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First version of the SOurce SDK 2013
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "clientsteamcontext.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static CClientSteamContext g_ClientSteamContext;
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CClientSteamContext &ClientSteamContext()
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{
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return g_ClientSteamContext;
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}
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CSteamAPIContext *steamapicontext = &g_ClientSteamContext;
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//-----------------------------------------------------------------------------
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CClientSteamContext::CClientSteamContext()
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#if !defined(NO_STEAM)
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:
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m_CallbackSteamServersDisconnected( this, &CClientSteamContext::OnSteamServersDisconnected ),
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m_CallbackSteamServerConnectFailure( this, &CClientSteamContext::OnSteamServerConnectFailure ),
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m_CallbackSteamServersConnected( this, &CClientSteamContext::OnSteamServersConnected )
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#endif
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{
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m_bActive = false;
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m_bLoggedOn = false;
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m_nAppID = 0;
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}
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//-----------------------------------------------------------------------------
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CClientSteamContext::~CClientSteamContext()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Unload the steam3 engine
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//-----------------------------------------------------------------------------
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void CClientSteamContext::Shutdown()
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{
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if ( !m_bActive )
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return;
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m_bActive = false;
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m_bLoggedOn = false;
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#if !defined( NO_STEAM )
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Clear(); // Steam API context shutdown
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the steam3 connection
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//-----------------------------------------------------------------------------
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void CClientSteamContext::Activate()
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{
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if ( m_bActive )
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return;
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m_bActive = true;
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#if !defined( NO_STEAM )
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SteamAPI_InitSafe(); // ignore failure, that will fall out later when they don't get a valid logon cookie
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SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
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Init(); // Steam API context init
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UpdateLoggedOnState();
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Msg( "CClientSteamContext logged on = %d\n", m_bLoggedOn );
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#endif
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}
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void CClientSteamContext::UpdateLoggedOnState()
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{
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bool bPreviousLoggedOn = m_bLoggedOn;
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m_bLoggedOn = ( SteamUser() && SteamUtils() && SteamUser()->BLoggedOn() );
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if ( !bPreviousLoggedOn && m_bLoggedOn )
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{
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// update Steam info
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m_SteamIDLocalPlayer = SteamUser()->GetSteamID();
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m_nUniverse = SteamUtils()->GetConnectedUniverse();
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m_nAppID = SteamUtils()->GetAppID();
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}
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if ( bPreviousLoggedOn != m_bLoggedOn )
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{
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// Notify any listeners of the change in logged on state
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SteamLoggedOnChange_t loggedOnChange;
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loggedOnChange.bPreviousLoggedOn = bPreviousLoggedOn;
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loggedOnChange.bLoggedOn = m_bLoggedOn;
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InvokeCallbacks( loggedOnChange );
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}
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}
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#if !defined(NO_STEAM)
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void CClientSteamContext::OnSteamServersDisconnected( SteamServersDisconnected_t *pDisconnected )
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{
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UpdateLoggedOnState();
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Msg( "CClientSteamContext OnSteamServersDisconnected logged on = %d\n", m_bLoggedOn );
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}
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void CClientSteamContext::OnSteamServerConnectFailure( SteamServerConnectFailure_t *pConnectFailure )
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{
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UpdateLoggedOnState();
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Msg( "CClientSteamContext OnSteamServerConnectFailure logged on = %d\n", m_bLoggedOn );
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}
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void CClientSteamContext::OnSteamServersConnected( SteamServersConnected_t *pConnected )
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{
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UpdateLoggedOnState();
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Msg( "CClientSteamContext OnSteamServersConnected logged on = %d\n", m_bLoggedOn );
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}
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#endif // !defined(NO_STEAM)
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void CClientSteamContext::InstallCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate )
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{
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m_LoggedOnCallbacks.AddToTail( delegate );
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}
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void CClientSteamContext::RemoveCallback( CUtlDelegate< void ( const SteamLoggedOnChange_t & ) > delegate )
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{
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m_LoggedOnCallbacks.FindAndRemove( delegate );
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}
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void CClientSteamContext::InvokeCallbacks( const SteamLoggedOnChange_t &loggedOnStatus )
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{
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for ( int i = 0; i < m_LoggedOnCallbacks.Count(); ++i )
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{
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m_LoggedOnCallbacks[i]( loggedOnStatus );
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}
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}
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