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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/>. */
# include "dll/steam_friends.h"
# define SEND_FRIEND_RATE 4.0
Friend * Steam_Friends : : 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 Steam_Friends : : 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 Steam_Friends : : 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 Steam_Friends : : is_appid_compatible ( Friend * f )
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{
if ( settings - > is_lobby_connect ) return true ;
if ( f = = & us ) return true ;
return settings - > get_local_game_id ( ) . AppID ( ) = = f - > appid ( ) ;
}
struct Avatar_Numbers Steam_Friends : : 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 ;
}
struct Avatar_Numbers avatar_numbers { } ;
std : : string small_avatar ( 32 * 32 * 4 , 0 ) ;
std : : string medium_avatar ( 64 * 64 * 4 , 0 ) ;
std : : string large_avatar ( 184 * 184 * 4 , 0 ) ;
static const std : : initializer_list < std : : string > avatar_icons = {
" account_avatar.png " ,
" account_avatar.jpg " ,
" account_avatar.jpeg " ,
} ;
if ( ! settings - > disable_account_avatar & & ( id = = settings - > get_local_steam_id ( ) ) ) {
std : : string file_path { } ;
unsigned long long file_size { } ;
// try local location first, then try global location
for ( const auto & settings_path : { Local_Storage : : get_game_settings_path ( ) , local_storage - > get_global_settings_path ( ) } ) {
for ( const auto & file_name : avatar_icons ) {
file_path = settings_path + file_name ;
file_size = file_size_ ( file_path ) ;
if ( file_size ) break ;
}
if ( file_size ) break ;
}
// no else statement here for default otherwise this breaks default images for friends
if ( file_size ) {
small_avatar = Local_Storage : : load_image_resized ( file_path , " " , 32 ) ;
medium_avatar = Local_Storage : : load_image_resized ( file_path , " " , 64 ) ;
large_avatar = Local_Storage : : load_image_resized ( file_path , " " , 184 ) ;
}
} else if ( ! settings - > disable_account_avatar ) {
Friend * f = find_friend ( id ) ;
if ( f & & ( large_avatar . compare ( f - > avatar ( ) ) ! = 0 ) ) {
large_avatar = f - > avatar ( ) ;
medium_avatar = Local_Storage : : load_image_resized ( " " , f - > avatar ( ) , 64 ) ;
small_avatar = Local_Storage : : load_image_resized ( " " , f - > avatar ( ) , 32 ) ;
} else {
std : : string file_path { } ;
unsigned long long file_size { } ;
// try local location first, then try global location
for ( const auto & settings_path : { Local_Storage : : get_game_settings_path ( ) , local_storage - > get_global_settings_path ( ) } ) {
for ( const auto & file_name : avatar_icons ) {
file_path = settings_path + file_name ;
file_size = file_size_ ( file_path ) ;
if ( file_size ) break ;
}
if ( file_size ) break ;
}
if ( file_size ) {
small_avatar = Local_Storage : : load_image_resized ( file_path , " " , 32 ) ;
medium_avatar = Local_Storage : : load_image_resized ( file_path , " " , 64 ) ;
large_avatar = Local_Storage : : load_image_resized ( file_path , " " , 184 ) ;
}
}
}
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 ;
}
void Steam_Friends : : steam_friends_callback ( void * object , Common_Message * msg )
{
// PRINT_DEBUG_ENTRY();
Steam_Friends * steam_friends = ( Steam_Friends * ) object ;
steam_friends - > Callback ( msg ) ;
}
void Steam_Friends : : steam_friends_run_every_runcb ( void * object )
{
// PRINT_DEBUG_ENTRY();
Steam_Friends * steam_friends = ( Steam_Friends * ) object ;
steam_friends - > RunCallbacks ( ) ;
}
void Steam_Friends : : resend_friend_data ( )
{
modified = true ;
}
bool Steam_Friends : : ok_friend_flags ( int iFriendFlags )
{
if ( iFriendFlags & k_EFriendFlagImmediate ) return true ;
return false ;
}
Steam_Friends : : Steam_Friends ( Settings * settings , class Local_Storage * local_storage , Networking * network , SteamCallResults * callback_results , SteamCallBacks * callbacks , RunEveryRunCB * run_every_runcb , Steam_Overlay * overlay ) :
settings ( settings ) ,
local_storage ( local_storage ) ,
network ( network ) ,
callbacks ( callbacks ) ,
callback_results ( callback_results ) ,
run_every_runcb ( run_every_runcb ) ,
overlay ( overlay )
{
modified = false ;
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 ) ;
