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allow players connections even when the overlay isn't ready
workaround #107
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@ -1837,7 +1837,9 @@ void Steam_Overlay::FriendConnect(Friend _friend)
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{
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PRINT_DEBUG("Steam_Overlay::FriendConnect " "%" PRIu64 "\n", _friend.id());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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// players connections might happen earlier before the overlay is ready
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// we don't want to miss them
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//if (!Ready()) return;
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int id = find_free_friend_id(friends);
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if (id != 0) {
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@ -1856,7 +1858,9 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
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{
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PRINT_DEBUG("Steam_Overlay::FriendDisconnect " "%" PRIu64 "\n", _friend.id());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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// players connections might happen earlier before the overlay is ready
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// we don't want to miss them
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//if (!Ready()) return;
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auto it = friends.find(_friend);
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if (it != friends.end())
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