//========= 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 ); } }