mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 03:05:35 +08:00
* deprecate lazy_load_achievements_icons
in favor of paginated_achievements_icons
* new option `upload_achievements_icons_to_gpu` in `configs.main.ini` which controls whether the overlay should upload the achievements icons to the GPU and display them or not * synchronize overlay proc with the periodic steam callback in a better way to avoid FPS drop * prevent overlay flickering regression * upload achievements icons to the GPU in the overlay proc periodically, this dramatically decreased the startup locking/halt time * fix a potential deadlock scenario in the overlay as a result of synchonizing with 2 mutex objects
This commit is contained in:
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@ -216,6 +216,7 @@ private:
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public:
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constexpr const static int INVALID_IMAGE_HANDLE = 0;
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constexpr const static int UNLOADED_IMAGE_HANDLE = -1;
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//Depots
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std::vector<DepotId_t> depots{};
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@ -258,8 +259,12 @@ public:
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// the stat itself is always saved regardless of that flag, only affects the achievement progress
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bool save_only_higher_stat_achievement_progress = true;
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// the emulator loads the achievements icons is memory mainly for `ISteamUserStats::GetAchievementIcon()`
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// true means load icons lazily when they are requested, otherwise load icons as soon as the interface ISteamUserStats is initialized
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bool lazy_load_achievements_icons = true;
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// this defines how many icons to load each iteration when the periodic callback in `Steam_User_Stats` is triggered
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// or when the app calls `SteamAPI_RunCallbacks()`
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// -1 == functionality disabled
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// 0 == load icons only when they're requested
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// >0 == load icons in the background as mentioned above
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int paginated_achievements_icons = 10;
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// bypass to make SetAchievement() always return true, prevent some games from breaking
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bool achievement_bypass = false;
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@ -314,6 +319,8 @@ public:
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bool overlay_warn_local_save = false;
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//disable overlay warning for local save
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bool disable_overlay_warning_local_save = false;
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// should the overlay upload icons to the GPU and display them
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bool overlay_upload_achs_icons_to_gpu = true;
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//disable overlay warning for bad app ID (= 0)
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bool disable_overlay_warning_bad_appid = false;
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// disable all overlay warnings
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@ -70,8 +70,7 @@ public ISteamUserStats011,
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public ISteamUserStats
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{
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public:
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static constexpr auto achievements_user_file = "achievements.json";
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static constexpr int UNLOADED_ACH_ICON = -1;
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static constexpr const auto achievements_user_file = "achievements.json";
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private:
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template<typename T>
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@ -95,7 +94,7 @@ private:
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nlohmann::json defined_achievements{};
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nlohmann::json user_achievements{};
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std::vector<std::string> sorted_achievement_names{};
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bool achievements_icons_loaded = false;
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size_t last_loaded_ach_icon{};
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std::map<std::string, int32> stats_cache_int{};
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std::map<std::string, float> stats_cache_float{};
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@ -213,7 +212,7 @@ public:
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// specified achievement.
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int GetAchievementIcon( const char *pchName );
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int get_achievement_icon_handle( const std::string &ach_name, bool pbAchieved );
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int get_achievement_icon_handle( const std::string &ach_name, bool pbAchieved, bool force_load = false );
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std::string get_achievement_icon_name( const char *pchName, bool achieved );
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@ -375,7 +375,7 @@ int Settings::add_image(const std::string &data, uint32 width, uint32 height)
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Image_Data* Settings::get_image(int handle)
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{
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if (INVALID_IMAGE_HANDLE == handle) {
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if (INVALID_IMAGE_HANDLE == handle || UNLOADED_IMAGE_HANDLE == handle) {
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return nullptr;
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}
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@ -1343,6 +1343,9 @@ static void parse_overlay_general_config(class Settings *settings_client, class
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settings_client->disable_overlay_warning_local_save = ini.GetBoolValue("overlay::general", "disable_warning_local_save", settings_client->disable_overlay_warning_local_save);
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settings_server->disable_overlay_warning_local_save = ini.GetBoolValue("overlay::general", "disable_warning_local_save", settings_server->disable_overlay_warning_local_save);
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settings_client->overlay_upload_achs_icons_to_gpu = ini.GetBoolValue("overlay::general", "upload_achievements_icons_to_gpu", settings_client->overlay_upload_achs_icons_to_gpu);
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settings_server->overlay_upload_achs_icons_to_gpu = ini.GetBoolValue("overlay::general", "upload_achievements_icons_to_gpu", settings_server->overlay_upload_achs_icons_to_gpu);
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}
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// main::misc::steam_game_stats_reports_dir
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@ -1437,8 +1440,13 @@ static void parse_stats_features(class Settings *settings_client, class Settings
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settings_client->save_only_higher_stat_achievement_progress = ini.GetBoolValue("main::stats", "save_only_higher_stat_achievement_progress", settings_client->save_only_higher_stat_achievement_progress);
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settings_server->save_only_higher_stat_achievement_progress = ini.GetBoolValue("main::stats", "save_only_higher_stat_achievement_progress", settings_server->save_only_higher_stat_achievement_progress);
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settings_client->lazy_load_achievements_icons = ini.GetBoolValue("main::stats", "lazy_load_achievements_icons", settings_client->lazy_load_achievements_icons);
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settings_server->lazy_load_achievements_icons = ini.GetBoolValue("main::stats", "lazy_load_achievements_icons", settings_server->lazy_load_achievements_icons);
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{
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long val_client = ini.GetLongValue("main::stats", "paginated_achievements_icons", settings_client->paginated_achievements_icons);
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settings_client->paginated_achievements_icons = static_cast<int>(val_client);
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long val_server = ini.GetLongValue("main::stats", "paginated_achievements_icons", settings_server->paginated_achievements_icons);
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settings_server->paginated_achievements_icons = static_cast<int>(val_server);
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}
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}
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@ -96,8 +96,8 @@ Steam_User_Stats::Steam_User_Stats(Settings *settings, class Networking *network
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it["displayName"] = get_value_for_language(it, "displayName", settings->get_language());
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it["description"] = get_value_for_language(it, "description", settings->get_language());
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it["icon_handle"] = UNLOADED_ACH_ICON;
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it["icon_gray_handle"] = UNLOADED_ACH_ICON;
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it["icon_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
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it["icon_gray_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
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}
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//TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are.
