mirror of
https://github.com/rlabrecque/SteamworksSDK.git
synced 2026-10-10 09:33:04 +08:00
1919 lines
62 KiB
C++
1919 lines
62 KiB
C++
//========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============
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//
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// Purpose: Main class for the space war game client
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//
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// $NoKeywords: $
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//=============================================================================
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#include "stdafx.h"
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#include "SpaceWarClient.h"
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#include "SpaceWarServer.h"
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#include "connectingmenu.h"
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#include "MainMenu.h"
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#include "QuitMenu.h"
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#include "stdlib.h"
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#include "time.h"
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#include "ServerBrowser.h"
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#include "Leaderboards.h"
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#include "clanchatroom.h"
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#include "Lobby.h"
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#include "p2pauth.h"
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#include "voicechat.h"
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#include "steam/steamencryptedappticket.h"
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CSpaceWarClient *g_pSpaceWarClient = NULL;
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CSpaceWarClient* SpaceWarClient() { return g_pSpaceWarClient; }
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#if defined(WIN32)
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#define atoll _atoi64
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CSpaceWarClient::CSpaceWarClient( IGameEngine *pGameEngine ) :
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m_CallbackP2PSessionConnectFail( this, &CSpaceWarClient::OnP2PSessionConnectFail ),
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m_LobbyGameCreated( this, &CSpaceWarClient::OnLobbyGameCreated ),
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m_AvatarImageLoadedCreated( this, &CSpaceWarClient::OnAvatarImageLoaded ),
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m_IPCFailureCallback( this, &CSpaceWarClient::OnIPCFailure ),
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m_SteamShutdownCallback( this, &CSpaceWarClient::OnSteamShutdown ),
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m_SteamServersConnected( this, &CSpaceWarClient::OnSteamServersConnected ),
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m_SteamServersDisconnected( this, &CSpaceWarClient::OnSteamServersDisconnected ),
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m_SteamServerConnectFailure( this, &CSpaceWarClient::OnSteamServerConnectFailure ),
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m_GameJoinRequested( this, &CSpaceWarClient::OnGameJoinRequested ),
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m_CallbackGameOverlayActivated( this, &CSpaceWarClient::OnGameOverlayActivated )
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{
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Init( pGameEngine );
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}
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//-----------------------------------------------------------------------------
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// Purpose: initialize our client for use
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//-----------------------------------------------------------------------------
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void CSpaceWarClient::Init( IGameEngine *pGameEngine )
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{
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// On PC/OSX we always know the user has a SteamID and is logged in already,
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// as Steam enforces this before game launch. On PS3 however the game must
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// initiate the logon and we need to check the state here and block the user
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// while Steam connects.
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if ( SteamUser()->BLoggedOn() )
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{
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m_SteamIDLocalUser = SteamUser()->GetSteamID();
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m_eGameState = k_EClientGameMenu;
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}
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#ifdef _PS3
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else
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{
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m_eGameState = k_EClientConnectingToSteam;
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SteamUser()->LogOn( true );
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}
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#endif
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g_pSpaceWarClient = this;
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m_pGameEngine = pGameEngine;
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m_uPlayerWhoWonGame = 0;
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m_ulStateTransitionTime = m_pGameEngine->GetGameTickCount();
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m_ulLastNetworkDataReceivedTime = 0;
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m_pServer = NULL;
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m_uPlayerShipIndex = 0;
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m_eConnectedStatus = k_EClientNotConnected;
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m_bTransitionedGameState = true;
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m_rgchErrorText[0] = 0;
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m_unServerIP = 0;
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m_usServerPort = 0;
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m_ulPingSentTime = 0;
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for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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m_rguPlayerScores[i] = 0;
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m_rgpShips[i] = NULL;
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}
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// Seed random num generator
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srand( (uint32)time( NULL ) );
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m_hHUDFont = pGameEngine->HCreateFont( HUD_FONT_HEIGHT, FW_BOLD, false, "Arial" );
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if ( !m_hHUDFont )
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OutputDebugString( "HUD font was not created properly, text won't draw\n" );
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m_hInstructionsFont = pGameEngine->HCreateFont( INSTRUCTIONS_FONT_HEIGHT, FW_BOLD, false, "Arial" );
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if ( !m_hHUDFont )
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OutputDebugString( "HUD font was not created properly, text won't draw\n" );
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// Initialize starfield
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m_pStarField = new CStarField( pGameEngine );
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// Initialize main menu
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m_pMainMenu = new CMainMenu( pGameEngine );
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// Initialize connecting menu
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m_pConnectingMenu = new CConnectingMenu( pGameEngine );
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// Initialize pause menu
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m_pQuitMenu = new CQuitMenu( pGameEngine );
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// Initialize sun
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m_pSun = new CSun( pGameEngine );
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// initialize P2P auth engine
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m_pP2PAuthedGame = new CP2PAuthedGame( m_pGameEngine );
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// Create matchmaking menus
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m_pServerBrowser = new CServerBrowser( m_pGameEngine );
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m_pLobbyBrowser = new CLobbyBrowser( m_pGameEngine );
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m_pLobby = new CLobby( m_pGameEngine );
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// Init stats
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m_pStatsAndAchievements = new CStatsAndAchievements( pGameEngine );
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m_pLeaderboards = new CLeaderboards( pGameEngine );
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m_pClanChatRoom = new CClanChatRoom( pGameEngine );
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// Remote Storage page
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m_pRemoteStorage = new CRemoteStorage( pGameEngine );
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// P2P voice chat
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m_pVoiceChat = new CVoiceChat( pGameEngine );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CSpaceWarClient::~CSpaceWarClient()
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{
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DisconnectFromServer();
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if ( m_pP2PAuthedGame )
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{
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m_pP2PAuthedGame->EndGame();
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delete m_pP2PAuthedGame;
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m_pP2PAuthedGame = NULL;
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}
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if ( m_pServer )
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{
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delete m_pServer;
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m_pServer = NULL;
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}
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if ( m_pStarField )
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delete m_pStarField;
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if ( m_pMainMenu )
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delete m_pMainMenu;
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if ( m_pConnectingMenu )
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delete m_pConnectingMenu;
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if ( m_pQuitMenu )
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delete m_pQuitMenu;
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if ( m_pSun )
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delete m_pSun;
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if ( m_pStatsAndAchievements )
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delete m_pStatsAndAchievements;
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if ( m_pServerBrowser )
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delete m_pServerBrowser;
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if ( m_pVoiceChat )
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delete m_pVoiceChat;
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for( uint32 i = 0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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if ( m_rgpShips[i] )
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{
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delete m_rgpShips[i];
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m_rgpShips[i] = NULL;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tell the connected server we are disconnecting (if we are connected)
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//-----------------------------------------------------------------------------
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void CSpaceWarClient::DisconnectFromServer()
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{
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if ( m_eConnectedStatus != k_EClientNotConnected )
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{
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#ifdef USE_GS_AUTH_API
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if ( m_hAuthTicket != k_HAuthTicketInvalid )
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SteamUser()->CancelAuthTicket( m_hAuthTicket );
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m_hAuthTicket = k_HAuthTicketInvalid;
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#else
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SteamUser()->AdvertiseGame( k_steamIDNil, 0, 0 );
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#endif
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MsgClientLeavingServer_t msg;
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BSendServerData( &msg, sizeof(msg) );
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m_eConnectedStatus = k_EClientNotConnected;
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}
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if ( m_pP2PAuthedGame )
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{
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m_pP2PAuthedGame->EndGame();
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}
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if ( m_pVoiceChat )
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{
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m_pVoiceChat->StopVoiceChat();
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}
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// forget the game server ID
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if ( m_steamIDGameServer.IsValid() )
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{
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SteamNetworking()->CloseP2PSessionWithUser( m_steamIDGameServer );
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m_steamIDGameServer = CSteamID();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Receive basic server info from the server after we initiate a connection
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//-----------------------------------------------------------------------------
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void CSpaceWarClient::OnReceiveServerInfo( CSteamID steamIDGameServer, bool bVACSecure, const char *pchServerName )
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{
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m_eConnectedStatus = k_EClientConnectedPendingAuthentication;
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m_pQuitMenu->SetHeading( pchServerName );
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m_steamIDGameServer = steamIDGameServer;
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// look up the servers IP and Port from the connection
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P2PSessionState_t p2pSessionState;
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SteamNetworking()->GetP2PSessionState( steamIDGameServer, &p2pSessionState );
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m_unServerIP = p2pSessionState.m_nRemoteIP;
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m_usServerPort = p2pSessionState.m_nRemotePort;
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// set how to connect to the game server, using the Rich Presence API
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// this lets our friends connect to this game via their friends list
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UpdateRichPresenceConnectionInfo();
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MsgClientBeginAuthentication_t msg;
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#ifdef USE_GS_AUTH_API
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char rgchToken[1024];
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uint32 unTokenLen = 0;
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m_hAuthTicket = SteamUser()->GetAuthSessionTicket( rgchToken, sizeof( rgchToken ), &unTokenLen );
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msg.SetToken( rgchToken, unTokenLen );
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#else
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// When you aren't using Steam auth you can still call AdvertiseGame() so you can communicate presence data to the friends
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// system. Make sure to pass k_steamIDNonSteamGS
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uint32 unTokenLen = SteamUser()->AdvertiseGame( k_steamIDNonSteamGS, m_unServerIP, m_usServerPort );
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msg.SetSteamID( SteamUser()->GetSteamID().ConvertToUint64() );
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#endif
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Steamworks_TestSecret();
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if ( msg.GetTokenLen() < 1 )
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OutputDebugString( "Warning: Looks like GetAuthSessionTicket didn't give us a good ticket\n" );
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BSendServerData( &msg, sizeof(msg) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Receive an authentication response from the server
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//-----------------------------------------------------------------------------
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void CSpaceWarClient::OnReceiveServerAuthenticationResponse( bool bSuccess, uint32 uPlayerPosition )
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{
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if ( !bSuccess )
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{
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SetConnectionFailureText( "Connection failure.\nMultiplayer authentication failed\n" );
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SetGameState( k_EClientGameConnectionFailure );
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DisconnectFromServer();
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}
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else
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{
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// Is this a duplicate message? If so ignore it...
