goldberg_emulator/dll/steam_client.h
Mr_Goldberg 11cb3ce998
Fix some major issues (networking didn't work, gameservers didn't work) with the steamclient version.
Implemented a basic steampipe alloc system and fixed build.
2020-01-15 10:11:37 -05:00

299 lines
12 KiB
C++

/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "base.h"
#include "steam_user.h"
#include "steam_friends.h"
#include "steam_utils.h"
#include "steam_matchmaking.h"
#include "steam_matchmaking_servers.h"
#include "steam_user_stats.h"
#include "steam_apps.h"
#include "steam_networking.h"
#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"
#include "steam_musicremote.h"
#include "steam_HTMLsurface.h"
#include "steam_inventory.h"
#include "steam_video.h"
#include "steam_parental.h"
#include "steam_game_coordinator.h"
#include "steam_networking_socketsserialized.h"
#include "steam_networking_sockets.h"
#include "steam_networking_utils.h"
#include "steam_unified_messages.h"
#include "steam_gamesearch.h"
#include "steam_parties.h"
#include "steam_remoteplay.h"
#include "steam_gameserver.h"
#include "steam_gameserverstats.h"
#include "steam_masterserver_updater.h"
#include <thread>
enum Steam_Pipe {
NO_USER,
CLIENT,
SERVER
};
class Steam_Client :
public ISteamClient007,
public ISteamClient008,
public ISteamClient009,
public ISteamClient010,
public ISteamClient011,
public ISteamClient012,
public ISteamClient013,
public ISteamClient014,
public ISteamClient015,
public ISteamClient016,
public ISteamClient017,
public ISteamClient018,
public ISteamClient019,
public ISteamClient
{
public:
Networking *network;
SteamCallResults *callback_results_server, *callback_results_client;
SteamCallBacks *callbacks_server, *callbacks_client;
Settings *settings_client, *settings_server;
Local_Storage *local_storage;
RunEveryRunCB *run_every_runcb;
Steam_User *steam_user;
Steam_Friends *steam_friends;
Steam_Utils *steam_utils;
Steam_Matchmaking *steam_matchmaking;
Steam_Matchmaking_Servers *steam_matchmaking_servers;
Steam_User_Stats *steam_user_stats;
Steam_Apps *steam_apps;
Steam_Networking *steam_networking;
Steam_Remote_Storage *steam_remote_storage;
Steam_Screenshots *steam_screenshots;
Steam_HTTP *steam_http;
Steam_Controller *steam_controller;
Steam_UGC *steam_ugc;
Steam_Applist *steam_applist;
Steam_Music *steam_music;
Steam_MusicRemote *steam_musicremote;
Steam_HTMLsurface *steam_HTMLsurface;
Steam_Inventory *steam_inventory;
Steam_Video *steam_video;
Steam_Parental *steam_parental;
Steam_Networking_Sockets *steam_networking_sockets;
Steam_Networking_Sockets_Serialized *steam_networking_sockets_serialized;
Steam_Game_Coordinator *steam_game_coordinator;
Steam_Networking_Utils *steam_networking_utils;
Steam_Unified_Messages *steam_unified_messages;
Steam_Game_Search *steam_game_search;
Steam_Parties *steam_parties;
Steam_RemotePlay *steam_remoteplay;
Steam_GameServer *steam_gameserver;
Steam_Utils *steam_gameserver_utils;
Steam_GameServerStats *steam_gameserverstats;
Steam_Networking *steam_gameserver_networking;
Steam_HTTP *steam_gameserver_http;
Steam_Inventory *steam_gameserver_inventory;
Steam_UGC *steam_gameserver_ugc;
Steam_Apps *steam_gameserver_apps;
Steam_Networking_Sockets *steam_gameserver_networking_sockets;
Steam_Networking_Sockets_Serialized *steam_gameserver_networking_sockets_serialized;
Steam_Game_Coordinator *steam_gameserver_game_coordinator;
Steam_Masterserver_Updater *steam_masterserver_updater;
bool user_logged_in = false;
bool server_init = false;
std::thread background_keepalive;
bool steamclient_server_inited = false;
unsigned steam_pipe_counter = 2;
std::map<HSteamPipe, enum Steam_Pipe> steam_pipes;
Steam_Client();
~Steam_Client();
// Creates a communication pipe to the Steam client.
