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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software ; you can redistribute it and / or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation ; either
version 3 of the License , or ( at your option ) any later version .
The Goldberg Emulator is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
Lesser General Public License for more details .
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator ; if not , see
< http : //www.gnu.org/licenses/>. */
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# ifndef __INCLUDED_STEAM_FRIENDS_H__
# define __INCLUDED_STEAM_FRIENDS_H__
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# include "base.h"
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# include "../overlay_experimental/steam_overlay.h"
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# define SEND_FRIEND_RATE 4.0
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struct Avatar_Numbers {
int smallest ;
int medium ;
int large ;
} ;
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class Steam_Friends :
public ISteamFriends004 ,
public ISteamFriends005 ,
public ISteamFriends006 ,
public ISteamFriends007 ,
public ISteamFriends008 ,
public ISteamFriends009 ,
public ISteamFriends010 ,
public ISteamFriends011 ,
public ISteamFriends012 ,
public ISteamFriends013 ,
public ISteamFriends014 ,
public ISteamFriends015 ,
public ISteamFriends016 ,
public ISteamFriends
{
class Settings * settings ;
class Networking * network ;
class SteamCallBacks * callbacks ;
class SteamCallResults * callback_results ;
class RunEveryRunCB * run_every_runcb ;
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class Steam_Overlay * overlay ;
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Friend us ;
bool modified ;
std : : vector < Friend > friends ;
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std : : map < uint64 , struct Avatar_Numbers > avatars ;
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CSteamID lobby_id ;
std : : chrono : : high_resolution_clock : : time_point last_sent_friends ;
Friend * find_friend ( CSteamID id )
{
auto f = std : : find_if ( friends . begin ( ) , friends . end ( ) , [ & id ] ( Friend const & item ) { return item . id ( ) = = id . ConvertToUint64 ( ) ; } ) ;
if ( friends . end ( ) = = f )
return NULL ;
return & ( * f ) ;
}
void persona_change ( CSteamID id , EPersonaChange flags )
{
PersonaStateChange_t data ;
data . m_ulSteamID = id . ConvertToUint64 ( ) ;
data . m_nChangeFlags = flags ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
void rich_presence_updated ( CSteamID id , AppId_t appid )
{
FriendRichPresenceUpdate_t data ;
data . m_steamIDFriend = id ;
data . m_nAppID = appid ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
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bool isAppIdCompatible ( Friend * f )
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{
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if ( settings - > is_lobby_connect ) return true ;
if ( f = = & us ) return true ;
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return settings - > get_local_game_id ( ) . AppID ( ) = = f - > appid ( ) ;
}
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struct Avatar_Numbers add_friend_avatars ( CSteamID id )
{
uint64 steam_id = id . ConvertToUint64 ( ) ;
auto avatar_ids = avatars . find ( steam_id ) ;
if ( avatar_ids ! = avatars . end ( ) ) {
return avatar_ids - > second ;
}
//TODO: get real image data from self/other peers
struct Avatar_Numbers avatar_numbers ;
char zero_array [ 184 * 184 * 4 ] = { } ;
std : : string small_avatar ( zero_array , 32 * 32 * 4 ) ;
std : : string medium_avatar ( zero_array , 64 * 64 * 4 ) ;
std : : string large_avatar ( zero_array , 184 * 184 * 4 ) ;
avatar_numbers . smallest = settings - > add_image ( small_avatar , 32 , 32 ) ;
avatar_numbers . medium = settings - > add_image ( medium_avatar , 64 , 64 ) ;
avatar_numbers . large = settings - > add_image ( large_avatar , 184 , 184 ) ;
avatars [ steam_id ] = avatar_numbers ;
return avatar_numbers ;
}
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public :
static void steam_friends_callback ( void * object , Common_Message * msg )
{
PRINT_DEBUG ( " Steam_Friends::steam_friends_callback \n " ) ;
Steam_Friends * steam_friends = ( Steam_Friends * ) object ;
steam_friends - > Callback ( msg ) ;
}
static void steam_friends_run_every_runcb ( void * object )
{
PRINT_DEBUG ( " Steam_Friends::steam_friends_run_every_runcb \n " ) ;
Steam_Friends * steam_friends = ( Steam_Friends * ) object ;
steam_friends - > RunCallbacks ( ) ;
}
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Steam_Friends ( Settings * settings , Networking * network , SteamCallResults * callback_results , SteamCallBacks * callbacks , RunEveryRunCB * run_every_runcb , Steam_Overlay * overlay ) :
settings ( settings ) ,
network ( network ) ,
callbacks ( callbacks ) ,
callback_results ( callback_results ) ,
run_every_runcb ( run_every_runcb ) ,
overlay ( overlay )
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{
this - > network - > setCallback ( CALLBACK_ID_FRIEND , settings - > get_local_steam_id ( ) , & Steam_Friends : : steam_friends_callback , this ) ;
this - > network - > setCallback ( CALLBACK_ID_FRIEND_MESSAGES , settings - > get_local_steam_id ( ) , & Steam_Friends : : steam_friends_callback , this ) ;
this - > network - > setCallback ( CALLBACK_ID_USER_STATUS , settings - > get_local_steam_id ( ) , & Steam_Friends : : steam_friends_callback , this ) ;
this - > run_every_runcb - > add ( & Steam_Friends : : steam_friends_run_every_runcb , this ) ;
modified = false ;
}
~ Steam_Friends ( )
{
//TODO rm network callbacks
this - > run_every_runcb - > remove ( & Steam_Friends : : steam_friends_run_every_runcb , this ) ;
}
static bool ok_friend_flags ( int iFriendFlags )
{
if ( iFriendFlags & k_EFriendFlagBlocked ) return false ;
if ( iFriendFlags & k_EFriendFlagIgnored ) return false ;
if ( iFriendFlags & k_EFriendFlagIgnoredFriend ) return false ;
if ( iFriendFlags & k_EFriendFlagFriendshipRequested ) return false ;
if ( iFriendFlags & k_EFriendFlagRequestingFriendship ) return false ;
return true ;
}
// returns the local players name - guaranteed to not be NULL.
