mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-28 03:14:15 +08:00
Started work on a real avatars implementation.
Fix issue where since the image ids changed for every get avatar call mudrunner would keep allocating memory indefinitely.
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734ff89291
commit
58083e0863
@ -202,4 +202,15 @@ void Settings::setLeaderboard(std::string leaderboard, enum ELeaderboardSortMeth
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leader.display_type = display_type;
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leaderboards[leaderboard] = leader;
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}
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}
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int Settings::add_image(std::string data, uint32 width, uint32 height)
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{
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int last = images.size() + 1;
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struct Image_Data dt;
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dt.width = width;
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dt.height = height;
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dt.data = data;
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images[last] = dt;
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return last;
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}
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@ -52,6 +52,12 @@ struct Stat_config {
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};
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};
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struct Image_Data {
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uint32 width;
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uint32 height;
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std::string data;
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};
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class Settings {
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CSteamID steam_id;
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CGameID game_id;
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@ -116,6 +122,10 @@ public:
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//stats
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std::map<std::string, Stat_config> getStats() { return stats; }
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void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[name] = stat_config; }
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//images
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std::map<int, struct Image_Data> images;
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int add_image(std::string data, uint32 width, uint32 height);
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};
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#endif
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@ -19,6 +19,12 @@
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#define SEND_FRIEND_RATE 4.0
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struct Avatar_Numbers {
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int smallest;
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int medium;
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int large;
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};
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class Steam_Friends :
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public ISteamFriends004,
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public ISteamFriends005,
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@ -45,7 +51,7 @@ public ISteamFriends
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bool modified;
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std::vector<Friend> friends;
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unsigned img_count;
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std::map<uint64, struct Avatar_Numbers> avatars;
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CSteamID lobby_id;
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std::chrono::high_resolution_clock::time_point last_sent_friends;
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@ -82,6 +88,29 @@ bool isAppIdCompatible(Friend *f)
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return settings->get_local_game_id().AppID() == f->appid();
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}
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struct Avatar_Numbers add_friend_avatars(CSteamID id)
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{
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uint64 steam_id = id.ConvertToUint64();
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auto avatar_ids = avatars.find(steam_id);
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if (avatar_ids != avatars.end()) {
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return avatar_ids->second;
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}
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//TODO: get real image data from self/other peers
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struct Avatar_Numbers avatar_numbers;
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char zero_array[184 * 184 * 4] = {};
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std::string small_avatar(zero_array, 32 * 32 * 4);
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std::string medium_avatar(zero_array, 64 * 64 * 4);
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std::string large_avatar(zero_array, 184 * 184 * 4);
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avatar_numbers.smallest = settings->add_image(small_avatar, 32, 32);
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avatar_numbers.medium = settings->add_image(medium_avatar, 64, 64);
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avatar_numbers.large = settings->add_image(large_avatar, 184, 184);
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avatars[steam_id] = avatar_numbers;
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return avatar_numbers;
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}
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public:
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static void steam_friends_callback(void *object, Common_Message *msg)
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{
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@ -552,8 +581,10 @@ void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby )
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int GetSmallFriendAvatar( CSteamID steamIDFriend )
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{
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PRINT_DEBUG("Steam_Friends::GetSmallFriendAvatar\n");
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++img_count;
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return (img_count * 3) + 1;
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//IMPORTANT NOTE: don't change friend avatar numbers for the same friend or else some games endlessly allocate stuff.
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Avatar_Numbers numbers = add_friend_avatars(steamIDFriend);
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return numbers.smallest;
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}
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@ -561,8 +592,9 @@ int GetSmallFriendAvatar( CSteamID steamIDFriend )
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int GetMediumFriendAvatar( CSteamID steamIDFriend )
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{
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PRINT_DEBUG("Steam_Friends::GetMediumFriendAvatar\n");
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++img_count;
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return (img_count * 3) + 2;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Avatar_Numbers numbers = add_friend_avatars(steamIDFriend);
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return numbers.medium;
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}
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@ -571,8 +603,9 @@ int GetMediumFriendAvatar( CSteamID steamIDFriend )
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int GetLargeFriendAvatar( CSteamID steamIDFriend )
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{
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PRINT_DEBUG("Steam_Friends::GetLargeFriendAvatar\n");
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++img_count;
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return (img_count * 3) + 0;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Avatar_Numbers numbers = add_friend_avatars(steamIDFriend);
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return numbers.large;
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}
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int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize )
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@ -671,19 +704,19 @@ bool SetRichPresence( const char *pchKey, const char *pchValue )
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PRINT_DEBUG("Steam_Friends::SetRichPresence %s %s\n", pchKey, pchValue ? pchValue : "NULL");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (pchValue) {
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#ifdef SHOW_DIALOG_RICH_CONNECT
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if (std::string(pchKey) == std::string("connect"))
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MessageBox(0, pchValue, pchKey, MB_OK);
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#endif
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(*us.mutable_rich_presence())[pchKey] = pchValue;
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auto prev_value = (*us.mutable_rich_presence()).find(pchKey);
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if (prev_value == (*us.mutable_rich_presence()).end() || prev_value->second != pchValue) {
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(*us.mutable_rich_presence())[pchKey] = pchValue;
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modified = true;
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}
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} else {
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auto to_remove = us.mutable_rich_presence()->find(pchKey);
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if (to_remove != us.mutable_rich_presence()->end()) {
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us.mutable_rich_presence()->erase(to_remove);
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modified = true;
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}
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}
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modified = true;
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return true;
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}
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@ -82,39 +82,35 @@ const char *GetIPCountry()
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return "US";
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}
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static uint32 width_image(int iImage)
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{
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if ((iImage % 3) == 1) return 32;
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if ((iImage % 3) == 2) return 64;
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return 184;
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}
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// returns true if the image exists, and valid sizes were filled out
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bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight )
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{
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PRINT_DEBUG("GetImageSize\n");
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PRINT_DEBUG("GetImageSize %i\n", iImage);
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if (!iImage || !pnWidth || !pnHeight) return false;
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auto image = settings->images.find(iImage);
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if (image == settings->images.end()) return false;
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*pnWidth = width_image(iImage);
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*pnHeight = width_image(iImage);;
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*pnWidth = image->second.width;
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*pnHeight = image->second.height;
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return true;
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}
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// returns true if the image exists, and the buffer was successfully filled out
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// results are returned in RGBA format
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// the destination buffer size should be 4 * height * width * sizeof(char)
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bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize )
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{
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PRINT_DEBUG("GetImageRGBA\n");
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PRINT_DEBUG("GetImageRGBA %i\n", iImage);
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if (!iImage || !pubDest || !nDestBufferSize) return false;
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unsigned size = width_image(iImage) * width_image(iImage) * 4;
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auto image = settings->images.find(iImage);
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if (image == settings->images.end()) return false;
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unsigned size = image->second.data.size();
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if (nDestBufferSize < size) size = nDestBufferSize;
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memset(pubDest, 0xFF, size);
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image->second.data.copy((char *)pubDest, nDestBufferSize);
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return true;
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}
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// returns the IP of the reporting server for valve - currently only used in Source engine games
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bool GetCSERIPPort( uint32 *unIP, uint16 *usPort )
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{
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