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7 Commits
7ea90b03c4
...
bfa1e95f7b
Author | SHA1 | Date |
---|---|---|
Mr_Goldberg | bfa1e95f7b | |
Mr_Goldberg | 69d5facf4f | |
Mr_Goldberg | 5f8a454e3f | |
Mr_Goldberg | 6dfe11503b | |
Mr_Goldberg | 5873398790 | |
Mr_Goldberg | 9a63cf868d | |
Mr_Goldberg | 37b329c9c5 |
|
@ -8,7 +8,7 @@ call build_env_x86.bat
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cl dll/rtlgenrandom.c dll/rtlgenrandom.def
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cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll
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"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
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cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Od /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe
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cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe
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copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\
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call build_env_x64.bat
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cl dll/rtlgenrandom.c dll/rtlgenrandom.def
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@ -649,6 +649,13 @@ static void load_dlls()
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std::vector<std::string> paths = Local_Storage::get_filenames_path(path);
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for (auto & p: paths) {
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std::string full_path = path + p;
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size_t length = full_path.length();
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if (length < 4) continue;
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if (std::toupper(full_path[length - 1]) != 'L') continue;
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if (std::toupper(full_path[length - 2]) != 'L') continue;
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if (std::toupper(full_path[length - 3]) != 'D') continue;
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if (full_path[length - 4] != '.') continue;
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PRINT_DEBUG("Trying to load %s\n", full_path.c_str());
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if (LoadLibraryA(full_path.c_str())) {
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PRINT_DEBUG("LOADED %s\n", full_path.c_str());
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@ -27,11 +27,7 @@
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#include "steam_remote_storage.h"
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#include "steam_screenshots.h"
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#include "steam_http.h"
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#ifdef CONTROLLER_SUPPORT
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#include "steam_controller.h"
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#else
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#include "steam_controller_disabled.h"
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#endif
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#include "steam_ugc.h"
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#include "steam_applist.h"
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#include "steam_music.h"
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@ -16,6 +16,18 @@
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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#ifndef CONTROLLER_SUPPORT
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inline void GamepadInit(void) {}
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inline void GamepadShutdown(void) {}
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inline void GamepadUpdate(void) {}
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inline GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) { return GAMEPAD_FALSE; }
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inline GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { return GAMEPAD_FALSE; }
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inline float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { return 0.0; }
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inline GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return STICKDIR_CENTER; }
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inline void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY) {}
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inline float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return 0.0; }
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inline void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms) {}
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#endif
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struct Controller_Map {
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std::map<ControllerDigitalActionHandle_t, std::set<int>> active_digital;
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@ -756,7 +768,7 @@ int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
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// Returns the associated controller handle for the specified emulated gamepad
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ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
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{
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PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n");
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PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex %i\n", nIndex);
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ControllerHandle_t out = nIndex + 1;
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auto controller = controllers.find(out);
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if (controller == controllers.end()) return 0;
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@ -890,7 +902,7 @@ const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
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// Returns the input type for a particular handle
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ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle\n");
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PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle %llu\n", controllerHandle);
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auto controller = controllers.find(controllerHandle);
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if (controller == controllers.end()) return k_ESteamInputType_Unknown;
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return k_ESteamInputType_XBox360Controller;
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@ -1,375 +0,0 @@
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/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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class Steam_Controller :
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public ISteamController001,
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public ISteamController003,
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public ISteamController004,
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public ISteamController005,
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public ISteamController006,
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public ISteamController,
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public ISteamInput
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{
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public:
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Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
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}
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// Init and Shutdown must be called when starting/ending use of this interface
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bool Init()
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{
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PRINT_DEBUG("Steam_Controller::Init()\n");
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return true;
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}
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bool Init( const char *pchAbsolutePathToControllerConfigVDF )
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{
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PRINT_DEBUG("Steam_Controller::Init() old\n");
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return Init();
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}
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bool Shutdown()
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{
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PRINT_DEBUG("Steam_Controller::Shutdown()\n");
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return true;
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}
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void SetOverrideMode( const char *pchMode )
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{
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PRINT_DEBUG("Steam_Controller::SetOverrideMode\n");
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}
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// Synchronize API state with the latest Steam Controller inputs available. This
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// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
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// possible latency, you call this directly before reading controller state.
