CnC_Remastered_Collection/CnCTDRAMapEditor/Steamworks.NET/CallbackDispatcher.cs
PG-SteveT e37e174be1 C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
2020-09-10 11:12:58 -07:00

421 lines
12 KiB
C#

// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2019 Riley Labrecque
// Please see the included LICENSE.txt for additional information.
// This file is automatically generated.
// Changes to this file will be reverted when you update Steamworks.NET
#if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH
#define DISABLESTEAMWORKS
#endif
#if !DISABLESTEAMWORKS
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
#error Unsupported Unity platform. Steamworks.NET requires Unity 4.7 or higher.
#elif UNITY_4_7 || UNITY_5 || UNITY_2017 || UNITY_2017_1_OR_NEWER
#if UNITY_EDITOR_WIN || (UNITY_STANDALONE_WIN && !UNITY_EDITOR)
#define WINDOWS_BUILD
#endif
#elif STEAMWORKS_WIN
#define WINDOWS_BUILD
#elif STEAMWORKS_LIN_OSX
// So that we don't enter the else block below.
#else
#error You need to define STEAMWORKS_WIN, or STEAMWORKS_LIN_OSX. Refer to the readme for more details.
#endif
// Unity 32bit Mono on Windows crashes with ThisCall/Cdecl for some reason, StdCall without the 'this' ptr is the only thing that works..?
#if (UNITY_EDITOR_WIN && !UNITY_EDITOR_64) || (!UNITY_EDITOR && UNITY_STANDALONE_WIN && !UNITY_64)
#define STDCALL
#elif STEAMWORKS_WIN
#define THISCALL
#endif
// Calling Conventions:
// Unity x86 Windows - StdCall (No this pointer)
// Unity x86 Linux - Cdecl
// Unity x86 OSX - Cdecl
// Unity x64 Windows - Cdecl
// Unity x64 Linux - Cdecl
// Unity x64 OSX - Cdecl
// Microsoft x86 Windows - ThisCall
// Microsoft x64 Windows - ThisCall
// Mono x86 Linux - Cdecl
// Mono x86 OSX - Cdecl
// Mono x64 Linux - Cdecl
// Mono x64 OSX - Cdecl
// Mono on Windows is probably not supported.
using System;
using System.Runtime.InteropServices;
namespace Steamworks {
public static class CallbackDispatcher {
// We catch exceptions inside callbacks and reroute them here.
// For some reason throwing an exception causes RunCallbacks() to break otherwise.
// If you have a custom ExceptionHandler in your engine you can register it here manually until we get something more elegant hooked up.
public static void ExceptionHandler(Exception e) {
#if UNITY_STANDALONE
UnityEngine.Debug.LogException(e);
#elif STEAMWORKS_WIN || STEAMWORKS_LIN_OSX
Console.WriteLine(e.Message);
#endif
}
}
public sealed class Callback<T> : IDisposable {
private CCallbackBaseVTable m_CallbackBaseVTable;
private IntPtr m_pVTable = IntPtr.Zero;
private CCallbackBase m_CCallbackBase;
private GCHandle m_pCCallbackBase;
public delegate void DispatchDelegate(T param);
private event DispatchDelegate m_Func;
private bool m_bGameServer;
private readonly int m_size = Marshal.SizeOf(typeof(T));
private bool m_bDisposed = false;
/// <summary>
/// Creates a new Callback. You must be calling SteamAPI.RunCallbacks() to retrieve the callbacks.
/// <para>Returns a handle to the Callback.</para>
/// <para>This MUST be assigned to a member variable to prevent the GC from cleaning it up.</para>
/// </summary>
public static Callback<T> Create(DispatchDelegate func) {
return new Callback<T>(func, bGameServer: false);
}
/// <summary>
/// Creates a new GameServer Callback. You must be calling GameServer.RunCallbacks() to retrieve the callbacks.
/// <para>Returns a handle to the Callback.</para>
/// <para>This MUST be assigned to a member variable to prevent the GC from cleaning it up.</para>
/// </summary>
public static Callback<T> CreateGameServer(DispatchDelegate func) {
return new Callback<T>(func, bGameServer: true);
}
public Callback(DispatchDelegate func, bool bGameServer = false) {
m_bGameServer = bGameServer;
BuildCCallbackBase();
Register(func);
}
~Callback() {
Dispose();
}
public void Dispose() {
if (m_bDisposed) {
return;
}
GC.SuppressFinalize(this);
Unregister();
if (m_pVTable != IntPtr.Zero) {
Marshal.FreeHGlobal(m_pVTable);
}
if (m_pCCallbackBase.IsAllocated) {
m_pCCallbackBase.Free();
}
m_bDisposed = true;
}
// Manual registration of the callback
public void Register(DispatchDelegate func) {
if (func == null) {
throw new Exception("Callback function must not be null.");
}
if ((m_CCallbackBase.m_nCallbackFlags & CCallbackBase.k_ECallbackFlagsRegistered) == CCallbackBase.k_ECallbackFlagsRegistered) {
Unregister();
}
if (m_bGameServer) {
SetGameserverFlag();
}
m_Func = func;
// k_ECallbackFlagsRegistered is set by SteamAPI_RegisterCallback.
