Files
2025-07-13 15:47:42 +03:00

378 lines
13 KiB
C++
Raw Permalink Blame History

//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: Main file for the SteamworksExample app
//
//=============================================================================
#include "stdafx.h"
#include "steam/steam_api.h"
#ifdef WIN32
#include <direct.h>
#else
#define MAX_PATH PATH_MAX
#include <unistd.h>
#define _getcwd getcwd
#define _snprintf snprintf
#endif
#if defined(WIN32)
#include "gameenginewin32.h"
#define atoll _atoi64
#elif defined(OSX)
#include "GameEngine.h"
extern IGameEngine *CreateGameEngineOSX();
#elif defined(SDL)
#include "GameEngine.h"
extern IGameEngine *CreateGameEngineSDL();
#endif
#include "SpaceWarClient.h"
//-----------------------------------------------------------------------------
// Purpose: Wrapper around SteamAPI_WriteMiniDump which can be used directly
// as a se translator
//-----------------------------------------------------------------------------
#ifdef _WIN32
void MiniDumpFunction( unsigned int nExceptionCode, EXCEPTION_POINTERS *pException )
{
MessageBox( nullptr, "Spacewar is crashing now!", "Unhandled Exception", MB_OK );
// You can build and set an arbitrary comment to embed in the minidump here,
// maybe you want to put what level the user was playing, how many players on the server,
// how much memory is free, etc...
SteamAPI_SetMiniDumpComment( "Minidump comment: SteamworksExample.exe\n" );
// The 0 here is a build ID, we don't set it
SteamAPI_WriteMiniDump( nExceptionCode, pException, 0 );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Helper to display critical errors
//-----------------------------------------------------------------------------
int Alert( const char *lpCaption, const char *lpText )
{
#ifndef _WIN32
fprintf( stderr, "Message: '%s', Detail: '%s'\n", lpCaption, lpText );
return 0;
#else
return ::MessageBox( NULL, lpText, lpCaption, MB_OK );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: callback hook for debug text emitted from the Steam API
//-----------------------------------------------------------------------------
extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText )
{
// if you're running in the debugger, only warnings (nSeverity >= 1) will be sent
// if you add -debug_steamapi to the command-line, a lot of extra informational messages will also be sent
::OutputDebugString( pchDebugText );
if ( nSeverity >= 1 )
{
// place to set a breakpoint for catching API errors
int x = 3;
(void)x;
}
}
//-----------------------------------------------------------------------------
// Purpose: Extracts some feature from the command line
//-----------------------------------------------------------------------------
bool ParseCommandLine( const char *pchCmdLine, const char **ppchServerAddress, const char **ppchLobbyID )
{
// Look for the +connect ipaddress:port parameter in the command line,
// Steam will pass this when a user has used the Steam Server browser to find
// a server for our game and is trying to join it.
const char *pchConnectParam = "+connect ";
const char *pchConnect = strstr( pchCmdLine, pchConnectParam );
*ppchServerAddress = NULL;
if ( pchConnect && strlen( pchCmdLine ) > (pchConnect - pchCmdLine) + strlen( pchConnectParam ) )
{
// Address should be right after the +connect
*ppchServerAddress = pchCmdLine + ( pchConnect - pchCmdLine ) + strlen( pchConnectParam );
}
// look for +connect_lobby lobbyid paramter on the command line
// Steam will pass this in if a user taken up an invite to a lobby
const char *pchConnectLobbyParam = "+connect_lobby ";
const char *pchConnectLobby = strstr( pchCmdLine, pchConnectLobbyParam );
*ppchLobbyID = NULL;
if ( pchConnectLobby && strlen( pchCmdLine ) > (pchConnectLobby - pchCmdLine) + strlen( pchConnectLobbyParam ) )
{
// lobby ID should be right after the +connect_lobby
*ppchLobbyID = pchCmdLine + ( pchConnectLobby - pchCmdLine ) + strlen( pchConnectLobbyParam );
}
return *ppchServerAddress || *ppchLobbyID;
}
//-----------------------------------------------------------------------------
// Purpose: Main loop code shared between all platforms
//-----------------------------------------------------------------------------
