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//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Main class for the space war game client
//
// $NoKeywords: $
//=============================================================================
#ifndef SPACEWARCLIENT_H
#define SPACEWARCLIENT_H
#include "GameEngine.h"
#include "SpaceWar.h"
#include "Messages.h"
#include "StarField.h"
#include "Sun.h"
#include "Ship.h"
#include "StatsAndAchievements.h"
#include "RemoteStorage.h"
#include "musicplayer.h"
#include "steam/isteamnetworkingsockets.h"
#include "steam/isteamnetworkingutils.h"
// Forward class declaration
class CConnectingMenu;
class CMainMenu;
class CQuitMenu;
class CSpaceWarServer;
class CServerBrowser;
class CLobbyBrowser;
class CLobby;
class CLeaderboards;
class CFriendsList;
class CClanChatRoom;
class CP2PAuthPlayer;
class CP2PAuthedGame;
class CVoiceChat;
class CHTMLSurface;
class CRemotePlayList;
class CItemStore;
class COverlayExamples;
class CTimeline;
// Height of the HUD font
#define HUD_FONT_HEIGHT 18
// Height for the instructions font
#define INSTRUCTIONS_FONT_HEIGHT 24
// Enum for various client connection states
enum EClientConnectionState
{
k_EClientNotConnected, // Initial state, not connected to a server
k_EClientConnectedPendingAuthentication, // We've established communication with the server, but it hasn't authed us yet
k_EClientConnectedAndAuthenticated, // Final phase, server has authed us, we are actually able to play on it
};
// a game server as shown in the find servers menu
struct ServerBrowserMenuData_t
{
EClientGameState m_eStateToTransitionTo;
CSteamID m_steamIDGameServer;
};
// a lobby as shown in the find lobbies menu
struct LobbyBrowserMenuItem_t
{
CSteamID m_steamIDLobby;
EClientGameState m_eStateToTransitionTo;
};
// a user as shown in the lobby screen
struct LobbyMenuItem_t
{
enum ELobbyMenuItemCommand
{
k_ELobbyMenuItemUser,
k_ELobbyMenuItemStartGame,
k_ELobbyMenuItemToggleReadState,
k_ELobbyMenuItemLeaveLobby,
k_ELobbyMenuItemInviteToLobby
};
CSteamID m_steamIDUser; // the user who this is in the lobby
ELobbyMenuItemCommand m_eCommand;
CSteamID m_steamIDLobby; // set if k_ELobbyMenuItemInviteToLobby
};
// a leaderboard item
struct LeaderboardMenuItem_t
{
bool m_bBack;
bool m_bNextLeaderboard;
};
// a friends list item
struct FriendsListMenuItem_t
{
CSteamID m_steamIDFriend;
};
// a Remote Play session list item
struct RemotePlayListMenuItem_t
{
uint32 m_unSessionID;
};
#define MAX_WORKSHOP_ITEMS 16
// a Steam Workshop item
class CWorkshopItem : public CVectorEntity
{
public:
CWorkshopItem( IGameEngine *pGameEngine, uint32 uCollisionRadius ) : CVectorEntity( pGameEngine, uCollisionRadius )
{
memset( &m_ItemDetails, 0, sizeof(m_ItemDetails) );
}
void OnUGCDetailsResult(SteamUGCRequestUGCDetailsResult_t *pCallback, bool bIOFailure)
{
m_ItemDetails = pCallback->m_details;
}
SteamUGCDetails_t m_ItemDetails; // meta data
CCallResult<CWorkshopItem, SteamUGCRequestUGCDetailsResult_t> m_SteamCallResultUGCDetails;
};
struct PurchaseableItem_t
{
SteamItemDef_t m_nItemDefID;
uint64 m_ulPrice;
};
struct OverlayExample_t
{
enum EOverlayExampleItem
{
k_EOverlayExampleItem_BackToMenu,
k_EOverlayExampleItem_Invalid,