}
Steam_Friends : : ~ Steam_Friends ( )
{
this - > network - > rmCallback ( CALLBACK_ID_FRIEND , settings - > get_local_steam_id ( ) , & Steam_Friends : : steam_friends_callback , this ) ;
this - > network - > rmCallback ( CALLBACK_ID_FRIEND_MESSAGES , settings - > get_local_steam_id ( ) , & Steam_Friends : : steam_friends_callback , this ) ;
this - > network - > rmCallback ( CALLBACK_ID_USER_STATUS , settings - > get_local_steam_id ( ) , & Steam_Friends : : steam_friends_callback , this ) ;
this - > run_every_runcb - > remove ( & Steam_Friends : : steam_friends_run_every_runcb , this ) ;
}
// 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 * Steam_Friends : : GetPersonaName ( )
{
PRINT_DEBUG_ENTRY ( ) ;
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 Steam_Friends : : SetPersonaName ( const char * pchPersonaName )
{
PRINT_DEBUG_ENTRY ( ) ;
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 ) ;
auto ret = callback_results - > addCallResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
{
PersonaStateChange_t data2 { } ;
data2 . m_nChangeFlags = EPersonaChange : : k_EPersonaChangeName ;
data2 . m_ulSteamID = settings - > get_local_steam_id ( ) . ConvertToUint64 ( ) ;
callbacks - > addCBResult ( data2 . k_iCallback , & data2 , sizeof ( data2 ) ) ;
}
return ret ;
}
void Steam_Friends : : SetPersonaName_old ( const char * pchPersonaName )
{
PRINT_DEBUG ( " old " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
SetPersonaName ( pchPersonaName ) ;
}
// gets the status of the current user
EPersonaState Steam_Friends : : GetPersonaState ( )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 Steam_Friends : : GetFriendCount ( int iFriendFlags )
{
PRINT_DEBUG ( " %i " , iFriendFlags ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
int count = 0 ;
if ( ok_friend_flags ( iFriendFlags ) ) count = friends . size ( ) ;
PRINT_DEBUG ( " count %i " , count ) ;
return count ;
}
int Steam_Friends : : GetFriendCount ( EFriendFlags eFriendFlags )
{
PRINT_DEBUG ( " old " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 Steam_Friends : : GetFriendByIndex ( int iFriend , int iFriendFlags )
{
PRINT_DEBUG_ENTRY ( ) ;
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 Steam_Friends : : GetFriendByIndex ( int iFriend , EFriendFlags eFriendFlags )
{
PRINT_DEBUG ( " old " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return GetFriendByIndex ( iFriend , ( int ) eFriendFlags ) ;
}
// returns a relationship to a user
EFriendRelationship Steam_Friends : : GetFriendRelationship ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " %llu " , steamIDFriend . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( steamIDFriend = = settings - > get_local_steam_id ( ) ) return k_EFriendRelationshipNone ; //Real steam behavior
if ( find_friend ( steamIDFriend ) ) return k_EFriendRelationshipFriend ;
return k_EFriendRelationshipNone ;
}
// 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 Steam_Friends : : GetFriendPersonaState ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " %llu " , 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 * Steam_Friends : : GetFriendPersonaName ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " %llu " , 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 ( ) ;
}
PRINT_DEBUG ( " returned '%s' " , name ) ;
return name ;
}
// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
bool Steam_Friends : : GetFriendGamePlayed ( CSteamID steamIDFriend , STEAM_OUT_STRUCT ( ) FriendGameInfo_t * pFriendGameInfo )
{
PRINT_DEBUG ( " %llu %p " , steamIDFriend . ConvertToUint64 ( ) , pFriendGameInfo ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
bool ret = false ;
if ( steamIDFriend = = settings - > get_local_steam_id ( ) ) {
PRINT_DEBUG ( " found myself! %llu %llu " , settings - > get_local_game_id ( ) . ToUint64 ( ) , settings - > get_lobby ( ) . ConvertToUint64 ( ) ) ;
if ( pFriendGameInfo ) {
pFriendGameInfo - > m_gameID = settings - > get_local_game_id ( ) ;
pFriendGameInfo - > m_unGameIP = 0 ;
pFriendGameInfo - > m_usGamePort = 0 ;
pFriendGameInfo - > m_usQueryPort = 0 ;
pFriendGameInfo - > m_steamIDLobby = settings - > get_lobby ( ) ;
}
ret = true ;
} else {
Friend * f = find_friend ( steamIDFriend ) ;
if ( f ) {