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if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated && m_uPlayerShipIndex == uPlayerPosition )
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return;
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m_uPlayerShipIndex = uPlayerPosition;
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m_eConnectedStatus = k_EClientConnectedAndAuthenticated;
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// set information so our friends can join the lobby
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UpdateRichPresenceConnectionInfo();
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// send a ping, to measure round-trip time
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m_ulPingSentTime = m_pGameEngine->GetGameTickCount();
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MsgClientPing_t msg;
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BSendServerData( &msg, sizeof( msg ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles receiving a state update from the game server
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//-----------------------------------------------------------------------------
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void CSpaceWarClient::OnReceiveServerUpdate( ServerSpaceWarUpdateData_t *pUpdateData )
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{
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// Update our client state based on what the server tells us
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switch( pUpdateData->GetServerGameState() )
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{
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case k_EServerWaitingForPlayers:
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if ( m_eGameState == k_EClientGameQuitMenu )
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break;
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else if (m_eGameState == k_EClientGameMenu )
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break;
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else if ( m_eGameState == k_EClientGameExiting )
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break;
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SetGameState( k_EClientGameWaitingForPlayers );
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break;
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case k_EServerActive:
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if ( m_eGameState == k_EClientGameQuitMenu )
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break;
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else if (m_eGameState == k_EClientGameMenu )
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break;
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else if ( m_eGameState == k_EClientGameExiting )
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break;
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SetGameState( k_EClientGameActive );
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break;
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case k_EServerDraw:
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if ( m_eGameState == k_EClientGameQuitMenu )
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break;
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else if ( m_eGameState == k_EClientGameMenu )
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break;
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else if ( m_eGameState == k_EClientGameExiting )
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break;
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SetGameState( k_EClientGameDraw );
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break;
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case k_EServerWinner:
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if ( m_eGameState == k_EClientGameQuitMenu )
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break;
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else if ( m_eGameState == k_EClientGameMenu )
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break;
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else if ( m_eGameState == k_EClientGameExiting )
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break;
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SetGameState( k_EClientGameWinner );
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break;
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case k_EServerExiting:
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if ( m_eGameState == k_EClientGameExiting )
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break;
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SetGameState( k_EClientGameMenu );
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break;
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}
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// Update scores
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for( int i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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m_rguPlayerScores[i] = pUpdateData->GetPlayerScore(i);
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}
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// Update who won last
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m_uPlayerWhoWonGame = pUpdateData->GetPlayerWhoWon();
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if ( m_pP2PAuthedGame )
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{
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// has the player list changed?
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if ( m_pServer )
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{
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// if i am the server owner i need to auth everyone who wants to play
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// assume i am in slot 0, so start at slot 1
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for( uint32 i=1; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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CSteamID steamIDNew( pUpdateData->GetPlayerSteamID(i) );
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if ( steamIDNew == SteamUser()->GetSteamID() )
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{
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OutputDebugString( "Server player slot 0 is not server owner.\n" );
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}
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else if ( steamIDNew != m_rgSteamIDPlayers[i] )
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{
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if ( m_rgSteamIDPlayers[i].IsValid() )
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{
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m_pP2PAuthedGame->PlayerDisconnect( i );
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}
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if ( steamIDNew.IsValid() )
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{
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m_pP2PAuthedGame->RegisterPlayer( i, steamIDNew );
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}
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}
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}
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}
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else
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{
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// i am just a client, i need to auth the game owner ( slot 0 )
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CSteamID steamIDNew( pUpdateData->GetPlayerSteamID( 0 ) );
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if ( steamIDNew == SteamUser()->GetSteamID() )
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{
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OutputDebugString( "Server player slot 0 is not server owner.\n" );
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}
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else if ( steamIDNew != m_rgSteamIDPlayers[0] )
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{
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if ( m_rgSteamIDPlayers[0].IsValid() )
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{
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OutputDebugString( "Server player slot 0 has disconnected - but thats the server owner.\n" );
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m_pP2PAuthedGame->PlayerDisconnect( 0 );
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}
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if ( steamIDNew.IsValid() )
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{
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m_pP2PAuthedGame->StartAuthPlayer( 0, steamIDNew );
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}
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}
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}
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}
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// update all players that are active
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if ( m_pVoiceChat )
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m_pVoiceChat->MarkAllPlayersInactive();
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// Update the players
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for( uint32 i=0; i < MAX_PLAYERS_PER_SERVER; ++i )
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{
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// Update steamid array with data from server
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m_rgSteamIDPlayers[i].SetFromUint64( pUpdateData->GetPlayerSteamID( i ) );
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if ( pUpdateData->GetPlayerActive( i ) )
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{
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// Check if we have a ship created locally for this player slot, if not create it
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if ( !m_rgpShips[i] )
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{
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ServerShipUpdateData_t *pShipData = pUpdateData->AccessShipUpdateData( i );
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m_rgpShips[i] = new CShip( m_pGameEngine, false, pShipData->GetXPosition(), pShipData->GetYPosition(), g_rgPlayerColors[i] );
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if ( i == m_uPlayerShipIndex )
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{
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// If this is our local ship, then setup key bindings appropriately
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m_rgpShips[i]->SetVKBindingLeft( 0x41 ); // A key
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m_rgpShips[i]->SetVKBindingRight( 0x44 ); // D key
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m_rgpShips[i]->SetVKBindingForwardThrusters( 0x57 ); // W key
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m_rgpShips[i]->SetVKBindingReverseThrusters( 0x53 ); // S key
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m_rgpShips[i]->SetVKBindingFire( VK_SPACE );
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}
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}
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if ( i == m_uPlayerShipIndex )
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m_rgpShips[i]->SetIsLocalPlayer( true );
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else
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m_rgpShips[i]->SetIsLocalPlayer( false );
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m_rgpShips[i]->OnReceiveServerUpdate( pUpdateData->AccessShipUpdateData( i ) );
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if ( m_pVoiceChat )
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m_pVoiceChat->MarkPlayerAsActive( m_rgSteamIDPlayers[i] );
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}
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else
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{
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// Make sure we don't have a ship locally for this slot
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if ( m_rgpShips[i] )
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{
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delete m_rgpShips[i];
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m_rgpShips[i] = NULL;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used to transition game state
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//-----------------------------------------------------------------------------
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void CSpaceWarClient::SetGameState( EClientGameState eState )
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{
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if ( m_eGameState == eState )
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return;
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m_bTransitionedGameState = true;
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m_ulStateTransitionTime = m_pGameEngine->GetGameTickCount();
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m_eGameState = eState;
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// Let the stats handler check the state (so it can detect wins, losses, etc...)
