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//====== Copyright (c), Valve Corporation, All rights reserved. =======
//
// Purpose: Holds the CGCClient class
//
//=============================================================================
#ifndef GCCLIENT_H
#define GCCLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include "steam/steam_api.h"
#include "jobmgr.h"
#include "sharedobject.h"
class ISteamGameCoordinator; struct GCMessageAvailable_t; class CTestEvent;
namespace GCSDK {
//-----------------------------------------------------------------------------
// Purpose: Interface for communicating with the GC
//-----------------------------------------------------------------------------
class CGCClient { public: CGCClient( bool bGameserver = false ); virtual ~CGCClient( );
/// Call once at program startup
bool BInit( uint32 unVersion, ISteamClient *pSteamClient, HSteamUser hSteamUser, HSteamPipe hSteamPipe );
/// Cleanup
void Uninit( );
/// Call this to perform periodic service
bool BMainLoop( uint64 ulLimitMicroseconds, uint64 ulFrameTimeMicroseconds = 0 );
/// Set current session need state value that is sent in the HELLO message to
/// determine login priority. At this generic level we don't know what the
/// game-specific client states mean, and which states imply a need for a
/// GC session, so you need to tell us that, too. This decides whether we are
/// aggressive at sending HELLO messages to try to establish the connection
/// or not.
void SetSessionNeed( uint32 nSessionNeed, bool bWantSession );
/// Launcher value. Sent in the HELLO message
void SetLauncherType( uint32 nLauncherType ) { m_nLauncherType = nLauncherType; }
/// Steam datagram port, for servers. Sent in the HELLO message
void SetServerSteamdatagramPort( uint16 usPort ) { m_usSteamdatagramPort = usPort; }
CJobMgr &GetJobMgr() { return m_JobMgr; }
/// Send a message to the GC.
bool BSendMessage( uint32 unMsgType, const uint8 *pubData, uint32 cubData ); bool BSendMessage( const CGCMsgBase& msg ); bool BSendMessage( const CProtoBufMsgBase& msg );
/// Locate a given shared object from the cache
CSharedObject *FindSharedObject( SOID_t ID, const CSharedObject & soIndex );
/// Find a shared object cache for the specified user. Optionally, the cache will be
/// created if it doesn't not currently exist.
CGCClientSharedObjectCache *FindSOCache( SOID_t ID, bool bCreateIfMissing = true );
/// Find a set of shared object caches for a specific type of SOID
/// returns true if any were found
typedef CUtlVectorFixedGrowable< CGCClientSharedObjectCache *, 1 > ClientSOCacheVec_t; bool FindSOCacheByType( uint32 type, ClientSOCacheVec_t &cacheList );
/// Adds a listener to the shared object cache for the specified Steam ID.
///
/// @see CGCClientSharedObjectCache::AddListener
bool AddSOCacheListener( ISharedObjectListener *pListener );
/// Removes a listener for the shared object cache for the specified Steam ID.
/// Returns true if we were listening and were successfully removed, false
/// otherwise
///
/// @see CGCClientSharedObjectCache::RemoveListener
bool RemoveSOCacheListener( ISharedObjectListener *pListener );
void DispatchSOCreated( SOID_t owner, const CSharedObject *pObject, ESOCacheEvent eEvent ); void DispatchSOUpdated( SOID_t owner, const CSharedObject *pObject, ESOCacheEvent eEvent ); void DispatchSODestroyed( SOID_t owner, const CSharedObject *pObject, ESOCacheEvent eEvent ); void DispatchSOCacheSubscribed( SOID_t owner, ESOCacheEvent eEvent ); void DispatchSOCacheUnsubscribed( SOID_t owner, ESOCacheEvent eEvent );
typedef CUtlVector< ISharedObjectListener * > SharedObjectListensersVec_t; const SharedObjectListensersVec_t & GetListeners() const { return m_vecListeners; }
void OnGCMessageAvailable( GCMessageAvailable_t *pCallback ); ISteamGameCoordinator *GetSteamGameCoordinator() { return m_pSteamGameCoordinator; }
virtual void Test_AddEvent( CTestEvent *pEvent ) {} virtual void Test_CacheSubscribed( SOID_t ID ) {}
void NotifySOCacheUnsubscribed( SOID_t ID ); void NotifyResubscribedUpToDate( SOID_t ID );
/// Send a HELLO message to the GC now.
