Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "clientsteamcontext.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CClientSteamContext g_ClientSteamContext; CClientSteamContext &ClientSteamContext() { return g_ClientSteamContext; }
CSteamAPIContext *steamapicontext = &g_ClientSteamContext;
//-----------------------------------------------------------------------------
CClientSteamContext::CClientSteamContext() #if !defined(NO_STEAM)
: m_CallbackSteamServersDisconnected( this, &CClientSteamContext::OnSteamServersDisconnected ), m_CallbackSteamServerConnectFailure( this, &CClientSteamContext::OnSteamServerConnectFailure ), m_CallbackSteamServersConnected( this, &CClientSteamContext::OnSteamServersConnected ) #ifdef TF_CLIENT_DLL
, m_GameJoinRequested( this, &CClientSteamContext::OnGameJoinRequested ) #endif // TF_CLIENT_DLL
#endif
{ m_bActive = false; m_bLoggedOn = false; m_nAppID = 0; }
//-----------------------------------------------------------------------------
CClientSteamContext::~CClientSteamContext() { }
//-----------------------------------------------------------------------------
// Purpose: Unload the steam3 engine
//-----------------------------------------------------------------------------
void CClientSteamContext::Shutdown() { if ( !m_bActive ) return;
m_bActive = false; m_bLoggedOn = false; #if !defined( NO_STEAM )
Clear(); // Steam API context shutdown
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the steam3 connection
//-----------------------------------------------------------------------------
void CClientSteamContext::Activate() { if ( m_bActive ) return;
m_bActive = true;
#if !defined( NO_STEAM )
SteamAPI_InitSafe(); // ignore failure, that will fall out later when they don't get a valid logon cookie
SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
Init(); // Steam API context init
UpdateLoggedOnState(); Msg( "CClientSteamContext logged on = %d\n", m_bLoggedOn ); #endif
}
void CClientSteamContext::UpdateLoggedOnState() { bool bPreviousLoggedOn = m_bLoggedOn; m_bLoggedOn = ( SteamUser() && SteamUtils() && SteamUser()->BLoggedOn() );
if ( !bPreviousLoggedOn && m_bLoggedOn ) { // update Steam info
m_SteamIDLocalPlayer = SteamUser()->GetSteamID(); m_nUniverse = SteamUtils()->GetConnectedUniverse(); m_nAppID = SteamUtils()->GetAppID(); }
if ( bPreviousLoggedOn != m_bLoggedOn ) { // Notify any listeners of the change in logged on state
SteamLoggedOnChange_t loggedOnChange; loggedOnChange.bPreviousLoggedOn = bPreviousLoggedOn; loggedOnChange.bLoggedOn = m_bLoggedOn; InvokeCallbacks( loggedOnChange ); } }
#if !defined(NO_STEAM)
void CClientSteamContext::OnSteamServersDisconnected( SteamServersDisconnected_t *pDisconnected ) { UpdateLoggedOnState(); Msg( "CClientSteamContext OnSteamServersDisconnected logged on = %d\n", m_bLoggedOn ); }
void CClientSteamContext::OnSteamServerConnectFailure( SteamServerConnectFailure_t *pConnectFailure ) { UpdateLoggedOnState(); Msg( "CClientSteamContext OnSteamServerConnectFailure logged on = %d\n", m_bLoggedOn ); }
void CClientSteamContext::OnSteamServersConnected( SteamServersConnected_t *pConnected ) { UpdateLoggedOnState(); Msg( "CClientSteamContext OnSteamServersConnected logged on = %d\n", m_bLoggedOn ); }
#ifdef TF_CLIENT_DLL
void CClientSteamContext::OnGameJoinRequested( GameRichPresenceJoinRequested_t *pCallback ) { if ( pCallback && pCallback->m_rgchConnect && ( pCallback->m_rgchConnect[0] == '+' ) ) { char const *szConCommand = pCallback->m_rgchConnect + 1; //
// Work around Steam Overlay bug that it doesn't replace %20 characters
//
CFmtStr fmtCommand; if ( StringHasPrefix( szConCommand, "tf_econ_item_preview%20" ) ) { fmtCommand.AppendFormat( "%s", szConCommand ); while ( char *pszReplace = strstr( fmtCommand.Access(), "%20" ) ) { *pszReplace = ' '; Q_memmove( pszReplace + 1, pszReplace + 3, Q_strlen( pszReplace + 3 ) + 1 ); } szConCommand = fmtCommand.Access(); } //
// End of Steam Overlay bug workaround
//
if ( char const *szItemId = StringAfterPrefix( szConCommand, "tf_econ_item_preview " ) ) { Msg( "CClientSteamContext OnGameJoinRequested tf_econ_item_preview" );
bool bItemIdValid = ( pCallback->m_steamIDFriend.GetAccountID() == ~0u ); while ( *szItemId ) { if ( ( ( *szItemId >= '0' ) && ( *szItemId <= '9' ) ) || ( ( *szItemId >= 'A' ) && ( *szItemId <= 'S' ) ) ) ++szItemId; // support new encoding for owner steamid and assetid
else { bItemIdValid = false; break; } } if ( bItemIdValid ) { engine->ClientCmd( szConCommand ); } } } } #endif // TF_CLIENT_DLL
#endif // !defined(NO_STEAM)
void CClientSteamContext::InstallCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate ) { m_LoggedOnCallbacks.AddToTail( delegate ); }
void CClientSteamContext::RemoveCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate ) { m_LoggedOnCallbacks.FindAndRemove( delegate ); }
void CClientSteamContext::InvokeCallbacks( const SteamLoggedOnChange_t &loggedOnStatus ) { for ( int i = 0; i < m_LoggedOnCallbacks.Count(); ++i ) { m_LoggedOnCallbacks[i]( loggedOnStatus ); } }
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