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m_pStatsAndAchievements->OnGameStateChange( eState );
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// update any rich presence state
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UpdateRichPresenceConnectionInfo();
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}
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//-----------------------------------------------------------------------------
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// Purpose: set the error string to display in the UI
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//-----------------------------------------------------------------------------
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void CSpaceWarClient::SetConnectionFailureText( const char *pchErrorText )
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{
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_snprintf( m_rgchErrorText, sizeof( m_rgchErrorText ), "%s", pchErrorText );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send data to the current server
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//-----------------------------------------------------------------------------
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bool CSpaceWarClient::BSendServerData( const void *pData, uint32 nSizeOfData )
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{
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|
if ( !SteamNetworking()->SendP2PPacket( m_steamIDGameServer, pData, nSizeOfData, k_EP2PSendUnreliable ) )
|
|
{
|
|
OutputDebugString( "Failed sending data to server\n" );
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Initiates a connection to a server
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::InitiateServerConnection( uint32 unServerAddress, const int32 nPort )
|
|
{
|
|
if ( m_eGameState == k_EClientInLobby && m_steamIDLobby.IsValid() )
|
|
{
|
|
SteamMatchmaking()->LeaveLobby( m_steamIDLobby );
|
|
}
|
|
|
|
SetGameState( k_EClientGameConnecting );
|
|
|
|
// Update when we last retried the connection, as well as the last packet received time so we won't timeout too soon,
|
|
// and so we will retry at appropriate intervals if packets drop
|
|
m_ulLastNetworkDataReceivedTime = m_ulLastConnectionAttemptRetryTime = m_pGameEngine->GetGameTickCount();
|
|
|
|
// ping the server to find out what it's steamID is
|
|
m_unServerIP = unServerAddress;
|
|
m_usServerPort = (uint16)nPort;
|
|
m_GameServerPing.RetrieveSteamIDFromGameServer( this, m_unServerIP, m_usServerPort );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Initiates a connection to a server via P2P (NAT-traversing) connection
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::InitiateServerConnection( CSteamID steamIDGameServer )
|
|
{
|
|
if ( m_eGameState == k_EClientInLobby && m_steamIDLobby.IsValid() )
|
|
{
|
|
SteamMatchmaking()->LeaveLobby( m_steamIDLobby );
|
|
}
|
|
|
|
SetGameState( k_EClientGameConnecting );
|
|
|
|
m_steamIDGameServer = steamIDGameServer;
|
|
|
|
// Update when we last retried the connection, as well as the last packet received time so we won't timeout too soon,
|
|
// and so we will retry at appropriate intervals if packets drop
|
|
m_ulLastNetworkDataReceivedTime = m_ulLastConnectionAttemptRetryTime = m_pGameEngine->GetGameTickCount();
|
|
|
|
// send the packet to the server
|
|
MsgClientInitiateConnection_t msg;
|
|
BSendServerData( &msg, sizeof( msg ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: steam callback, triggered when our connection to another client fails
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnP2PSessionConnectFail( P2PSessionConnectFail_t *pCallback )
|
|
{
|
|
if ( pCallback->m_steamIDRemote == m_steamIDGameServer )
|
|
{
|
|
// failed, error out
|
|
OutputDebugString( "Failed to make P2P connection, quiting server\n" );
|
|
OnReceiveServerExiting();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Receives incoming network data
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::ReceiveNetworkData()
|
|
{
|
|
char rgchRecvBuf[1024];
|
|
char *pchRecvBuf = rgchRecvBuf;
|
|
uint32 cubMsgSize;
|
|
for (;;)
|
|
{
|
|
// reset the receive buffer
|
|
if ( pchRecvBuf != rgchRecvBuf )
|
|
{
|
|
free( pchRecvBuf );
|
|
pchRecvBuf = rgchRecvBuf;
|
|
}
|
|
|
|
// see if there is any data waiting on the socket
|
|
if ( !SteamNetworking()->IsP2PPacketAvailable( &cubMsgSize ) )
|
|
break;
|
|
|
|
// not enough space in default buffer
|
|
// alloc custom size and try again
|
|
if ( cubMsgSize > sizeof(rgchRecvBuf) )
|
|
{
|
|
pchRecvBuf = (char *)malloc( cubMsgSize );
|
|
}
|
|
CSteamID steamIDRemote;
|
|
if ( !SteamNetworking()->ReadP2PPacket( pchRecvBuf, cubMsgSize, &cubMsgSize, &steamIDRemote ) )
|
|
break;
|
|
|
|
// see if it's from the game server
|
|
if ( steamIDRemote == m_steamIDGameServer )
|
|
{
|
|
m_ulLastNetworkDataReceivedTime = m_pGameEngine->GetGameTickCount();
|
|
|
|
// make sure we're connected
|
|
if ( m_eConnectedStatus == k_EClientNotConnected && m_eGameState != k_EClientGameConnecting )
|
|
continue;
|
|
|
|
if ( cubMsgSize < sizeof( DWORD ) )
|
|
{
|
|
OutputDebugString( "Got garbage on client socket, too short\n" );
|
|
}
|
|
|
|
EMessage eMsg = (EMessage)LittleDWord( *(DWORD*)pchRecvBuf );
|
|
switch ( eMsg )
|
|
{
|
|
case k_EMsgServerSendInfo:
|
|
{
|
|
if ( cubMsgSize != sizeof( MsgServerSendInfo_t ) )
|
|
{
|
|
OutputDebugString ("Bad server info msg\n" );
|
|
continue;
|
|
}
|
|
MsgServerSendInfo_t *pMsg = (MsgServerSendInfo_t*)pchRecvBuf;
|
|
|
|
// pull the IP address of the user from the socket
|
|
OnReceiveServerInfo( CSteamID( pMsg->GetSteamIDServer() ), pMsg->GetSecure(), pMsg->GetServerName() );
|
|
}
|
|
break;
|
|
case k_EMsgServerPassAuthentication:
|
|
{
|
|
if ( cubMsgSize != sizeof( MsgServerPassAuthentication_t ) )
|
|
{
|
|
OutputDebugString( "Bad accept connection msg\n" );
|
|
continue;
|
|
}
|
|
MsgServerPassAuthentication_t *pMsg = (MsgServerPassAuthentication_t*)pchRecvBuf;
|
|
|
|
// Our game client doesn't really care about whether the server is secure, or what its
|
|
// steamID is, but if it did we would pass them in here as they are part of the accept message
|
|
OnReceiveServerAuthenticationResponse( true, pMsg->GetPlayerPosition() );
|
|
}
|
|
break;
|
|
case k_EMsgServerFailAuthentication:
|
|
{
|
|
OnReceiveServerAuthenticationResponse( false, 0 );
|
|
}
|
|
break;
|
|
case k_EMsgServerUpdateWorld:
|
|
{
|
|
if ( cubMsgSize != sizeof( MsgServerUpdateWorld_t ) )
|
|
{
|
|
OutputDebugString( "Bad server world update msg\n" );
|
|
continue;
|
|
}
|
|
|
|
MsgServerUpdateWorld_t *pMsg = (MsgServerUpdateWorld_t*)pchRecvBuf;
|
|
OnReceiveServerUpdate( pMsg->AccessUpdateData() );
|
|
}
|
|
break;
|
|
case k_EMsgServerExiting:
|
|
{
|
|
if ( cubMsgSize != sizeof( MsgServerExiting_t ) )
|
|
{
|
|
OutputDebugString( "Bad server exiting msg\n" );
|
|
}
|
|
OnReceiveServerExiting();
|
|
}
|
|
break;
|
|
case k_EMsgServerPingResponse:
|
|
{
|
|
uint64 ulTimePassedMS = m_pGameEngine->GetGameTickCount() - m_ulPingSentTime;
|
|
char rgchT[256];
|
|
_snprintf( rgchT, sizeof(rgchT), "Round-trip ping time to server %d ms\n", (int)ulTimePassedMS );
|
|
OutputDebugString( rgchT );
|
|
m_ulPingSentTime = 0;
|
|
}
|
|
break;
|
|
default:
|
|
OutputDebugString( "Unhandled message from server\n" );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// the message is from another player
|
|
EMessage eMsg = (EMessage)LittleDWord( *(DWORD*)pchRecvBuf );
|
|
|
|
if ( m_pP2PAuthedGame->HandleMessage( eMsg, pchRecvBuf ) )
|
|
continue; // this was a P2P auth message
|
|
|
|
if ( m_pVoiceChat->HandleMessage( steamIDRemote, eMsg, pchRecvBuf ) )
|
|
continue;
|
|
|
|
// Unhandled message
|
|
OutputDebugString( "Received unknown message on our listen socket\n" );
|
|
}
|
|
}
|
|
|
|
// if we're running a server, do that as well
|
|
if ( m_pServer )
|
|
{
|
|
m_pServer->ReceiveNetworkData();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle the server telling us it is exiting
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnReceiveServerExiting()
|
|
{
|
|
if ( m_pP2PAuthedGame )
|
|
m_pP2PAuthedGame->EndGame();
|
|
|
|
#ifdef USE_GS_AUTH_API
|
|
if ( m_hAuthTicket != k_HAuthTicketInvalid )
|
|
{
|
|
SteamUser()->CancelAuthTicket( m_hAuthTicket );
|
|
}
|
|
m_hAuthTicket = k_HAuthTicketInvalid;
|
|
#else
|
|
SteamUser()->AdvertiseGame( k_steamIDNil, 0, 0 );
|
|
#endif
|
|
|
|
if ( m_eGameState != k_EClientGameActive )
|
|
return;
|
|
m_eConnectedStatus = k_EClientNotConnected;
|
|
|
|
SetConnectionFailureText( "Game server has exited." );
|
|
SetGameState( k_EClientGameConnectionFailure );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Steam is asking us to join a game, based on the user selecting
|
|
// 'join game' on a friend in their friends list
|
|
// the string comes from the "connect" field set in the friends' rich presence