void RunGameLoop( IGameEngine *pGameEngine, const char *pchServerAddress, const char *pchLobbyID, bool bShowTimer )
{
// Make sure it initialized ok
if ( pGameEngine->BReadyForUse() )
{
// Initialize the game
CSpaceWarClient *pGameClient = new CSpaceWarClient( pGameEngine );
pGameClient->SetShowTimer( bShowTimer );
// Black background
pGameEngine->SetBackgroundColor( 0, 0, 0, 0 );
// If +connect was used to specify a server address, connect now
pGameClient->ExecCommandLineConnect( pchServerAddress, pchLobbyID );
// test a user specific secret before entering main loop
Steamworks_TestSecret();
pGameClient->RetrieveEncryptedAppTicket();
while( !pGameEngine->BShuttingDown() )
{
if ( pGameEngine->StartFrame() )
{
pGameEngine->UpdateGameTickCount();
// Run a game frame
pGameClient->RunFrame();
pGameEngine->EndFrame();
// Sleep to limit frame rate
while( pGameEngine->BSleepForFrameRateLimit( MAX_CLIENT_AND_SERVER_FPS ) )
{
// Keep running the network on the client at a faster rate than the FPS limit
pGameClient->ReceiveNetworkData();
}
}
}
delete pGameClient;
}
// Cleanup the game engine
delete pGameEngine;
}
//-----------------------------------------------------------------------------
// Purpose: Real main entry point for the program
//-----------------------------------------------------------------------------
static int RealMain( const char *pchCmdLine, HINSTANCE hInstance, int nCmdShow )
{
if ( SteamAPI_RestartAppIfNecessary( k_uAppIdInvalid ) )
{
// if Steam is not running or the game wasn't started through Steam, SteamAPI_RestartAppIfNecessary starts the
// local Steam client and also launches this game again.
// Once you get a public Steam AppID assigned for this game, you need to replace k_uAppIdInvalid with it and
// removed steam_appid.txt from the game depot.
return EXIT_FAILURE;
}
// Init Steam CEG
if ( !Steamworks_InitCEGLibrary() )
{
OutputDebugString( "Steamworks_InitCEGLibrary() failed\n" );
Alert( "Fatal Error", "Steam must be running to play this game (InitDrmLibrary() failed).\n" );
return EXIT_FAILURE;
}
// Initialize SteamAPI, if this fails we bail out since we depend on Steam for lots of stuff.
// You don't necessarily have to though if you write your code to check whether all the Steam
// interfaces are NULL before using them and provide alternate paths when they are unavailable.
//
// This will also load the in-game steam overlay dll into your process. That dll is normally
// injected by steam when it launches games, but by calling this you cause it to always load,
// even when not launched via steam.
SteamErrMsg errMsg = { 0 };
if ( SteamAPI_InitEx( &errMsg ) != k_ESteamAPIInitResult_OK )
{
OutputDebugString( "SteamAPI_Init() failed: " );
OutputDebugString( errMsg );
OutputDebugString( "\n" );
Alert( "Fatal Error", "Steam must be running to play this game (SteamAPI_Init() failed).\n" );
return EXIT_FAILURE;
}
// set our debug handler
SteamClient()->SetWarningMessageHook( &SteamAPIDebugTextHook );
// Ensure that the user has logged into Steam. This will always return true if the game is launched
// from Steam, but if Steam is at the login prompt when you run your game from the debugger, it
// will return false.
if ( !SteamUser()->BLoggedOn() )
{
OutputDebugString( "Steam user is not logged in\n" );
Alert( "Fatal Error", "Steam user must be logged in to play this game (SteamUser()->BLoggedOn() returned false).\n" );
return EXIT_FAILURE;
}
const char *pchServerAddress, *pchLobbyID;
if ( !ParseCommandLine( pchCmdLine, &pchServerAddress, &pchLobbyID ) )
{
// no connect string on process command line. If app was launched via a Steam URL, the extra command line parameters in that URL
// get be retrieved with GetLaunchCommandLine. This way an attacker can't put malicious parameters in the process command line
// which might allow much more functionality then indented.
char szCommandLine[1024] = {};
if ( SteamApps()->GetLaunchCommandLine( szCommandLine, sizeof( szCommandLine ) ) > 0 )
{
ParseCommandLine( szCommandLine, &pchServerAddress, &pchLobbyID );
}
}
bool bShowTimer = !!strstr( pchCmdLine, "-timer" );
// do a DRM self check
Steamworks_SelfCheck();
// Construct a new instance of the game engine
// bugbug jmccaskey - make screen resolution dynamic, maybe take it on command line?