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
HSteamPipe CreateSteamPipe();
// Releases a previously created communications pipe
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
bool BReleaseSteamPipe( HSteamPipe hSteamPipe );
// connects to an existing global user, failing if none exists
// used by the game to coordinate with the steamUI
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe );
// used by game servers, create a steam user that won't be shared with anyone else
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType );
HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe );
// removes an allocated user
// NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling
void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser );
// retrieves the ISteamUser interface associated with the handle
ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// retrieves the ISteamGameServer interface associated with the handle
ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// set the local IP and Port to bind to
// this must be set before CreateLocalUser()
void SetLocalIPBinding( uint32 unIP, uint16 usPort );
void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort );
// returns the ISteamFriends interface
ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// returns the ISteamUtils interface
ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion );
// returns the ISteamMatchmaking interface
ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// returns the ISteamMatchmakingServers interface
ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// returns the a generic interface
void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// returns the ISteamUserStats interface
ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// returns the ISteamGameServerStats interface
ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// returns apps interface
ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// networking
ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// remote storage
ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// user screenshots
ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead.
STEAM_PRIVATE_API( void RunFrame(); )
// returns the number of IPC calls made since the last time this function was called
// Used for perf debugging so you can understand how many IPC calls your game makes per frame
// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
// control how often you do them.
uint32 GetIPCCallCount();
// API warning handling
// 'int' is the severity; 0 for msg, 1 for warning
// 'const char *' is the text of the message
// callbacks will occur directly after the API function is called that generated the warning or message.
void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction );
// Trigger global shutdown for the DLL
bool BShutdownIfAllPipesClosed();
// Expose HTTP interface
ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption.
STEAM_PRIVATE_API( void *DEPRECATED_GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) ; )
ISteamUnifiedMessages *GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// Exposes the ISteamController interface
ISteamController *GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// Exposes the ISteamUGC interface
ISteamUGC *GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// returns app list interface, only available on specially registered apps
ISteamAppList *GetISteamAppList( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// Music Player
ISteamMusic *GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// Music Player Remote
ISteamMusicRemote *GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion);
// html page display
ISteamHTMLSurface *GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion);
// Helper functions for internal Steam usage
STEAM_PRIVATE_API( void DEPRECATED_Set_SteamAPI_CPostAPIResultInProcess( void (*)() ); )
STEAM_PRIVATE_API( void DEPRECATED_Remove_SteamAPI_CPostAPIResultInProcess( void (*)() ); )
STEAM_PRIVATE_API( void Set_SteamAPI_CCheckCallbackRegisteredInProcess( SteamAPI_CheckCallbackRegistered_t func ); )
void Set_SteamAPI_CPostAPIResultInProcess( SteamAPI_PostAPIResultInProcess_t func );
void Remove_SteamAPI_CPostAPIResultInProcess( SteamAPI_PostAPIResultInProcess_t func );
// inventory
ISteamInventory *GetISteamInventory( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// Video
ISteamVideo *GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// Parental controls
ISteamParentalSettings *GetISteamParentalSettings( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
//
ISteamMasterServerUpdater *GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
ISteamContentServer *GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// game search
ISteamGameSearch *GetISteamGameSearch( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion );
// Exposes the Steam Input interface for controller support
ISteamInput *GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// Steam Parties interface
ISteamParties *GetISteamParties( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
// Steam Remote Play interface
ISteamRemotePlay *GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );
void RegisterCallback( class CCallbackBase *pCallback, int iCallback);
void UnregisterCallback( class CCallbackBase *pCallback);
void RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall);
void UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall);
void RunCallbacks(bool runClientCB, bool runGameserverCB);
void setAppID(uint32 appid);
void userLogIn();
void serverInit();
void serverShutdown();
void clientShutdown();
bool IsServerInit();
bool IsUserLogIn();
void DestroyAllInterfaces();
};