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnGameJoinRequested( GameRichPresenceJoinRequested_t *pCallback )
|
|
{
|
|
// parse out the connect
|
|
const char *pchServerAddress, *pchLobbyID;
|
|
extern void ParseCommandLine( const char *pchCmdLine, const char **ppchServerAddress, const char **ppchLobbyID );
|
|
ParseCommandLine( pCallback->m_rgchConnect, &pchServerAddress, &pchLobbyID );
|
|
|
|
// exec
|
|
ExecCommandLineConnect( pchServerAddress, pchLobbyID );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finishes up entering a lobby of our own creation
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnLobbyCreated( LobbyCreated_t *pCallback, bool bIOFailure )
|
|
{
|
|
if ( m_eGameState != k_EClientCreatingLobby )
|
|
return;
|
|
|
|
// record which lobby we're in
|
|
if ( pCallback->m_eResult == k_EResultOK )
|
|
{
|
|
// success
|
|
m_steamIDLobby = pCallback->m_ulSteamIDLobby;
|
|
m_pLobby->SetLobbySteamID( m_steamIDLobby );
|
|
|
|
// set the name of the lobby if it's ours
|
|
char rgchLobbyName[256];
|
|
_snprintf( rgchLobbyName, sizeof( rgchLobbyName ), "%s's lobby", SteamFriends()->GetPersonaName() );
|
|
SteamMatchmaking()->SetLobbyData( m_steamIDLobby, "name", rgchLobbyName );
|
|
|
|
// mark that we're in the lobby
|
|
SetGameState( k_EClientInLobby );
|
|
}
|
|
else
|
|
{
|
|
// failed, show error
|
|
SetConnectionFailureText( "Failed to create lobby (lost connection to Steam back-end servers." );
|
|
SetGameState( k_EClientGameConnectionFailure );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finishes up entering a lobby
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnLobbyEntered( LobbyEnter_t *pCallback, bool bIOFailure )
|
|
{
|
|
if ( m_eGameState != k_EClientJoiningLobby )
|
|
return;
|
|
|
|
if ( pCallback->m_EChatRoomEnterResponse != k_EChatRoomEnterResponseSuccess )
|
|
{
|
|
// failed, show error
|
|
SetConnectionFailureText( "Failed to enter lobby" );
|
|
SetGameState( k_EClientGameConnectionFailure );
|
|
return;
|
|
}
|
|
|
|
// success
|
|
|
|
// move forward the state
|
|
m_steamIDLobby = pCallback->m_ulSteamIDLobby;
|
|
m_pLobby->SetLobbySteamID( m_steamIDLobby );
|
|
SetGameState( k_EClientInLobby );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Joins a game from a lobby
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnLobbyGameCreated( LobbyGameCreated_t *pCallback )
|
|
{
|
|
if ( m_eGameState != k_EClientInLobby )
|
|
return;
|
|
|
|
// join the game server specified, via whichever method we can
|
|
if ( CSteamID( pCallback->m_ulSteamIDGameServer ).IsValid() )
|
|
{
|
|
InitiateServerConnection( CSteamID( pCallback->m_ulSteamIDGameServer ) );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: a large avatar image has been loaded for us
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnAvatarImageLoaded( AvatarImageLoaded_t *pCallback )
|
|
{
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles menu actions in a lobby
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnMenuSelection( LobbyMenuItem_t selection )
|
|
{
|
|
if ( selection.m_eCommand == LobbyMenuItem_t::k_ELobbyMenuItemLeaveLobby )
|
|
{
|
|
// leave the lobby
|
|
SteamMatchmaking()->LeaveLobby( m_steamIDLobby );
|
|
m_steamIDLobby = CSteamID();
|
|
|
|
// return to main menu
|
|
SetGameState( k_EClientGameMenu );
|
|
}
|
|
else if ( selection.m_eCommand == LobbyMenuItem_t::k_ELobbyMenuItemToggleReadState )
|
|
{
|
|
// update our state
|
|
bool bOldState = ( 1 == atoi( SteamMatchmaking()->GetLobbyMemberData( m_steamIDLobby, SteamUser()->GetSteamID(), "ready" ) ) );
|
|
bool bNewState = !bOldState;
|
|
// publish to everyone
|
|
SteamMatchmaking()->SetLobbyMemberData( m_steamIDLobby, "ready", bNewState ? "1" : "0" );
|
|
}
|
|
else if ( selection.m_eCommand == LobbyMenuItem_t::k_ELobbyMenuItemStartGame )
|
|
{
|
|
// make sure we're not already starting a server
|
|
if ( m_pServer )
|
|
return;
|
|
|
|
// broadcast to everyone in the lobby that the game is starting
|
|
SteamMatchmaking()->SetLobbyData( m_steamIDLobby, "game_starting", "1" );
|
|
|
|
// start a local game server
|
|
m_pServer = new CSpaceWarServer( m_pGameEngine );
|
|
// we'll have to wait until the game server connects to the Steam server back-end
|
|
// before telling all the lobby members to join (so that the NAT traversal code has a path to contact the game server)
|
|
OutputDebugString( "Game server being created; game will start soon.\n" );
|
|
}
|
|
else if ( selection.m_eCommand == LobbyMenuItem_t::k_ELobbyMenuItemInviteToLobby )
|
|
{
|
|
SteamFriends()->ActivateGameOverlayInviteDialog( selection.m_steamIDLobby );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles menu actions when viewing a leaderboard
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnMenuSelection( LeaderboardMenuItem_t selection )
|
|
{
|
|
m_pLeaderboards->OnMenuSelection( selection );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles menu actions when viewing the remote storage sync screen
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnMenuSelection( ERemoteStorageSyncMenuCommand selection )
|
|
{
|
|
m_pRemoteStorage->OnMenuSelection( selection );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: does work on transitioning from one game state to another
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnGameStateChanged( EClientGameState eGameStateNew )
|
|
{
|
|
if ( m_eGameState == k_EClientFindInternetServers )
|
|
{
|
|
// If we are just opening the find servers screen, then start a refresh
|
|
m_pServerBrowser->RefreshInternetServers();
|
|
SteamFriends()->SetRichPresence( "status", "Finding an internet game" );
|
|
}
|
|
else if ( m_eGameState == k_EClientFindLANServers )
|
|
{
|
|
m_pServerBrowser->RefreshLANServers();
|
|
SteamFriends()->SetRichPresence( "status", "Finding a LAN game" );
|
|
}
|
|
else if ( m_eGameState == k_EClientCreatingLobby )
|
|
{
|
|
// start creating the lobby
|
|
if ( !m_SteamCallResultLobbyCreated.IsActive() )
|
|
{
|
|
// ask steam to create a lobby
|
|
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->CreateLobby( k_ELobbyTypePublic /* public lobby, anyone can find it */, 4 );
|
|
// set the function to call when this completes
|
|
m_SteamCallResultLobbyCreated.Set( hSteamAPICall, this, &CSpaceWarClient::OnLobbyCreated );
|
|
}
|
|
SteamFriends()->SetRichPresence( "status", "Creating a lobby" );
|
|
}
|
|
else if ( m_eGameState == k_EClientFindLobby )
|
|
{
|
|
m_pLobbyBrowser->Refresh();
|
|
SteamFriends()->SetRichPresence( "status", "Main menu: finding lobbies" );
|
|
}
|
|
else if ( m_eGameState == k_EClientGameMenu )
|
|
{
|
|
// we've switched out to the main menu
|
|
|
|
// Tell the server we have left if we are connected
|
|
DisconnectFromServer();
|
|
|
|
// shut down any server we were running
|
|
if ( m_pServer )
|
|
{
|
|
delete m_pServer;
|
|
m_pServer = NULL;
|
|
}
|
|
|
|
SteamFriends()->SetRichPresence( "status", "Main menu" );
|
|
}
|
|
else if ( m_eGameState == k_EClientGameWinner || m_eGameState == k_EClientGameDraw )
|
|
{
|
|
// game over.. update the leaderboard
|
|
m_pLeaderboards->UpdateLeaderboards( m_pStatsAndAchievements );
|
|
}
|
|
else if ( m_eGameState == k_EClientLeaderboards )
|
|
{
|
|
// we've switched to the leaderboard menu
|
|
m_pLeaderboards->Show();
|
|
SteamFriends()->SetRichPresence( "status", "Viewing leaderboards" );
|
|
}
|
|
else if ( m_eGameState == k_EClientClanChatRoom )
|
|
{
|
|
// we've switched to the leaderboard menu
|
|
m_pClanChatRoom->Show();
|
|
SteamFriends()->SetRichPresence( "status", "Chatting" );
|
|
}
|
|
else if ( m_eGameState == k_EClientGameActive )
|
|
{
|
|
// start voice chat
|
|
m_pVoiceChat->StartVoiceChat();
|
|
SteamFriends()->SetRichPresence( "status", "In match" );
|
|
}
|
|
else if ( m_eGameState == k_EClientRemoteStorage )
|
|
{
|
|
// we've switched to the remote storage menu
|
|
m_pRemoteStorage->Show();
|
|
SteamFriends()->SetRichPresence( "status", "Viewing remote storage" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles notification of a steam ipc failure
|
|
// we may get multiple callbacks, one for each IPC operation we attempted
|
|
// since the actual failure, so protect ourselves from alerting more than once.
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnIPCFailure( IPCFailure_t *failure )
|
|
{
|
|
static bool bExiting = false;
|
|
if ( !bExiting )
|
|
{
|
|
OutputDebugString( "Steam IPC Failure, shutting down\n" );
|
|
#if defined( _WIN32 )
|
|
::MessageBoxA( NULL, "Connection to Steam Lost, Exiting", "Steam Connection Error", MB_OK );
|
|
#endif
|
|
m_pGameEngine->Shutdown();
|
|
bExiting = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles notification of a Steam shutdown request since a Windows
|
|
// user in a second concurrent session requests to play this game. Shutdown
|
|
// this process immediately if possible.