PRINT_DEBUG ( " found someone %u " " % " PRIu64 " " , f - > appid ( ) , f - > lobby_id ( ) ) ;
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 ( ) ) ;
}
ret = true ;
}
}
return ret ;
}
bool Steam_Friends : : GetFriendGamePlayed ( CSteamID steamIDFriend , uint64 * pulGameID , uint32 * punGameIP , uint16 * pusGamePort , uint16 * pusQueryPort )
{
PRINT_DEBUG ( " old " ) ;
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 * Steam_Friends : : GetFriendPersonaNameHistory ( CSteamID steamIDFriend , int iPersonaName )
{
PRINT_DEBUG_ENTRY ( ) ;
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 Steam_Friends : : GetFriendSteamLevel ( CSteamID steamIDFriend )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 * Steam_Friends : : GetPlayerNickname ( CSteamID steamIDPlayer )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return NULL ;
}
// friend grouping (tag) apis
// returns the number of friends groups
int Steam_Friends : : GetFriendsGroupCount ( )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
FriendsGroupID_t Steam_Friends : : GetFriendsGroupIDByIndex ( int iFG )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return k_FriendsGroupID_Invalid ;
}
// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
const char * Steam_Friends : : GetFriendsGroupName ( FriendsGroupID_t friendsGroupID )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return NULL ;
}
// returns the number of members in a given friends group
int Steam_Friends : : GetFriendsGroupMembersCount ( FriendsGroupID_t friendsGroupID )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
void Steam_Friends : : GetFriendsGroupMembersList ( FriendsGroupID_t friendsGroupID , STEAM_OUT_ARRAY_CALL ( nMembersCount , GetFriendsGroupMembersCount , friendsGroupID ) CSteamID * pOutSteamIDMembers , int nMembersCount )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// 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 Steam_Friends : : HasFriend ( CSteamID steamIDFriend , int iFriendFlags )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
bool ret = false ;
if ( ok_friend_flags ( iFriendFlags ) ) if ( find_friend ( steamIDFriend ) ) ret = true ;
return ret ;
}
bool Steam_Friends : : HasFriend ( CSteamID steamIDFriend , EFriendFlags eFriendFlags )
{
PRINT_DEBUG ( " old " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return HasFriend ( steamIDFriend , ( int ) eFriendFlags ) ;
}
// clan (group) iteration and access functions
int Steam_Friends : : GetClanCount ( )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
int counter = 0 ;
for ( auto & c : settings - > subscribed_groups_clans ) counter + + ;
return counter ;
}
CSteamID Steam_Friends : : GetClanByIndex ( int iClan )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
int counter = 0 ;
for ( auto & c : settings - > subscribed_groups_clans ) {
if ( counter = = iClan ) return c . id ;
counter + + ;
}
return k_steamIDNil ;
}
const char * Steam_Friends : : GetClanName ( CSteamID steamIDClan )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
for ( auto & c : settings - > subscribed_groups_clans ) {
if ( c . id . ConvertToUint64 ( ) = = steamIDClan . ConvertToUint64 ( ) ) return c . name . c_str ( ) ;
}
return " " ;
}
const char * Steam_Friends : : GetClanTag ( CSteamID steamIDClan )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
for ( auto & c : settings - > subscribed_groups_clans ) {
if ( c . id . ConvertToUint64 ( ) = = steamIDClan . ConvertToUint64 ( ) ) return c . tag . c_str ( ) ;
}
return " " ;
}
// returns the most recent information we have about what's happening in a clan
bool Steam_Friends : : GetClanActivityCounts ( CSteamID steamIDClan , int * pnOnline , int * pnInGame , int * pnChatting )
{
PRINT_DEBUG ( " TODO %llu " , steamIDClan . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 Steam_Friends : : DownloadClanActivityCounts ( STEAM_ARRAY_COUNT ( cClansToRequest ) CSteamID * psteamIDClans , int cClansToRequest )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 Steam_Friends : : GetFriendCountFromSource ( CSteamID steamIDSource )
{
PRINT_DEBUG ( " TODO %llu " , steamIDSource . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
//TODO
return 0 ;
}
