1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
//! This crate provides a [Bevy](https://bevyengine.org/) plugin for integrating with
//! the Steamworks SDK.
//!
//! ## Installation
//! Add the following to your `Cargo.toml`:
//!
//! ```toml
//! [dependencies]
//! bevy-steamworks = "0.1.0"
//! ```
//!
//! Ensure that your computer has all the needed
//! [requirements](https://rust-lang.github.io/rust-bindgen/requirements.html) to use
//! [bindgen](https://github.com/rust-lang/rust-bindgen).
//!
//! Download and install the [steamworks sdk](https://partner.steamgames.com/doc/sdk)
//! and set the environment variable `STEAM_SDK_LOCATION` to point to it.
//!
//! At runtime, a "steam_appid.txt" file with the registered Steam App ID of the game
//! is required in the same directory as the executable.
//!
//! ## Usage
//!
//! To add the plugin to your game, simply add the `SteamworksPlugin` to your
//! `AppBuilder`.
//!
//! ```rust
//! use bevy::prelude::*;
//! use bevy_steamworks::SteamworksPlugin;
//!
//! fn main() {
//!   App::build()
//!       .add_plugins(DefaultPlugins)
//!       .add_plugin(SteamworksPlugin)
//!       .run()
//! }
//! ```
//!
//! The plugin adds `steamworks::Client` as a Bevy ECS resource, which can be
//! accessed like any other resource in Bevy. The client implements `Send` and `Sync`
//! and can be used to make requests via the SDK from any of Bevy's threads. However,
//! any asynchronous callbacks from Steam will only run on the main thread.
//!
//! The plugin will automatically call `SingleClient::run_callbacks` on the Bevy
//! main thread every frame, so there is no need to run it manually.
//!
//! **NOTE**: If the plugin fails to initialize (i.e. `Client::init()` fails and
//! returns an error, an error wil lbe logged (via `bevy_log`), but it will not
//! panic. In this case, it may be necessary to use `Option<Res<Client>>` instead.
//!
//! ```rust
//! use bevy_steamworks::{Client, FriendFlags};
//!
//! fn steam_system(steam_client: Res<Client>) {
//!   for friend in client.friends().get_friends(FriendFlags::IMMEDIATE) {
//!     println!("Friend: {:?} - {}({:?})", friend.id(), friend.name(), friend.state());
//!   }
//! }
//!
//! fn main() {
//!   App::build()
//!       .add_plugins(DefaultPlugins)
//!       .add_plugin(SteamworksPlugin)
//!       .add_startup_system(steam_system.system())
//!       .run()
//! }
//! ```

use bevy_app::{AppBuilder, EventWriter, Plugin};
use bevy_ecs::{schedule::*, system::*};
use bevy_log::error;
use std::sync::{Arc, Mutex};
pub use steamworks::*;

struct SteamEvents<T> {
    _callback: CallbackHandle,
    pending: Arc<Mutex<Vec<T>>>,
}

pub struct SteamworksPlugin;

impl Plugin for SteamworksPlugin {
    fn build(&self, app: &mut AppBuilder) {
        if app.world().contains_resource::<Client<ClientManager>>() {
            return;
        }
        match Client::init() {
            Err(err) => error!("Failed to initialize Steamworks client: {}", err),
            Ok((client, single)) => {
                app.insert_resource(client.clone())
                    .insert_non_send_resource(single)
                    .add_system(run_steam_callbacks.system().label(STEAM_CALLBACKS));

                add_event::<AuthSessionTicketResponse>(app, &client);
                add_event::<GameLobbyJoinRequested>(app, &client);
                add_event::<P2PSessionConnectFail>(app, &client);
                add_event::<P2PSessionRequest>(app, &client);
                add_event::<PersonaStateChange>(app, &client);
                add_event::<UserAchievementStored>(app, &client);
                add_event::<UserStatsReceived>(app, &client);
                add_event::<UserStatsStored>(app, &client);
                add_event::<ValidateAuthTicketResponse>(app, &client);
            }
        }
    }
}

const STEAM_CALLBACKS: &str = "run_steam_callbacks";

fn run_steam_callbacks(client: NonSend<SingleClient>) {
    client.run_callbacks();
}

fn flush_events<T: Send + Sync + 'static>(
    events: ResMut<SteamEvents<T>>,
    mut output: EventWriter<T>,
) {
    let mut pending = events.pending.lock().unwrap();
    output.send_batch(pending.drain(0..));
}

fn add_event<T: Callback + Send + Sync + 'static>(
    app: &mut AppBuilder,
    client: &Client<ClientManager>,
) {
    let pending = Arc::new(Mutex::new(Vec::new()));
    let pending_in = pending.clone();
    let callback = client.register_callback::<T, _>(move |evt| {
        pending_in.lock().unwrap().push(evt);
    });
    let events = SteamEvents::<T> {
        _callback: callback,
        pending,
    };
    app.add_event::<T>()
        .insert_resource(events)
        .add_system(flush_events::<T>.system().after(STEAM_CALLBACKS));
}