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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-04-21 13:42:22 +02:00
Create GOLDBERG_CALLBACK_INTERNAL() macro.
This allows the usage of steam callbacks within the emulator itself.
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66
dll/dll.h
66
dll/dll.h
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@ -25,6 +25,72 @@
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#define STEAMCLIENT_API static
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#endif
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#define GOLDBERG_CALLBACK_INTERNAL(parent, fname, cb_type) \
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struct GB_CCallbackInternal_ ## fname : private GB_CCallbackInterImp< sizeof(cb_type) > { \
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public: \
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~GB_CCallbackInternal_ ## fname () { if (m_nCallbackFlags & k_ECallbackFlagsRegistered) { \
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bool ready = false; \
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do { \
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if (global_mutex.try_lock() == true) { \
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Steam_Client * client = get_steam_client(); \
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if (client != NULL) { \
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get_steam_client()->UnregisterCallback(this); \
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ready = true; \
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} \
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global_mutex.unlock(); \
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} \
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} while (!ready); \
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} }\
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GB_CCallbackInternal_ ## fname () {} \
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GB_CCallbackInternal_ ## fname ( const GB_CCallbackInternal_ ## fname & ) {} \
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GB_CCallbackInternal_ ## fname & operator=(const GB_CCallbackInternal_ ## fname &) { return *this; } \
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private: \
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virtual void Run(void *callback) { \
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if (!(m_nCallbackFlags & k_ECallbackFlagsRegistered)) { \
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bool ready = false; \
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do { \
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if (global_mutex.try_lock() == true) { \
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Steam_Client * client = get_steam_client(); \
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if (client != NULL) { \
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client->RegisterCallback(this, cb_type::k_iCallback); \
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ready = true; \
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} \
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global_mutex.unlock(); \
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} \
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} while (!ready); \
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} \
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if (m_nCallbackFlags & k_ECallbackFlagsRegistered) { \
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parent *obj = reinterpret_cast<parent*>(reinterpret_cast<char*>(this) - offsetof(parent, m_steamcallback_ ## fname)); \
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obj->fname(reinterpret_cast<cb_type*>(callback)); \
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} \
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} \
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} m_steamcallback_ ## fname ; void fname( cb_type *callback )
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template<int sizeof_cb_type>
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class GB_CCallbackInterImp : protected CCallbackBase
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{
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public:
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virtual ~GB_CCallbackInterImp() { if (m_nCallbackFlags & k_ECallbackFlagsRegistered) {
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bool ready = false;
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do {
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if (global_mutex.try_lock() == true) {
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Steam_Client * client = get_steam_client();
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if (client != NULL) {
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get_steam_client()->UnregisterCallback(this);
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ready = true;
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}
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global_mutex.unlock();
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}
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} while (!ready);
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} }
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void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; }
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protected:
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friend class CCallbackMgr;
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virtual void Run(void *callback) = 0;
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virtual void Run( void *callback, bool io_failure, SteamAPICall_t api_fp) { Run(callback); }
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virtual int GetCallbackSizeBytes() { return sizeof_cb_type; }
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};
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Steam_Client *get_steam_client();
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bool steamclient_has_ipv6_functions();
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