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@ -80,8 +80,8 @@ void Steam_User_Stats::save_achievements()
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int Steam_User_Stats::load_ach_icon(nlohmann::json &defined_ach, bool achieved)
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{
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const char *icon_handle_key = achieved ? "icon_handle" : "icon_gray_handle";
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int current_handle = defined_ach.value(icon_handle_key, UNLOADED_ACH_ICON);
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if (UNLOADED_ACH_ICON != current_handle) { // already loaded
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int current_handle = defined_ach.value(icon_handle_key, Settings::UNLOADED_IMAGE_HANDLE);
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if (Settings::UNLOADED_IMAGE_HANDLE != current_handle) { // already loaded
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return current_handle;
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}
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@ -394,7 +394,12 @@ int Steam_User_Stats::GetAchievementIcon( const char *pchName )
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GetAchievement(pchName, &achieved);
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std::string ach_name(pchName);
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int handle = get_achievement_icon_handle(ach_name, achieved);
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// here we force load in case the game has a lot of achievements, because otherwise some games might timeout
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// this somewhat defeats the purpose of background loading but a timeout is worse
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int handle = get_achievement_icon_handle(ach_name, achieved, true);
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if (Settings::UNLOADED_IMAGE_HANDLE == handle) { // if the background callback didn't get a chance to load this one yet
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handle = Settings::INVALID_IMAGE_HANDLE;
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}
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UserAchievementIconFetched_t data{};
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data.m_bAchieved = achieved ;
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@ -406,11 +411,10 @@ int Steam_User_Stats::GetAchievementIcon( const char *pchName )
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return handle;
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}
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int Steam_User_Stats::get_achievement_icon_handle( const std::string &ach_name, bool achieved )
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int Steam_User_Stats::get_achievement_icon_handle( const std::string &ach_name, bool achieved, bool force_load )
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{
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PRINT_DEBUG("'%s', %i", ach_name.c_str(), (int)achieved);
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PRINT_DEBUG("'%s', achieved=%i, force=%i", ach_name.c_str(), (int)achieved, (int)force_load);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (ach_name.empty()) return Settings::INVALID_IMAGE_HANDLE;
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nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
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try {
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@ -418,7 +422,20 @@ int Steam_User_Stats::get_achievement_icon_handle( const std::string &ach_name,
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} catch(...) { }
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if (defined_achievements.end() == it) return Settings::INVALID_IMAGE_HANDLE;
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int handle = load_ach_icon(*it, achieved);
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int handle = Settings::INVALID_IMAGE_HANDLE;
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if (settings->paginated_achievements_icons < 0) { // disabled functionality
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handle = Settings::INVALID_IMAGE_HANDLE;
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} else if (settings->paginated_achievements_icons == 0) { // load the icon only when requested
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handle = load_ach_icon(*it, achieved);
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} else { // depend on the periodic callback to load the icon
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if (force_load) {
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handle = load_ach_icon(*it, achieved);
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} else {
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const char *icon_handle_key = achieved ? "icon_handle" : "icon_gray_handle";
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handle = it->value(icon_handle_key, Settings::UNLOADED_IMAGE_HANDLE);
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}
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}
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PRINT_DEBUG("returned handle = %i", handle);
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return handle;
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}
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@ -784,16 +801,25 @@ bool Steam_User_Stats::GetAchievementProgressLimits( const char *pchName, float
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void Steam_User_Stats::load_achievements_icons()
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{
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if (achievements_icons_loaded) return;
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if (settings->lazy_load_achievements_icons) {
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achievements_icons_loaded = true;
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return;
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if (last_loaded_ach_icon >= defined_achievements.size() || settings->paginated_achievements_icons <= 0) return;
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#ifndef EMU_RELEASE_BUILD
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auto now1 = std::chrono::high_resolution_clock::now();
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#endif
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size_t idx = 0;
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for (;
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idx < settings->paginated_achievements_icons && last_loaded_ach_icon < defined_achievements.size();
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++idx, ++last_loaded_ach_icon) {
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auto &ach = defined_achievements.at(last_loaded_ach_icon);
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load_ach_icon(ach, true);
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load_ach_icon(ach, false);
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}
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for (auto & defined_ach : defined_achievements) {
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load_ach_icon(defined_ach, true);
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load_ach_icon(defined_ach, false);
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}
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#ifndef EMU_RELEASE_BUILD
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auto now2 = std::chrono::high_resolution_clock::now();
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auto dd = (unsigned)std::chrono::duration_cast<std::chrono::milliseconds>(now2 - now1).count();
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PRINT_DEBUG("attempted to load %zu achievements icons in %u ms", idx * 2, dd);
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#endif
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achievements_icons_loaded = true;
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}
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@ -71,8 +71,10 @@ struct Overlay_Achievement
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bool hidden{};
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bool achieved{};
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uint32 unlock_time{};
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std::pair< std::weak_ptr<uint64_t>, bool > icon{};
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std::pair< std::weak_ptr<uint64_t>, bool > icon_gray{};
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std::weak_ptr<uint64_t> icon{};
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std::weak_ptr<uint64_t> icon_gray{};
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int icon_handle = Settings::UNLOADED_IMAGE_HANDLE;
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int icon_gray_handle = Settings::UNLOADED_IMAGE_HANDLE;