// this is the same name as on the users community profile page
// this is stored in UTF-8 format
// like all the other interface functions that return a char *, it's important that this pointer is not saved
// off; it will eventually be free'd or re-allocated
const char * GetPersonaName ( )
{
PRINT_DEBUG ( " Steam_Friends::GetPersonaName \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * local_name = settings - > get_local_name ( ) ;
return local_name ;
}
// Sets the player name, stores it on the server and publishes the changes to all friends who are online.
// Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
//
// The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
//
// If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
// to change the name back, in addition to the SetPersonaNameResponse_t callback.
STEAM_CALL_RESULT ( SetPersonaNameResponse_t )
SteamAPICall_t SetPersonaName ( const char * pchPersonaName )
{
PRINT_DEBUG ( " Steam_Friends::SetPersonaName \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
SetPersonaNameResponse_t data ;
data . m_bSuccess = true ;
data . m_bLocalSuccess = false ;
data . m_result = k_EResultOK ;
persona_change ( settings - > get_local_steam_id ( ) , k_EPersonaChangeName ) ;
return callback_results - > addCallResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
void SetPersonaName_old ( const char * pchPersonaName )
{
PRINT_DEBUG ( " Steam_Friends::SetPersonaName old \n " ) ;
SetPersonaName ( pchPersonaName ) ;
}
// gets the status of the current user
EPersonaState GetPersonaState ( )
{
PRINT_DEBUG ( " Steam_Friends::GetPersonaState \n " ) ;
return k_EPersonaStateOnline ;
}
// friend iteration
// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
// then GetFriendByIndex() can then be used to return the id's of each of those users
int GetFriendCount ( int iFriendFlags )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendCount \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
int count = 0 ;
if ( ok_friend_flags ( iFriendFlags ) ) count = friends . size ( ) ;
return count ;
}
int GetFriendCount ( EFriendFlags eFriendFlags )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendCount old \n " ) ;
return GetFriendCount ( ( int ) eFriendFlags ) ;
}
// returns the steamID of a user
// iFriend is a index of range [0, GetFriendCount())
// iFriendsFlags must be the same value as used in GetFriendCount()
// the returned CSteamID can then be used by all the functions below to access details about the user
CSteamID GetFriendByIndex ( int iFriend , int iFriendFlags )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendByIndex \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
CSteamID id = k_steamIDNil ;
if ( ok_friend_flags ( iFriendFlags ) ) if ( iFriend < friends . size ( ) ) id = CSteamID ( ( uint64 ) friends [ iFriend ] . id ( ) ) ;
return id ;
}
CSteamID GetFriendByIndex ( int iFriend , EFriendFlags eFriendFlags )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendByIndex old \n " ) ;
return GetFriendByIndex ( iFriend , ( int ) eFriendFlags ) ;
}
// returns a relationship to a user
EFriendRelationship GetFriendRelationship ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendRelationship %llu \n " , steamIDFriend . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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if ( steamIDFriend = = settings - > get_local_steam_id ( ) ) return k_EFriendRelationshipNone ; //Real steam behavior
if ( find_friend ( steamIDFriend ) ) return k_EFriendRelationshipFriend ;
return k_EFriendRelationshipNone ;
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}
// returns the current status of the specified user
// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
EPersonaState GetFriendPersonaState ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendPersonaState %llu \n " , steamIDFriend . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
EPersonaState state = k_EPersonaStateOffline ;
if ( steamIDFriend = = settings - > get_local_steam_id ( ) | | find_friend ( steamIDFriend ) ) {
state = k_EPersonaStateOnline ;
}
//works because all of those who could be in a lobby are our friends
return state ;
}
// returns the name another user - guaranteed to not be NULL.
// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
//
const char * GetFriendPersonaName ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendPersonaName %llu \n " , steamIDFriend . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * name = " Unknown User " ;
if ( steamIDFriend = = settings - > get_local_steam_id ( ) ) {
name = settings - > get_local_name ( ) ;
} else {
Friend * f = find_friend ( steamIDFriend ) ;
if ( f ) name = f - > name ( ) . c_str ( ) ;
}
return name ;
}
// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
bool GetFriendGamePlayed ( CSteamID steamIDFriend , STEAM_OUT_STRUCT ( ) FriendGameInfo_t * pFriendGameInfo )
{
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PRINT_DEBUG ( " Steam_Friends::GetFriendGamePlayed %llu \n " , steamIDFriend . ConvertToUint64 ( ) ) ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
bool ret = false ;
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if ( steamIDFriend = = settings - > get_local_steam_id ( ) ) {
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if ( pFriendGameInfo ) {
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pFriendGameInfo - > m_gameID = settings - > get_local_game_id ( ) ;
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pFriendGameInfo - > m_unGameIP = 0 ;
pFriendGameInfo - > m_usGamePort = 0 ;
pFriendGameInfo - > m_usQueryPort = 0 ;
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pFriendGameInfo - > m_steamIDLobby = settings - > get_lobby ( ) ;
PRINT_DEBUG ( " self %llu %llu \n " , settings - > get_local_game_id ( ) . ToUint64 ( ) , settings - > get_lobby ( ) . ConvertToUint64 ( ) ) ;
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}
ret = true ;
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} else {
Friend * f = find_friend ( steamIDFriend ) ;
if ( f ) {
if ( pFriendGameInfo ) {
pFriendGameInfo - > m_gameID = CGameID ( f - > appid ( ) ) ;
pFriendGameInfo - > m_unGameIP = 0 ;
pFriendGameInfo - > m_usGamePort = 0 ;
pFriendGameInfo - > m_usQueryPort = 0 ;
pFriendGameInfo - > m_steamIDLobby = CSteamID ( ( uint64 ) f - > lobby_id ( ) ) ;
PRINT_DEBUG ( " %u %llu \n " , f - > appid ( ) , f - > lobby_id ( ) ) ;
}
ret = true ;
}
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}
return ret ;
}
bool GetFriendGamePlayed ( CSteamID steamIDFriend , uint64 * pulGameID , uint32 * punGameIP , uint16 * pusGamePort , uint16 * pusQueryPort )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendGamePlayed old \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
FriendGameInfo_t info ;
bool ret = GetFriendGamePlayed ( steamIDFriend , & info ) ;
if ( ret ) {
if ( pulGameID ) * pulGameID = info . m_gameID . ToUint64 ( ) ;
if ( punGameIP ) * punGameIP = info . m_unGameIP ;
if ( pusGamePort ) * pusGamePort = info . m_usGamePort ;
if ( pusQueryPort ) * pusQueryPort = info . m_usQueryPort ;
}
return ret ;
}
// accesses old friends names - returns an empty string when their are no more items in the history
const char * GetFriendPersonaNameHistory ( CSteamID steamIDFriend , int iPersonaName )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendPersonaNameHistory \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * ret = " " ;
if ( iPersonaName = = 0 ) ret = GetFriendPersonaName ( steamIDFriend ) ;
else if ( iPersonaName = = 1 ) ret = " Some Old Name " ;
return ret ;
}
// friends steam level
int GetFriendSteamLevel ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendSteamLevel \n " ) ;
return 100 ;
}
// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
const char * GetPlayerNickname ( CSteamID steamIDPlayer )
{
PRINT_DEBUG ( " Steam_Friends::GetPlayerNickname \n " ) ;
return NULL ;
}
// friend grouping (tag) apis
// returns the number of friends groups
int GetFriendsGroupCount ( )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendsGroupCount \n " ) ;
return 0 ;
}
// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
FriendsGroupID_t GetFriendsGroupIDByIndex ( int iFG )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendsGroupIDByIndex \n " ) ;
return k_FriendsGroupID_Invalid ;
}
// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
const char * GetFriendsGroupName ( FriendsGroupID_t friendsGroupID )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendsGroupName \n " ) ;
return NULL ;
}
// returns the number of members in a given friends group
int GetFriendsGroupMembersCount ( FriendsGroupID_t friendsGroupID )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendsGroupMembersCount \n " ) ;
return 0 ;
}
// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
void GetFriendsGroupMembersList ( FriendsGroupID_t friendsGroupID , STEAM_OUT_ARRAY_CALL ( nMembersCount , GetFriendsGroupMembersCount , friendsGroupID ) CSteamID * pOutSteamIDMembers , int nMembersCount )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendsGroupMembersList \n " ) ;
}
// returns true if the specified user meets any of the criteria specified in iFriendFlags
// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
bool HasFriend ( CSteamID steamIDFriend , int iFriendFlags )
{
PRINT_DEBUG ( " Steam_Friends::HasFriend \n " ) ;
bool ret = false ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( ok_friend_flags ( iFriendFlags ) ) if ( find_friend ( steamIDFriend ) ) ret = true ;
return ret ;
}
bool HasFriend ( CSteamID steamIDFriend , EFriendFlags eFriendFlags )
{
PRINT_DEBUG ( " Steam_Friends::HasFriend old \n " ) ;
return HasFriend ( steamIDFriend , ( int ) eFriendFlags ) ;
}
// clan (group) iteration and access functions
int GetClanCount ( )
{