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnSteamShutdown( SteamShutdown_t *callback )
|
|
{
|
|
static bool bExiting = false;
|
|
if ( !bExiting )
|
|
{
|
|
OutputDebugString( "Steam shutdown request, shutting down\n" );
|
|
m_pGameEngine->Shutdown();
|
|
bExiting = true;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles notification that we are now connected to Steam
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnSteamServersConnected( SteamServersConnected_t *callback )
|
|
{
|
|
if ( SteamUser()->BLoggedOn() )
|
|
m_eGameState = k_EClientGameMenu;
|
|
else
|
|
{
|
|
OutputDebugString( "Got SteamServersConnected_t, but not logged on?\n" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles notification that we are now connected to Steam
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnSteamServersDisconnected( SteamServersDisconnected_t *callback )
|
|
{
|
|
SetGameState( k_EClientConnectingToSteam );
|
|
m_pConnectingMenu->OnConnectFailure();
|
|
OutputDebugString( "Got SteamServersDisconnected_t\n" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles notification that the Steam overlay is shown/hidden, note, this
|
|
// doesn't mean the overlay will or will not draw, it may still draw when not active.
|
|
// This does mean the time when the overlay takes over input focus from the game.
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnGameOverlayActivated( GameOverlayActivated_t *callback )
|
|
{
|
|
if ( callback->m_bActive )
|
|
OutputDebugString( "Steam overlay now active\n" );
|
|
else
|
|
OutputDebugString( "Steam overlay now inactive\n" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles notification that we are failed to connected to Steam
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnSteamServerConnectFailure( SteamServerConnectFailure_t *callback )
|
|
{
|
|
char rgchString[256];
|
|
_snprintf( rgchString, 256, "SteamServerConnectFailure_t: %d\n", callback->m_eResult );
|
|
|
|
m_pConnectingMenu->OnConnectFailure();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Main frame function, updates the state of the world and performs rendering
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::RunFrame()
|
|
{
|
|
// Get any new data off the network to begin with
|
|
ReceiveNetworkData();
|
|
|
|
if ( m_eConnectedStatus != k_EClientNotConnected && m_pGameEngine->GetGameTickCount() - m_ulLastNetworkDataReceivedTime > MILLISECONDS_CONNECTION_TIMEOUT )
|
|
{
|
|
SetConnectionFailureText( "Game server connection failure." );
|
|
DisconnectFromServer(); // cleanup on our side, even though server won't get our disconnect msg
|
|
SetGameState( k_EClientGameConnectionFailure );
|
|
}
|
|
|
|
// Check if escape has been pressed, we'll use that info in a couple places below
|
|
bool bEscapePressed = false;
|
|
if ( m_pGameEngine->BIsKeyDown( VK_ESCAPE ) )
|
|
{
|
|
static uint64 m_ulLastESCKeyTick = 0;
|
|
uint64 ulCurrentTickCount = m_pGameEngine->GetGameTickCount();
|
|
if ( ulCurrentTickCount - 250 > m_ulLastESCKeyTick )
|
|
{
|
|
m_ulLastESCKeyTick = ulCurrentTickCount;
|
|
bEscapePressed = true;
|
|
}
|
|
}
|
|
|
|
// Run Steam client callbacks
|
|
SteamAPI_RunCallbacks();
|
|
|
|
// For now, run stats/achievements every frame
|
|
m_pStatsAndAchievements->RunFrame();
|
|
|
|
// if we just transitioned state, perform on change handlers
|
|
if ( m_bTransitionedGameState )
|
|
{
|
|
m_bTransitionedGameState = false;
|
|
OnGameStateChanged( m_eGameState );
|
|
}
|
|
|
|
// Update state for everything
|
|
switch ( m_eGameState )
|
|
{
|
|
case k_EClientConnectingToSteam:
|
|
m_pStarField->Render();
|
|
m_pConnectingMenu->RunFrame();
|
|
break;
|
|
case k_EClientRetrySteamConnection:
|
|
#ifdef _PS3
|
|
m_pStarField->Render();
|
|
SteamUser()->LogOn( true );
|
|
m_pConnectingMenu->Reset();
|
|
SetGameState( k_EClientConnectingToSteam );
|
|
#else
|
|
OutputDebugString( "Invalidate state k_EClientRetrySteamConnection hit on non-PS3 platform" );
|
|
#endif
|
|
break;
|
|
case k_EClientLinkSteamAccount:
|
|
#ifdef _PS3
|
|
m_pStarField->Render();
|
|
SteamUser()->LogOnAndLinkSteamAccountToPSN( true, "jmccaskeybeta", "test123" );
|
|
m_pConnectingMenu->Reset();
|
|
SetGameState( k_EClientConnectingToSteam );
|
|
#else
|
|
OutputDebugString( "Invalidate state k_EClientLinkSteamAccount hit on non-PS3 platform" );
|
|
#endif
|
|
break;
|
|
case k_EClientAutoCreateAccount:
|
|
#ifdef _PS3
|
|
m_pStarField->Render();
|
|
m_pConnectingMenu->Reset();
|
|
SteamUser()->LogOnAndCreateNewSteamAccountIfNeeded( true );
|
|
SetGameState( k_EClientConnectingToSteam );
|
|
#else
|
|
OutputDebugString( "Invalidate state k_EClientAutoCreateAccount hit on non-PS3 platform" );
|
|
#endif
|
|
break;
|
|
case k_EClientGameMenu:
|
|
m_pStarField->Render();
|
|
m_pMainMenu->RunFrame();
|
|
break;
|
|
case k_EClientFindInternetServers:
|
|
case k_EClientFindLANServers:
|
|
m_pStarField->Render();
|
|
m_pServerBrowser->RunFrame();
|
|
break;
|
|
|
|
case k_EClientCreatingLobby:
|
|
m_pStarField->Render();
|
|
// draw some text about creating lobby (may take a second or two)
|
|
break;
|
|
|
|
case k_EClientInLobby:
|
|
m_pStarField->Render();
|
|
// display the lobby
|
|
m_pLobby->RunFrame();
|
|
|
|
// see if we have a game server ready to play on
|
|
if ( m_pServer && m_pServer->IsConnectedToSteam() )
|
|
{
|
|
// server is up; tell everyone else to connect
|
|
SteamMatchmaking()->SetLobbyGameServer( m_steamIDLobby, 0, 0, m_pServer->GetSteamID() );
|
|
// start connecting ourself via localhost (this will automatically leave the lobby)
|
|
InitiateServerConnection( m_pServer->GetSteamID() );
|
|
}
|
|
break;
|
|
|
|
case k_EClientFindLobby:
|
|
m_pStarField->Render();
|
|
|
|
// display the list of lobbies
|
|
m_pLobbyBrowser->RunFrame();
|
|
break;
|
|
|
|
case k_EClientJoiningLobby:
|
|
m_pStarField->Render();
|
|
|
|
// Draw text telling the user a connection attempt is in progress
|
|
DrawConnectionAttemptText();
|
|
|
|
// Check if we've waited too long and should time out the connection
|
|
if ( m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime > MILLISECONDS_CONNECTION_TIMEOUT )
|
|
{
|
|
SetConnectionFailureText( "Timed out connecting to lobby." );
|
|
SetGameState( k_EClientGameConnectionFailure );
|
|
}
|
|
break;
|
|
|
|
case k_EClientGameConnectionFailure:
|
|
m_pStarField->Render();
|
|
DrawConnectionFailureText();
|
|
|
|
if ( bEscapePressed )
|
|
SetGameState( k_EClientGameMenu );
|
|
|
|
break;
|
|
case k_EClientGameConnecting:
|
|
m_pStarField->Render();
|
|
|
|
// Draw text telling the user a connection attempt is in progress
|
|
DrawConnectionAttemptText();
|
|
|
|
// Check if we've waited too long and should time out the connection
|
|
if ( m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime > MILLISECONDS_CONNECTION_TIMEOUT )
|
|
{
|
|
if ( m_pP2PAuthedGame )
|
|
m_pP2PAuthedGame->EndGame();
|
|
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated )
|
|
{
|
|
SteamUser()->TerminateGameConnection( m_unServerIP, m_usServerPort );
|
|
}
|
|
m_GameServerPing.CancelPing();
|
|
SetConnectionFailureText( "Timed out connecting to game server" );
|
|
SetGameState( k_EClientGameConnectionFailure );
|
|
}
|
|
|
|
break;
|
|
case k_EClientGameQuitMenu:
|
|
m_pStarField->Render();
|
|
|
|
// Update all the entities (this is client side interpolation)...
