low_level().type() == Low_Level::DISCONNECT) {
end_connection((uint64)msg->source_id());
}
}
if (msg->has_networking_messages()) {
PRINT_DEBUG("Steam_Networking_Messages: got network socket msg %u\n", msg->networking_messages().type());
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) {
SteamNetworkingIdentity identity;
identity.SetSteamID64(msg->source_id());
auto conn = find_or_create_message_connection(identity, true, false);
conn->second.remote_id = msg->networking_messages().id_from();
conn->second.dead = false;
}
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) {
auto conn = connections.find((uint64)msg->source_id());
if (conn != connections.end()) {
conn->second.remote_id = msg->networking_messages().id_from();
}
}
if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) {
end_connection((uint64)msg->source_id());
}
if (msg->networking_messages().type() == Networking_Messages::DATA) {
incoming_data.push_back(Common_Message(*msg));
}
}
}

View File

@ -21,6 +21,7 @@ struct Listen_Socket {
HSteamListenSocket socket_id;
int virtual_port;
int real_port;
};
enum connect_socket_status {
@ -34,6 +35,7 @@ enum connect_socket_status {
struct Connect_Socket {
int virtual_port;
int real_port;
SteamNetworkingIdentity remote_identity;
HSteamNetConnection remote_id;
@ -69,6 +71,8 @@ public ISteamNetworkingSockets
std::map<HSteamNetPollGroup, std::list<HSteamNetConnection>> poll_groups;
std::chrono::steady_clock::time_point created;
static const int SNS_DISABLED_PORT = -1;
public:
static void steam_callback(void *object, Common_Message *msg)
{
@ -107,11 +111,16 @@ Steam_Networking_Sockets(class Settings *settings, class Networking *network, cl
this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this);
}
HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort)
static unsigned long get_socket_id()
{
static HSteamListenSocket socket_id;
++socket_id;
static unsigned long socket_id;
socket_id++;
return socket_id;
}
HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort, int real_port)
{
HSteamListenSocket socket_id = get_socket_id();
if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id;
auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&nSteamConnectVirtualPort](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort;});
@ -120,6 +129,7 @@ HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort)
struct Listen_Socket listen_socket;
listen_socket.socket_id = socket_id;
listen_socket.virtual_port = nSteamConnectVirtualPort;
listen_socket.real_port = real_port;
listen_sockets.push_back(listen_socket);
return socket_id;
}
@ -140,7 +150,6 @@ bool send_packet_new_connection(HSteamNetConnection m_hConn)
Common_Message msg;
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
msg.set_allocated_networking_sockets(new Networking_Sockets);
if (connect_socket->second.status == CONNECT_SOCKET_CONNECTING) {
msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_REQUEST);
@ -148,25 +157,38 @@ bool send_packet_new_connection(HSteamNetConnection m_hConn)
msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_ACCEPTED);
}
msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port);
msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port);
msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port);
msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
return network->sendTo(&msg, true);
uint64_t steam_id = connect_socket->second.remote_identity.GetSteamID64();
if (steam_id) {
msg.set_dest_id(steam_id);
return network->sendTo(&msg, true);
}
const SteamNetworkingIPAddr *ip_addr = connect_socket->second.remote_identity.GetIPAddr();
if (ip_addr) {
return network->sendToIPPort(&msg, ip_addr->GetIPv4(), ip_addr->m_port, true);
}
return false;
}
HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid)
HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, int real_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid)
{
Connect_Socket socket = {};
socket.remote_identity = remote_identity;
socket.virtual_port = virtual_port;
socket.real_port = real_port;
socket.listen_socket_id = listen_socket_id;
socket.remote_id = remote_id;
socket.status = status;
socket.user_data = -1;
socket.poll_group = k_HSteamNetPollGroup_Invalid;
static HSteamNetConnection socket_id;
++socket_id;
HSteamNetConnection socket_id = get_socket_id();
if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id;
if (connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) {
@ -233,7 +255,7 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP,
{
PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocket %i %u %u\n", nSteamConnectVirtualPort, nIP, nPort);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(nSteamConnectVirtualPort);
return new_listen_socket(nSteamConnectVirtualPort, nPort);
}
/// Creates a "server" socket that listens for clients to connect to by
@ -253,19 +275,22 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP,
HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress )
{
PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n");
return k_HSteamListenSocket_Invalid;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port);
}
HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress )
{
PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old1\n");
return k_HSteamListenSocket_Invalid;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(SNS_DISABLED_PORT, localAddress->m_port);
}
HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n");
return k_HSteamListenSocket_Invalid;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port);
}
/// Creates a connection and begins talking to a "server" over UDP at the
@ -289,19 +314,34 @@ HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddre
HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address )
{
PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n");
return k_HSteamNetConnection_Invalid;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SteamNetworkingIdentity ip_id;
ip_id.SetIPAddr(address);
HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port);
send_packet_new_connection(socket);
return socket;
}
HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address )
{
PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old1\n");
return k_HSteamNetConnection_Invalid;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SteamNetworkingIdentity ip_id;
ip_id.SetIPAddr(*address);
HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address->m_port);
send_packet_new_connection(socket);
return socket;
}
HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n");
return k_HSteamNetConnection_Invalid;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SteamNetworkingIdentity ip_id;
ip_id.SetIPAddr(address);
HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port);
send_packet_new_connection(socket);
return socket;
}
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
@ -318,7 +358,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort )
{
PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(nVirtualPort);
return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}
HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
@ -326,7 +366,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const
PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %i\n", nVirtualPort);
//TODO config options