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};
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struct Notification
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@ -99,7 +101,6 @@ struct NotificationsCoords
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class Steam_Overlay
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{
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constexpr static const char ACH_SOUNDS_FOLDER[] = "sounds";
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constexpr static const int renderer_detector_polling_ms = 100;
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class Settings* settings;
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@ -120,6 +121,7 @@ class Steam_Overlay
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std::string show_url{};
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std::vector<Overlay_Achievement> achievements{};
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size_t last_loaded_ach_icon{};
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bool show_overlay = false;
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bool show_user_info = false;
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@ -184,12 +186,6 @@ class Steam_Overlay
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Steam_Overlay& operator=(Steam_Overlay const&) = delete;
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Steam_Overlay& operator=(Steam_Overlay&&) = delete;
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static void overlay_run_callback(void* object);
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static void overlay_networking_callback(void* object, Common_Message* msg);
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bool is_friend_joinable(std::pair<const Friend, friend_window_state> &f);
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bool got_lobby();
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bool submit_notification(
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notification_type type,
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const std::string &msg,
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@ -213,9 +209,7 @@ class Steam_Overlay
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void add_ach_progressbar(const Overlay_Achievement &ach);
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ImVec4 get_notification_bg_rgba_safe();
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void build_notifications(float width, float height);
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// invite a single friend
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void invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking);
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void request_renderer_detector();
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void set_renderer_hook_timeout();
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void cleanup_renderer_hook();
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@ -238,14 +232,27 @@ class Steam_Overlay
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bool open_overlay_hook(bool toggle);
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bool try_load_ach_icon(Overlay_Achievement &ach, bool achieved);
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bool try_load_ach_icon(Overlay_Achievement &ach, bool achieved, bool upload_new_icon_to_gpu);
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void overlay_render_proc();
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void load_next_ach_icon();
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uint32 apply_global_style_color();
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void render_main_window();
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void networking_msg_received(Common_Message* msg);
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void steam_run_callback_update_my_lobby();
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bool is_friend_joinable(std::pair<const Friend, friend_window_state> &f);
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// invite a single friend
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void invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking);
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void steam_run_callback_friends_actions();
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void steam_run_callback();
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void networking_msg_received(Common_Message* msg);
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static void overlay_run_callback(void* object);
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static void overlay_networking_callback(void* object, Common_Message* msg);
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public:
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Steam_Overlay(Settings* settings, Local_Storage *local_storage, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);
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@ -85,23 +85,7 @@ void Steam_Overlay::overlay_run_callback(void* object)
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{
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// PRINT_DEBUG_ENTRY();
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Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
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// bail immediately if we can't lock the overlay mutex, deadlock scenario:
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// 1. ** the background thread locks the global mutex
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// 2. -- the user opens the overlay
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// 3. -- the overlay proc is triggered the next frame, locking the overlay mutex
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// 4. ** the background thread locks the global mutex and runs this callback
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// 5. ** this callback (already having the global mutex) attempts to lock the overlay mutex (already locked before)
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// 6. ** this callback, and the background thread, are now blocked, note that the global mutex is still locked
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// 7. -- in the same frame, some code in the overlay proc attempts to call a steam API which usually locks the global mutex
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// sice the global mutex is still locked, the overlay proc is also blocked,
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// and now both the background thread and the overlay proc and locked
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// even worse, the global mutex is locked forever now
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if (!_this->overlay_mutex.try_lock()) return;
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_this->steam_run_callback();
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_this->overlay_mutex.unlock();
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}
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void Steam_Overlay::overlay_networking_callback(void* object, Common_Message* msg)
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@ -422,7 +406,6 @@ void Steam_Overlay::overlay_state_hook(bool ready)
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// called when the user presses SHIFT + TAB
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bool Steam_Overlay::open_overlay_hook(bool toggle)
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{
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (toggle) {
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ShowOverlay(!show_overlay);
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}
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@ -639,16 +622,19 @@ void Steam_Overlay::show_test_achievement()
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ach.description = "~~~ " + ach.title + " ~~~";
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ach.achieved = true;
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// random add icon
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if (achievements.size()) {
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size_t rand_idx = common_helpers::rand_number(achievements.size() - 1);
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auto &rand_ach = achievements[rand_idx];
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bool achieved = rand_idx < (achievements.size() / 2);
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try_load_ach_icon(rand_ach, achieved);
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ach.icon = achieved ? rand_ach.icon : rand_ach.icon_gray;
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// force upload to GPU if the pagination is request-based
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try_load_ach_icon(rand_ach, achieved, settings->paginated_achievements_icons == 0);
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ach.icon = rand_ach.icon;
