Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= 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 )
#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 );
}
#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 );
}
}