k_EOverlayExampleItem_ActivateGameOverlay,
k_EOverlayExampleItem_ActivateGameOverlayToUser,
k_EOverlayExampleItem_ActivateGameOverlayToWebPage,
k_EOverlayExampleItem_ActivateGameOverlayToWebPageModal,
k_EOverlayExampleItem_ActivateGameOverlayToStore,
// k_EOverlayExampleItem_ActivateGameOverlayRemotePlayTogetherInviteDialog,
k_EOverlayExampleItem_ActivateGameOverlayInviteDialogConnectString,
k_EOverlayExampleItem_HookScreenshots,
k_EOverlayExampleItem_RequestKeyboard,
k_EOverlayExampleItem_Notification_SetInset,
k_EOverlayExampleItem_Notification_SetPosition,
k_EOverlayExampleItem_Timeline_OpenOverlayToTimelineEvent,
k_EOverlayExampleItem_Timeline_OpenOverlayToGamePhase,
};
EOverlayExampleItem m_eItem;
const char *m_pchExtraCommandData;
};
class CSpaceWarClient
{
public:
//Constructor
CSpaceWarClient( IGameEngine *pEngine );
// Shared init for all constructors
void Init( IGameEngine *pGameEngine );
// Destructor
~CSpaceWarClient();
// Run a game frame
void RunFrame();
void RenderTimer();
// Service calls that need to happen less frequently than every frame (e.g. every second)
void RunOccasionally();
// Checks for any incoming network data, then dispatches it
void ReceiveNetworkData();
// Connect to a server at a given IP address or game server steamID
void InitiateServerConnection( CSteamID steamIDGameServer );
void InitiateServerConnection( uint32 unServerAddress, const int32 nPort );
// Send data to a client at the given ship index
bool BSendServerData( const void *pData, uint32 nSizeOfData, int nSendFlags );
// Menu callback handler (handles a bunch of menus that just change state with no extra data)
void OnMenuSelection( EClientGameState eState ) { SetGameState( eState ); }
// Menu callback handler (handles server browser selections with extra data)
void OnMenuSelection( ServerBrowserMenuData_t selection )
{
if ( selection.m_eStateToTransitionTo == k_EClientGameConnecting )
{
InitiateServerConnection( selection.m_steamIDGameServer );
}
else
{
SetGameState( selection.m_eStateToTransitionTo );
}
}
void OnMenuSelection( LobbyBrowserMenuItem_t selection )
{
// start joining the lobby
if ( selection.m_eStateToTransitionTo == k_EClientJoiningLobby )
{
SteamAPICall_t hSteamAPICall = SteamMatchmaking()->JoinLobby( selection.m_steamIDLobby );
// set the function to call when this API completes
m_SteamCallResultLobbyEntered.Set( hSteamAPICall, this, &CSpaceWarClient::OnLobbyEntered );
}
SetGameState( selection.m_eStateToTransitionTo );
}
void OnMenuSelection( LobbyMenuItem_t selection );
void OnMenuSelection( LeaderboardMenuItem_t selection );
void OnMenuSelection( FriendsListMenuItem_t selection );
void OnMenuSelection( RemotePlayListMenuItem_t selection );
void OnMenuSelection( ERemoteStorageSyncMenuCommand selection );
void OnMenuSelection( PurchaseableItem_t selection );
void OnMenuSelection( OverlayExample_t selection );
void OnMenuSelection( MusicPlayerMenuItem_t selection ) { m_pMusicPlayer->OnMenuSelection( selection ); }
// Set game state
void SetGameState( EClientGameState eState );
EClientGameState GetGameState() { return m_eGameState; }
// set failure text
void SetConnectionFailureText( const char *pchErrorText );
// Were we the winner?