CSteamID Steam_Friends : : GetFriendFromSourceByIndex ( CSteamID steamIDSource , int iFriend )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return k_steamIDNil ;
}
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
bool Steam_Friends : : IsUserInSource ( CSteamID steamIDUser , CSteamID steamIDSource )
{
PRINT_DEBUG ( " %llu %llu " , steamIDUser . ConvertToUint64 ( ) , steamIDSource . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( steamIDUser = = settings - > get_local_steam_id ( ) ) {
if ( settings - > get_lobby ( ) = = steamIDSource ) {
return true ;
}
if ( settings - > subscribed_groups . find ( steamIDSource . ConvertToUint64 ( ) ) ! = settings - > subscribed_groups . end ( ) ) {
return true ;
}
} else {
Friend * f = find_friend ( steamIDUser ) ;
if ( ! f ) return false ;
if ( f - > lobby_id ( ) = = steamIDSource . ConvertToUint64 ( ) ) return true ;
}
//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 Steam_Friends : : SetInGameVoiceSpeaking ( CSteamID steamIDUser , bool bSpeaking )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// activates the game overlay, with an optional dialog to open
// valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements"
void Steam_Friends : : ActivateGameOverlay ( const char * pchDialog )
{
PRINT_DEBUG ( " %s " , pchDialog ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
overlay - > OpenOverlay ( pchDialog ) ;
}
// 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 Steam_Friends : : ActivateGameOverlayToUser ( const char * pchDialog , CSteamID steamID )
{
PRINT_DEBUG ( " TODO %s %llu " , pchDialog , steamID . ConvertToUint64 ( ) ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// activates game overlay web browser directly to the specified URL
// full address with protocol type is required, e.g. http://www.steamgames.com/
void Steam_Friends : : ActivateGameOverlayToWebPage ( const char * pchURL , EActivateGameOverlayToWebPageMode eMode )
{
PRINT_DEBUG ( " TODO %s %u " , pchURL , eMode ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
overlay - > OpenOverlayWebpage ( pchURL ) ;
}
void Steam_Friends : : ActivateGameOverlayToWebPage ( const char * pchURL )
{
PRINT_DEBUG ( " old " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
ActivateGameOverlayToWebPage ( pchURL , k_EActivateGameOverlayToWebPageMode_Default ) ;
}
// activates game overlay to store page for app
void Steam_Friends : : ActivateGameOverlayToStore ( AppId_t nAppID , EOverlayToStoreFlag eFlag )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
void Steam_Friends : : ActivateGameOverlayToStore ( AppId_t nAppID )
{
PRINT_DEBUG ( " old " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is
// in game
void Steam_Friends : : SetPlayedWith ( CSteamID steamIDUserPlayedWith )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
void Steam_Friends : : ActivateGameOverlayInviteDialog ( CSteamID steamIDLobby )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
overlay - > OpenOverlayInvite ( steamIDLobby ) ;
}
// 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 Steam_Friends : : GetSmallFriendAvatar ( CSteamID steamIDFriend )
{
PRINT_DEBUG_ENTRY ( ) ;
//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 ;
}
// 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 Steam_Friends : : GetMediumFriendAvatar ( CSteamID steamIDFriend )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Avatar_Numbers numbers = add_friend_avatars ( steamIDFriend ) ;
return numbers . medium ;
}
// 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 Steam_Friends : : GetLargeFriendAvatar ( CSteamID steamIDFriend )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
struct Avatar_Numbers numbers = add_friend_avatars ( steamIDFriend ) ;
return numbers . large ;
}
int Steam_Friends : : GetFriendAvatar ( CSteamID steamIDFriend , int eAvatarSize )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 ;
}
}
int Steam_Friends : : GetFriendAvatar ( CSteamID steamIDFriend )
{
PRINT_DEBUG ( " old " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return GetFriendAvatar ( steamIDFriend , k_EAvatarSize32x32 ) ;
}
// 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 Steam_Friends : : RequestUserInformation ( CSteamID steamIDUser , bool bRequireNameOnly )
{
PRINT_DEBUG_TODO ( ) ;
