goldberg_emulator/dll/steam_game_coordinator.h

111 lines
3.5 KiB
C++

/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "base.h"
class Steam_Game_Coordinator :
public ISteamGameCoordinator
{
class Settings *settings;
class Networking *network;
class SteamCallResults *callback_results;
class SteamCallBacks *callbacks;
class RunEveryRunCB *run_every_runcb;
public:
static void steam_callback(void *object, Common_Message *msg)
{
PRINT_DEBUG("steam_gamecoordinator_callback\n");
Steam_Game_Coordinator *steam_gamecoordinator = (Steam_Game_Coordinator *)object;
steam_gamecoordinator->Callback(msg);
}
static void steam_run_every_runcb(void *object)
{
PRINT_DEBUG("steam_gamecoordinator_run_every_runcb\n");
Steam_Game_Coordinator *steam_gamecoordinator = (Steam_Game_Coordinator *)object;
steam_gamecoordinator->RunCallbacks();
}
Steam_Game_Coordinator(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
{
this->settings = settings;
this->network = network;
this->run_every_runcb = run_every_runcb;
//this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Game_Coordinator::steam_callback, this);
this->run_every_runcb->add(&Steam_Game_Coordinator::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
}
~Steam_Game_Coordinator()
{
//TODO rm network callbacks
this->run_every_runcb->remove(&Steam_Game_Coordinator::steam_run_every_runcb, this);
}
// sends a message to the Game Coordinator
EGCResults SendMessage_( uint32 unMsgType, const void *pubData, uint32 cubData )
{
PRINT_DEBUG("Steam_Game_Coordinator::SendMessage %u\n", unMsgType);
return k_EGCResultOK;
}
// returns true if there is a message waiting from the game coordinator
bool IsMessageAvailable( uint32 *pcubMsgSize )
{
PRINT_DEBUG("Steam_Game_Coordinator::IsMessageAvailable\n");
return false;
}
// fills the provided buffer with the first message in the queue and returns k_EGCResultOK or
// returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size.
// If the provided buffer is not large enough to fit the entire message, k_EGCResultBufferTooSmall is returned
// and the message remains at the head of the queue.
EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize )
{
PRINT_DEBUG("Steam_Game_Coordinator::RetrieveMessage\n");
return k_EGCResultNoMessage;
}
void RunCallbacks()
{
}
void Callback(Common_Message *msg)
{
if (msg->has_low_level()) {
if (msg->low_level().type() == Low_Level::CONNECT) {
}
if (msg->low_level().type() == Low_Level::DISCONNECT) {
}
}
if (msg->has_networking_sockets()) {
}
}
};