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ach.icon_gray = rand_ach.icon_gray;
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}
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bool for_progress = false;
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// randomly add progress
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bool for_progress = false;
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if (common_helpers::rand_number(1000) % 2) {
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for_progress = true;
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uint32 progress = (uint32)(common_helpers::rand_number(500) / 10 + 50); // [50, 100]
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@ -662,41 +648,6 @@ void Steam_Overlay::show_test_achievement()
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notify_sound_user_achievement();
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}
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bool Steam_Overlay::is_friend_joinable(std::pair<const Friend, friend_window_state> &f)
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{
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PRINT_DEBUG("%" PRIu64 "", f.first.id());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if (std::string(steamFriends->get_friend_rich_presence_silent((uint64)f.first.id(), "connect")).length() > 0 ) {
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PRINT_DEBUG("%" PRIu64 " true (connect string)", f.first.id());
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return true;
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}
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FriendGameInfo_t friend_game_info{};
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steamFriends->GetFriendGamePlayed((uint64)f.first.id(), &friend_game_info);
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if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite)) {
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PRINT_DEBUG("%" PRIu64 " true (friend in a game)", f.first.id());
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return true;
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}
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PRINT_DEBUG("%" PRIu64 " false", f.first.id());
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return false;
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}
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bool Steam_Overlay::got_lobby()
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{
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if (std::string(steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect")).length() > 0)
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return true;
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|
||||
if (settings->get_lobby().IsValid())
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Steam_Overlay::build_friend_context_menu(Friend const& frd, friend_window_state& state)
|
||||
{
|
||||
if (ImGui::BeginPopupContextItem("Friends_ContextMenu", 1)) {
|
||||
@ -768,24 +719,21 @@ void Steam_Overlay::build_friend_window(Friend const& frd, friend_window_state&
|
||||
// Window id is after the ###, the window title is the friend name
|
||||
std::string friend_window_id = std::move("###" + std::to_string(state.id));
|
||||
if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show)) {
|
||||
if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
|
||||
{
|
||||
if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) {
|
||||
state.window_state &= ~window_state_need_attention;
|
||||
}
|
||||
|
||||
// Fill this with the chat box and maybe the invitation
|
||||
if (state.window_state & (window_state_lobby_invite | window_state_rich_invite))
|
||||
{
|
||||
if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) {
|
||||
ImGui::LabelText("##label", translationInvitedYouToJoinTheGame[current_language], frd.name().c_str(), frd.appid());
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button(translationAccept[current_language]))
|
||||
{
|
||||
if (ImGui::Button(translationAccept[current_language])) {
|
||||
state.window_state |= window_state_join;
|
||||
this->has_friend_action.push(frd);
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button(translationRefuse[current_language]))
|
||||
{
|
||||
if (ImGui::Button(translationRefuse[current_language])) {
|
||||
state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite);
|
||||
}
|
||||
}
|
||||
@ -829,15 +777,12 @@ void Steam_Overlay::build_friend_window(Friend const& frd, friend_window_state&
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
if (ImGui::Button(translationSend[current_language]))
|
||||
{
|
||||
if (ImGui::Button(translationSend[current_language])) {
|
||||
send_chat_msg = true;
|
||||
}
|
||||
|
||||
if (send_chat_msg)
|
||||
{
|
||||
if (!(state.window_state & window_state_send_message))
|
||||
{
|
||||
if (send_chat_msg) {
|
||||
if (!(state.window_state & window_state_send_message)) {
|
||||
has_friend_action.push(frd);
|
||||
state.window_state |= window_state_send_message;
|
||||
}
|
||||
@ -845,8 +790,9 @@ void Steam_Overlay::build_friend_window(Friend const& frd, friend_window_state&
|
||||
}
|
||||
|
||||
// User closed the friend window
|
||||
if (!show)
|
||||
if (!show) {
|
||||
state.window_state &= ~window_state_show;
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
@ -1108,7 +1054,7 @@ void Steam_Overlay::build_notifications(float width, float height)
|
||||
case notification_type::achievement_progress:
|
||||
case notification_type::achievement: {
|
||||
const auto &ach = it->ach.value();
|
||||
auto& [icon_rsrc, _] = (notification_type)it->type == notification_type::achievement
|
||||
auto &icon_rsrc = (notification_type)it->type == notification_type::achievement
|
||||
? ach.icon
|
||||
: ach.icon_gray;
|
||||
if (!icon_rsrc.expired() && ImGui::BeginTable("imgui_table", 2)) {
|
||||
@ -1244,7 +1190,9 @@ void Steam_Overlay::post_achievement_notification(Overlay_Achievement &ach, bool
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
if (!Ready()) return;
|
||||
|
||||
try_load_ach_icon(ach, !for_progress); // for progress notifications we want to load the gray icon
|
||||
bool achieved = !for_progress; // for progress notifications we want to load the gray icon
|
||||
// force upload to GPU if the pagination is request-based
|
||||
try_load_ach_icon(ach, achieved, settings->paginated_achievements_icons == 0);
|
||||
submit_notification(
|
||||
for_progress ? notification_type::achievement_progress : notification_type::achievement,
|
||||
ach.title + "\n" + ach.description,
|
||||
@ -1253,26 +1201,22 @@ void Steam_Overlay::post_achievement_notification(Overlay_Achievement &ach, bool
|
||||
);
|
||||
}
|
||||
|
||||
void Steam_Overlay::invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking)
|
||||
{
|
||||
std::string connect_str = steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect");
|
||||
if (connect_str.length() > 0) {
|
||||
steamFriends->InviteUserToGame(friend_id, connect_str.c_str());
|
||||
PRINT_DEBUG("sent game invitation to friend with id = %llu", friend_id);
|
||||
} else if (settings->get_lobby().IsValid()) {
|
||||
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
|
||||
PRINT_DEBUG("sent lobby invitation to friend with id = %llu", friend_id);
|
||||
}
|
||||
}
|
||||
|
||||
bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach, bool achieved)
|
||||
bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach, bool achieved, bool upload_new_icon_to_gpu)
|
||||
{
|
||||
if (!_renderer) return false;
|
||||
if (settings->paginated_achievements_icons < 0) return false; // no icons are loaded anyway
|
||||
if (!settings->overlay_upload_achs_icons_to_gpu) return false; // don't upload anything to the GPU
|
||||
|
||||
auto& [icon_rsrc, attempted] = achieved ? ach.icon : ach.icon_gray;
|
||||
if (attempted || !icon_rsrc.expired()) return true;
|
||||
auto &icon_rsrc = achieved ? ach.icon : ach.icon_gray;
|
||||
if (!icon_rsrc.expired()) return true;
|
||||
|
||||
const int icon_handle = get_steam_client()->steam_user_stats->get_achievement_icon_handle(ach.name, achieved);
|
||||
// icons needs to be loaded, but we're not allowed
|
||||
if (!upload_new_icon_to_gpu) return false;
|
||||
|
||||
int &icon_handle = achieved ? ach.icon_handle : ach.icon_gray_handle;
|
||||
if (Settings::UNLOADED_IMAGE_HANDLE == icon_handle) { // not loaded yet
|
||||
icon_handle = get_steam_client()->steam_user_stats->get_achievement_icon_handle(ach.name, achieved);
|
||||
}
|
||||
auto image_info = settings->get_image(icon_handle);
|
||||
if (image_info) {
|
||||
int icon_size = static_cast<int>(settings->overlay_appearance.icon_size);
|
||||
@ -1283,14 +1227,14 @@ bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach, bool achieved)
|
||||
PRINT_DEBUG("'%s' (result=%i)", ach.name.c_str(), (int)!icon_rsrc.expired());
|
||||
}
|
||||
|
||||
attempted = true;
|
||||
return !icon_rsrc.expired();
|
||||
}
|
||||
|
||||
// Try to make this function as short as possible or it might affect game's fps.