bool BLocalPlayerWonLastGame();
// Get the steam id for the local user at this client
CSteamID GetLocalSteamID() { return m_SteamIDLocalUser; }
// Get the local players name
const char* GetLocalPlayerName()
{
return SteamFriends()->GetFriendPersonaName( m_SteamIDLocalUser );
}
// Scale screen size to "real" size
float PixelsToFeet( float flPixels );
// Get a Steam-supplied image
HGAMETEXTURE GetSteamImageAsTexture( int iImage );
void RetrieveEncryptedAppTicket();
void ExecCommandLineConnect( const char *pchServerAddress, const char *pchLobbyID );
void SetShowTimer( bool bShowTimer ) { m_bShowTimer = bShowTimer; }
uint32 GetLastGamePhaseID() const { return m_unLastGamePhaseID; }
uint64 GetLastCrashIntoSunEvent() const { return m_ulLastCrashIntoSunEvent; }
private:
// Receive a response from the server for a connection attempt
void OnReceiveServerInfo( CSteamID steamIDGameServer, bool bVACSecure, const char *pchServerName );
// Receive a response from the server for a connection attempt
void OnReceiveServerAuthenticationResponse( bool bSuccess, uint32 uPlayerPosition );
// Recieved a response that the server is full
void OnReceiveServerFullResponse();
// Receive a state update from the server
void OnReceiveServerUpdate( ServerSpaceWarUpdateData_t *pUpdateData );
// Handle the server exiting
void OnReceiveServerExiting();
// Disconnects from a server (telling it so) if we are connected
void DisconnectFromServer();
// game state changes
void OnGameStateChanged( EClientGameState eGameStateNew );
// Draw the HUD text (should do this after drawing all the objects)
void DrawHUDText();
// Draw instructions for how to play the game
void DrawInstructions();
// Draw text telling the players who won (or that their was a draw)
void DrawWinnerDrawOrWaitingText();
// Draw text telling the user that the connection attempt has failed
void DrawConnectionFailureText();
// Draw connect to server text
void DrawConnectToServerText();
// Draw text telling the user a connection attempt is in progress
void DrawConnectionAttemptText();
// Updates what we show to friends about what we're doing and how to connect
void UpdateRichPresenceConnectionInfo();
// Draw description for all subscribed workshop items
void DrawWorkshopItems();
// load subscribed workshop items
void LoadWorkshopItems();
void QueryWorkshopItems();
// Set appropriate rich presence keys for a player who is currently in-game and
// return the value that should go in steam_display
const char *SetInGameRichPresence() const;
// Sets the player scores in the game phase
void UpdateScoreInGamePhase( bool bFinal );
// load a workshop item from file
bool LoadWorkshopItem( PublishedFileId_t workshopItemID );
CWorkshopItem *LoadWorkshopItemFromFile( const char *pszFileName );
// draw the in-game store
void DrawInGameStore();
// Server we are connected to
CSpaceWarServer *m_pServer;
// SteamID for the local user on this client
CSteamID m_SteamIDLocalUser;
// Our ship position in the array below
uint32 m_uPlayerShipIndex;
// List of steamIDs for each player
CSteamID m_rgSteamIDPlayers[MAX_PLAYERS_PER_SERVER];
// Ships for players, doubles as a way to check for open slots (pointer is NULL meaning open)
CShip *m_rgpShips[MAX_PLAYERS_PER_SERVER];
// Player scores
uint32 m_rguPlayerScores[MAX_PLAYERS_PER_SERVER];
// Who just won the game? Should be set if we go into the k_EGameWinner state