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(nVirtualPort);
return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}
/// Begin connecting to a server that is identified using a platform-specific identifier.
@ -357,7 +397,7 @@ HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, i
return k_HSteamNetConnection_Invalid;
}
HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort);
HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort, SNS_DISABLED_PORT);
send_packet_new_connection(socket);
return socket;
}
@ -483,7 +523,8 @@ bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDeb
msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
msg.set_allocated_networking_sockets(new Networking_Sockets);
msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END);
msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port);
msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port);
msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port);
msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
network->sendTo(&msg, true);
@ -661,7 +702,8 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u
msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
msg.set_allocated_networking_sockets(new Networking_Sockets);
msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA);
msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port);
msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port);
msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port);
msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
msg.mutable_networking_sockets()->set_data(pData, cbData);
@ -789,7 +831,7 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SteamNetworkingMessage_t *msg = NULL;
int messages = 0;
while ((msg = get_steam_message_connection(hConn)) && messages < nMaxMessages) {
while (messages < nMaxMessages && (msg = get_steam_message_connection(hConn))) {
ppOutMessages[messages] = msg;
++messages;
}
@ -817,7 +859,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe
auto socket_conn = std::begin(connect_sockets);
while (socket_conn != std::end(connect_sockets) && messages < nMaxMessages) {
if (socket_conn->second.listen_socket_id == hSocket) {
while ((msg = get_steam_message_connection(socket_conn->first)) && messages < nMaxMessages) {
while (messages < nMaxMessages && (msg = get_steam_message_connection(socket_conn->first))) {
ppOutMessages[messages] = msg;
++messages;
}
@ -833,7 +875,25 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo )
{
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n");
return false;
if (!pInfo)
return false;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto connect_socket = connect_sockets.find(hConn);
if (connect_socket == connect_sockets.end()) return false;
memset(pInfo, 0, sizeof(SteamNetConnectionInfo_t));
pInfo->m_identityRemote = connect_socket->second.remote_identity;
pInfo->m_nUserData = connect_socket->second.user_data;
pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
//pInfo->m_addrRemote; //TODO
pInfo->m_idPOPRemote = 0;
pInfo->m_idPOPRelay = 0;
pInfo->m_eState = convert_status(connect_socket->second.status);
pInfo->m_eEndReason = 0; //TODO
pInfo->m_szEndDebug[0] = 0;
sprintf(pInfo->m_szConnectionDescription, "%u", hConn);
return true;
}
@ -878,7 +938,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe
/// Returns information about the specified connection.
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo )
{
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n");
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo001\n");
return false;
}
@ -888,7 +948,21 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *
bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats )
{
PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n");
return false;
if (!pStats)
return false;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto connect_socket = connect_sockets.find(hConn);
if (connect_socket == connect_sockets.end()) return false;
memset(pStats, 0, sizeof(SteamNetworkingQuickConnectionStatus));
pStats->m_eState = convert_status(connect_socket->second.status);
pStats->m_nPing = 10; //TODO: calculate real numbers?
pStats->m_flConnectionQualityLocal = 1.0;
pStats->m_flConnectionQualityRemote = 1.0;
//TODO: rest
return true;
}
@ -985,8 +1059,8 @@ bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection
SteamNetworkingIdentity remote_identity;
remote_identity.SetSteamID(settings->get_local_steam_id());
HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid);
HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1);
HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid);
HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1);
connect_sockets[con1].remote_id = con2;
*pOutConnection1 = con1;
*pOutConnection2 = con2;
@ -1161,7 +1235,7 @@ int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMe
int messages = 0;
for (auto c : group->second) {
while ((msg = get_steam_message_connection(c)) && messages < nMaxMessages) {
while (messages < nMaxMessages && (msg = get_steam_message_connection(c))) {
ppOutMessages[messages] = msg;
++messages;
}
@ -1347,7 +1421,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort )
{
PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(nVirtualPort);
return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}
/// Create a listen socket on the specified virtual port. The physical UDP port to use
@ -1364,7 +1438,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, in
PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort);
//TODO config options
std::lock_guard<std::recursive_mutex> lock(global_mutex);
return new_listen_socket(nVirtualPort);
return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}
@ -1634,19 +1708,29 @@ void Callback(Common_Message *msg)
if (msg->has_networking_sockets()) {
PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u\n", msg->networking_sockets().type());
if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_REQUEST) {
int virtual_port = msg->networking_sockets().port();
int virtual_port = msg->networking_sockets().virtual_port();
int real_port = msg->networking_sockets().real_port();
std::vector<Listen_Socket>::iterator conn;
if (virtual_port == SNS_DISABLED_PORT) {
conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&real_port](struct Listen_Socket const& conn) { return conn.real_port == real_port;});
} else {
conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;});
}
auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;});
if (conn != listen_sockets.end()) {
SteamNetworkingIdentity identity;
identity.SetSteamID64(msg->source_id());
HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from());
HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from());
launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION);
}
} else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) {
auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id());
if (connect_socket != connect_sockets.end()) {
if (connect_socket->second.remote_identity.GetSteamID64() == 0) {
connect_socket->second.remote_identity.SetSteamID64(msg->source_id());
}
if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTING) {
connect_socket->second.remote_id = msg->networking_sockets().connection_id_from();
connect_socket->second.status = CONNECT_SOCKET_CONNECTED;