IGameEngine *pGameEngine =
#if defined(_WIN32)
new CGameEngineWin32( hInstance, nCmdShow, 1024, 768 );
#elif defined(OSX)
CreateGameEngineOSX();
#elif defined(SDL)
CreateGameEngineSDL( );
#else
#error Need CreateGameEngine()
#endif
if ( !SteamInput()->Init( false ) )
{
OutputDebugString( "SteamInput()->Init failed.\n" );
Alert( "Fatal Error", "SteamInput()->Init failed.\n" );
return EXIT_FAILURE;
}
char rgchCWD[1024];
if ( !_getcwd( rgchCWD, sizeof( rgchCWD ) ) )
{
strcpy( rgchCWD, "." );
}
char rgchFullPath[1024];
#if defined(OSX)
// hack for now, because we do not have utility functions available for finding the resource path
// alternatively we could disable the SteamController init on OS X
_snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/steamworksexample.app/Contents/Resources/%s", rgchCWD, "steam_input_manifest.vdf" );
#else
_snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s\\%s", rgchCWD, "steam_input_manifest.vdf" );
#endif
SteamInput()->SetInputActionManifestFilePath( rgchFullPath );
// This call will block and run until the game exits
RunGameLoop( pGameEngine, pchServerAddress, pchLobbyID, bShowTimer );
// Shutdown the SteamAPI
SteamAPI_Shutdown();
// Shutdown Steam CEG
Steamworks_TermCEGLibrary();
// exit
return EXIT_SUCCESS;
}
//-----------------------------------------------------------------------------
// Purpose: Main entry point for the program -- win32
//-----------------------------------------------------------------------------
#ifdef WIN32
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// All we do here is call the real main function after setting up our se translator
// this allows us to catch exceptions and report errors to Steam.
//
// Note that you must set your compiler flags correctly to enable structured exception
// handling in order for this particular setup method to work.
if ( IsDebuggerPresent() )
{
// We don't want to mask exceptions (or report them to Steam!) when debugging.
// If you would like to step through the exception handler, attach a debugger
// after running the game outside of the debugger.
return RealMain( lpCmdLine, hInstance, nCmdShow );
}
_set_se_translator( MiniDumpFunction );
try // this try block allows the SE translator to work
{
return RealMain( lpCmdLine, hInstance, nCmdShow );
}
catch( ... )
{
return -1;
}
}
#endif
#ifdef OSX
int main(int argc, const char **argv)
{
char szCmdLine[1024];
char *pszStart = szCmdLine;
char * const pszEnd = szCmdLine + V_ARRAYSIZE(szCmdLine);
*szCmdLine = '\0';
for ( int i = 1; i < argc; i++ )
{
const char *parm = argv[i];
while ( *parm && (pszStart < pszEnd) )
{
*pszStart++ = *parm++;
}
if ( pszStart >= pszEnd )
break;
if ( i < argc-1 )
*pszStart++ = ' ';
}
szCmdLine[V_ARRAYSIZE(szCmdLine) - 1] = '\0';
return RealMain( szCmdLine, 0, 0 );
}
#endif
#ifdef SDL
int main(int argc, const char **argv)
{
char szCmdLine[1024];
char *pszStart = szCmdLine;
char * const pszEnd = szCmdLine + V_ARRAYSIZE(szCmdLine);
*szCmdLine = '\0';
for ( int i = 1; i < argc; i++ )
{
const char *parm = argv[i];
while ( *parm && (pszStart < pszEnd) )
{
*pszStart++ = *parm++;
}
if ( pszStart >= pszEnd )
break;
if ( i < argc-1 )
*pszStart++ = ' ';
}
szCmdLine[V_ARRAYSIZE(szCmdLine) - 1] = '\0';
return RealMain( szCmdLine, 0, 0 );
}
#endif