Fix list:
- Make cmd not choke on recursive calls to build_env_x*.bat.
- Create build directories and move build output there instead of
polluting the root of the source tree.
- Make proper debug builds with pdb output.
- Make proper x64 builds of lobby_connect, and steamclient_loader. (lobby_connect_x64.exe, and steamclient_loader_x64.exe)
- Rename x86 build of lobby_connect.exe to lobby_connect_x86.exe.
- Rename x86 build of steamclient_loader.exe to steamclient_loader_x86.exe.
- Make proper distrib directories. (I.e. <release,debug>/<build type>/<arch>/<binaries>.)
This creates a new "custom_master_server.txt" file that can be used to pre-seed a master server list.
This also allows for steam apps to manipulate the master server list in memory.
I.e. This implements:
Steam_Masterserver_Updater::AddMasterServer()
Steam_Masterserver_Updater::RemoveMasterServer()
Steam_Masterserver_Updater::GetNumMasterServers()
Steam_Masterserver_Updater::GetMasterServerAddress()
Signed-off-by: redpolline <11156324-redpolline@users.noreply.gitlab.com>
This (along with the existing custom_broadcasts support) allows for users on different read: _routed_ subnets to see and connect to each other's games.
To use this mode:
Build lobby_connect and run it with the "-d" argument.
Create the custom_broadcasts.txt file in the steam_settings folder next to steam_api.dll / steam_api64.dll and put the IP address of the host running lobby_connect in it.
Run games.
Note: This should even work with existing installations, _provided_ that at least one of them creates the custom_broadcasts.txt file as described above.
(This is because existing installations use broadcast packets to establish new connections, forwarding all of their knowledge to each other.
Thus having at least one host on the current subnet configured in this new way turns it into a "proxy" for the other hosts.)
Caveat: This will _NOT_ work if NAT is involved. This is due to the lack of NAT traversal support in the emu.
(I.e. The lobby_connect daemon will get the info from the NAT'ed hosts and forward it to the others, but hosts outside the NAT won't be able to connect.)
Signed-off-by: redpolline <11156324-redpolline@users.noreply.gitlab.com>
Note for googler's, this doesn't mean RemotePlay works / is being implemented.
Put the main stuff into its own .cpp.
Set up storage for holding descriptions. (*NOT* thread safe!)
Clears up a crash on init in SAO:FB.