Yucom/lsteamclient/steamclient_manual_147.cpp

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extern "C" {
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(steamclient);
}
#include "steam_defs.h"
#pragma push_macro("__cdecl")
#undef __cdecl
#include "steamworks_sdk_147/steam_api.h"
#include "steamworks_sdk_147/isteamnetworkingsockets.h"
#include "steamworks_sdk_147/isteamnetworkingutils.h"
#include "steamworks_sdk_147/steamnetworkingtypes.h"
#pragma pop_macro("__cdecl")
#include "steamclient_private.h"
extern "C" {
#define SDKVER_147
#include "struct_converters.h"
#define SDK_VERSION 1470
#include "steamclient_manual_common.h"
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int cppISteamNetworkingSockets_SteamNetworkingSockets006_ReceiveMessagesOnConnection(
void *linux_side, HSteamNetConnection hConn,
winSteamNetworkingMessage_t_147 **ppOutMessages, int nMaxMessages)
{
SteamNetworkingMessage_t *lin_ppOutMessages[nMaxMessages];
int retval = ((ISteamNetworkingSockets*)linux_side)->ReceiveMessagesOnConnection(hConn, lin_ppOutMessages, nMaxMessages);
lin_to_win_struct_SteamNetworkingMessage_t(retval, lin_ppOutMessages, ppOutMessages, nMaxMessages);
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return retval;
}
int cppISteamNetworkingSockets_SteamNetworkingSockets006_ReceiveMessagesOnListenSocket(
void *linux_side, HSteamListenSocket hSocket,
winSteamNetworkingMessage_t_147 **ppOutMessages, int nMaxMessages)
{
SteamNetworkingMessage_t *lin_ppOutMessages[nMaxMessages];
int retval = ((ISteamNetworkingSockets*)linux_side)->ReceiveMessagesOnListenSocket(hSocket, lin_ppOutMessages, nMaxMessages);
lin_to_win_struct_SteamNetworkingMessage_t(retval, lin_ppOutMessages, ppOutMessages, nMaxMessages);
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return retval;
}
void cppISteamNetworkingSockets_SteamNetworkingSockets006_SendMessages(
void *linux_side, int nMessages, winSteamNetworkingMessage_t_147 **pMessages,
int64 *pOutMessageNumberOrResult)
{
#define MAX_SEND_MESSAGES 64
/* use the stack to avoid heap allocation */
struct SteamNetworkingMessage_t *lin_msgs[MAX_SEND_MESSAGES];
int i;
if (nMessages > MAX_SEND_MESSAGES)
{
/* if we ever hit this, increase MAX_SEND_MESSAGES appropriately */
FIXME("Trying to send %u messages, which is more than %u! Will break up into pieces.\n", nMessages, MAX_SEND_MESSAGES);
}
while(nMessages)
{
for(i = 0; i < nMessages && i < MAX_SEND_MESSAGES; ++i)
lin_msgs[i] = (SteamNetworkingMessage_t *)network_message_win_to_lin(pMessages[i]);
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((ISteamNetworkingSockets*)linux_side)->SendMessages(i, lin_msgs, pOutMessageNumberOrResult);
nMessages -= i;
pMessages += i;
if(pOutMessageNumberOrResult)
pOutMessageNumberOrResult += i;
}
}
}