View File

@ -94,6 +94,20 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa
{
load_achievements_db(); // achievements db
load_achievements(); // achievements per user
for (auto & it : defined_achievements) {
try {
std::string name = static_cast<std::string const&>(it["name"]);
if (user_achievements.find(name) == user_achievements.end()) {
user_achievements[name]["earned"] = false;
user_achievements[name]["earned_time"] = static_cast<uint32>(0);
}
} catch (...) {}
try {
it["hidden"] = std::to_string(it["hidden"].get<int>());
} catch (...) {}
}
}
// Ask the server to send down this user's data and achievements for this game

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@ -0,0 +1 @@
47584

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@ -787,22 +787,34 @@ void Steam_Overlay::RunCallbacks()
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
friend_info->second.window_state &= ~window_state_lobby_invite;
} else
} else {
// The user got a rich presence invite and accepted it
if (friend_info->second.window_state & window_state_rich_invite)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_id);
strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
if (friend_info->second.window_state & window_state_rich_invite)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_id);
strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
friend_info->second.window_state &= ~window_state_rich_invite;
} else if (connect.length() > 0)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_id);
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
friend_info->second.window_state &= ~window_state_rich_invite;
} else if (connect.length() > 0)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_id);
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
//Not sure about this but it fixes sonic racing transformed invites
FriendGameInfo_t friend_game_info = {};
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
uint64 lobby_id = friend_game_info.m_steamIDLobby.ConvertToUint64();
if (lobby_id) {
GameLobbyJoinRequested_t data;
data.m_steamIDLobby.SetFromUint64(lobby_id);
data.m_steamIDFriend.SetFromUint64(friend_id);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
}
friend_info->second.window_state &= ~window_state_join;

View File

@ -80,8 +80,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
initialized = true;
}
ImGui_ImplDX10_NewFrame();
if (ImGui_ImplDX10_NewFrame())
{
Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);

View File

@ -121,8 +121,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
initialized = true;
}
ImGui_ImplDX11_NewFrame();
if (ImGui_ImplDX11_NewFrame())
{
Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);

