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