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goldberg_emulator/dll/steam_networking_socketsserialized.h

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2019-04-13 18:21:56 +02:00
/* 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_Networking_Sockets_Serialized :
public ISteamNetworkingSocketsSerialized002,
public ISteamNetworkingSocketsSerialized003
{
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_networkingsockets_callback\n");
Steam_Networking_Sockets_Serialized *steam_networkingsockets = (Steam_Networking_Sockets_Serialized *)object;
steam_networkingsockets->Callback(msg);
}
static void steam_run_every_runcb(void *object)
{
PRINT_DEBUG("steam_networkingsockets_run_every_runcb\n");
Steam_Networking_Sockets_Serialized *steam_networkingsockets = (Steam_Networking_Sockets_Serialized *)object;
steam_networkingsockets->RunCallbacks();
}
Steam_Networking_Sockets_Serialized(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_Networking_Sockets_Serialized::steam_callback, this);
this->run_every_runcb->add(&Steam_Networking_Sockets_Serialized::steam_run_every_runcb, this);
this->callback_results = callback_results;
this->callbacks = callbacks;
}
~Steam_Networking_Sockets_Serialized()
{
//TODO rm network callbacks
this->run_every_runcb->remove(&Steam_Networking_Sockets_Serialized::steam_run_every_runcb, this);
}
void SendP2PRendezvous( CSteamID steamIDRemote, uint32 unConnectionIDSrc, const void *pMsgRendezvous, uint32 cbRendezvous )
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::SendP2PRendezvous\n");
}
void SendP2PConnectionFailure( CSteamID steamIDRemote, uint32 unConnectionIDDest, uint32 nReason, const char *pszReason )
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::SendP2PConnectionFailure\n");
}
SteamAPICall_t GetCertAsync()
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetCertAsync\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
struct SteamNetworkingSocketsCert_t data = {};
data.m_eResult = k_EResultOK;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
int GetNetworkConfigJSON( void *buf, uint32 cbBuf, const char *pszLauncherPartner )
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetNetworkConfigJSON %s\n", pszLauncherPartner);
return 0;
}
int GetNetworkConfigJSON( void *buf, uint32 cbBuf )
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetNetworkConfigJSON old\n");
return GetNetworkConfigJSON(buf, cbBuf, "");
}
void CacheRelayTicket( const void *pTicket, uint32 cbTicket )
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::CacheRelayTicket\n");
}
uint32 GetCachedRelayTicketCount()
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetCachedRelayTicketCount\n");
return 0;
}
int GetCachedRelayTicket( uint32 idxTicket, void *buf, uint32 cbBuf )
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetCachedRelayTicket\n");
return 0;
}
void PostConnectionStateMsg( const void *pMsg, uint32 cbMsg )
{
PRINT_DEBUG("Steam_Networking_Sockets_Serialized::PostConnectionStateMsg\n");
}
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) {
}
}
}
};