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SLikeNet/DependentExtensions/Lobby2/Steam/Lobby2Message_Steam.h
2025-11-24 14:19:51 +05:30

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9.1 KiB
C++

/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
#ifndef __LOBBY_2_MESSAGE_STEAM_H
#define __LOBBY_2_MESSAGE_STEAM_H
#include "Lobby2Message.h"
#include "slikenet/DS_Multilist.h"
#include "Lobby2Client_Steam.h"
namespace SLNet
{
#define __L2_MSG_DB_HEADER(__NAME__,__DB__) \
struct __NAME__##_##__DB__ : public __NAME__
__L2_MSG_DB_HEADER(Client_Login, Steam)
{
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Client_Login::DebugMsg(out);
return;
}
out.Set("Login success");
}
};
__L2_MSG_DB_HEADER(Client_Logoff, Steam)
{
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Client_Logoff::DebugMsg(out);
return;
}
out.Set("Logoff success");
}
};
__L2_MSG_DB_HEADER(Console_SearchRooms, Steam)
{
Console_SearchRooms_Steam();
virtual ~Console_SearchRooms_Steam();
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const;
// Output
// Use CConsoleCommand_GetRoomDetails to get room names for unknown rooms, which will have blank names
DataStructures::Multilist<ML_UNORDERED_LIST, SLNet::RakString> roomNames;
// Type of uint64_ts is uint64_t
DataStructures::Multilist<ML_UNORDERED_LIST, uint64_t> roomIds;
/// \internal
// uint32_t is LobbyMatchList_t
// CCallResult<Lobby2Client_Steam, uint32_t> m_SteamCallResultLobbyMatchList;
void *m_SteamCallResultLobbyMatchList;
};
__L2_MSG_DB_HEADER(Console_GetRoomDetails, Steam)
{
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Console_GetRoomDetails::DebugMsg(out);
return;
}
out.Set("GetRoomDetails: roomName=%s for id %" PRINTF_64_BIT_MODIFIER "u", roomName.C_String(), roomId);
}
/// Input
uint64_t roomId;
/// Output
SLNet::RakString roomName;
};
__L2_MSG_DB_HEADER(Console_CreateRoom, Steam)
{
Console_CreateRoom_Steam();
virtual ~Console_CreateRoom_Steam();
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Console_CreateRoom::DebugMsg(out);
return;
}
out.Set("Console_CreateRoom: roomName %s created for id %" PRINTF_64_BIT_MODIFIER "u", roomName.C_String(), roomId);
}
/// Input
/// If public, anyone can join. Else friends only
bool roomIsPublic;
SLNet::RakString roomName;
/// Output
uint64_t roomId;
/// \internal
// CCallResult<Lobby2Client_Steam, LobbyCreated_t> m_SteamCallResultLobbyCreated;
void *m_SteamCallResultLobbyCreated;
};
__L2_MSG_DB_HEADER(Console_JoinRoom, Steam)
{
Console_JoinRoom_Steam();
virtual ~Console_JoinRoom_Steam();
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Console_JoinRoom::DebugMsg(out);
return;
}
out.Set("Console_JoinRoom: Joined id %" PRINTF_64_BIT_MODIFIER "u", roomId);
}
/// Input
uint64_t roomId;
/// \internal
//CCallResult<Lobby2Client_Steam, LobbyEnter_t> m_SteamCallResultLobbyEntered;
void *m_SteamCallResultLobbyEntered;
};
__L2_MSG_DB_HEADER(Console_LeaveRoom, Steam)
{
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Console_LeaveRoom::DebugMsg(out);
return;
}
out.Set("Left room %" PRINTF_64_BIT_MODIFIER "u", roomId);
}
/// Input
uint64_t roomId;
};
__L2_MSG_DB_HEADER(Console_SendRoomChatMessage, Steam)
{
virtual bool ClientImpl(SLNet::Lobby2Plugin *client);
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Console_SendRoomChatMessage::DebugMsg(out);
return;
}
out.Set("Sent %s to room %" PRINTF_64_BIT_MODIFIER "u", message.C_String(), roomId);
}
/// Input
uint64_t roomId;
SLNet::RakString message;
};
__L2_MSG_DB_HEADER(Notification_Friends_StatusChange, Steam)
{
uint64_t friendId;
SLNet::RakString friendNewName;