void SendHello();
// Called when we receive a welcome message, to sync up our SO caches with the
// what the GC is telling us we have.
void ProcessSOCacheSubscribedMsg( const CMsgSOCacheSubscribed &msg );
/// Simulate inability to connect to DOTA's GC.
/// (But allow us to connect to Steam.)
bool GetSimulateGCConnectionFailure() const { return m_bSimulateGCConnectionFailure; } void SetSimulateGCConnectionFailure( bool bForcedFailure );
/// Called when any messages times out. When this happens, it's usually
/// safe to assume that the connection has been interrupted, and we should
/// renegotiate.
void MessageReplyTimedOut( uint32 nExpectedMsg, uint nTimeoutSecs );
//
// Logon queue stats.
//
// These return negative if quantities are not known.
// All of these numbers can only be valid if we're in the
// GCConnectionStatus_NO_SESSION_IN_LOGON_QUEUE state. However,
// just because we're in that state does NOT mean that they will be
// available!
int GetLogonQueuePosition() const { return m_nLogonQueuePosition; } int GetLogonQueueSize() const { return m_nLogonQueueSize; } int GetLogonQueueEstimatedSecondsRemaining() const; int GetLogonQueueApproxWaitSeconds() const;
protected:
ISteamUser *m_pSteamUser; ISteamGameServer *m_pSteamGameserver; ISteamGameCoordinator *m_pSteamGameCoordinator; CUtlMemory<uint8> m_memMsg;
// local job handling
CJobMgr m_JobMgr;
// Shared object caches
typedef CUtlMap<SOID_t, CGCClientSharedObjectCache *> MapSOCache_t; MapSOCache_t m_mapSOCache;
SharedObjectListensersVec_t m_vecListeners;
uint64 m_timeLastSendHello; uint64 m_timeReceivedConnectionStatus; uint64 m_timeLoggedOn; uint32 m_unVersion; const bool m_bGameserver; bool m_bSimulateGCConnectionFailure; uint32 m_nSessionNeed; uint32 m_nLastSessionNeed; // last session need state sent / received from the GC
bool m_bWantSession; uint32 m_nLauncherType; uint16 m_usSteamdatagramPort;
int m_nLogonQueuePosition; int m_nLogonQueueSize; uint64 m_timeLogonQueueApproxTimeEnteredQueue; uint64 m_timeLogonQueueEstimatedTimeExitQueue;
void ClearLogonQueueStats();
void UpdateLogonState(); void ThinkConnection(); void DispatchPacket( IMsgNetPacket *pMsgNetPacket );
// Steam callback for getting notified about messages available. Not part of the class
// in Steam builds because we use the TestClientManager instead of steam_api.dll in Steam
#ifndef STEAM
CCallback< CGCClient, GCMessageAvailable_t, false > m_callbackGCMessageAvailable; STEAM_CALLBACK( CGCClient, OnSteamServersDisconnected, SteamServersDisconnected_t, m_CallbackSteamServersDisconnected ); STEAM_CALLBACK( CGCClient, OnSteamServerConnectFailure, SteamServerConnectFailure_t, m_CallbackSteamServerConnectFailure ); STEAM_CALLBACK( CGCClient, OnSteamServersConnected, SteamServersConnected_t, m_CallbackSteamServersConnected ); #endif
};
//utility to make defining client jobs more straight forward
#define GC_REG_CLIENT_JOB( JobClass, Msg ) \
GC_REG_JOB( GCSDK::CGCClient, JobClass, #JobClass, Msg )
} // namespace GCSDK
#endif // GCCLIENT_H
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