|
|
m_pSun->RunFrame();
|
|
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
|
|
{
|
|
if ( m_rgpShips[i] )
|
|
m_rgpShips[i]->RunFrame();
|
|
}
|
|
|
|
// Now draw the menu
|
|
m_pQuitMenu->RunFrame();
|
|
break;
|
|
case k_EClientGameInstructions:
|
|
m_pStarField->Render();
|
|
DrawInstructions();
|
|
|
|
if ( bEscapePressed )
|
|
SetGameState( k_EClientGameMenu );
|
|
break;
|
|
case k_EClientStatsAchievements:
|
|
m_pStarField->Render();
|
|
m_pStatsAndAchievements->Render();
|
|
|
|
if ( bEscapePressed )
|
|
SetGameState( k_EClientGameMenu );
|
|
break;
|
|
case k_EClientLeaderboards:
|
|
m_pStarField->Render();
|
|
m_pLeaderboards->RunFrame();
|
|
|
|
if ( bEscapePressed )
|
|
SetGameState( k_EClientGameMenu );
|
|
break;
|
|
|
|
case k_EClientClanChatRoom:
|
|
m_pStarField->Render();
|
|
m_pClanChatRoom->RunFrame();
|
|
|
|
if ( bEscapePressed )
|
|
SetGameState( k_EClientGameMenu );
|
|
break;
|
|
|
|
case k_EClientRemoteStorage:
|
|
m_pStarField->Render();
|
|
m_pRemoteStorage->Render();
|
|
break;
|
|
|
|
case k_EClientMinidump:
|
|
#ifdef _WIN32
|
|
RaiseException( EXCEPTION_NONCONTINUABLE_EXCEPTION,
|
|
EXCEPTION_NONCONTINUABLE,
|
|
0, NULL );
|
|
#endif
|
|
SetGameState( k_EClientGameMenu );
|
|
break;
|
|
|
|
case k_EClientGameStartServer:
|
|
m_pStarField->Render();
|
|
if ( !m_pServer )
|
|
{
|
|
m_pServer = new CSpaceWarServer( m_pGameEngine );
|
|
}
|
|
|
|
if ( m_pServer && m_pServer->IsConnectedToSteam() )
|
|
{
|
|
// server is ready, connect to it
|
|
InitiateServerConnection( m_pServer->GetSteamID() );
|
|
}
|
|
break;
|
|
case k_EClientGameDraw:
|
|
case k_EClientGameWinner:
|
|
case k_EClientGameWaitingForPlayers:
|
|
m_pStarField->Render();
|
|
|
|
// Update all the entities (this is client side interpolation)...
|
|
m_pSun->RunFrame();
|
|
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
|
|
{
|
|
if ( m_rgpShips[i] )
|
|
m_rgpShips[i]->RunFrame();
|
|
}
|
|
|
|
DrawHUDText();
|
|
DrawWinnerDrawOrWaitingText();
|
|
|
|
m_pVoiceChat->RunFrame();
|
|
|
|
if ( bEscapePressed )
|
|
SetGameState( k_EClientGameQuitMenu );
|
|
|
|
break;
|
|
|
|
case k_EClientGameActive:
|
|
m_pStarField->Render();
|
|
|
|
|
|
|
|
// Update all the entities...
|
|
m_pSun->RunFrame();
|
|
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
|
|
{
|
|
if ( m_rgpShips[i] )
|
|
m_rgpShips[i]->RunFrame();
|
|
}
|
|
DrawHUDText();
|
|
|
|
m_pStatsAndAchievements->RunFrame();
|
|
|
|
m_pVoiceChat->RunFrame();
|
|
|
|
if ( bEscapePressed )
|
|
SetGameState( k_EClientGameQuitMenu );
|
|
|
|
break;
|
|
case k_EClientGameExiting:
|
|
DisconnectFromServer();
|
|
m_pGameEngine->Shutdown();
|
|
return;
|
|
default:
|
|
OutputDebugString( "Unhandled game state in CSpaceWar::RunFrame\n" );
|
|
}
|
|
|
|
|
|
// Send an update on our local ship to the server
|
|
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated && m_rgpShips[ m_uPlayerShipIndex ] )
|
|
{
|
|
MsgClientSendLocalUpdate_t msg;
|
|
msg.SetShipPosition( m_uPlayerShipIndex );
|
|
|
|
// If this fails, it probably just means its not time to send an update yet
|
|
if ( m_rgpShips[ m_uPlayerShipIndex ]->BGetClientUpdateData( msg.AccessUpdateData() ) )
|
|
BSendServerData( &msg, sizeof( msg ) );
|
|
}
|
|
|
|
if ( m_pP2PAuthedGame )
|
|
{
|
|
if ( m_pServer )
|
|
{
|
|
// Now if we are the owner of the game, lets make sure all of our players are legit.
|
|
// if they are not, we tell the server to kick them off
|
|
// Start at 1 to skip myself
|
|
for ( int i = 1; i < MAX_PLAYERS_PER_SERVER; i++ )
|
|
{
|
|
if ( m_pP2PAuthedGame->m_rgpP2PAuthPlayer[i] && !m_pP2PAuthedGame->m_rgpP2PAuthPlayer[i]->BIsAuthOk() )
|
|
{
|
|
m_pServer->KickPlayerOffServer( m_pP2PAuthedGame->m_rgpP2PAuthPlayer[i]->m_steamID );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we are not the owner of the game, lets make sure the game owner is legit
|
|
// if he is not, we leave the game
|
|
if ( m_pP2PAuthedGame->m_rgpP2PAuthPlayer[0] )
|
|
{
|
|
if ( !m_pP2PAuthedGame->m_rgpP2PAuthPlayer[0]->BIsAuthOk() )
|
|
{
|
|
// leave the game
|
|
SetGameState( k_EClientGameMenu );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we've started a local server run it
|
|
if ( m_pServer )
|
|
{
|
|
m_pServer->RunFrame();
|
|
}
|
|
|
|
// Accumulate stats
|
|
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
|
|
{
|
|
if ( m_rgpShips[i] )
|
|
m_rgpShips[i]->AccumulateStats( m_pStatsAndAchievements );
|
|
}
|
|
|
|
// Render everything that might have been updated by the server
|
|
switch ( m_eGameState )
|
|
{
|
|
case k_EClientGameDraw:
|
|
case k_EClientGameWinner:
|
|
case k_EClientGameActive:
|
|
// Now render all the objects
|
|
m_pSun->Render();
|
|
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
|
|
{
|
|
if ( m_rgpShips[i] )
|
|
m_rgpShips[i]->Render();
|
|
}
|
|
break;
|
|
default:
|
|
// Any needed drawing was already done above before server updates
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws some HUD text indicating game status
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::DrawHUDText()
|
|
{
|
|
// Padding from the edge of the screen for hud elements
|
|
#ifdef _PS3
|
|
// Larger padding on PS3, since many of our test HDTVs truncate
|
|
// edges of the screen and can't be calibrated properly.
|
|
const int32 nHudPaddingVertical = 20;
|
|
const int32 nHudPaddingHorizontal = 35;
|
|
#else
|
|
const int32 nHudPaddingVertical = 15;
|
|
const int32 nHudPaddingHorizontal = 15;
|
|
#endif
|
|
|
|
|
|
const int32 width = m_pGameEngine->GetViewportWidth();
|
|
const int32 height = m_pGameEngine->GetViewportHeight();
|
|
|
|
const int32 nAvatarWidth = 64;
|
|
const int32 nAvatarHeight = 64;
|
|
|
|
const int32 nSpaceBetweenAvatarAndScore = 6;
|
|
|
|
LONG scorewidth = LONG((m_pGameEngine->GetViewportWidth() - nHudPaddingHorizontal*2.0f)/4.0f);
|
|
|
|
char rgchBuffer[256];
|
|
for( uint32 i=0; i<MAX_PLAYERS_PER_SERVER; ++i )
|
|
{
|
|
// Draw nothing in the spot for an inactive player
|
|
if ( !m_rgpShips[i] )
|
|
continue;
|
|
|
|
|
|
// We use Steam persona names for our players in-game name. To get these we
|
|
// just call SteamFriends()->GetFriendPersonaName() this call will work on friends,
|
|
// players on the same game server as us (if using the Steam game server auth API)
|
|
// and on ourself.
|
|
char rgchPlayerName[128];
|
|
CSteamID playerSteamID( m_rgSteamIDPlayers[i] );
|
|
|
|
const char *pszVoiceState = m_pVoiceChat->IsPlayerTalking( playerSteamID ) ? "(VoiceChat)" : "";
|
|
|
|
if ( m_rgSteamIDPlayers[i].IsValid() )
|
|
{
|
|
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "%s", SteamFriends()->GetFriendPersonaName( playerSteamID ) );
|
|
}
|
|
else
|
|
{
|
|
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "Unknown Player" );
|
|
}
|
|
|
|
// We also want to use the Steam Avatar image inside the HUD if it is available.
|
|
// We look it up via GetMediumFriendAvatar, which returns an image index we use
|
|
// to look up the actual RGBA data below.