PRINT_DEBUG ( " Steam_Friends::GetClanCount \n " ) ;
return 0 ;
}
CSteamID GetClanByIndex ( int iClan )
{
PRINT_DEBUG ( " Steam_Friends::GetClanByIndex \n " ) ;
return k_steamIDNil ;
}
const char * GetClanName ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::GetClanName \n " ) ;
return " " ;
}
const char * GetClanTag ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::GetClanTag \n " ) ;
return " " ;
}
// returns the most recent information we have about what's happening in a clan
bool GetClanActivityCounts ( CSteamID steamIDClan , int * pnOnline , int * pnInGame , int * pnChatting )
{
PRINT_DEBUG ( " Steam_Friends::GetClanActivityCounts %llu \n " , steamIDClan . ConvertToUint64 ( ) ) ;
return false ;
}
// for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
SteamAPICall_t DownloadClanActivityCounts ( STEAM_ARRAY_COUNT ( cClansToRequest ) CSteamID * psteamIDClans , int cClansToRequest )
{
PRINT_DEBUG ( " Steam_Friends::DownloadClanActivityCounts \n " ) ;
return 0 ;
}
// iterators for getting users in a chat room, lobby, game server or clan
// note that large clans that cannot be iterated by the local user
// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
// steamIDSource can be the steamID of a group, game server, lobby or chat room
int GetFriendCountFromSource ( CSteamID steamIDSource )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendCountFromSource \n " ) ;
//TODO
return 0 ;
}
CSteamID GetFriendFromSourceByIndex ( CSteamID steamIDSource , int iFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendFromSourceByIndex \n " ) ;
return k_steamIDNil ;
}
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
bool IsUserInSource ( CSteamID steamIDUser , CSteamID steamIDSource )
{
PRINT_DEBUG ( " Steam_Friends::IsUserInSource %llu %llu \n " , steamIDUser . ConvertToUint64 ( ) , steamIDSource . ConvertToUint64 ( ) ) ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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if ( steamIDUser = = settings - > get_local_steam_id ( ) ) {
if ( settings - > get_lobby ( ) = = steamIDSource ) {
return true ;
}
} else {
Friend * f = find_friend ( steamIDUser ) ;
if ( ! f ) return false ;
if ( f - > lobby_id ( ) = = steamIDSource . ConvertToUint64 ( ) ) return true ;
}
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//TODO
return false ;
}
// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
void SetInGameVoiceSpeaking ( CSteamID steamIDUser , bool bSpeaking )
{
PRINT_DEBUG ( " Steam_Friends::SetInGameVoiceSpeaking \n " ) ;
}
// activates the game overlay, with an optional dialog to open
// valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements"
void ActivateGameOverlay ( const char * pchDialog )
{
PRINT_DEBUG ( " Steam_Friends::ActivateGameOverlay %s \n " , pchDialog ) ;
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overlay - > OpenOverlay ( pchDialog ) ;
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}
// activates game overlay to a specific place
// valid options are
// "steamid" - opens the overlay web browser to the specified user or groups profile
// "chat" - opens a chat window to the specified user, or joins the group chat
// "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
// "stats" - opens the overlay web browser to the specified user's stats
// "achievements" - opens the overlay web browser to the specified user's achievements
// "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
// "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
// "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
// "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
void ActivateGameOverlayToUser ( const char * pchDialog , CSteamID steamID )
{
PRINT_DEBUG ( " Steam_Friends::ActivateGameOverlayToUser %s %llu \n " , pchDialog , steamID . ConvertToUint64 ( ) ) ;
}
// activates game overlay web browser directly to the specified URL
// full address with protocol type is required, e.g. http://www.steamgames.com/
void ActivateGameOverlayToWebPage ( const char * pchURL , EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default )
{
PRINT_DEBUG ( " Steam_Friends::ActivateGameOverlayToWebPage \n " ) ;
}
void ActivateGameOverlayToWebPage ( const char * pchURL )
{
PRINT_DEBUG ( " Steam_Friends::ActivateGameOverlayToWebPage old \n " ) ;
ActivateGameOverlayToWebPage ( pchURL , k_EActivateGameOverlayToWebPageMode_Default ) ;
}
// activates game overlay to store page for app
void ActivateGameOverlayToStore ( AppId_t nAppID , EOverlayToStoreFlag eFlag )
{
PRINT_DEBUG ( " Steam_Friends::ActivateGameOverlayToStore \n " ) ;
}
void ActivateGameOverlayToStore ( AppId_t nAppID )
{
PRINT_DEBUG ( " Steam_Friends::ActivateGameOverlayToStore old \n " ) ;
}
// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
// in game
void SetPlayedWith ( CSteamID steamIDUserPlayedWith )
{
PRINT_DEBUG ( " Steam_Friends::SetPlayedWith \n " ) ;
}
// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
void ActivateGameOverlayInviteDialog ( CSteamID steamIDLobby )
{
PRINT_DEBUG ( " Steam_Friends::ActivateGameOverlayInviteDialog \n " ) ;
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overlay - > OpenOverlayInvite ( steamIDLobby ) ;
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}
// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
int GetSmallFriendAvatar ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetSmallFriendAvatar \n " ) ;
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//IMPORTANT NOTE: don't change friend avatar numbers for the same friend or else some games endlessly allocate stuff.