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void RunFrame()
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{
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PRINT_DEBUG("Steam_Controller::RunFrame()\n");
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}
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bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState )
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{
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PRINT_DEBUG("Steam_Controller::GetControllerState()\n");
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return false;
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}
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// Enumerate currently connected controllers
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// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
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// Returns the number of handles written to handlesOut
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int GetConnectedControllers( ControllerHandle_t *handlesOut )
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{
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PRINT_DEBUG("GetConnectedControllers\n");
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return 0;
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}
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// Invokes the Steam overlay and brings up the binding screen
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// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
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bool ShowBindingPanel( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("ShowBindingPanel\n");
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return false;
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}
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// ACTION SETS
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// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
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ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName )
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{
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PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName);
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return 124;
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}
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// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
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// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
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// your state loops, instead of trying to place it in all of your state transitions.
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void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle )
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{
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PRINT_DEBUG("ActivateActionSet\n");
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}
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ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("GetCurrentActionSet\n");
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return 124;
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}
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void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG("ActivateActionSetLayer\n");
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}
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void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle )
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{
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PRINT_DEBUG("DeactivateActionSetLayer\n");
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}
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void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle )
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{
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PRINT_DEBUG("DeactivateAllActionSetLayers\n");
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}
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int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut )
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{
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PRINT_DEBUG("GetActiveActionSetLayers\n");
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return 0;
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}
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// ACTIONS
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// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
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ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName )
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{
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PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName);
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return 123;
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}
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// Returns the current state of the supplied digital game action
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ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle )
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{
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PRINT_DEBUG("GetDigitalActionData\n");
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ControllerDigitalActionData_t digitalData;
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digitalData.bActive = false;
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return digitalData;
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}
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// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
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// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
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int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetDigitalActionOrigins\n");
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return 0;
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}
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int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetDigitalActionOrigins steaminput\n");
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return 0;
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}
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// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
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ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName )
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{
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PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName);
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return 125;
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}
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// Returns the current state of these supplied analog game action
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ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle )
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{
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PRINT_DEBUG("GetAnalogActionData\n");
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ControllerAnalogActionData_t data;
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data.eMode = k_EInputSourceMode_None;
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data.x = data.y = 0;
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data.bActive = false;
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return data;
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}
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// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
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// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles
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int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetAnalogActionOrigins\n");
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return 0;
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}
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int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut )
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{
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PRINT_DEBUG("GetAnalogActionOrigins steaminput\n");
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return 0;
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}
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void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction )
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{
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PRINT_DEBUG("StopAnalogActionMomentum\n");
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}
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// Trigger a haptic pulse on a controller
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void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
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{
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PRINT_DEBUG("TriggerHapticPulse\n");
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}
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void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec )
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{
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PRINT_DEBUG("TriggerHapticPulse old\n");
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TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec );
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}
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// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
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// nFlags is currently unused and reserved for future use.
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void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags )
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{
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PRINT_DEBUG("TriggerRepeatedHapticPulse\n");
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}
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// Tigger a vibration event on supported controllers.
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void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed )
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{
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PRINT_DEBUG("TriggerVibration\n");
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}
|
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|
||||
|
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// Set the controller LED color on supported controllers.
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void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
|
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{
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PRINT_DEBUG("SetLEDColor\n");
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}
|
||||
|
||||
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||||
// Returns the associated gamepad index for the specified controller, if emulating a gamepad
|
||||
int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle )
|
||||
{
|
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PRINT_DEBUG("GetGamepadIndexForController\n");
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return 0;
|
||||
}
|
||||
|
||||
|
||||
// Returns the associated controller handle for the specified emulated gamepad
|
||||
ControllerHandle_t GetControllerForGamepadIndex( int nIndex )
|
||||
{
|
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PRINT_DEBUG("GetControllerForGamepadIndex\n");
|
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return 0;
|
||||
}
|
||||
|
||||
|
||||
// Returns raw motion data from the specified controller
|
||||
ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle )
|
||||
{
|
||||
PRINT_DEBUG("GetMotionData\n");
|
||||
ControllerMotionData_t data = {};
|
||||
return data;
|
||||
}
|
||||
|
||||
|
||||
// Attempt to display origins of given action in the controller HUD, for the currently active action set
|
||||
// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode
|
||||
bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition )
|
||||
{
|
||||
PRINT_DEBUG("ShowDigitalActionOrigins\n");
|
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return true;
|
||||
}
|
||||
|
||||
bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition )
|
||||
{
|
||||
PRINT_DEBUG("ShowAnalogActionOrigins\n");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// Returns a localized string (from Steam's language setting) for the specified origin
|
||||
const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetStringForActionOrigin\n");
|
||||
return "Button String";
|
||||
}
|
||||
|
||||
const char *GetStringForActionOrigin( EInputActionOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetStringForActionOrigin steaminput\n");
|
||||
return "Button String";
|
||||
}
|
||||
|
||||
|
||||
// Get a local path to art for on-screen glyph for a particular origin
|
||||
const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetGlyphForActionOrigin\n");
|
||||
return "";
|
||||
}
|
||||
|
||||
const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n");
|
||||
return "";
|
||||
}
|
||||
|
||||
// Returns the input type for a particular handle
|
||||
ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle )
|
||||
{
|
||||
PRINT_DEBUG("GetInputTypeForHandle\n");
|
||||
return k_ESteamInputType_Unknown;
|
||||
}
|
||||
|
||||
const char *GetStringForXboxOrigin( EXboxOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetStringForXboxOrigin\n");
|
||||
return "";
|
||||
}
|
||||
|
||||
const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetGlyphForXboxOrigin\n");
|
||||
return "";
|
||||
}
|
||||
|
||||
EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetActionOriginFromXboxOrigin\n");
|
||||
return k_EControllerActionOrigin_None;
|
||||
}
|
||||
|
||||
EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin )
|
||||
{
|
||||
PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n");
|
||||
return k_EInputActionOrigin_None;
|
||||
}
|
||||
|
||||
EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin )
|
||||
{
|
||||
PRINT_DEBUG("TranslateActionOrigin\n");
|
||||
return k_EControllerActionOrigin_None;
|
||||
}
|
||||
|
||||
EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin )
|
||||
{
|
||||
PRINT_DEBUG("TranslateActionOrigin steaminput\n");
|
||||
return k_EInputActionOrigin_None;
|
||||
}
|
||||
|
||||
bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor )
|
||||
{
|
||||
PRINT_DEBUG("GetControllerBindingRevision\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor )
|
||||
{
|
||||
PRINT_DEBUG("GetDeviceBindingRevision\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
uint32 GetRemotePlaySessionID( InputHandle_t inputHandle )
|
||||
{
|
||||
PRINT_DEBUG("GetRemotePlaySessionID\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
};
|
|
@ -107,11 +107,16 @@ Steam_Networking_Sockets(class Settings *settings, class Networking *network, cl
|
|||
this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this);
|
||||
}
|
||||
|
||||
static unsigned long get_socket_id()
|
||||
{
|
||||
static unsigned long socket_id;
|
||||
socket_id++;
|
||||
return socket_id;
|
||||
}
|
||||
|
||||
HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort)
|
||||
{
|
||||
static HSteamListenSocket socket_id;
|
||||
++socket_id;
|
||||
HSteamListenSocket socket_id = get_socket_id();
|
||||
if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id;
|
||||
|
||||
auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&nSteamConnectVirtualPort](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort;});
|
||||
|
@ -165,8 +170,7 @@ HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity,
|
|||
socket.user_data = -1;
|
||||
socket.poll_group = k_HSteamNetPollGroup_Invalid;
|
||||
|
||||
static HSteamNetConnection socket_id;
|
||||
++socket_id;
|
||||
HSteamNetConnection socket_id = get_socket_id();
|
||||
if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id;
|
||||
|
||||
if (connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) {
|
||||
|
@ -833,7 +837,25 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe
|
|||
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n");
|
||||
if (!pInfo)
|
||||
return false;
|
||||
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
auto connect_socket = connect_sockets.find(hConn);
|
||||
if (connect_socket == connect_sockets.end()) return false;
|
||||
|
||||
memset(pInfo, 0, sizeof(SteamNetConnectionInfo_t));
|
||||
pInfo->m_identityRemote = connect_socket->second.remote_identity;
|
||||
pInfo->m_nUserData = connect_socket->second.user_data;
|
||||
pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
|
||||
//pInfo->m_addrRemote; //TODO
|
||||
pInfo->m_idPOPRemote = 0;
|
||||
pInfo->m_idPOPRelay = 0;
|
||||
pInfo->m_eState = convert_status(connect_socket->second.status);
|
||||
pInfo->m_eEndReason = 0; //TODO
|
||||
pInfo->m_szEndDebug[0] = 0;
|
||||
sprintf(pInfo->m_szConnectionDescription, "%u", hConn);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -878,7 +900,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe
|
|||
/// Returns information about the specified connection.