uint32 m_uPlayerWhoWonGame;
// Current game state
EClientGameState m_eGameState;
// true if we only just transitioned state
bool m_bTransitionedGameState;
// Font handle for drawing the HUD text
HGAMEFONT m_hHUDFont;
// Font handle for drawing the instructions text
HGAMEFONT m_hInstructionsFont;
// Font handle for drawing the in-game store
HGAMEFONT m_hInGameStoreFont;
// Time the last state transition occurred (so we can count-down round restarts)
uint64 m_ulStateTransitionTime;
// Time we started our last connection attempt
uint64 m_ulLastConnectionAttemptRetryTime;
// Time we last got data from the server
uint64 m_ulLastNetworkDataReceivedTime;
// Time when we sent our ping
uint64 m_ulPingSentTime;
// Text to display if we are in an error state
char m_rgchErrorText[256];
// Server address data
CSteamID m_steamIDGameServer;
CSteamID m_steamIDGameServerFromBrowser;
uint32 m_unServerIP;
uint16 m_usServerPort;
HAuthTicket m_hAuthTicket;
HSteamNetConnection m_hConnServer;
// keep track of if we opened the overlay for a gamewebcallback
bool m_bSentWebOpen;
// true if we want to show an on-screen timer in our main menu
bool m_bShowTimer;
uint32 m_unTicksAtLaunch;
HGAMEFONT m_hTimerFont;
// simple class to marshal callbacks from pinging a game server
class CGameServerPing : public ISteamMatchmakingPingResponse
{
public:
CGameServerPing()
{
m_hGameServerQuery = HSERVERQUERY_INVALID;
m_pSpaceWarsClient = NULL;
}
void RetrieveSteamIDFromGameServer( CSpaceWarClient *pSpaceWarClient, uint32 unIP, uint16 unPort )
{
m_pSpaceWarsClient = pSpaceWarClient;
m_hGameServerQuery = SteamMatchmakingServers()->PingServer( unIP, unPort, this );
}
void CancelPing()
{
m_hGameServerQuery = HSERVERQUERY_INVALID;
}
// Server has responded successfully and has updated data
virtual void ServerResponded( gameserveritem_t &server )
{
if ( m_hGameServerQuery != HSERVERQUERY_INVALID && server.m_steamID.IsValid() )
{
m_pSpaceWarsClient->InitiateServerConnection( server.m_steamID );
}
m_hGameServerQuery = HSERVERQUERY_INVALID;
}
// Server failed to respond to the ping request
virtual void ServerFailedToRespond()
{
m_hGameServerQuery = HSERVERQUERY_INVALID;
}
private:
HServerQuery m_hGameServerQuery; // we're ping a game server, so we can convert IP:Port to a steamID
CSpaceWarClient *m_pSpaceWarsClient;
};
CGameServerPing m_GameServerPing;
// Track whether we are connected to a server (and what specific state that connection is in)
EClientConnectionState m_eConnectedStatus;
// Star field instance
CStarField *m_pStarField;
// Sun instance
CSun *m_pSun;
// Steam Workshop items
CWorkshopItem *m_rgpWorkshopItems[ MAX_WORKSHOP_ITEMS ];
int m_nNumWorkshopItems; // items in m_rgpWorkshopItem
// Main menu instance
CMainMenu *m_pMainMenu;
// Connecting menu instance
CConnectingMenu *m_pConnectingMenu;
// Pause menu instance
CQuitMenu *m_pQuitMenu;
// pointer to game engine instance we are running under
IGameEngine *m_pGameEngine;
// track which steam image indexes we have textures for, and what handle that texture has
std::map<int, HGAMETEXTURE> m_MapSteamImagesToTextures;
CStatsAndAchievements *m_pStatsAndAchievements;
CTimeline *m_pTimeline;
uint32 m_unGamePhaseID = 0;
uint32 m_unLastGamePhaseID = 0;
uint64 m_ulLastCrashIntoSunEvent = 0;
CLeaderboards *m_pLeaderboards;
CFriendsList *m_pFriendsList;
CMusicPlayer *m_pMusicPlayer;
