378 lines
13 KiB
C++
378 lines
13 KiB
C++
//====== 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
|