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