|
||||
void Steam_Overlay::overlay_render_proc()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
std::lock_guard lock(overlay_mutex);
|
||||
|
||||
if (!Ready()) return;
|
||||
|
||||
if (show_overlay) {
|
||||
@ -1302,6 +1246,7 @@ void Steam_Overlay::overlay_render_proc()
|
||||
build_notifications(io.DisplaySize.x, io.DisplaySize.y);
|
||||
}
|
||||
|
||||
load_next_ach_icon();
|
||||
}
|
||||
|
||||
uint32 Steam_Overlay::apply_global_style_color()
|
||||
@ -1480,13 +1425,14 @@ void Steam_Overlay::render_main_window()
|
||||
bool achieved = x.achieved;
|
||||
bool hidden = x.hidden && !achieved;
|
||||
|
||||
try_load_ach_icon(x, true);
|
||||
try_load_ach_icon(x, false);
|
||||
// force upload to GPU if the pagination is request-based
|
||||
try_load_ach_icon(x, true, settings->paginated_achievements_icons == 0);
|
||||
try_load_ach_icon(x, false, settings->paginated_achievements_icons == 0);
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
bool could_create_ach_table_entry = false;
|
||||
if (!x.icon.first.expired() || !x.icon_gray.first.expired()) {
|
||||
if (!x.icon.expired() || !x.icon_gray.expired()) {
|
||||
if (ImGui::BeginTable(x.title.c_str(), 2)) {
|
||||
could_create_ach_table_entry = true;
|
||||
|
||||
@ -1495,7 +1441,7 @@ void Steam_Overlay::render_main_window()
|
||||
ImGui::TableNextRow(ImGuiTableRowFlags_None, settings->overlay_appearance.icon_size);
|
||||
|
||||
ImGui::TableSetColumnIndex(0);
|
||||
auto& [icon_rsrc, _] = achieved ? x.icon : x.icon_gray;
|
||||
auto &icon_rsrc = achieved ? x.icon : x.icon_gray;
|
||||
if (!icon_rsrc.expired()) {
|
||||
ImGui::Image(
|
||||
(ImTextureID)*icon_rsrc.lock().get(),
|
||||
@ -1633,162 +1579,45 @@ void Steam_Overlay::render_main_window()
|
||||
if (style_color_stack) ImGui::PopStyleColor(style_color_stack);
|
||||
ImGui::PopFont();
|
||||
|
||||
if (!show) ShowOverlay(false);
|
||||
if (!show) {
|
||||
ShowOverlay(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Steam_Overlay::networking_msg_received(Common_Message *msg)
|
||||
void Steam_Overlay::load_next_ach_icon()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
// this function only works when icons pagination is active, request-based loading is not supported too (pagination=0)
|
||||
if (!settings->overlay_upload_achs_icons_to_gpu || settings->paginated_achievements_icons <= 0 || achievements.empty()) return;
|
||||
|
||||
size_t linear_idx = last_loaded_ach_icon / 2; // 2 icons per achievement, 1 achieved, 1 unachieved
|
||||
if (linear_idx >= achievements.size()) {
|
||||
last_loaded_ach_icon = 0;
|
||||
linear_idx = 0;
|
||||
}
|
||||
|
||||
#ifndef EMU_RELEASE_BUILD
|
||||
auto now1 = std::chrono::high_resolution_clock::now();
|
||||
#endif
|
||||
|
||||
auto &ach = achievements.at(linear_idx);
|
||||
++last_loaded_ach_icon;
|
||||
|
||||
bool achieved = last_loaded_ach_icon % 2 != 0;
|
||||
auto &icon_rsrc = achieved ? ach.icon : ach.icon_gray;
|
||||
// always force upload to GPU in background-loading mode (pagination > 0)
|
||||
bool loaded = try_load_ach_icon(ach, achieved, true);
|
||||
|
||||
if (msg->has_steam_messages()) {
|
||||
Friend frd;
|
||||
frd.set_id(msg->source_id());
|
||||
auto friend_info = friends.find(frd);
|
||||
if (friend_info != friends.end()) {
|
||||
Steam_Messages const& steam_message = msg->steam_messages();
|
||||
// Change color to cyan for friend
|
||||
friend_info->second.chat_history.append(friend_info->first.name() + ": " + steam_message.message()).append("\n", 1);
|
||||
if (!(friend_info->second.window_state & window_state_show)) {
|
||||
friend_info->second.window_state |= window_state_need_attention;
|
||||
}
|
||||
|
||||
add_chat_message_notification(friend_info->first.name() + ": " + steam_message.message());
|
||||
notify_sound_user_invite(friend_info->second);
|
||||
}
|
||||
#ifndef EMU_RELEASE_BUILD
|
||||
if (loaded) {
|
||||
auto now2 = std::chrono::high_resolution_clock::now();
|
||||
auto dd = (unsigned)std::chrono::duration_cast<std::chrono::milliseconds>(now2 - now1).count();
|
||||
PRINT_DEBUG("uploaded an achievement icon to GPU in %u ms", dd);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void Steam_Overlay::steam_run_callback()
|
||||
{
|
||||
if (!Ready()) return;
|
||||
|
||||
if (overlay_state_changed) {
|
||||
overlay_state_changed = false;
|
||||
|
||||
GameOverlayActivated_t data{};
|
||||
data.m_bActive = show_overlay;
|
||||
data.m_bUserInitiated = true;
|
||||
data.m_dwOverlayPID = 123;
|
||||
data.m_nAppID = settings->get_local_game_id().AppID();
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
|
||||
|
||||
if (save_settings) {
|
||||
save_settings = false;
|
||||
|
||||
const char *language_text = valid_languages[current_language];
|
||||
save_global_settings(get_steam_client()->local_storage, username_text, language_text);
|
||||
get_steam_client()->settings_client->set_local_name(username_text);
|
||||
get_steam_client()->settings_server->set_local_name(username_text);
|
||||
get_steam_client()->settings_client->set_language(language_text);
|
||||
get_steam_client()->settings_server->set_language(language_text);
|
||||
steamFriends->resend_friend_data();
|
||||
}
|
||||
|
||||
i_have_lobby = got_lobby();
|
||||
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i)
