重构Steam房间管理回调,添加IO失败处理,优化构造函数格式
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@@ -32,9 +32,6 @@ void SteamMessageHandler::run() {
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// Poll networking
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m_pInterface_->RunCallbacks();
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// Update user info (assuming userMap is accessible, but for simplicity, skip or add as param)
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// Note: userMap update might need to be handled elsewhere or passed
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// Receive messages
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pollMessages();
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@@ -3,7 +3,8 @@
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#include <iostream>
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#include <algorithm>
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SteamFriendsCallbacks::SteamFriendsCallbacks(SteamNetworkingManager *manager, SteamRoomManager *roomManager) : manager_(manager), roomManager_(roomManager)
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SteamFriendsCallbacks::SteamFriendsCallbacks(SteamNetworkingManager *manager, SteamRoomManager *roomManager)
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: manager_(manager), roomManager_(roomManager)
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{
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std::cout << "SteamFriendsCallbacks constructor called" << std::endl;
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}
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@@ -99,10 +100,17 @@ void SteamFriendsCallbacks::OnGameLobbyJoinRequested(GameLobbyJoinRequested_t *p
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}
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}
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SteamMatchmakingCallbacks::SteamMatchmakingCallbacks(SteamNetworkingManager *manager, SteamRoomManager *roomManager) : manager_(manager), roomManager_(roomManager) {}
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SteamMatchmakingCallbacks::SteamMatchmakingCallbacks(SteamNetworkingManager *manager, SteamRoomManager *roomManager)
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: manager_(manager), roomManager_(roomManager)
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{}
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void SteamMatchmakingCallbacks::OnLobbyCreated(LobbyCreated_t *pCallback)
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void SteamMatchmakingCallbacks::OnLobbyCreated(LobbyCreated_t *pCallback, bool bIOFailure)
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{
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if (bIOFailure)
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{
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std::cerr << "Failed to create lobby - IO Failure" << std::endl;
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return;
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}
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if (pCallback->m_eResult == k_EResultOK)
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{
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roomManager_->setCurrentLobby(pCallback->m_ulSteamIDLobby);
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@@ -120,8 +128,13 @@ void SteamMatchmakingCallbacks::OnLobbyCreated(LobbyCreated_t *pCallback)
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}
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}
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void SteamMatchmakingCallbacks::OnLobbyListReceived(LobbyMatchList_t *pCallback)
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void SteamMatchmakingCallbacks::OnLobbyListReceived(LobbyMatchList_t *pCallback, bool bIOFailure)
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{
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if (bIOFailure)
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{
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std::cerr << "Failed to receive lobby list - IO Failure" << std::endl;
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return;
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}
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roomManager_->clearLobbies();
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for (uint32 i = 0; i < pCallback->m_nLobbiesMatching; ++i)
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{
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@@ -183,7 +196,8 @@ bool SteamRoomManager::createLobby()
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std::cerr << "Failed to create lobby" << std::endl;
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return false;
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}
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// Call result will be handled by callback
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// Register the call result
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steamMatchmakingCallbacks->m_CallResultLobbyCreated.Set(hSteamAPICall, steamMatchmakingCallbacks, &SteamMatchmakingCallbacks::OnLobbyCreated);
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return true;
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}
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@@ -205,7 +219,8 @@ bool SteamRoomManager::searchLobbies()
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std::cerr << "Failed to request lobby list" << std::endl;
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return false;
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}
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// Results will be handled by callback
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// Register the call result
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steamMatchmakingCallbacks->m_CallResultLobbyMatchList.Set(hSteamAPICall, steamMatchmakingCallbacks, &SteamMatchmakingCallbacks::OnLobbyListReceived);
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return true;
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}
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@@ -11,25 +11,31 @@ class SteamFriendsCallbacks
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{
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public:
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SteamFriendsCallbacks(SteamNetworkingManager *manager, SteamRoomManager *roomManager);
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void OnGameRichPresenceJoinRequested(GameRichPresenceJoinRequested_t *pCallback);
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void OnGameLobbyJoinRequested(GameLobbyJoinRequested_t *pCallback);
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private:
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SteamNetworkingManager *manager_;
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SteamRoomManager *roomManager_;
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STEAM_CALLBACK(SteamFriendsCallbacks, OnGameRichPresenceJoinRequested, GameRichPresenceJoinRequested_t);
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STEAM_CALLBACK(SteamFriendsCallbacks, OnGameLobbyJoinRequested, GameLobbyJoinRequested_t);
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};
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class SteamMatchmakingCallbacks
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{
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public:
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SteamMatchmakingCallbacks(SteamNetworkingManager *manager, SteamRoomManager *roomManager);
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void OnLobbyCreated(LobbyCreated_t *pCallback);
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void OnLobbyListReceived(LobbyMatchList_t *pCallback);
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void OnLobbyEntered(LobbyEnter_t *pCallback);
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CCallResult<SteamMatchmakingCallbacks, LobbyCreated_t> m_CallResultLobbyCreated;
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CCallResult<SteamMatchmakingCallbacks, LobbyMatchList_t> m_CallResultLobbyMatchList;
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void OnLobbyCreated(LobbyCreated_t *pCallback, bool bIOFailure);
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void OnLobbyListReceived(LobbyMatchList_t *pCallback, bool bIOFailure);
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private:
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SteamNetworkingManager *manager_;
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SteamRoomManager *roomManager_;
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STEAM_CALLBACK(SteamMatchmakingCallbacks, OnLobbyEntered, LobbyEnter_t);
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};
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class SteamRoomManager
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