|
|
int iImage = SteamFriends()->GetMediumFriendAvatar( playerSteamID );
|
|
HGAMETEXTURE hTexture = NULL;
|
|
if ( iImage != -1 )
|
|
hTexture = GetSteamImageAsTexture( iImage );
|
|
|
|
RECT rect;
|
|
switch( i )
|
|
{
|
|
case 0:
|
|
rect.top = nHudPaddingVertical;
|
|
rect.bottom = rect.top+nAvatarHeight;
|
|
rect.left = nHudPaddingHorizontal;
|
|
rect.right = rect.left + scorewidth;
|
|
|
|
if ( hTexture )
|
|
{
|
|
m_pGameEngine->BDrawTexturedQuad( (float)rect.left, (float)rect.top, (float)rect.left+nAvatarWidth, (float)rect.bottom,
|
|
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
|
|
rect.left += nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
rect.right += nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
}
|
|
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u %s", rgchPlayerName, m_rguPlayerScores[i], pszVoiceState );
|
|
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], TEXTPOS_LEFT|TEXTPOS_VCENTER, rgchBuffer );
|
|
break;
|
|
case 1:
|
|
|
|
rect.top = nHudPaddingVertical;
|
|
rect.bottom = rect.top+nAvatarHeight;
|
|
rect.left = width-nHudPaddingHorizontal-scorewidth;
|
|
rect.right = width-nHudPaddingHorizontal;
|
|
|
|
if ( hTexture )
|
|
{
|
|
m_pGameEngine->BDrawTexturedQuad( (float)rect.right - nAvatarWidth, (float)rect.top, (float)rect.right, (float)rect.bottom,
|
|
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
|
|
rect.right -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
rect.left -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
}
|
|
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u ", rgchPlayerName, m_rguPlayerScores[i] );
|
|
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], TEXTPOS_RIGHT|TEXTPOS_VCENTER, rgchBuffer );
|
|
break;
|
|
case 2:
|
|
rect.top = height-nHudPaddingVertical-nAvatarHeight;
|
|
rect.bottom = rect.top+nAvatarHeight;
|
|
rect.left = nHudPaddingHorizontal;
|
|
rect.right = rect.left + scorewidth;
|
|
|
|
if ( hTexture )
|
|
{
|
|
m_pGameEngine->BDrawTexturedQuad( (float)rect.left, (float)rect.top, (float)rect.left+nAvatarWidth, (float)rect.bottom,
|
|
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
|
|
rect.right += nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
rect.left += nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
}
|
|
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u %s", rgchPlayerName, m_rguPlayerScores[i], pszVoiceState );
|
|
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], TEXTPOS_LEFT|TEXTPOS_BOTTOM, rgchBuffer );
|
|
break;
|
|
case 3:
|
|
rect.top = height-nHudPaddingVertical-nAvatarHeight;
|
|
rect.bottom = rect.top+nAvatarHeight;
|
|
rect.left = width-nHudPaddingHorizontal-scorewidth;
|
|
rect.right = width-nHudPaddingHorizontal;
|
|
|
|
if ( hTexture )
|
|
{
|
|
m_pGameEngine->BDrawTexturedQuad( (float)rect.right - nAvatarWidth, (float)rect.top, (float)rect.right, (float)rect.bottom,
|
|
0.0f, 0.0f, 1.0, 1.0, D3DCOLOR_ARGB( 255, 255, 255, 255 ), hTexture );
|
|
rect.right -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
rect.left -= nAvatarWidth + nSpaceBetweenAvatarAndScore;
|
|
}
|
|
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\nScore: %2u %s", rgchPlayerName, m_rguPlayerScores[i], pszVoiceState );
|
|
m_pGameEngine->BDrawString( m_hHUDFont, rect, g_rgPlayerColors[i], TEXTPOS_RIGHT|TEXTPOS_BOTTOM, rgchBuffer );
|
|
break;
|
|
default:
|
|
OutputDebugString( "DrawHUDText() needs updating for more players\n" );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws some instructions on how to play the game
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::DrawInstructions()
|
|
{
|
|
const int32 width = m_pGameEngine->GetViewportWidth();
|
|
|
|
RECT rect;
|
|
rect.top = 0;
|
|
rect.bottom = m_pGameEngine->GetViewportHeight();
|
|
rect.left = 0;
|
|
rect.right = width;
|
|
|
|
char rgchBuffer[256];
|
|
#ifdef _PS3
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "Turn Ship Left: 'Left'\nTurn Ship Right: 'Right'\nForward Thrusters: 'R2'\nReverse Thrusters: 'L2'\nFire Photon Beams: 'Cross'" );
|
|
#else
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "Turn Ship Left: 'A'\nTurn Ship Right: 'D'\nForward Thrusters: 'W'\nReverse Thrusters: 'S'\nFire Photon Beams: 'Space'" );
|
|
#endif
|
|
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_VCENTER, rgchBuffer );
|
|
|
|
|
|
rect.left = 0;
|
|
rect.right = width;
|
|
rect.top = LONG(m_pGameEngine->GetViewportHeight() * 0.7);
|
|
rect.bottom = m_pGameEngine->GetViewportHeight();
|
|
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Press ESC to return to the Main Menu" );
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_TOP, rgchBuffer );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws some text indicating a connection attempt is in progress
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::DrawConnectionAttemptText()
|
|
{
|
|
const int32 width = m_pGameEngine->GetViewportWidth();
|
|
|
|
RECT rect;
|
|
rect.top = 0;
|
|
rect.bottom = m_pGameEngine->GetViewportHeight();
|
|
rect.left = 0;
|
|
rect.right = width;
|
|
|
|
// Figure out how long we are still willing to wait for success
|
|
uint32 uSecondsLeft = (MILLISECONDS_CONNECTION_TIMEOUT - uint32(m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime ))/1000;
|
|
|
|
char rgchTimeoutString[256];
|
|
if ( uSecondsLeft < 25 )
|
|
_snprintf( rgchTimeoutString, sizeof( rgchTimeoutString ), ", timeout in %u...\n", uSecondsLeft );
|
|
else
|
|
_snprintf( rgchTimeoutString, sizeof( rgchTimeoutString ), "...\n" );
|
|
|
|
|
|
char rgchBuffer[256];
|
|
if ( m_eGameState == k_EClientJoiningLobby )
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Connecting to lobby%s", rgchTimeoutString );
|
|
else
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Connecting to server%s", rgchTimeoutString );
|
|
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_VCENTER, rgchBuffer );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws some text indicating a connection failure
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::DrawConnectionFailureText()
|
|
{
|
|
const int32 width = m_pGameEngine->GetViewportWidth();
|
|
|
|
RECT rect;
|
|
rect.top = 0;
|
|
rect.bottom = m_pGameEngine->GetViewportHeight();
|
|
rect.left = 0;
|
|
rect.right = width;
|
|
|
|
char rgchBuffer[256];
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s\n", m_rgchErrorText );
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_VCENTER, rgchBuffer );
|
|
|
|
rect.left = 0;
|
|
rect.right = width;
|
|
rect.top = LONG(m_pGameEngine->GetViewportHeight() * 0.7);
|
|
rect.bottom = m_pGameEngine->GetViewportHeight();
|
|
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer ), "Press ESC to return to the Main Menu" );
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_TOP, rgchBuffer );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws some text about who just won (or that there was a draw)
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::DrawWinnerDrawOrWaitingText()
|
|
{
|
|
int nSecondsToRestart = ((MILLISECONDS_BETWEEN_ROUNDS - (int)(m_pGameEngine->GetGameTickCount() - m_ulStateTransitionTime) )/1000) + 1;
|
|
|
|
RECT rect;
|
|
rect.top = 0;
|
|
rect.bottom = int(m_pGameEngine->GetViewportHeight()*0.6f);
|
|
rect.left = 0;
|
|
rect.right = m_pGameEngine->GetViewportWidth();
|
|
|
|
char rgchBuffer[256];
|
|
if ( m_eGameState == k_EClientGameWaitingForPlayers )
|
|
{
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "Server is waiting for players.\n\nStarting in %d seconds...", nSecondsToRestart );
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_VCENTER, rgchBuffer );
|
|
}
|
|
else if ( m_eGameState == k_EClientGameDraw )
|
|
{
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "The round is a draw!\n\nStarting again in %d seconds...", nSecondsToRestart );
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_VCENTER, rgchBuffer );
|
|
}
|
|
else if ( m_eGameState == k_EClientGameWinner )
|
|
{
|
|
if ( m_uPlayerWhoWonGame >= MAX_PLAYERS_PER_SERVER )
|
|
{
|
|
OutputDebugString( "Invalid winner value\n" );
|
|
return;
|
|
}
|
|
|
|
char rgchPlayerName[128];
|
|
if ( m_rgSteamIDPlayers[m_uPlayerWhoWonGame].IsValid() )
|
|
{
|
|
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "%s", SteamFriends()->GetFriendPersonaName( m_rgSteamIDPlayers[m_uPlayerWhoWonGame] ) );
|
|
}
|
|
else
|
|
{
|
|
_snprintf( rgchPlayerName, ARRAYSIZE( rgchPlayerName ), "Unknown Player" );
|
|
}
|
|
|
|
_snprintf( rgchBuffer, sizeof( rgchBuffer), "%s wins!\n\nStarting again in %d seconds...", rgchPlayerName, nSecondsToRestart );
|
|
|
|
m_pGameEngine->BDrawString( m_hInstructionsFont, rect, D3DCOLOR_ARGB( 255, 25, 200, 25 ), TEXTPOS_CENTER|TEXTPOS_VCENTER, rgchBuffer );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Did we win the last game?
