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X-Fire Integration continued
X-Fire Integration continued
| Name: | James Thompson | |
|---|---|---|
| Date Posted: | May 29, 2006 | |
| Rating: | 2.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for James Thompson |
Blog post
X-Fire is now working in my game (at least I think it is, I have no way of testing it right now)
I can get it to compile and start missions, so I think its all good ;)
Code says it all so here goes (once I have tested it this will go up as a resource):
New File (game/net/xfire.cc)
That contains some unessesary stuff i think
New File (game/net/xfire.h)
That probably has some unnecessary stuff too
Now In player.cc
Theres a lot more, but that is the basic idea, like I said when I have it all together and i've tested it I will submit it as a resource
I can get it to compile and start missions, so I think its all good ;)
Code says it all so here goes (once I have tested it this will go up as a resource):
New File (game/net/xfire.cc)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <tlhelp32.h>
#include "xfire.h"
static HMODULE g_toucan_dll = NULL;
static void HelperInit();
static HMODULE HelperGetToucanDLL();
typedef int (*XfireSetCustomGameDataWFunction)(int , const wchar_t **, const wchar_t **);
static XfireSetCustomGameDataWFunction ptr_XfireSetCustomGameDataW = NULL;
/* make sure we are going to call the ANSI version */
#ifdef MODULEENTRY32
#undef MODULEENTRY32
#endif
#ifdef Module32First
#undef Module32First
#endif
#ifdef Module32Next
#undef Module32Next
#endif
int XfireIsLoaded()
{
HelperInit();
if (ptr_XfireSetCustomGameDataW)
return 1;
return 0;
}
int XfireSetCustomGameDataW(int num_keys, const wchar_t **keys, const wchar_t **values)
{
HelperInit();
if (ptr_XfireSetCustomGameDataW)
return ptr_XfireSetCustomGameDataW(num_keys, keys, values);
return 1;
}
/* ------------------------------------------------------------------------- */
static void HelperInit()
{
if (!ptr_XfireSetCustomGameDataW)
{
HMODULE toucan_dll = HelperGetToucanDLL();
if (toucan_dll)
{
ptr_XfireSetCustomGameDataW = (XfireSetCustomGameDataWFunction)::GetProcAddress(toucan_dll, "ToucanSendGameClientDataW_V1");
}
}
}
static HMODULE HelperGetToucanDLL()
{
if (g_toucan_dll)
return g_toucan_dll;
/*
** We need to enumerate the DLLs loaded to find toucan dll.
** This is done because the toucan dll changes with each update.
** The toucan dll has the following format. "xfire_toucan_{BUILD_NUMBER}.dll"
** We simply try to find a dll w/ the prefix "xfire_toucan"
*/
HANDLE snapshot_handle = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, GetCurrentProcessId());
if (snapshot_handle != INVALID_HANDLE_VALUE)
{
MODULEENTRY32 module_entry;
module_entry.dwSize = sizeof(MODULEENTRY32);
BOOL result = Module32First(snapshot_handle, &module_entry);
char module_name[] = "xfire_toucan";
DWORD module_name_len = sizeof(module_name)-1;
while (result)
{
if (CompareStringA(LOCALE_USER_DEFAULT, NORM_IGNORECASE, module_entry.szModule, module_name_len, module_name, module_name_len) == CSTR_EQUAL)
{
g_toucan_dll = module_entry.hModule;
break;
}
result = Module32Next(snapshot_handle, &module_entry);
}
CloseHandle(snapshot_handle);
}
return g_toucan_dll;
}
That contains some unessesary stuff i think
New File (game/net/xfire.h)
#ifndef __XFIREGAMECLIENT_H__
#define __XFIREGAMECLIENT_H__
#ifdef __cplusplus
extern "C" {
#endif
/*
** XfireIsLoaded()
**
** returns 1 if application can talk to Xfire, 0 otherwise
*/
int XfireIsLoaded();
/*
** XfireSetCustomGameDataA()
**
** UNICODE version to tell xfire of custom game data
*/
int XfireSetCustomGameDataW(int num_keys, const wchar_t **keys, const wchar_t **values);
#define XfireSetCustomGameData XfireSetCustomGameDataW
#ifdef __cplusplus
}
#endif
#endif /* __XFIREGAMECLIENT_H__ */
That probably has some unnecessary stuff too
Now In player.cc
//-----------------------------------------------------
// X-Fire
//-----------------------------------------------------
#include "game/net/xfire.h"
//-----------------------------------------------------
// X-Fire
//-----------------------------------------------------
// Anchor point compression
const F32 sAnchorMaxDistance = 32;
//-----------------------------------------------------
// X-Fire
//-----------------------------------------------------
const char *key[100],*value[100];
//-----------------------------------------------------
// X-Fire
//-----------------------------------------------------
bool Player::onAdd()
{
//-----------------------------------------------------
// X-Fire
//-----------------------------------------------------
key[0] = "Status";
value[0] = "Playing";
//-----------------------------------------------------
// X-Fire
//-----------------------------------------------------
Theres a lot more, but that is the basic idea, like I said when I have it all together and i've tested it I will submit it as a resource
Recent Blog Posts
| List: | 11/04/06 - DOM, SG and future resources 10/01/06 - Progress on various things 09/02/06 - DawnOfMen & me 07/01/06 - DawnOfMen Alpha Progress 06/25/06 - DawnOfMen Alpha Release 06/18/06 - RSS 06/05/06 - DawnOfMen 0.8 05/29/06 - X-Fire Integration continued |
|---|
Submit your own resources!| James Thompson (May 29, 2006 at 18:54 GMT) |
ifdef unicode
Updated blog to take out non-unicode stuff
Could you please tell me how bad my coding is and what (if anything) I've done wrong
Edited on May 29, 2006 19:06 GMT
| Joseph Euan (May 29, 2006 at 19:14 GMT) |
| James Thompson (May 29, 2006 at 19:16 GMT) |
Edited on May 29, 2006 22:03 GMT
| Mincetro (May 30, 2006 at 09:42 GMT) |
I'll try this out sometime
DHL:I should have this ;)
Edited on May 30, 2006 09:43 GMT
| James Thompson (May 30, 2006 at 10:24 GMT) |
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2.0 out of 5