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Avatar_Numbers numbers = add_friend_avatars ( steamIDFriend ) ;
return numbers . smallest ;
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}
// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
int GetMediumFriendAvatar ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetMediumFriendAvatar \n " ) ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Avatar_Numbers numbers = add_friend_avatars ( steamIDFriend ) ;
return numbers . medium ;
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}
// gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
int GetLargeFriendAvatar ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetLargeFriendAvatar \n " ) ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Avatar_Numbers numbers = add_friend_avatars ( steamIDFriend ) ;
return numbers . large ;
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}
int GetFriendAvatar ( CSteamID steamIDFriend , int eAvatarSize )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendAvatar \n " ) ;
if ( eAvatarSize = = k_EAvatarSize32x32 ) {
return GetSmallFriendAvatar ( steamIDFriend ) ;
} else if ( eAvatarSize = = k_EAvatarSize64x64 ) {
return GetMediumFriendAvatar ( steamIDFriend ) ;
} else if ( eAvatarSize = = k_EAvatarSize184x184 ) {
return GetLargeFriendAvatar ( steamIDFriend ) ;
} else {
return 0 ;
}
}
// requests information about a user - persona name & avatar
// if bRequireNameOnly is set, then the avatar of a user isn't downloaded
// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
// if returns false, it means that we already have all the details about that user, and functions can be called immediately
bool RequestUserInformation ( CSteamID steamIDUser , bool bRequireNameOnly )
{
PRINT_DEBUG ( " Steam_Friends::RequestUserInformation \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
//persona_change(steamIDUser, k_EPersonaChangeName);
//We already know everything
return false ;
}
// requests information about a clan officer list
// when complete, data is returned in ClanOfficerListResponse_t call result
// this makes available the calls below
// you can only ask about clans that a user is a member of
// note that this won't download avatars automatically; if you get an officer,
// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
STEAM_CALL_RESULT ( ClanOfficerListResponse_t )
SteamAPICall_t RequestClanOfficerList ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::RequestClanOfficerList \n " ) ;
return 0 ;
}
// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
// returns the steamID of the clan owner
CSteamID GetClanOwner ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::GetClanOwner \n " ) ;
return k_steamIDNil ;
}
// returns the number of officers in a clan (including the owner)
int GetClanOfficerCount ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::GetClanOfficerCount \n " ) ;
return 0 ;
}
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
CSteamID GetClanOfficerByIndex ( CSteamID steamIDClan , int iOfficer )
{
PRINT_DEBUG ( " Steam_Friends::GetClanOfficerByIndex \n " ) ;
return k_steamIDNil ;
}
// if current user is chat restricted, he can't send or receive any text/voice chat messages.
// the user can't see custom avatars. But the user can be online and send/recv game invites.
// a chat restricted user can't add friends or join any groups.
