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168 lines
5.4 KiB
C++
168 lines
5.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base rich presence implementation for Xbox360
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//
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//=====================================================================================//
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#include "cbase.h"
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#include "basepresence.h"
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#include "cdll_client_int.h"
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#include "ixboxsystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Default global instance. Mods should override this.
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static CBasePresence s_basePresence;
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IPresence *presence = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: Init
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//-----------------------------------------------------------------------------
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bool CBasePresence::Init( void )
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{
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if ( !presence )
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{
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// Mod didn't override, default to base implementation
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presence = &s_basePresence;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shutdown
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//-----------------------------------------------------------------------------
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void CBasePresence::Shutdown( void )
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{
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// Do nothing
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}
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//-----------------------------------------------------------------------------
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// Purpose: Per-frame update
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//-----------------------------------------------------------------------------
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void CBasePresence::Update( float frametime )
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{
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// Do nothing
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}
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//-----------------------------------------------------------------------------
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// Contexts are strings that describe the current state of the game.
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//-----------------------------------------------------------------------------
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void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync )
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{
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if ( !xboxsystem->UserSetContext( nUserIndex, nContextId, nContextValue, bAsync ) )
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{
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Warning( "CBasePresence: UserSetContext failed.\n" );
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}
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}
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//-----------------------------------------------------------------------------
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// Properties are (usually) numeric values that can be insterted into context strings.
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//-----------------------------------------------------------------------------
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void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync )
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{
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if ( !xboxsystem->UserSetProperty( nUserIndex, nPropertyId, nBytes, pvValue, bAsync ) )
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{
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Warning( "CBasePresence: UserSetProperty failed.\n" );
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}
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}
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//-----------------------------------------------------------------------------
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// Get game session properties from matchmaking.
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//-----------------------------------------------------------------------------
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void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
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{
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Assert( 0 );
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}
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//-----------------------------------------------------------------------------
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// Convert a string to a presence ID.
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//-----------------------------------------------------------------------------
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uint CBasePresence::GetPresenceID( const char *pIdName )
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{
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Assert( 0 );
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Convert a presence ID to a string.
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//-----------------------------------------------------------------------------
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const char *CBasePresence::GetPropertyIdString( const uint id )
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{
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Assert( 0 );
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Get display string for a game property.
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//-----------------------------------------------------------------------------
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void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
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{
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Assert( 0 );
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}
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//-----------------------------------------------------------------------------
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// Set up for reporting stats to Live.
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//-----------------------------------------------------------------------------
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void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated )
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{
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m_bArbitrated = bArbitrated;
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m_hSession = handle;
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m_bReportingStats = true;
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m_PlayerStats.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Set a specific stat property.
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//-----------------------------------------------------------------------------
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void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType )
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{
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if ( m_bReportingStats )
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{
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XUSER_PROPERTY prop;
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prop.dwPropertyId = iPropertyId;
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prop.value.nData = iPropertyValue;
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prop.value.type = dataType;
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m_PlayerStats.AddToTail( prop );
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}
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}
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//-----------------------------------------------------------------------------
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// Upload the stats to Live.
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//-----------------------------------------------------------------------------
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void CBasePresence::UploadStats()
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{
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Assert( 0 );
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}
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//---------------------------------------------------------
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// Debug support
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//---------------------------------------------------------
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void CBasePresence::DebugUserSetContext( const CCommand &args )
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{
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if ( args.ArgC() == 3 )
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{
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UserSetContext( XBX_GetPrimaryUserId(), atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) );
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}
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else
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{
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Warning( "user_context <context id> <context value>\n" );
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}
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}
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void CBasePresence::DebugUserSetProperty( const CCommand &args )
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{
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if ( args.ArgC() == 3 )
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{
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int value = atoi( args.Arg( 2 ) );
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UserSetProperty( XBX_GetPrimaryUserId(), strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), &value );
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}
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else
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{
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Warning( "user_property <property id> <property value>\n" );
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}
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}
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