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 Steam_Friends : : RequestClanOfficerList ( CSteamID steamIDClan )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
// returns the steamID of the clan owner
CSteamID Steam_Friends : : GetClanOwner ( CSteamID steamIDClan )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return k_steamIDNil ;
}
// returns the number of officers in a clan (including the owner)
int Steam_Friends : : GetClanOfficerCount ( CSteamID steamIDClan )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
CSteamID Steam_Friends : : GetClanOfficerByIndex ( CSteamID steamIDClan , int iOfficer )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 Steam_Friends : : GetUserRestrictions ( )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return k_nUserRestrictionNone ;
}
EUserRestriction Steam_Friends : : GetUserRestrictions_old ( )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 Steam_Friends : : SetRichPresence ( const char * pchKey , const char * pchValue )
{
PRINT_DEBUG ( " %s %s " , pchKey , pchValue ? pchValue : " NULL " ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
if ( pchValue ) {
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 ;
resend_friend_data ( ) ;
}
} 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 ) ;
resend_friend_data ( ) ;
}
}
return true ;
}
void Steam_Friends : : ClearRichPresence ( )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
us . mutable_rich_presence ( ) - > clear ( ) ;
resend_friend_data ( ) ;
}
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// the overlay will keep calling GetFriendRichPresence() and spam the debug log, hence this function
const char * Steam_Friends : : get_friend_rich_presence_silent ( CSteamID steamIDFriend , const char * pchKey )
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{
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * value = " " ;
Friend * f = NULL ;
if ( settings - > get_local_steam_id ( ) = = steamIDFriend ) {
f = & us ;
} else {
f = find_friend ( steamIDFriend ) ;
}
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if ( f & & is_appid_compatible ( f ) ) {
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auto result = f - > rich_presence ( ) . find ( pchKey ) ;
if ( result ! = f - > rich_presence ( ) . end ( ) ) value = result - > second . c_str ( ) ;
}
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return value ;
}
const char * Steam_Friends : : GetFriendRichPresence ( CSteamID steamIDFriend , const char * pchKey )
{
PRINT_DEBUG ( " %llu '%s' " , steamIDFriend . ConvertToUint64 ( ) , pchKey ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * value = get_friend_rich_presence_silent ( steamIDFriend , pchKey ) ;
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PRINT_DEBUG ( " returned '%s' " , value ) ;
return value ;
}
int Steam_Friends : : GetFriendRichPresenceKeyCount ( CSteamID steamIDFriend )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
int num = 0 ;
Friend * f = NULL ;
if ( settings - > get_local_steam_id ( ) = = steamIDFriend ) {
f = & us ;
} else {
f = find_friend ( steamIDFriend ) ;
}
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if ( f & & is_appid_compatible ( f ) ) num = f - > rich_presence ( ) . size ( ) ;
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return num ;
}
const char * Steam_Friends : : GetFriendRichPresenceKeyByIndex ( CSteamID steamIDFriend , int iKey )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
const char * key = " " ;
Friend * f = NULL ;
if ( settings - > get_local_steam_id ( ) = = steamIDFriend ) {
f = & us ;
} else {
f = find_friend ( steamIDFriend ) ;
}
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if ( f & & is_appid_compatible ( 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 Steam_Friends : : RequestFriendRichPresence ( CSteamID steamIDFriend )
{
PRINT_DEBUG_ENTRY ( ) ;
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 Steam_Friends : : InviteUserToGame ( CSteamID steamIDFriend , const char * pchConnectString )
{
PRINT_DEBUG_ENTRY ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
Friend * f = find_friend ( steamIDFriend ) ;
if ( ! f ) return false ;
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 ) ;
}
// recently-played-with friends iteration
