mirror of
https://github.com/rlabrecque/SteamworksSDK.git
synced 2026-10-10 09:33:04 +08:00
204 lines
7.4 KiB
C++
204 lines
7.4 KiB
C++
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Main file for the SteamworksExample app
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//
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//=============================================================================
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#include "stdafx.h"
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#include "GameEngine.h"
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#include "SpaceWarClient.h"
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#include "steam/steam_api.h"
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//-----------------------------------------------------------------------------
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// Purpose: Wrapper around SteamAPI_WriteMiniDump which can be used directly
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// as a se translator
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//-----------------------------------------------------------------------------
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void MiniDumpFunction( unsigned int nExceptionCode, EXCEPTION_POINTERS *pException )
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{
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// You can build and set an arbitrary comment to embed in the minidump here,
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// maybe you want to put what level the user was playing, how many players on the server,
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// how much memory is free, etc...
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SteamAPI_SetMiniDumpComment( "Minidump comment: SteamworksExample.exe\n" );
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// The 0 here is a build ID, we don't set it
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SteamAPI_WriteMiniDump( nExceptionCode, pException, 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: callback hook for debug text emitted from the Steam API
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//-----------------------------------------------------------------------------
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extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText )
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{
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// if you're running in the debugger, only warnings (nSeverity >= 1) will be sent
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// if you add -debug_steamapi to the command-line, a lot of extra informational messages will also be sent
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::OutputDebugString( pchDebugText );
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if ( nSeverity >= 1 )
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{
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// place to set a breakpoint for catching API errors
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int x = 3;
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x;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Real main entry point for the program
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//-----------------------------------------------------------------------------
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int APIENTRY RealMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow)
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{
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// Initialize SteamAPI, if this fails we bail out since we depend on Steam for lots of stuff.
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// You don't necessarily have to though if you write your code to check whether all the Steam
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// interfaces are NULL before using them and provide alternate paths when they are unavailable.
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//
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// This will also load the in-game steam overlay dll into your process. That dll is normally
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// injected by steam when it launches games, but by calling this you cause it to always load,
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// even when not launched via steam.
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if ( !SteamAPI_Init() )
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{
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OutputDebugString( "SteamAPI_Init() failed\n" );
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::MessageBox( NULL, "Steam must be running to play this game (SteamAPI_Init() failed).\n", "Fatal Error", MB_OK );
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return -1;
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}
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// set our debug handler
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SteamClient()->SetWarningMessageHook( &SteamAPIDebugTextHook );
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// Tell Steam where it's overlay should show notification dialogs, this can be top right, top left,
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// bottom right, bottom left. The default position is the bottom left if you don't call this.
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// Generally you should use the default and not call this as users will be most comfortable with
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// the default position. The API is provided in case the bottom right creates a serious conflict
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// with important UI in your game.
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SteamUtils()->SetOverlayNotificationPosition( k_EPositionTopRight );
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// Look for the +connect ipaddress:port parameter in the command line,
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// Steam will pass this when a user has used the Steam Server browser to find
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// a server for our game and is trying to join it.
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const char *pchConnectParam = "+connect";
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char *pchCmdLine = ::GetCommandLine();
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char *pchConnect = strstr( pchCmdLine, pchConnectParam );
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char *pchServerAddress = NULL;
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if ( pchConnect && strlen( pchCmdLine ) > (pchConnect - pchCmdLine) + strlen( pchConnectParam ) + 1 )
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{
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// Address should be right after the +connect, +1 on the end to skip the space
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pchServerAddress = pchCmdLine + ( pchConnect - pchCmdLine ) + strlen( pchConnectParam ) + 1;
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}
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// look for +connect_lobby lobbyid paramter on the command line
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// Steam will pass this in if a user taken up an invite to a lobby
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const char *pchConnectLobbyParam = "+connect_lobby";
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char *pchConnectLobby = strstr( pchCmdLine, pchConnectParam );
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char *pchLobbyID = NULL;
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if ( pchConnectLobby && strlen( pchCmdLine ) > (pchConnectLobby - pchCmdLine) + strlen( pchConnectLobbyParam ) + 1 )
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{
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// Address should be right after the +connect, +1 on the end to skip the space
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pchLobbyID = pchCmdLine + ( pchConnectLobby - pchCmdLine ) + strlen( pchConnectLobbyParam ) + 1;
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}
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// Construct a new instance of the game engine
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// bugbug jmccaskey - make screen resolution dynamic, maybe take it on command line?
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CGameEngine *pGameEngine = new CGameEngine( hInstance, nCmdShow, 1024, 768 );
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// Make sure it initialized ok
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if ( pGameEngine->BReadyForUse() )
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{
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// Initialize the game
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CSpaceWarClient *pGameClient = new CSpaceWarClient( pGameEngine, SteamUser()->GetSteamID() );
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// Black background
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pGameEngine->SetBackgroundColor( 0, 0, 0, 0 );
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// Set max FPS
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pGameEngine->SetMaxFPS( MAX_CLIENT_AND_SERVER_FPS );
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// If +connect was used to specify a server address, connect now
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if ( pchServerAddress )
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{
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int32 octet0 = 0, octet1 = 0, octet2 = 0, octet3 = 0;
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int32 uPort = 0;
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int nConverted = sscanf( pchServerAddress, "%d.%d.%d.%d:%d", &octet0, &octet1, &octet2, &octet3, &uPort );
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if ( nConverted == 5 )
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{
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char rgchIPAddress[128];
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_snprintf( rgchIPAddress, ARRAYSIZE( rgchIPAddress ), "%d.%d.%d.%d", octet0, octet1, octet2, octet3 );
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uint32 unIPAddress = ( octet3 ) + ( octet2 << 8 ) + ( octet1 << 16 ) + ( octet0 << 24 );
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pGameClient->InitiateServerConnection( unIPAddress, uPort );
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}
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}
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// if +connect_lobby was used to specify a lobby to join, connect now
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if ( pchLobbyID )
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{
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CSteamID steamIDLobby( (uint64)_atoi64( pchLobbyID ) );
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if ( steamIDLobby.IsValid() )
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{
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// act just like we had selected it from the menu
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LobbyBrowserMenuItem_t menuItem = { steamIDLobby, k_EClientJoiningLobby };
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pGameClient->OnMenuSelection( menuItem );
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}
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}
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while( !pGameEngine->BShuttingDown() )
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{
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if ( pGameEngine->StartFrame() )
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{
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// Run a game frame
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pGameClient->RunFrame();
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pGameEngine->EndFrame();
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}
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}
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delete pGameClient;
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}
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// Cleanup the game engine
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delete pGameEngine;
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// Shutdown the SteamAPI
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SteamAPI_Shutdown();
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// exit
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Main entry point for the program
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//-----------------------------------------------------------------------------
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int APIENTRY WinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow)
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{
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// All we do here is call the real main function after setting up our se translator
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// this allows us to catch exceptions and report errors to Steam.
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//
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// Note that you must set your compiler flags correctly to enable structured exception
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// handling in order for this particular setup method to work.
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if ( IsDebuggerPresent() )
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{
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// We don't want to mask exceptions (or report them to Steam!) when debugging
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return RealMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow );
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}
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_set_se_translator( MiniDumpFunction );
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try // this try block allows the SE translator to work
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{
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return RealMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow );
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}
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catch( ... )
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{
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return -1;
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}
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}
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