View File

@ -176,8 +176,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
pDevice->Release();
}
ImGui_ImplDX12_NewFrame();
if (ImGui_ImplDX12_NewFrame())
{
Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);

View File

@ -75,8 +75,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
initialized = true;
}
ImGui_ImplDX9_NewFrame();
if (ImGui_ImplDX9_NewFrame())
{
Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);

View File

@ -84,8 +84,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC)
initialized = true;
}
ImGui_ImplOpenGL3_NewFrame();
if (ImGui_ImplOpenGL3_NewFrame())
{
Windows_Hook::Inst()->prepareForOverlay(hWnd);

View File

@ -18,13 +18,15 @@ bool Windows_Hook::start_hook()
{
GetRawInputBuffer = ::GetRawInputBuffer;
GetRawInputData = ::GetRawInputData;
SetCursorPos = ::SetCursorPos;
PRINT_DEBUG("Hooked Windows\n");
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData)
std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData),
std::make_pair<void**, void*>(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos)
);
EndHook();
@ -169,6 +171,18 @@ UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand,
return 0;
}
BOOL WINAPI Windows_Hook::MySetCursorPos(int x, int y)
{
if (get_steam_client()->steam_overlay->ShowOverlay()) {
POINT p;
GetCursorPos(&p);
x = p.x;
y = p.y;
}
return Windows_Hook::Inst()->SetCursorPos(x, y);
}
/////////////////////////////////////////////////////////////////////////////////////
Windows_Hook::Windows_Hook() :

View File

@ -26,11 +26,13 @@ private:
// Hook to Windows window messages
decltype(GetRawInputBuffer)* GetRawInputBuffer;
decltype(GetRawInputData)* GetRawInputData;
decltype(SetCursorPos)* SetCursorPos;
static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader);
static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader);
static BOOL WINAPI MySetCursorPos(int x, int y);
public:
virtual ~Windows_Hook();

View File

@ -55,7 +55,6 @@ public:
/// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -80,7 +79,6 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
/// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -292,8 +290,6 @@ public:
/// even if they are not signed into Steam.)
virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -365,8 +361,6 @@ public:
/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the

View File

@ -43,7 +43,6 @@ public:
/// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -68,7 +67,6 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -331,8 +329,6 @@ public:
#endif
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -447,8 +443,6 @@ public:
/// and don't share it directly with clients.
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the

View File

@ -43,7 +43,6 @@ public:
/// man-in-the-middle attacks.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -68,7 +67,6 @@ public:
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -331,8 +329,6 @@ public:
#endif
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -447,8 +443,6 @@ public:
/// and don't share it directly with clients.
virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
// Invoke all callbacks queued for this interface.
// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
// So if you have code that is also targeting Steam, you should call this at about the

View File

@ -52,7 +52,6 @@ public:
/// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -81,7 +80,6 @@ public:
/// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -370,8 +368,6 @@ public:
/// details, pass non-NULL to receive them.
virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -567,7 +563,6 @@ public:
/// If you expect to be using relayed connections, then you probably want
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Certificate provision by the application. (On Steam, Steam will handle all this automatically)
#ifndef STEAMNETWORKINGSOCKETS_STEAM

View File

@ -52,7 +52,6 @@ public:
/// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
@ -81,7 +80,6 @@ public:
/// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation.
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
#endif
/// Accept an incoming connection that has been received on a listen socket.
///
@ -411,8 +409,6 @@ public:
/// other connections.)
virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
@ -608,7 +604,6 @@ public:
/// If you expect to be using relayed connections, then you probably want
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Certificate provision by the application. On Steam, we normally handle all this automatically

View File

@ -8,7 +8,6 @@
class ISteamNetworkingUtils001
{
public:
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Initialization
@ -149,7 +148,6 @@ public:
/// Get list of all POP IDs. Returns the number of entries that were filled into
/// your list.
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Misc

View File

@ -8,7 +8,6 @@
class ISteamNetworkingUtils002
{
public:
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Initialization and status check
@ -152,7 +151,6 @@ public:
/// Get list of all POP IDs. Returns the number of entries that were filled into
/// your list.
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
//
// Misc

View File

@ -311,14 +311,14 @@ S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe );
/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned
/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback
/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again.
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg );
/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true.
S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe );
/// Return the call result for the specified call on the specified pipe. You really should
/// only call this in a handler for SteamAPICallCompleted_t callback.
S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed );
//----------------------------------------------------------------------------------------------------------------------------------------------------------//
//

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@ -10,6 +10,12 @@
#pragma once
#endif
/*
for some dumb reason some games like carrion think a bool is an int and use the whole register as a return value
instead of using just al like a normal program.
*/
typedef unsigned steam_bool;
#define S_CALLTYPE __cdecl
// Steam-specific types. Defined here so this header file can be included in other code bases.