uint32 GetUserRestrictions ( )
{
PRINT_DEBUG ( " Steam_Friends::GetUserRestrictions \n " ) ;
return k_nUserRestrictionNone ;
}
EUserRestriction GetUserRestrictions_old ( )
{
PRINT_DEBUG ( " Steam_Friends::GetUserRestrictions old \n " ) ;
return k_nUserRestrictionNone ;
}
// Rich Presence data is automatically shared between friends who are in the same game
// Each user has a set of Key/Value pairs
// Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength
// There are two magic keys:
// "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list
// "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game
// GetFriendRichPresence() returns an empty string "" if no value is set
// SetRichPresence() to a NULL or an empty string deletes the key
// You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount()
// and GetFriendRichPresenceKeyByIndex() (typically only used for debugging)
bool SetRichPresence ( const char * pchKey , const char * pchValue )
{
PRINT_DEBUG ( " Steam_Friends::SetRichPresence %s %s \n " , pchKey , pchValue ? pchValue : " NULL " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( pchValue ) {
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auto prev_value = ( * us . mutable_rich_presence ( ) ) . find ( pchKey ) ;
if ( prev_value = = ( * us . mutable_rich_presence ( ) ) . end ( ) | | prev_value - > second ! = pchValue ) {
( * us . mutable_rich_presence ( ) ) [ pchKey ] = pchValue ;
modified = true ;
}
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} else {
auto to_remove = us . mutable_rich_presence ( ) - > find ( pchKey ) ;
if ( to_remove ! = us . mutable_rich_presence ( ) - > end ( ) ) {
us . mutable_rich_presence ( ) - > erase ( to_remove ) ;
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modified = true ;
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}
}
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return true ;
}
void ClearRichPresence ( )
{
PRINT_DEBUG ( " Steam_Friends::ClearRichPresence \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
us . mutable_rich_presence ( ) - > clear ( ) ;
modified = true ;
}
const char * GetFriendRichPresence ( CSteamID steamIDFriend , const char * pchKey )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendRichPresence %llu %s \n " , steamIDFriend . ConvertToUint64 ( ) , pchKey ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * value = " " ;
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Friend * f = NULL ;
if ( settings - > get_local_steam_id ( ) = = steamIDFriend ) {
f = & us ;
} else {
f = find_friend ( steamIDFriend ) ;
}
if ( f & & isAppIdCompatible ( f ) ) {
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auto result = f - > rich_presence ( ) . find ( pchKey ) ;
if ( result ! = f - > rich_presence ( ) . end ( ) ) value = result - > second . c_str ( ) ;
}
return value ;
}
int GetFriendRichPresenceKeyCount ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendRichPresenceKeyCount \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
int num = 0 ;
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Friend * f = NULL ;
if ( settings - > get_local_steam_id ( ) = = steamIDFriend ) {
f = & us ;
} else {
f = find_friend ( steamIDFriend ) ;
}
if ( f & & isAppIdCompatible ( f ) ) num = f - > rich_presence ( ) . size ( ) ;
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return num ;
}
const char * GetFriendRichPresenceKeyByIndex ( CSteamID steamIDFriend , int iKey )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendRichPresenceKeyByIndex \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * key = " " ;
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Friend * f = NULL ;
if ( settings - > get_local_steam_id ( ) = = steamIDFriend ) {
f = & us ;
} else {
f = find_friend ( steamIDFriend ) ;
}
if ( f & & isAppIdCompatible ( f ) & & f - > rich_presence ( ) . size ( ) > iKey & & iKey > = 0 ) {
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auto friend_data = f - > rich_presence ( ) . begin ( ) ;
for ( int i = 0 ; i < iKey ; + + i ) + + friend_data ;
key = friend_data - > first . c_str ( ) ;
}
return key ;
}
// Requests rich presence for a specific user.
void RequestFriendRichPresence ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::RequestFriendRichPresence \n " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Friend * f = find_friend ( steamIDFriend ) ;
if ( f ) rich_presence_updated ( steamIDFriend , settings - > get_local_game_id ( ) . AppID ( ) ) ;
}
// rich invite support
// if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game
// if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string
// invites can only be sent to friends
bool InviteUserToGame ( CSteamID steamIDFriend , const char * pchConnectString )
{
PRINT_DEBUG ( " Steam_Friends::InviteUserToGame \n " ) ;
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std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Friend * f = find_friend ( steamIDFriend ) ;
if ( ! f ) return false ;