|
|
//-----------------------------------------------------------------------------
|
|
bool CSpaceWarClient::BLocalPlayerWonLastGame()
|
|
{
|
|
if ( m_eGameState == k_EClientGameWinner )
|
|
{
|
|
if ( m_uPlayerWhoWonGame >= MAX_PLAYERS_PER_SERVER )
|
|
{
|
|
// ur
|
|
return false;
|
|
}
|
|
|
|
if ( m_rgpShips[m_uPlayerWhoWonGame] && m_rgpShips[m_uPlayerWhoWonGame]->BIsLocalPlayer() )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Scale pixel sizes to "real" sizes
|
|
//-----------------------------------------------------------------------------
|
|
float CSpaceWarClient::PixelsToFeet( float flPixels )
|
|
{
|
|
// This game is actual size! (at 72dpi) LOL
|
|
// Those are very tiny ships, and an itty bitty neutron star
|
|
|
|
float flReturn = ( flPixels / 72 ) / 12;
|
|
|
|
return flReturn;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get a specific Steam image RGBA as a game texture
|
|
//-----------------------------------------------------------------------------
|
|
HGAMETEXTURE CSpaceWarClient::GetSteamImageAsTexture( int iImage )
|
|
{
|
|
HGAMETEXTURE hTexture = NULL;
|
|
|
|
// iImage of 0 from steam means no avatar is set
|
|
if ( iImage )
|
|
{
|
|
std::map<int, HGAMETEXTURE>::iterator iter;
|
|
iter = m_MapSteamImagesToTextures.find( iImage );
|
|
if ( iter == m_MapSteamImagesToTextures.end() )
|
|
{
|
|
// We haven't created a texture for this image index yet, do so now
|
|
|
|
// Get the image size from Steam, making sure it looks valid afterwards
|
|
uint32 uAvatarWidth, uAvatarHeight;
|
|
SteamUtils()->GetImageSize( iImage, &uAvatarWidth, &uAvatarHeight );
|
|
if ( uAvatarWidth > 0 && uAvatarHeight > 0 )
|
|
{
|
|
// Get the actual raw RGBA data from Steam and turn it into a texture in our game engine
|
|
byte *pAvatarRGBA = new byte[ uAvatarWidth * uAvatarHeight * 4];
|
|
SteamUtils()->GetImageRGBA( iImage, (uint8*)pAvatarRGBA, uAvatarWidth * uAvatarHeight * 4 );
|
|
hTexture = m_pGameEngine->HCreateTexture( pAvatarRGBA, uAvatarWidth, uAvatarHeight );
|
|
delete[] pAvatarRGBA;
|
|
if ( hTexture )
|
|
{
|
|
m_MapSteamImagesToTextures[ iImage ] = hTexture;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hTexture = iter->second;
|
|
}
|
|
}
|
|
|
|
return hTexture;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Request an encrypted app ticket
|
|
//-----------------------------------------------------------------------------
|
|
uint32 k_unSecretData = 0x5444;
|
|
void CSpaceWarClient::RetrieveEncryptedAppTicket()
|
|
{
|
|
SteamAPICall_t hSteamAPICall = SteamUser()->RequestEncryptedAppTicket( &k_unSecretData, sizeof( k_unSecretData ) );
|
|
m_SteamCallResultEncryptedAppTicket.Set( hSteamAPICall, this, &CSpaceWarClient::OnRequestEncryptedAppTicket );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when requested app ticket asynchronously completes
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::OnRequestEncryptedAppTicket( EncryptedAppTicketResponse_t *pEncryptedAppTicketResponse, bool bIOFailure )
|
|
{
|
|
if ( bIOFailure )
|
|
return;
|
|
|
|
if ( pEncryptedAppTicketResponse->m_eResult == k_EResultOK )
|
|
{
|
|
uint8 rgubTicket[1024];
|
|
uint32 cubTicket;
|
|
SteamUser()->GetEncryptedAppTicket( rgubTicket, sizeof( rgubTicket), &cubTicket );
|
|
|
|
|
|
#ifdef _WIN32
|
|
// normally at this point you transmit the encrypted ticket to the service that knows the decryption key
|
|
// this code is just to demonstrate the ticket cracking library
|
|
|
|
// included is the "secret" key for spacewar. normally this is secret
|
|
const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen] = { 0xed, 0x93, 0x86, 0x07, 0x36, 0x47, 0xce, 0xa5, 0x8b, 0x77, 0x21, 0x49, 0x0d, 0x59, 0xed, 0x44, 0x57, 0x23, 0xf0, 0xf6, 0x6e, 0x74, 0x14, 0xe1, 0x53, 0x3b, 0xa3, 0x3c, 0xd8, 0x03, 0xbd, 0xbd };
|
|
|
|
uint8 rgubDecrypted[1024];
|
|
uint32 cubDecrypted = sizeof( rgubDecrypted );
|
|
if ( !SteamEncryptedAppTicket_BDecryptTicket( rgubTicket, cubTicket, rgubDecrypted, &cubDecrypted, rgubKey, sizeof( rgubKey ) ) )
|
|
{
|
|
OutputDebugString( "Ticket failed to decrypt\n" );
|
|
return;
|
|
}
|
|
|
|
if ( !SteamEncryptedAppTicket_BIsTicketForApp( rgubDecrypted, cubDecrypted, SteamUtils()->GetAppID() ) )
|
|
OutputDebugString( "Ticket for wrong app id\n" );
|
|
|
|
CSteamID steamIDFromTicket;
|
|
SteamEncryptedAppTicket_GetTicketSteamID( rgubDecrypted, cubDecrypted, &steamIDFromTicket );
|
|
if ( steamIDFromTicket != SteamUser()->GetSteamID() )
|
|
OutputDebugString( "Ticket for wrong user\n" );
|
|
|
|
uint32 cubData;
|
|
uint32 *punSecretData = (uint32 *)SteamEncryptedAppTicket_GetUserVariableData( rgubDecrypted, cubDecrypted, &cubData );
|
|
if ( cubData != sizeof( uint32 ) || *punSecretData != k_unSecretData )
|
|
OutputDebugString( "Failed to retrieve secret data\n" );
|
|
#endif
|
|
}
|
|
else if ( pEncryptedAppTicketResponse->m_eResult == k_EResultLimitExceeded )
|
|
{
|
|
OutputDebugString( "Calling RequestEncryptedAppTicket more than once per minute returns this error\n" );
|
|
}
|
|
else if ( pEncryptedAppTicketResponse->m_eResult == k_EResultDuplicateRequest )
|
|
{
|
|
OutputDebugString( "Calling RequestEncryptedAppTicket while there is already a pending request results in this error\n" );
|
|
}
|
|
else if ( pEncryptedAppTicketResponse->m_eResult == k_EResultNoConnection )
|
|
{
|
|
OutputDebugString( "Calling RequestEncryptedAppTicket while not connected to steam results in this error\n" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Updates what we show to friends about what we're doing and how to connect
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::UpdateRichPresenceConnectionInfo()
|
|
{
|
|
// connect string that will come back to us on the command line when a friend tries to join our game
|
|
char rgchConnectString[128];
|
|
rgchConnectString[0] = 0;
|
|
|
|
if ( m_eConnectedStatus == k_EClientConnectedAndAuthenticated && m_unServerIP && m_usServerPort )
|
|
{
|
|
// game server connection method
|
|
_snprintf( rgchConnectString, sizeof(rgchConnectString), "+connect %d:%d", m_unServerIP, m_usServerPort );
|
|
}
|
|
else if ( m_steamIDLobby.IsValid() )
|
|
{
|
|
// lobby connection method
|
|
_snprintf( rgchConnectString, sizeof(rgchConnectString), "+connect_lobby %llu", m_steamIDLobby.ConvertToUint64() );
|
|
}
|
|
|
|
SteamFriends()->SetRichPresence( "connect", rgchConnectString );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: applies a command-line connect
|
|
//-----------------------------------------------------------------------------
|
|
void CSpaceWarClient::ExecCommandLineConnect( const char *pchServerAddress, const char *pchLobbyID )
|
|
{
|
|
if ( pchServerAddress )
|
|
{
|
|
int32 octet0 = 0, octet1 = 0, octet2 = 0, octet3 = 0;
|
|
int32 uPort = 0;
|
|
int nConverted = sscanf( pchServerAddress, "%d.%d.%d.%d:%d", &octet0, &octet1, &octet2, &octet3, &uPort );
|
|
if ( nConverted == 5 )
|
|
{
|
|
char rgchIPAddress[128];
|
|
_snprintf( rgchIPAddress, ARRAYSIZE( rgchIPAddress ), "%d.%d.%d.%d", octet0, octet1, octet2, octet3 );
|
|
uint32 unIPAddress = ( octet3 ) + ( octet2 << 8 ) + ( octet1 << 16 ) + ( octet0 << 24 );
|
|
InitiateServerConnection( unIPAddress, uPort );
|
|
}
|
|
}
|
|
|
|
// if +connect_lobby was used to specify a lobby to join, connect now
|
|
if ( pchLobbyID )
|
|
{
|
|
CSteamID steamIDLobby( (uint64)atoll( pchLobbyID ) );
|
|
if ( steamIDLobby.IsValid() )
|
|
{
|
|
// act just like we had selected it from the menu
|
|
LobbyBrowserMenuItem_t menuItem = { steamIDLobby, k_EClientJoiningLobby };
|
|
OnMenuSelection( menuItem );
|
|
}
|
|
}
|
|
} |