NativeMethods.SteamAPI_RegisterCallback(m_pCCallbackBase.AddrOfPinnedObject(), CallbackIdentities.GetCallbackIdentity(typeof(T)));
}
public void Unregister() {
// k_ECallbackFlagsRegistered is removed by SteamAPI_UnregisterCallback.
NativeMethods.SteamAPI_UnregisterCallback(m_pCCallbackBase.AddrOfPinnedObject());
}
public void SetGameserverFlag() {
m_CCallbackBase.m_nCallbackFlags |= CCallbackBase.k_ECallbackFlagsGameServer;
}
private void OnRunCallback(
#if !STDCALL
IntPtr thisptr,
#endif
IntPtr pvParam) {
try {
m_Func((T)Marshal.PtrToStructure(pvParam, typeof(T)));
}
catch (Exception e) {
CallbackDispatcher.ExceptionHandler(e);
}
}
// Shouldn't ever get called here, but this is what C++ Steamworks does!
private void OnRunCallResult(
#if !STDCALL
IntPtr thisptr,
#endif
IntPtr pvParam, bool bFailed, ulong hSteamAPICall) {
try {
m_Func((T)Marshal.PtrToStructure(pvParam, typeof(T)));
}
catch (Exception e) {
CallbackDispatcher.ExceptionHandler(e);
}
}
private int OnGetCallbackSizeBytes(
#if !STDCALL
IntPtr thisptr
#endif
) {
return m_size;
}
// Steamworks.NET Specific
private void BuildCCallbackBase() {
m_CallbackBaseVTable = new CCallbackBaseVTable() {
m_RunCallResult = OnRunCallResult,
m_RunCallback = OnRunCallback,
m_GetCallbackSizeBytes = OnGetCallbackSizeBytes
};
m_pVTable = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(CCallbackBaseVTable)));
Marshal.StructureToPtr(m_CallbackBaseVTable, m_pVTable, false);
m_CCallbackBase = new CCallbackBase() {
m_vfptr = m_pVTable,
m_nCallbackFlags = 0,
m_iCallback = CallbackIdentities.GetCallbackIdentity(typeof(T))
};
m_pCCallbackBase = GCHandle.Alloc(m_CCallbackBase, GCHandleType.Pinned);
}
}
public sealed class CallResult<T> : IDisposable {
private CCallbackBaseVTable m_CallbackBaseVTable;
private IntPtr m_pVTable = IntPtr.Zero;
private CCallbackBase m_CCallbackBase;
private GCHandle m_pCCallbackBase;
public delegate void APIDispatchDelegate(T param, bool bIOFailure);
private event APIDispatchDelegate m_Func;
private SteamAPICall_t m_hAPICall = SteamAPICall_t.Invalid;
public SteamAPICall_t Handle { get { return m_hAPICall; } }
private readonly int m_size = Marshal.SizeOf(typeof(T));
private bool m_bDisposed = false;
/// <summary>
/// Creates a new async CallResult. You must be calling SteamAPI.RunCallbacks() to retrieve the callback.
/// <para>Returns a handle to the CallResult.</para>
/// <para>This MUST be assigned to a member variable to prevent the GC from cleaning it up.</para>
/// </summary>
public static CallResult<T> Create(APIDispatchDelegate func = null) {
return new CallResult<T>(func);
}
public CallResult(APIDispatchDelegate func = null) {
m_Func = func;
BuildCCallbackBase();
}
~CallResult() {
Dispose();
}
public void Dispose() {
if (m_bDisposed) {
return;
}
GC.SuppressFinalize(this);
Cancel();
if (m_pVTable != IntPtr.Zero) {
Marshal.FreeHGlobal(m_pVTable);
}
if (m_pCCallbackBase.IsAllocated) {
m_pCCallbackBase.Free();
}
m_bDisposed = true;
}
public void Set(SteamAPICall_t hAPICall, APIDispatchDelegate func = null) {
// Unlike the official SDK we let the user assign a single function during creation,
// and allow them to skip having to do so every time that they call .Set()
if (func != null) {
m_Func = func;
}
if (m_Func == null) {
throw new Exception("CallResult function was null, you must either set it in the CallResult Constructor or via Set()");
}
if (m_hAPICall != SteamAPICall_t.Invalid) {
NativeMethods.SteamAPI_UnregisterCallResult(m_pCCallbackBase.AddrOfPinnedObject(), (ulong)m_hAPICall);
}
m_hAPICall = hAPICall;
if (hAPICall != SteamAPICall_t.Invalid) {
NativeMethods.SteamAPI_RegisterCallResult(m_pCCallbackBase.AddrOfPinnedObject(), (ulong)hAPICall);
}
}
public bool IsActive() {
return (m_hAPICall != SteamAPICall_t.Invalid);
}
public void Cancel() {
if (m_hAPICall != SteamAPICall_t.Invalid) {
NativeMethods.SteamAPI_UnregisterCallResult(m_pCCallbackBase.AddrOfPinnedObject(), (ulong)m_hAPICall);
m_hAPICall = SteamAPICall_t.Invalid;
}
}
public void SetGameserverFlag() {
m_CCallbackBase.m_nCallbackFlags |= CCallbackBase.k_ECallbackFlagsGameServer;
}
// Shouldn't ever get called here, but this is what C++ Steamworks does!