|
||||
{
|
||||
i.second.joinable = is_friend_joinable(i);
|
||||
});
|
||||
|
||||
while (!has_friend_action.empty()) {
|
||||
auto friend_info = friends.find(has_friend_action.front());
|
||||
if (friend_info != friends.end()) {
|
||||
uint64 friend_id = (uint64)friend_info->first.id();
|
||||
// The user clicked on "Send"
|
||||
if (friend_info->second.window_state & window_state_send_message) {
|
||||
char* input = friend_info->second.chat_input;
|
||||
char* end_input = input + strlen(input);
|
||||
char* printable_char = std::find_if(input, end_input, [](char c) { return std::isgraph(c); });
|
||||
|
||||
// Check if the message contains something else than blanks
|
||||
if (printable_char != end_input) {
|
||||
// Handle chat send
|
||||
Common_Message msg;
|
||||
Steam_Messages* steam_messages = new Steam_Messages;
|
||||
steam_messages->set_type(Steam_Messages::FRIEND_CHAT);
|
||||
steam_messages->set_message(friend_info->second.chat_input);
|
||||
msg.set_allocated_steam_messages(steam_messages);
|
||||
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(friend_id);
|
||||
network->sendTo(&msg, true);
|
||||
|
||||
friend_info->second.chat_history.append(get_steam_client()->settings_client->get_local_name()).append(": ").append(input).append("\n", 1);
|
||||
}
|
||||
*input = 0; // Reset the input field
|
||||
|
||||
friend_info->second.window_state &= ~window_state_send_message;
|
||||
}
|
||||
// The user clicked on "Invite" (but invite all wasn't clicked)
|
||||
if (friend_info->second.window_state & window_state_invite) {
|
||||
invite_friend(friend_id, steamFriends, steamMatchmaking);
|
||||
|
||||
friend_info->second.window_state &= ~window_state_invite;
|
||||
}
|
||||
// The user clicked on "Join"
|
||||
if (friend_info->second.window_state & window_state_join) {
|
||||
std::string connect = steamFriends->get_friend_rich_presence_silent(friend_id, "connect");
|
||||
// The user got a lobby invite and accepted it
|
||||
if (friend_info->second.window_state & window_state_lobby_invite) {
|
||||
GameLobbyJoinRequested_t data;
|
||||
data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
friend_info->second.window_state &= ~window_state_lobby_invite;
|
||||
} else {
|
||||
// The user got a rich presence invite and accepted it
|
||||
if (friend_info->second.window_state & window_state_rich_invite) {
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
friend_info->second.window_state &= ~window_state_rich_invite;
|
||||
} else if (connect.length() > 0) {
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
//Not sure about this but it fixes sonic racing transformed invites
|
||||
FriendGameInfo_t friend_game_info = {};
|
||||
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
|
||||
uint64 lobby_id = friend_game_info.m_steamIDLobby.ConvertToUint64();
|
||||
if (lobby_id) {
|
||||
GameLobbyJoinRequested_t data;
|
||||
data.m_steamIDLobby.SetFromUint64(lobby_id);
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
|
||||
friend_info->second.window_state &= ~window_state_join;
|
||||
}
|
||||
}
|
||||
has_friend_action.pop();
|
||||
}
|
||||
|
||||
// if variable == true, then set it to false and return true (because state was changed) in that case
|
||||
bool yes_clicked = true;
|
||||
if (invite_all_friends_clicked.compare_exchange_weak(yes_clicked, false)) {
|
||||
PRINT_DEBUG("Steam_Overlay will send invitations to [%zu] friends if they're using the same app", friends.size());
|
||||
uint32 current_appid = settings->get_local_game_id().AppID();
|
||||
for (auto &fr : friends) {
|
||||
if (fr.first.appid() == current_appid) { // friend is playing the same game
|
||||
uint64 friend_id = (uint64)fr.first.id();
|
||||
invite_friend(friend_id, steamFriends, steamMatchmaking);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Steam_Overlay::SetupOverlay()
|
||||
{
|
||||
if (settings->disable_overlay) return;
|
||||
@ -1838,14 +1667,14 @@ void Steam_Overlay::UnSetupOverlay()
|
||||
|
||||
PRINT_DEBUG("releasing any images resources");
|
||||
for (auto &ach : achievements) {
|
||||
if (!ach.icon.first.expired()) {
|
||||
_renderer->ReleaseImageResource(ach.icon.first);
|
||||
ach.icon.first.reset();
|
||||
if (!ach.icon.expired()) {
|
||||
_renderer->ReleaseImageResource(ach.icon);
|
||||
ach.icon.reset();
|
||||
}
|
||||
|
||||
if (!ach.icon_gray.first.expired()) {
|
||||
_renderer->ReleaseImageResource(ach.icon_gray.first);
|
||||
ach.icon_gray.first.reset();
|
||||
if (!ach.icon_gray.expired()) {
|
||||
_renderer->ReleaseImageResource(ach.icon_gray);
|
||||
ach.icon_gray.reset();
|
||||
}
|
||||
}
|
||||
|
||||
@ -2062,4 +1891,232 @@ void Steam_Overlay::AddAchievementNotification(const std::string &ach_name, nloh
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// -- steam run callbacks --
|
||||
void Steam_Overlay::steam_run_callback_update_my_lobby()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
if (std::string(steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect")).length() > 0) {
|
||||
i_have_lobby = true;
|
||||
} else if (settings->get_lobby().IsValid()) {
|
||||
i_have_lobby = true;
|
||||
} else {
|
||||
i_have_lobby = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool Steam_Overlay::is_friend_joinable(std::pair<const Friend, friend_window_state> &f)
