Hello, I'm attempting to interface with the Steam API DLL in D and running into some trouble working with callbacks. I'm aware there's already a project here http://derelict-steamworks.dub.pm/ but it seems to have not yet addressed the same issue. Steam provides ways to poll for whether an asynchronous request has completed yet and retrieve the results, but what I am trying to implement is receiving actual callbacks from the API.

Just for reference, I've gotten simple callbacks working in other APIs (passing a D function pointer to a C function and having it be called back), and the other basic Steam functions that don't deal with callbacks all work fine (defined in D as extern(C)). Here's where I'm running into trouble:

Definitions in C++ headers provided by Steam:

typedef uint64 SteamAPICall_t;
S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall );

class CCallbackBase
{
public:
        CCallbackBase() { m_nCallbackFlags = 0; m_iCallback = 0; }
// don't add a virtual destructor because we export this binary interface across dll's
        virtual void Run( void *pvParam ) = 0;
virtual void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) = 0;
        int GetICallback() { return m_iCallback; }
        virtual int GetCallbackSizeBytes() = 0;

protected:
enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 };
        uint8 m_nCallbackFlags;
        int m_iCallback;
        friend class CCallbackMgr;

private:
        CCallbackBase( const CCallbackBase& );
        CCallbackBase& operator=( const CCallbackBase& );
};


It's actually more complex than that as it has templated classes that inherit from that base so that there is a different template for each expected struct that gets returned from various async requests. I'm trying to get the simplest possible scenario working first and hoping I'm not missing anything, but I don't actually understand how I'm supposed to work with the C++ objects enough really to be sure. Here's how I've defined it in D, as per https://dlang.org/spec/cpp_interface.html#classes :

alias ulong SteamAPICall_t;
extern(C) {
void SteamAPI_RegisterCallResult(CCallbackBase pCallback, SteamAPICall_t hAPICall); void SteamAPI_UnregisterCallResult(CCallbackBase pCallback, SteamAPICall_t hAPICall);
}

extern(C++) {
        interface CCallbackBase {
                //this() { m_nCallbackFlags = 0; m_iCallback = 0; }
                void Run( void *pvParam );
void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall );
                int GetICallback();
                int GetCallbackSizeBytes();

enum { k_ECallbackFlagsRegistered = 0x01, k_ECallbackFlagsGameServer = 0x02 }
                //uint8 m_nCallbackFlags;
                //int m_iCallback;
                //friend class CCallbackMgr;

                //CCallbackBase( const CCallbackBase& );
                //CCallbackBase& operator=( const CCallbackBase& );
        }
}

class CImpl : CCallbackBase {
        extern(C++) {
                this() { m_nCallbackFlags = 0; m_iCallback = 0; }
                void Run( void *pvParam ) { writeln("Run1"); }
void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) { writeln("Run2"); }
                int GetICallback() { return m_iCallback; }
int GetCallbackSizeBytes() { return NumberOfCurrentPlayers_t.sizeof; } // ordinarily use templates to determine what type struct ptr to return
        }
        uint8 m_nCallbackFlags;
        int m_iCallback;
}


Which then gets called later on as:

auto cbk = new CImpl();
cbk.m_iCallback = NumberOfCurrentPlayers_t.k_iCallback;
auto hid = SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers(...);
SteamAPI_RegisterCallResult(cbk, hid);

And then every frame SteamAPI_RunCallbacks(); runs, which is supposed to fire off the callbacks. I've also tried using abstract class instead of interface. My expectation of what's supposed to happen is that one of those Run() functions gets called at some point. However, it never does (even though I can poll to determine the call has actually completed). I'm hoping the problem is I'm simply not passing the right expected type of data to the registration function and/or haven't defined the interface in D properly (I admit I have very little idea how the C++ is working anymore, including what those private methods are for), and not an issue with utilizing the API itself, since I doubt there's anyone I could ask on the Steam end of things about interfacing with D.

My gut feeling is I'm doing something very incorrect/stupid on the definition end of things, I understand passing function pointers to C++ functions that intend to call back well enough but I'm confused about this concept of passing "class SomeClass *" to a function and expecting it to call a method on that class, I don't know where everything is supposed to "exist". If anyone has any insight to provide it would be greatly appreciated, thanks!

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