private void OnRunCallback(
#if !STDCALL
IntPtr thisptr,
#endif
IntPtr pvParam) {
m_hAPICall = SteamAPICall_t.Invalid; // Caller unregisters for us
try {
m_Func((T)Marshal.PtrToStructure(pvParam, typeof(T)), false);
}
catch (Exception e) {
CallbackDispatcher.ExceptionHandler(e);
}
}
private void OnRunCallResult(
#if !STDCALL
IntPtr thisptr,
#endif
IntPtr pvParam, bool bFailed, ulong hSteamAPICall_) {
SteamAPICall_t hSteamAPICall = (SteamAPICall_t)hSteamAPICall_;
if (hSteamAPICall == m_hAPICall) {
m_hAPICall = SteamAPICall_t.Invalid; // Caller unregisters for us
try {
m_Func((T)Marshal.PtrToStructure(pvParam, typeof(T)), bFailed);
}
catch (Exception e) {
CallbackDispatcher.ExceptionHandler(e);
}
}
}
private int OnGetCallbackSizeBytes(
#if !STDCALL
IntPtr thisptr
#endif
) {
return m_size;
}
// Steamworks.NET Specific
private void BuildCCallbackBase() {
m_CallbackBaseVTable = new CCallbackBaseVTable() {
m_RunCallback = OnRunCallback,
m_RunCallResult = OnRunCallResult,
m_GetCallbackSizeBytes = OnGetCallbackSizeBytes
};
m_pVTable = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(CCallbackBaseVTable)));
Marshal.StructureToPtr(m_CallbackBaseVTable, m_pVTable, false);
m_CCallbackBase = new CCallbackBase() {
m_vfptr = m_pVTable,
m_nCallbackFlags = 0,
m_iCallback = CallbackIdentities.GetCallbackIdentity(typeof(T))
};
m_pCCallbackBase = GCHandle.Alloc(m_CCallbackBase, GCHandleType.Pinned);
}
}
[StructLayout(LayoutKind.Sequential)]
internal class CCallbackBase {
public const byte k_ECallbackFlagsRegistered = 0x01;
public const byte k_ECallbackFlagsGameServer = 0x02;
public IntPtr m_vfptr;
public byte m_nCallbackFlags;
public int m_iCallback;
}
[StructLayout(LayoutKind.Sequential)]
internal class CCallbackBaseVTable {
#if STDCALL
private const CallingConvention cc = CallingConvention.StdCall;
[UnmanagedFunctionPointer(cc)]
public delegate void RunCBDel(IntPtr pvParam);
[UnmanagedFunctionPointer(cc)]
public delegate void RunCRDel(IntPtr pvParam, [MarshalAs(UnmanagedType.I1)] bool bIOFailure, ulong hSteamAPICall);
[UnmanagedFunctionPointer(cc)]
public delegate int GetCallbackSizeBytesDel();
#else
#if THISCALL
private const CallingConvention cc = CallingConvention.ThisCall;
#else
private const CallingConvention cc = CallingConvention.Cdecl;
#endif
[UnmanagedFunctionPointer(cc)]
public delegate void RunCBDel(IntPtr thisptr, IntPtr pvParam);
[UnmanagedFunctionPointer(cc)]
public delegate void RunCRDel(IntPtr thisptr, IntPtr pvParam, [MarshalAs(UnmanagedType.I1)] bool bIOFailure, ulong hSteamAPICall);
[UnmanagedFunctionPointer(cc)]
public delegate int GetCallbackSizeBytesDel(IntPtr thisptr);
#endif
// RunCallback and RunCallResult are swapped in MSVC ABI
#if WINDOWS_BUILD
[NonSerialized]
[MarshalAs(UnmanagedType.FunctionPtr)]
public RunCRDel m_RunCallResult;
#endif
[NonSerialized]
[MarshalAs(UnmanagedType.FunctionPtr)]
public RunCBDel m_RunCallback;
#if !WINDOWS_BUILD
[NonSerialized]
[MarshalAs(UnmanagedType.FunctionPtr)]
public RunCRDel m_RunCallResult;
#endif
[NonSerialized]
[MarshalAs(UnmanagedType.FunctionPtr)]
public GetCallbackSizeBytesDel m_GetCallbackSizeBytes;
}
}
#endif // !DISABLESTEAMWORKS