|
||||
{
|
||||
PRINT_DEBUG("%" PRIu64 "", f.first.id());
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
|
||||
if (std::string(steamFriends->get_friend_rich_presence_silent((uint64)f.first.id(), "connect")).length() > 0 ) {
|
||||
PRINT_DEBUG("%" PRIu64 " true (connect string)", f.first.id());
|
||||
return true;
|
||||
}
|
||||
|
||||
FriendGameInfo_t friend_game_info{};
|
||||
steamFriends->GetFriendGamePlayed((uint64)f.first.id(), &friend_game_info);
|
||||
if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite)) {
|
||||
PRINT_DEBUG("%" PRIu64 " true (friend in a game)", f.first.id());
|
||||
return true;
|
||||
}
|
||||
|
||||
PRINT_DEBUG("%" PRIu64 " false", f.first.id());
|
||||
return false;
|
||||
}
|
||||
|
||||
void Steam_Overlay::invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking)
|
||||
{
|
||||
std::string connect_str = steamFriends->get_friend_rich_presence_silent(settings->get_local_steam_id(), "connect");
|
||||
if (connect_str.length() > 0) {
|
||||
steamFriends->InviteUserToGame(friend_id, connect_str.c_str());
|
||||
PRINT_DEBUG("sent game invitation to friend with id = %llu", friend_id);
|
||||
} else if (settings->get_lobby().IsValid()) {
|
||||
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
|
||||
PRINT_DEBUG("sent lobby invitation to friend with id = %llu", friend_id);
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::steam_run_callback_friends_actions()
|
||||
{
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
|
||||
|
||||
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i) {
|
||||
i.second.joinable = is_friend_joinable(i);
|
||||
});
|
||||
|
||||
while (!has_friend_action.empty()) {
|
||||
auto friend_info = friends.find(has_friend_action.front());
|
||||
if (friend_info != friends.end()) {
|
||||
uint64 friend_id = (uint64)friend_info->first.id();
|
||||
// The user clicked on "Send"
|
||||
if (friend_info->second.window_state & window_state_send_message) {
|
||||
char* input = friend_info->second.chat_input;
|
||||
char* end_input = input + strlen(input);
|
||||
char* printable_char = std::find_if(input, end_input, [](char c) { return std::isgraph(c); });
|
||||
|
||||
// Check if the message contains something else than blanks
|
||||
if (printable_char != end_input) {
|
||||
// Handle chat send
|
||||
Common_Message msg;
|
||||
Steam_Messages* steam_messages = new Steam_Messages;
|
||||
steam_messages->set_type(Steam_Messages::FRIEND_CHAT);
|
||||
steam_messages->set_message(friend_info->second.chat_input);
|
||||
msg.set_allocated_steam_messages(steam_messages);
|
||||
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(friend_id);
|
||||
network->sendTo(&msg, true);
|
||||
|
||||
friend_info->second.chat_history.append(get_steam_client()->settings_client->get_local_name()).append(": ").append(input).append("\n", 1);
|
||||
}
|
||||
*input = 0; // Reset the input field
|
||||
|
||||
friend_info->second.window_state &= ~window_state_send_message;
|
||||
}
|
||||
// The user clicked on "Invite" (but invite all wasn't clicked)
|
||||
if (friend_info->second.window_state & window_state_invite) {
|
||||
invite_friend(friend_id, steamFriends, steamMatchmaking);
|
||||
|
||||
friend_info->second.window_state &= ~window_state_invite;
|
||||
}
|
||||
// The user clicked on "Join"
|
||||
if (friend_info->second.window_state & window_state_join) {
|
||||
std::string connect = steamFriends->get_friend_rich_presence_silent(friend_id, "connect");
|
||||
// The user got a lobby invite and accepted it
|
||||
if (friend_info->second.window_state & window_state_lobby_invite) {
|
||||
GameLobbyJoinRequested_t data;
|
||||
data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
friend_info->second.window_state &= ~window_state_lobby_invite;
|
||||
} else {
|
||||
// The user got a rich presence invite and accepted it
|
||||
if (friend_info->second.window_state & window_state_rich_invite) {
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
friend_info->second.window_state &= ~window_state_rich_invite;
|
||||
} else if (connect.length() > 0) {
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
//Not sure about this but it fixes sonic racing transformed invites
|
||||
FriendGameInfo_t friend_game_info = {};
|
||||
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
|
||||
uint64 lobby_id = friend_game_info.m_steamIDLobby.ConvertToUint64();
|
||||
if (lobby_id) {
|
||||
GameLobbyJoinRequested_t data;
|
||||
data.m_steamIDLobby.SetFromUint64(lobby_id);
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
|
||||
friend_info->second.window_state &= ~window_state_join;
|
||||
}
|
||||
}
|
||||
has_friend_action.pop();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Steam_Overlay::steam_run_callback()
|
||||
{
|
||||
if (!Ready()) return;
|
||||
|
||||
if (overlay_state_changed) {
|
||||
overlay_state_changed = false;
|
||||
|
||||
GameOverlayActivated_t data{};
|
||||
data.m_bActive = show_overlay;
|
||||
data.m_bUserInitiated = true;
|
||||
data.m_dwOverlayPID = 123;
|
||||
data.m_nAppID = settings->get_local_game_id().AppID();
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
|
||||
|
||||
if (save_settings) {
|
||||
save_settings = false;
|
||||
|
||||
const char *language_text = valid_languages[current_language];