CClanChatRoom *m_pClanChatRoom;
CServerBrowser *m_pServerBrowser;
CRemotePlayList *m_pRemotePlayList;
CRemoteStorage *m_pRemoteStorage;
CItemStore *m_pItemStore;
COverlayExamples *m_pOverlayExamples;
// lobby handling
// the name of the lobby we're connected to
CSteamID m_steamIDLobby;
// callback for when we're creating a new lobby
void OnLobbyCreated( LobbyCreated_t *pCallback, bool bIOFailure );
CCallResult<CSpaceWarClient, LobbyCreated_t> m_SteamCallResultLobbyCreated;
// callback for when we've joined a lobby
void OnLobbyEntered( LobbyEnter_t *pCallback, bool bIOFailure );
CCallResult<CSpaceWarClient, LobbyEnter_t> m_SteamCallResultLobbyEntered;
// callback for when the lobby game server has started
STEAM_CALLBACK( CSpaceWarClient, OnLobbyGameCreated, LobbyGameCreated_t );
STEAM_CALLBACK( CSpaceWarClient, OnGameJoinRequested, GameRichPresenceJoinRequested_t );
STEAM_CALLBACK( CSpaceWarClient, OnAvatarImageLoaded, AvatarImageLoaded_t );
STEAM_CALLBACK( CSpaceWarClient, OnNewUrlLaunchParameters, NewUrlLaunchParameters_t );
STEAM_CALLBACK( CSpaceWarClient, OnGameOverlayActivated, GameOverlayActivated_t );
// callback when getting the results of a web call
STEAM_CALLBACK( CSpaceWarClient, OnGameWebCallback, GameWebCallback_t );
// callback when new Workshop item was installed
STEAM_CALLBACK(CSpaceWarClient, OnWorkshopItemInstalled, ItemInstalled_t);
void OnUGCQueryCompleted( SteamUGCQueryCompleted_t *pParam, bool bIOFailure );
CCallResult<CSpaceWarClient, SteamUGCQueryCompleted_t> m_SteamCallResultUGCQueryCompleted;
// callback when a Remote Play Together guest invite has been created
STEAM_CALLBACK( CSpaceWarClient, OnSteamRemotePlayTogetherGuestInvite, SteamRemotePlayTogetherGuestInvite_t );
// Steam China support. duration control callback can be posted asynchronously, but we also
// call it directly.
STEAM_CALLBACK( CSpaceWarClient, OnDurationControl, DurationControl_t );
// callresult callback, handles io failure
void OnDurationControlCallResult( DurationControl_t *pParam, bool bIOFailure )
{
if ( !bIOFailure )
{
OnDurationControl( pParam );
}
}
CCallResult< CSpaceWarClient, DurationControl_t > m_SteamCallResultDurationControl;
// lobby browser menu
CLobbyBrowser *m_pLobbyBrowser;
// local lobby display
CLobby *m_pLobby;
// p2p game auth manager
CP2PAuthedGame *m_pP2PAuthedGame;
// p2p voice chat
CVoiceChat *m_pVoiceChat;
// html page viewer
CHTMLSurface *m_pHTMLSurface;
// Called when we get new connections, or the state of a connection changes
STEAM_CALLBACK(CSpaceWarClient, OnNetConnectionStatusChanged, SteamNetConnectionStatusChangedCallback_t);
// ipc failure handler
STEAM_CALLBACK( CSpaceWarClient, OnIPCFailure, IPCFailure_t );
// Steam wants to shut down, Game for Windows applications should shutdown too
STEAM_CALLBACK( CSpaceWarClient, OnSteamShutdown, SteamShutdown_t );
// Called when SteamUser()->RequestEncryptedAppTicket() returns asynchronously
void OnRequestEncryptedAppTicket( EncryptedAppTicketResponse_t *pEncryptedAppTicketResponse, bool bIOFailure );
CCallResult< CSpaceWarClient, EncryptedAppTicketResponse_t > m_SteamCallResultEncryptedAppTicket;
};
// Must define this stuff before BaseMenu.h as it depends on calling back into us through these accessors
extern CSpaceWarClient *g_pSpaceWarClient;
CSpaceWarClient *SpaceWarClient();
#endif // SPACEWARCLIENT_H