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Common_Message msg ;
Friend_Messages * friend_messages = new Friend_Messages ( ) ;
friend_messages - > set_type ( Friend_Messages : : GAME_INVITE ) ;
friend_messages - > set_connect_str ( pchConnectString ) ;
msg . set_allocated_friend_messages ( friend_messages ) ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg . set_dest_id ( steamIDFriend . ConvertToUint64 ( ) ) ;
return network - > sendTo ( & msg , true ) ;
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}
// recently-played-with friends iteration
// this iterates the entire list of users recently played with, across games
// GetFriendCoplayTime() returns as a unix time
int GetCoplayFriendCount ( )
{
PRINT_DEBUG ( " Steam_Friends::GetCoplayFriendCount \n " ) ;
return 0 ;
}
CSteamID GetCoplayFriend ( int iCoplayFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetCoplayFriend \n " ) ;
return k_steamIDNil ;
}
int GetFriendCoplayTime ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendCoplayTime \n " ) ;
return 0 ;
}
AppId_t GetFriendCoplayGame ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendCoplayGame \n " ) ;
return 0 ;
}
// chat interface for games
// this allows in-game access to group (clan) chats from in the game
// the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay
// use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat
STEAM_CALL_RESULT ( JoinClanChatRoomCompletionResult_t )
SteamAPICall_t JoinClanChatRoom ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::JoinClanChatRoom \n " ) ;
return 0 ;
}
bool LeaveClanChatRoom ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::LeaveClanChatRoom \n " ) ;
return false ;
}
int GetClanChatMemberCount ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::GetClanChatMemberCount \n " ) ;
return 0 ;
}
CSteamID GetChatMemberByIndex ( CSteamID steamIDClan , int iUser )
{
PRINT_DEBUG ( " Steam_Friends::GetChatMemberByIndex \n " ) ;
return k_steamIDNil ;
}
bool SendClanChatMessage ( CSteamID steamIDClanChat , const char * pchText )
{
PRINT_DEBUG ( " Steam_Friends::SendClanChatMessage \n " ) ;
return false ;
}
int GetClanChatMessage ( CSteamID steamIDClanChat , int iMessage , void * prgchText , int cchTextMax , EChatEntryType * peChatEntryType , STEAM_OUT_STRUCT ( ) CSteamID * psteamidChatter )
{
PRINT_DEBUG ( " Steam_Friends::GetClanChatMessage \n " ) ;
return 0 ;
}
bool IsClanChatAdmin ( CSteamID steamIDClanChat , CSteamID steamIDUser )
{
PRINT_DEBUG ( " Steam_Friends::IsClanChatAdmin \n " ) ;
return false ;
}
// interact with the Steam (game overlay / desktop)
bool IsClanChatWindowOpenInSteam ( CSteamID steamIDClanChat )
{
PRINT_DEBUG ( " Steam_Friends::IsClanChatWindowOpenInSteam \n " ) ;
return false ;
}
bool OpenClanChatWindowInSteam ( CSteamID steamIDClanChat )
{
PRINT_DEBUG ( " Steam_Friends::OpenClanChatWindowInSteam \n " ) ;
return true ;
}
bool CloseClanChatWindowInSteam ( CSteamID steamIDClanChat )
{
PRINT_DEBUG ( " Steam_Friends::CloseClanChatWindowInSteam \n " ) ;
return true ;
}
// peer-to-peer chat interception
// this is so you can show P2P chats inline in the game
bool SetListenForFriendsMessages ( bool bInterceptEnabled )
{
PRINT_DEBUG ( " Steam_Friends::SetListenForFriendsMessages \n " ) ;
return true ;
}
bool ReplyToFriendMessage ( CSteamID steamIDFriend , const char * pchMsgToSend )
{
PRINT_DEBUG ( " Steam_Friends::ReplyToFriendMessage \n " ) ;
return false ;
}
int GetFriendMessage ( CSteamID steamIDFriend , int iMessageID , void * pvData , int cubData , EChatEntryType * peChatEntryType )
{
PRINT_DEBUG ( " Steam_Friends::GetFriendMessage \n " ) ;
return 0 ;
}
// following apis
STEAM_CALL_RESULT ( FriendsGetFollowerCount_t )
SteamAPICall_t GetFollowerCount ( CSteamID steamID )
{
PRINT_DEBUG ( " Steam_Friends::GetFollowerCount \n " ) ;
return 0 ;
}
STEAM_CALL_RESULT ( FriendsIsFollowing_t )
SteamAPICall_t IsFollowing ( CSteamID steamID )
{
PRINT_DEBUG ( " Steam_Friends::IsFollowing \n " ) ;
return 0 ;
}
STEAM_CALL_RESULT ( FriendsEnumerateFollowingList_t )
SteamAPICall_t EnumerateFollowingList ( uint32 unStartIndex )
{
PRINT_DEBUG ( " Steam_Friends::EnumerateFollowingList \n " ) ;
return 0 ;
}
bool IsClanPublic ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::IsClanPublic \n " ) ;
return false ;
}
bool IsClanOfficialGameGroup ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " Steam_Friends::IsClanOfficialGameGroup \n " ) ;
return false ;
}
int GetNumChatsWithUnreadPriorityMessages ( )
{
PRINT_DEBUG ( " Steam_Friends::GetNumChatsWithUnreadPriorityMessages \n " ) ;
return 0 ;
}
void RunCallbacks ( )
{
PRINT_DEBUG ( " Steam_Friends::RunCallbacks \n " ) ;
if ( settings - > get_lobby ( ) ! = lobby_id ) {
lobby_id = settings - > get_lobby ( ) ;
modified = true ;
}
if ( modified ) {
Common_Message msg ;
msg . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
Friend * f = new Friend ( us ) ;
f - > set_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