|
||||
save_global_settings(get_steam_client()->local_storage, username_text, language_text);
|
||||
get_steam_client()->settings_client->set_local_name(username_text);
|
||||
get_steam_client()->settings_server->set_local_name(username_text);
|
||||
get_steam_client()->settings_client->set_language(language_text);
|
||||
get_steam_client()->settings_server->set_language(language_text);
|
||||
steamFriends->resend_friend_data();
|
||||
}
|
||||
|
||||
steam_run_callback_update_my_lobby();
|
||||
|
||||
// if variable == true, then set it to false and return true (because state was changed) in that case
|
||||
bool yes_clicked = true;
|
||||
if (invite_all_friends_clicked.compare_exchange_weak(yes_clicked, false)) {
|
||||
PRINT_DEBUG("Steam_Overlay will send invitations to [%zu] friends if they're using the same app", friends.size());
|
||||
uint32 current_appid = settings->get_local_game_id().AppID();
|
||||
for (auto &fr : friends) {
|
||||
if (fr.first.appid() == current_appid) { // friend is playing the same game
|
||||
uint64 friend_id = (uint64)fr.first.id();
|
||||
invite_friend(friend_id, steamFriends, steamMatchmaking);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// don't wait to lock the overlay mutex
|
||||
// * the overlay proc might be active and holding the overlay mutex
|
||||
// * this steam callback will be blocked, but it has the global mutex locked
|
||||
// * the overlay proc tries to lock the global mutex, but since we have it, it will be blocked forever
|
||||
if (overlay_mutex.try_lock()) {
|
||||
if (Ready()) {
|
||||
// ==============================================================
|
||||
// call steam callbacks that has to change the overlay state here
|
||||
// ==============================================================
|
||||
|
||||
steam_run_callback_friends_actions();
|
||||
}
|
||||
|
||||
overlay_mutex.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// -- steam networking callbacks --
|
||||
void Steam_Overlay::networking_msg_received(Common_Message *msg)
|
||||
{
|
||||
if (msg->has_steam_messages()) {
|
||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||
|
||||
Friend frd;
|
||||
frd.set_id(msg->source_id());
|
||||
auto friend_info = friends.find(frd);
|
||||
if (friend_info != friends.end()) {
|
||||
Steam_Messages const& steam_message = msg->steam_messages();
|
||||
// Change color to cyan for friend
|
||||
friend_info->second.chat_history.append(friend_info->first.name() + ": " + steam_message.message()).append("\n", 1);
|
||||
if (!(friend_info->second.window_state & window_state_show)) {
|
||||
friend_info->second.window_state |= window_state_need_attention;
|
||||
}
|
||||
|
||||
add_chat_message_notification(friend_info->first.name() + ": " + steam_message.message());
|
||||
notify_sound_user_invite(friend_info->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -59,13 +59,16 @@ stat_achievement_progress_functionality=1
|
||||
# also has no impact on the functions which directly change stats, achievements, or achievements progress
|
||||
# default=1
|
||||
save_only_higher_stat_achievement_progress=1
|
||||
# the emulator loads the achievements icons is memory
|
||||
# this is needed for APIs like `ISteamUserStats::GetAchievementIcon()`
|
||||
# the loaded icon size is controlled by [overlay::appearance] -> Icon_Size, in configs.overlay.ini
|
||||
# 1=load icons lazily when they are requested
|
||||
# 0=load icons as soon as the interface ISteamUserStats is initialized
|
||||
# default=1
|
||||
lazy_load_achievements_icons=1
|
||||
# the emulator loads the achievements icons is memory, this is needed for APIs like `ISteamUserStats::GetAchievementIcon()` and the overlay
|
||||
# the loaded icon size is controlled by [overlay::appearance] -> Icon_Size, in the file configs.overlay.ini
|
||||
# this value controls how many icons to load each iteration when the periodic callback of the emu is triggered
|
||||
# or when the app/game calls `SteamAPI_RunCallbacks()`
|
||||
# each achievement has 2 icons, one when it's locked and another when it's unlocked, so a value of 10 means loading 20 icons
|
||||
# increasing this value will cause a huge startup delay
|
||||
# -1=disable this functionality (`ISteamUserStats::GetAchievementIcon()` and the overlay won't be able to use icons)
|
||||
# 0=load the icon in memory only when it's requested
|
||||
# default=10
|
||||
paginated_achievements_icons=10
|
||||
|
||||
[main::connectivity]
|
||||
# 1=prevent hooking OS networking APIs and allow any external requests
|
||||
|
@ -38,6 +38,12 @@ disable_warning_bad_appid=0
|
||||
# 1=disable the local_save warning in the overlay
|
||||
# default=0
|
||||
disable_warning_local_save=0
|
||||
# by default the overlay will attempt to upload the achievements icons to the GPU
|
||||
# so that they are displayed, in rare cases this might keep failing and cause FPS drop
|
||||
# 0=prevent the overlay from attempting to upload the icons periodically,
|
||||
# in that case achievements icons win't be displayed
|
||||
# default=1
|
||||
upload_achievements_icons_to_gpu=1
|
||||
|
||||
[overlay::appearance]
|
||||
# load custom TrueType font from a path, it could be absolute, or relative
|
||||
|
Loading…
Reference in New Issue
Block a user