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Notification_Friends_StatusChange::DebugMsg(out);
return;
}
out.Set("Friend renamed to %s with ID %" PRINTF_64_BIT_MODIFIER "u", friendNewName.C_String(), friendId);
}
};
__L2_MSG_DB_HEADER(Notification_Console_UpdateRoomParameters, Steam)
{
uint64_t roomId;
SLNet::RakString roomNewName;
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Notification_Console_UpdateRoomParameters::DebugMsg(out);
return;
}
out.Set("RoomStateChanged: Room named %s with ID %" PRINTF_64_BIT_MODIFIER "u", roomNewName.C_String(), roomId);
}
};
__L2_MSG_DB_HEADER(Notification_Console_MemberJoinedRoom, Steam)
{
uint64_t roomId;
uint64_t srcMemberId;
SLNet::RakString memberName;
SystemAddress remoteSystem;
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Notification_Console_MemberJoinedRoom::DebugMsg(out);
return;
}
out.Set("MemberJoinedRoom: Member named %s and ID %" PRINTF_64_BIT_MODIFIER "u joined room with ID %" PRINTF_64_BIT_MODIFIER "u", memberName.C_String(), srcMemberId, roomId);
}
};
__L2_MSG_DB_HEADER(Notification_Console_MemberLeftRoom, Steam)
{
uint64_t roomId;
uint64_t srcMemberId;
SLNet::RakString memberName;
SystemAddress remoteSystem;
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Notification_Console_MemberLeftRoom::DebugMsg(out);
return;
}
out.Set("MemberLeftRoom: Member named %s and ID %" PRINTF_64_BIT_MODIFIER "u left room with ID %" PRINTF_64_BIT_MODIFIER "u", memberName.C_String(), srcMemberId, roomId);
}
};
__L2_MSG_DB_HEADER(Notification_Console_RoomChatMessage, Steam)
{
SLNet::RakString message;
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Notification_Console_RoomChatMessage::DebugMsg(out);
return;
}
out=message;
}
};
/*
__L2_MSG_DB_HEADER(Notification_Console_RoomMemberConnectivityUpdate, Steam)
{
bool succeeded;
SystemAddress remoteSystem;
virtual void DebugMsg(SLNet::RakString &out) const
{
if (resultCode!=L2RC_SUCCESS)
{
Notification_Console_RoomMemberConnectivityUpdate::DebugMsg(out);
return;
}
if (succeeded)
{
out.Set("Signaling to %s succeeded.", remoteSystem.ToString(true));
}
else
{
out.Set("Signaling to %s failed.", remoteSystem.ToString(true));
}
}
};
*/
// --------------------------------------------- Database specific factory class for all messages --------------------------------------------
#define __L2_MSG_FACTORY_IMPL(__NAME__,__DB__) {case L2MID_##__NAME__ : Lobby2Message *m = SLNet::OP_NEW< __NAME__##_##__DB__ >(_FILE_AND_LINE_) ; return m;}
struct Lobby2MessageFactory_Steam : public Lobby2MessageFactory
{
Lobby2MessageFactory_Steam() {}
virtual ~Lobby2MessageFactory_Steam() {}
virtual Lobby2Message *Alloc(Lobby2MessageID id)
{
switch (id)
{
__L2_MSG_FACTORY_IMPL(Client_Login, Steam);
__L2_MSG_FACTORY_IMPL(Client_Logoff, Steam);
__L2_MSG_FACTORY_IMPL(Console_SearchRooms, Steam);
__L2_MSG_FACTORY_IMPL(Console_GetRoomDetails, Steam);
__L2_MSG_FACTORY_IMPL(Console_CreateRoom, Steam);
__L2_MSG_FACTORY_IMPL(Console_JoinRoom, Steam);
__L2_MSG_FACTORY_IMPL(Console_LeaveRoom, Steam);
__L2_MSG_FACTORY_IMPL(Console_SendRoomChatMessage, Steam);
__L2_MSG_FACTORY_IMPL(Notification_Friends_StatusChange, Steam);
__L2_MSG_FACTORY_IMPL(Notification_Console_UpdateRoomParameters, Steam);
__L2_MSG_FACTORY_IMPL(Notification_Console_MemberJoinedRoom, Steam);
__L2_MSG_FACTORY_IMPL(Notification_Console_MemberLeftRoom, Steam);
__L2_MSG_FACTORY_IMPL(Notification_Console_RoomChatMessage, Steam);
//__L2_MSG_FACTORY_IMPL(Notification_Console_RoomMemberConnectivityUpdate, Steam);
default:
return Lobby2MessageFactory::Alloc(id);
};
};
};
}; // namespace SLNet
#endif