// this iterates the entire list of users recently played with, across games
// GetFriendCoplayTime() returns as a unix time
int Steam_Friends : : GetCoplayFriendCount ( )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
CSteamID Steam_Friends : : GetCoplayFriend ( int iCoplayFriend )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return k_steamIDNil ;
}
int Steam_Friends : : GetFriendCoplayTime ( CSteamID steamIDFriend )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
AppId_t Steam_Friends : : GetFriendCoplayGame ( CSteamID steamIDFriend )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
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 Steam_Friends : : JoinClanChatRoom ( CSteamID steamIDClan )
{
PRINT_DEBUG ( " TODO %llu " , steamIDClan . ConvertToUint64 ( ) ) ;
//TODO actually join a room
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
JoinClanChatRoomCompletionResult_t data ;
data . m_steamIDClanChat = steamIDClan ;
data . m_eChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess ;
return callback_results - > addCallResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
}
bool Steam_Friends : : LeaveClanChatRoom ( CSteamID steamIDClan )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
int Steam_Friends : : GetClanChatMemberCount ( CSteamID steamIDClan )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
CSteamID Steam_Friends : : GetChatMemberByIndex ( CSteamID steamIDClan , int iUser )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return k_steamIDNil ;
}
bool Steam_Friends : : SendClanChatMessage ( CSteamID steamIDClanChat , const char * pchText )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
int Steam_Friends : : GetClanChatMessage ( CSteamID steamIDClanChat , int iMessage , void * prgchText , int cchTextMax , EChatEntryType * peChatEntryType , STEAM_OUT_STRUCT ( ) CSteamID * psteamidChatter )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
bool Steam_Friends : : IsClanChatAdmin ( CSteamID steamIDClanChat , CSteamID steamIDUser )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
// interact with the Steam (game overlay / desktop)
bool Steam_Friends : : IsClanChatWindowOpenInSteam ( CSteamID steamIDClanChat )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
bool Steam_Friends : : OpenClanChatWindowInSteam ( CSteamID steamIDClanChat )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return true ;
}
bool Steam_Friends : : CloseClanChatWindowInSteam ( CSteamID steamIDClanChat )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return true ;
}
// peer-to-peer chat interception
// this is so you can show P2P chats inline in the game
bool Steam_Friends : : SetListenForFriendsMessages ( bool bInterceptEnabled )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return true ;
}
bool Steam_Friends : : ReplyToFriendMessage ( CSteamID steamIDFriend , const char * pchMsgToSend )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
int Steam_Friends : : GetFriendMessage ( CSteamID steamIDFriend , int iMessageID , void * pvData , int cubData , EChatEntryType * peChatEntryType )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
// following apis
STEAM_CALL_RESULT ( FriendsGetFollowerCount_t )
SteamAPICall_t Steam_Friends : : GetFollowerCount ( CSteamID steamID )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
STEAM_CALL_RESULT ( FriendsIsFollowing_t )
SteamAPICall_t Steam_Friends : : IsFollowing ( CSteamID steamID )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
STEAM_CALL_RESULT ( FriendsEnumerateFollowingList_t )
SteamAPICall_t Steam_Friends : : EnumerateFollowingList ( uint32 unStartIndex )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
bool Steam_Friends : : IsClanPublic ( CSteamID steamIDClan )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
bool Steam_Friends : : IsClanOfficialGameGroup ( CSteamID steamIDClan )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
int Steam_Friends : : GetNumChatsWithUnreadPriorityMessages ( )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
void Steam_Friends : : ActivateGameOverlayRemotePlayTogetherInviteDialog ( CSteamID steamIDLobby )
{
PRINT_DEBUG_ENTRY ( ) ;
}
// Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations
// to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game.
// ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal
bool Steam_Friends : : RegisterProtocolInOverlayBrowser ( const char * pchProtocol )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends
void Steam_Friends : : ActivateGameOverlayInviteDialogConnectString ( const char * pchConnectString )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
}
// Steam Community items equipped by a user on their profile
// You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items
STEAM_CALL_RESULT ( EquippedProfileItems_t )
SteamAPICall_t Steam_Friends : : RequestEquippedProfileItems ( CSteamID steamID )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
bool Steam_Friends : : BHasEquippedProfileItem ( CSteamID steamID , ECommunityProfileItemType itemType )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return false ;
}
const char * Steam_Friends : : GetProfileItemPropertyString ( CSteamID steamID , ECommunityProfileItemType itemType , ECommunityProfileItemProperty prop )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return " " ;
}
uint32 Steam_Friends : : GetProfileItemPropertyUint ( CSteamID steamID , ECommunityProfileItemType itemType , ECommunityProfileItemProperty prop )
{
PRINT_DEBUG_TODO ( ) ;
std : : lock_guard < std : : recursive_mutex > lock ( global_mutex ) ;
return 0 ;
}
void Steam_Friends : : RunCallbacks ( )
{
// PRINT_DEBUG_ENTRY();
if ( settings - > get_lobby ( ) ! = lobby_id ) {
lobby_id = settings - > get_lobby ( ) ;
resend_friend_data ( ) ;
}
if ( modified ) {
PRINT_DEBUG ( " sending modified data " ) ;
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 Steam_Friends : : Callback ( Common_Message * msg )
{
if ( msg - > has_low_level ( ) ) {
if ( msg - > low_level ( ) . type ( ) = = Low_Level : : DISCONNECT ) {
PRINT_DEBUG ( " Disconnect " ) ;
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 ) ;
overlay - > FriendDisconnect ( * f ) ;
friends . erase ( f ) ;
}
}
if ( msg - > low_level ( ) . type ( ) = = Low_Level : : CONNECT ) {
PRINT_DEBUG ( " Connect %llu " , ( uint64 ) msg - > source_id ( ) ) ;
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 ( ) ) ;
int avatar_number = GetLargeFriendAvatar ( settings - > get_local_steam_id ( ) ) ;
if ( settings - > images [ avatar_number ] . data . length ( ) > 0 ) f - > set_avatar ( settings - > images [ avatar_number ] . data ) ;
else f - > set_avatar ( " " ) ;
msg_ . set_allocated_friend_ ( f ) ;
network - > sendTo ( & msg_ , true ) ;
}
}
if ( msg - > has_friend_ ( ) ) {
PRINT_DEBUG ( " Friend " " % " PRIu64 " " " % " PRIu64 " " , 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_ ( ) ) ;
overlay - > FriendConnect ( msg - > friend_ ( ) ) ;
persona_change ( ( uint64 ) msg - > friend_ ( ) . id ( ) , k_EPersonaChangeName ) ;
GetLargeFriendAvatar ( ( uint64 ) msg - > friend_ ( ) . id ( ) ) ;
}
} 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 ( is_appid_compatible ( 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 ( " Got Lobby Invite " ) ;
Friend * f = find_friend ( ( uint64 ) msg - > source_id ( ) ) ;
if ( f ) {
LobbyInvite_t data ;
data . m_ulSteamIDUser = msg - > source_id ( ) ;
data . m_ulSteamIDLobby = msg - > friend_messages ( ) . lobby_id ( ) ;
data . m_ulGameID = f - > appid ( ) ;
callbacks - > addCBResult ( data . k_iCallback , & data , sizeof ( data ) ) ;
if ( overlay - > Ready ( ) & & ! settings - > hasOverlayAutoAcceptInviteFromFriend ( msg - > source_id ( ) ) )
{
//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 ) ) ;
}
}
}
if ( msg - > friend_messages ( ) . type ( ) = = Friend_Messages : : GAME_INVITE ) {
PRINT_DEBUG ( " Got Game Invite " ) ;
//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
if ( overlay - > Ready ( ) & & ! settings - > hasOverlayAutoAcceptInviteFromFriend ( msg - > source_id ( ) ) )
{
// 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 ) ) ;
}
}
}
}