|
||||
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n");
|
||||
PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo001\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -888,7 +910,21 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *
|
|||
bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n");
|
||||
if (!pStats)
|
||||
return false;
|
||||
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
auto connect_socket = connect_sockets.find(hConn);
|
||||
if (connect_socket == connect_sockets.end()) return false;
|
||||
memset(pStats, 0, sizeof(SteamNetworkingQuickConnectionStatus));
|
||||
|
||||
pStats->m_eState = convert_status(connect_socket->second.status);
|
||||
pStats->m_nPing = 10; //TODO: calculate real numbers?
|
||||
pStats->m_flConnectionQualityLocal = 1.0;
|
||||
pStats->m_flConnectionQualityRemote = 1.0;
|
||||
//TODO: rest
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -18,13 +18,15 @@ bool Windows_Hook::start_hook()
|
|||
{
|
||||
GetRawInputBuffer = ::GetRawInputBuffer;
|
||||
GetRawInputData = ::GetRawInputData;
|
||||
SetCursorPos = ::SetCursorPos;
|
||||
|
||||
PRINT_DEBUG("Hooked Windows\n");
|
||||
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
|
||||
std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData)
|
||||
std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData),
|
||||
std::make_pair<void**, void*>(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos)
|
||||
);
|
||||
EndHook();
|
||||
|
||||
|
@ -169,6 +171,18 @@ UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand,
|
|||
|
||||
return 0;
|
||||
}
|
||||
|
||||
BOOL WINAPI Windows_Hook::MySetCursorPos(int x, int y)
|
||||
{
|
||||
if (get_steam_client()->steam_overlay->ShowOverlay()) {
|
||||
POINT p;
|
||||
GetCursorPos(&p);
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
}
|
||||
|
||||
return Windows_Hook::Inst()->SetCursorPos(x, y);
|
||||
}
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Windows_Hook::Windows_Hook() :
|
||||
|
|
|
@ -26,11 +26,13 @@ private:
|
|||
// Hook to Windows window messages
|
||||
decltype(GetRawInputBuffer)* GetRawInputBuffer;
|
||||
decltype(GetRawInputData)* GetRawInputData;
|
||||
decltype(SetCursorPos)* SetCursorPos;
|
||||
|
||||
static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader);
|
||||
static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader);
|
||||
|
||||
static BOOL WINAPI MySetCursorPos(int x, int y);
|
||||
public:
|
||||
virtual ~Windows_Hook();
|
||||
|
||||
|
|
|
@ -52,7 +52,6 @@ public:
|
|||
/// setting the options "immediately" after creation.
|
||||
virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
||||
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
|
||||
///
|
||||
/// nVirtualPort specifies how clients can connect to this socket using
|
||||
|
@ -81,7 +80,6 @@ public:
|
|||
/// SteamNetworkingConfigValue_t for more about why this is preferable to
|
||||
/// setting the options "immediately" after creation.
|
||||
virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
|
||||
#endif
|
||||
|
||||
/// Accept an incoming connection that has been received on a listen socket.
|
||||
///
|
||||
|
@ -411,8 +409,6 @@ public:
|
|||
/// other connections.)
|
||||
virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0;
|
||||
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Clients connecting to dedicated servers hosted in a data center,
|
||||
// using central-authority-granted tickets.
|
||||
|
@ -608,7 +604,6 @@ public:
|
|||
/// If you expect to be using relayed connections, then you probably want
|
||||
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
|
||||
virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
|
||||
#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Certificate provision by the application. On Steam, we normally handle all this automatically
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
class ISteamNetworkingUtils001
|
||||
{
|
||||
public:
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Initialization
|
||||
|
@ -149,7 +148,6 @@ public:
|
|||
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
||||
/// your list.
|
||||
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
|
||||
#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Misc
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
class ISteamNetworkingUtils002
|
||||
{
|
||||
public:
|
||||
#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Initialization and status check
|
||||
|
@ -152,7 +151,6 @@ public:
|
|||
/// Get list of all POP IDs. Returns the number of entries that were filled into
|
||||
/// your list.