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@ -45,7 +45,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
}
if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL);
return 0;
}
GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory);
@ -60,27 +60,23 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
SetEnvironmentVariableA("SteamGameId", AppId);
}
CHAR TMP[MAX_PATH] = { 0 };
CHAR TMP[MAX_PATH] = {};
if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, Client64Path);
ZeroMemory(Client64Path, sizeof(Client64Path));
GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL);
}
if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, ClientPath);
ZeroMemory(ClientPath, sizeof(ClientPath));
GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL);
}
if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, ExeFile);
ZeroMemory(ExeFile, sizeof(ExeFile));
GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL);
}
if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) {
ZeroMemory(TMP, sizeof(TMP));
lstrcpyA(TMP, ExeRunDir);
ZeroMemory(ExeRunDir, sizeof(ExeRunDir));
GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL);
@ -88,17 +84,17 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL);
return 0;
}
if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL);
return 0;
}
if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) {
MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL);
return 0;
}
CHAR CommandLine[8192];
@ -106,98 +102,65 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo))
{
MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR);
ExitProcess(NULL);
return 0;
}
HKEY Registrykey;
// Declare some variables to be used for Steam registry.
DWORD UserId = 0x03100004771F810D & 0xffffffff;
DWORD ProcessID = GetCurrentProcessId();
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) != ERROR_SUCCESS)
bool orig_steam = false;
DWORD keyType = REG_SZ;
CHAR OrgSteamCDir[MAX_PATH] = { 0 };
CHAR OrgSteamCDir64[MAX_PATH] = { 0 };
DWORD Size1 = MAX_PATH;
DWORD Size2 = MAX_PATH;
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS)
{
orig_steam = true;
// Get original values to restore later.
RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1);
RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2);
} else {
if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE,
KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS)
{
MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR);
TerminateProcess(processInfo.hProcess, NULL);
ExitProcess(NULL);
}
else
{
// Set values to Windows registry.
RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD));
RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD));
{
// Before saving to the registry check again if the path was valid and if the file exist
if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1);
}
else {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0);
}
if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1);
}
else {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0);
}
}
RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1);
// Close the HKEY Handle.
RegCloseKey(Registrykey);
ResumeThread(processInfo.hThread);
WaitForSingleObject(processInfo.hThread, INFINITE);
CloseHandle(processInfo.hProcess);
CloseHandle(processInfo.hThread);
ExitProcess(NULL);
return 0;
}
}
else
// Set values to Windows registry.
RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD));
RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD));
{
DWORD keyType = REG_SZ;
CHAR OrgSteamCDir[MAX_PATH] = { 0 };
CHAR OrgSteamCDir64[MAX_PATH] = { 0 };
DWORD Size1 = MAX_PATH;
DWORD Size2 = MAX_PATH;
// Get original values to restore later.
RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1);
RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2);
// Set values to Windows registry.
RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD));
RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD));
{
// Before saving to the registry check again if the path was valid and if the file exist
if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1);
}
else {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0);
}
if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1);
}
else {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0);
}
// Before saving to the registry check again if the path was valid and if the file exist
if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1);
}
RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1);
else {
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0);
}
if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1);
}
else {
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0);
}
}
RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1);
// Close the HKEY Handle.
RegCloseKey(Registrykey);
// Close the HKEY Handle.
RegCloseKey(Registrykey);
ResumeThread(processInfo.hThread);
WaitForSingleObject(processInfo.hThread, INFINITE);
CloseHandle(processInfo.hProcess);
CloseHandle(processInfo.hThread);
ResumeThread(processInfo.hThread);
WaitForSingleObject(processInfo.hThread, INFINITE);
CloseHandle(processInfo.hProcess);
CloseHandle(processInfo.hThread);
if (orig_steam) {
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS)
{
// Restore the values.
@ -207,9 +170,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
// Close the HKEY Handle.
RegCloseKey(Registrykey);
}
ExitProcess(NULL);
}
return 1;
return 0;
}