f - > set_name ( settings - > get_local_name ( ) ) ;
f - > set_appid ( settings - > get_local_game_id ( ) . AppID ( ) ) ;
f - > set_lobby_id ( settings - > get_lobby ( ) . ConvertToUint64 ( ) ) ;
msg . set_allocated_friend_ ( f ) ;
network - > sendToAllIndividuals ( & msg , true ) ;
modified = false ;
last_sent_friends = std : : chrono : : high_resolution_clock : : now ( ) ;
}
}
void Callback ( Common_Message * msg )
{
if ( msg - > has_low_level ( ) ) {
if ( msg - > low_level ( ) . type ( ) = = Low_Level : : DISCONNECT ) {
PRINT_DEBUG ( " Steam_Friends Disconnect \n " ) ;
uint64 id = msg - > source_id ( ) ;
auto f = std : : find_if ( friends . begin ( ) , friends . end ( ) , [ & id ] ( Friend const & item ) { return item . id ( ) = = id ; } ) ;
if ( friends . end ( ) ! = f ) {
persona_change ( ( uint64 ) f - > id ( ) , k_EPersonaChangeStatus ) ;
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overlay - > FriendDisconnect ( * f ) ;
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friends . erase ( f ) ;
}
}
if ( msg - > low_level ( ) . type ( ) = = Low_Level : : CONNECT ) {
PRINT_DEBUG ( " Steam_Friends Connect \n " ) ;
Common_Message msg_ ;
msg_ . set_source_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
msg_ . set_dest_id ( msg - > source_id ( ) ) ;
Friend * f = new Friend ( us ) ;
f - > set_id ( settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) ;
f - > set_name ( settings - > get_local_name ( ) ) ;
f - > set_appid ( settings - > get_local_game_id ( ) . AppID ( ) ) ;
f - > set_lobby_id ( settings - > get_lobby ( ) . ConvertToUint64 ( ) ) ;
msg_ . set_allocated_friend_ ( f ) ;
network - > sendTo ( & msg_ , true ) ;
}
}
if ( msg - > has_friend_ ( ) ) {
PRINT_DEBUG ( " Steam_Friends Friend %llu %llu \n " , msg - > friend_ ( ) . id ( ) , msg - > friend_ ( ) . lobby_id ( ) ) ;
Friend * f = find_friend ( ( uint64 ) msg - > friend_ ( ) . id ( ) ) ;
if ( ! f ) {
if ( msg - > friend_ ( ) . id ( ) ! = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ) {
friends . push_back ( msg - > friend_ ( ) ) ;
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overlay - > FriendConnect ( msg - > friend_ ( ) ) ;
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persona_change ( ( uint64 ) msg - > friend_ ( ) . id ( ) , k_EPersonaChangeName ) ;
}
} else {
std : : map < std : : string , std : : string > map1 ( f - > rich_presence ( ) . begin ( ) , f - > rich_presence ( ) . end ( ) ) ;
std : : map < std : : string , std : : string > map2 ( msg - > friend_ ( ) . rich_presence ( ) . begin ( ) , msg - > friend_ ( ) . rich_presence ( ) . end ( ) ) ;
if ( map1 ! = map2 ) {
//The App ID of the game. This should always be the current game.
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if ( isAppIdCompatible ( f ) ) {
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rich_presence_updated ( ( uint64 ) msg - > friend_ ( ) . id ( ) , ( uint64 ) msg - > friend_ ( ) . appid ( ) ) ;
}
}
//TODO: callbacks?
* f = msg - > friend_ ( ) ;
}
}
if ( msg - > has_friend_messages ( ) ) {
if ( msg - > friend_messages ( ) . type ( ) = = Friend_Messages : : LOBBY_INVITE ) {
PRINT_DEBUG ( " Steam_Friends Got Lobby Invite \n " ) ;
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if ( overlay - > Ready ( ) )
{
//TODO: the user should accept the invite first but we auto accept it because there's no gui yet
// Then we will handle it !
overlay - > SetLobbyInvite ( * find_friend ( static_cast < uint64 > ( msg - > source_id ( ) ) ) , msg - > friend_messages ( ) . lobby_id ( ) ) ;
}
else
{
GameLobbyJoinRequested_t data ;
data . m_steamIDLobby = CSteamID ( ( uint64 ) msg - > friend_messages ( ) . lobby_id ( ) ) ;
data . m_steamIDFriend = CSteamID ( ( uint64 ) msg - > source_id ( ) ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
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}
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if ( msg - > friend_messages ( ) . type ( ) = = Friend_Messages : : GAME_INVITE ) {
PRINT_DEBUG ( " Steam_Friends Got Game Invite \n " ) ;
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//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
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if ( overlay - > Ready ( ) )
{
// Then we will handle it !
overlay - > SetRichInvite ( * find_friend ( static_cast < uint64 > ( msg - > source_id ( ) ) ) , msg - > friend_messages ( ) . connect_str ( ) . c_str ( ) ) ;
}
else
{
std : : string const & connect_str = msg - > friend_messages ( ) . connect_str ( ) ;
GameRichPresenceJoinRequested_t data = { } ;
data . m_steamIDFriend = CSteamID ( ( uint64 ) msg - > source_id ( ) ) ;
strncpy ( data . m_rgchConnect , connect_str . c_str ( ) , k_cchMaxRichPresenceValueLength - 1 ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
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}
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}
}
} ;
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# endif //__INCLUDED_STEAM_FRIENDS_H__