|
||||
virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0;
|
||||
#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
|
||||
|
||||
//
|
||||
// Misc
|
||||
|
|
|
@ -45,7 +45,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
|
|||
}
|
||||
if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) {
|
||||
MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR);
|
||||
ExitProcess(NULL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory);
|
||||
|
@ -60,27 +60,23 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
|
|||
SetEnvironmentVariableA("SteamGameId", AppId);
|
||||
}
|
||||
|
||||
CHAR TMP[MAX_PATH] = { 0 };
|
||||
CHAR TMP[MAX_PATH] = {};
|
||||
if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) {
|
||||
ZeroMemory(TMP, sizeof(TMP));
|
||||
lstrcpyA(TMP, Client64Path);
|
||||
ZeroMemory(Client64Path, sizeof(Client64Path));
|
||||
GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL);
|
||||
}
|
||||
if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) {
|
||||
ZeroMemory(TMP, sizeof(TMP));
|
||||
lstrcpyA(TMP, ClientPath);
|
||||
ZeroMemory(ClientPath, sizeof(ClientPath));
|
||||
GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL);
|
||||
}
|
||||
if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) {
|
||||
ZeroMemory(TMP, sizeof(TMP));
|
||||
lstrcpyA(TMP, ExeFile);
|
||||
ZeroMemory(ExeFile, sizeof(ExeFile));
|
||||
GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL);
|
||||
}
|
||||
if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) {
|
||||
ZeroMemory(TMP, sizeof(TMP));
|
||||
lstrcpyA(TMP, ExeRunDir);
|
||||
ZeroMemory(ExeRunDir, sizeof(ExeRunDir));
|
||||
GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL);
|
||||
|
@ -88,17 +84,17 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
|
|||
|
||||
if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) {
|
||||
MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR);
|
||||
ExitProcess(NULL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) {
|
||||
MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR);
|
||||
ExitProcess(NULL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) {
|
||||
MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR);
|
||||
ExitProcess(NULL);
|
||||
return 0;
|
||||
}
|
||||
|
||||
CHAR CommandLine[8192];
|
||||
|
@ -106,73 +102,39 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
|
|||
if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo))
|
||||
{
|
||||
MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR);
|
||||
ExitProcess(NULL);
|
||||
return 0;
|
||||
}
|
||||
HKEY Registrykey;
|
||||
// Declare some variables to be used for Steam registry.
|
||||
DWORD UserId = 0x03100004771F810D & 0xffffffff;
|
||||
DWORD ProcessID = GetCurrentProcessId();
|
||||
|
||||
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) != ERROR_SUCCESS)
|
||||
{
|
||||
if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE,
|
||||
KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS)
|
||||
{
|
||||
MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR);
|
||||
TerminateProcess(processInfo.hProcess, NULL);
|
||||
ExitProcess(NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
// Set values to Windows registry.
|
||||
RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD));
|
||||
RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD));
|
||||
|
||||
{
|
||||
// Before saving to the registry check again if the path was valid and if the file exist
|
||||
if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) {
|
||||
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1);
|
||||
}
|
||||
else {
|
||||
RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0);
|
||||
}
|
||||
if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) {
|
||||
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1);
|
||||
}
|
||||
else {
|
||||
RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0);
|
||||
}
|
||||
}
|
||||
RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1);
|
||||
|
||||
// Close the HKEY Handle.
|
||||
RegCloseKey(Registrykey);
|
||||
|
||||
ResumeThread(processInfo.hThread);
|
||||
WaitForSingleObject(processInfo.hThread, INFINITE);
|
||||
CloseHandle(processInfo.hProcess);
|
||||
CloseHandle(processInfo.hThread);
|
||||
ExitProcess(NULL);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool orig_steam = false;
|
||||
DWORD keyType = REG_SZ;
|
||||
CHAR OrgSteamCDir[MAX_PATH] = { 0 };
|
||||
CHAR OrgSteamCDir64[MAX_PATH] = { 0 };
|
||||
DWORD Size1 = MAX_PATH;
|
||||
DWORD Size2 = MAX_PATH;
|
||||
|
||||
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS)
|
||||
{
|
||||
orig_steam = true;
|
||||
// Get original values to restore later.
|
||||
RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1);
|
||||
RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2);
|
||||
} else {
|
||||
if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE,
|
||||
KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS)
|
||||
{
|
||||
MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR);
|
||||
TerminateProcess(processInfo.hProcess, NULL);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Set values to Windows registry.
|
||||
RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD));
|
||||
RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD));
|
||||
|
||||
|
||||
{
|
||||
// Before saving to the registry check again if the path was valid and if the file exist
|
||||
if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) {
|
||||
|
@ -198,6 +160,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
|
|||
CloseHandle(processInfo.hProcess);
|
||||
CloseHandle(processInfo.hThread);
|
||||
|
||||
if (orig_steam) {
|
||||
if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS)
|
||||
{
|
||||
// Restore the values.
|
||||
|
@ -207,9 +170,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance
|
|||
// Close the HKEY Handle.
|
||||
RegCloseKey(Registrykey);
|
||||
}
|
||||
ExitProcess(NULL);
|
||||
}
|
||||
|
||||
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue