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https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 11:15:34 +08:00
Only allow people to join lobbies with the overlay if they have been invited first.
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@ -284,7 +284,7 @@ void Steam_Overlay::FriendConnect(Friend _friend)
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item.window_state = window_state_none;
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item.id = id;
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memset(item.chat_input, 0, max_chat_len);
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item.has_lobby = false;
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item.joinable = false;
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}
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else
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PRINT_DEBUG("No more free id to create a friend window\n");
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@ -351,16 +351,16 @@ void Steam_Overlay::AddInviteNotification(std::pair<const Friend, friend_window_
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PRINT_DEBUG("No more free id to create a notification window\n");
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}
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bool Steam_Overlay::FriendHasLobby(uint64 friend_id)
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bool Steam_Overlay::FriendJoinable(std::pair<const Friend, friend_window_state> &f)
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{
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 )
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if( std::string(steamFriends->GetFriendRichPresence(f.first.id(), "connect")).length() > 0 )
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return true;
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FriendGameInfo_t friend_game_info = {};
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steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
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if (friend_game_info.m_steamIDLobby.IsValid())
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steamFriends->GetFriendGamePlayed(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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return true;
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return false;
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@ -398,7 +398,7 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta
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has_friend_action.push(frd);
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close_popup = true;
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}
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if (state.has_lobby && ImGui::Button("Join###PopupJoin"))
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if (state.joinable && ImGui::Button("Join###PopupJoin"))
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{
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state.window_state |= window_state_join;
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has_friend_action.push(frd);
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@ -447,6 +447,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
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ImGui::SameLine();
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if (ImGui::Button("Accept"))
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{
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state.window_state |= window_state_join;
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this->has_friend_action.push(frd);
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}
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ImGui::SameLine();
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@ -567,6 +568,7 @@ void Steam_Overlay::BuildNotifications(int width, int height)
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ImGui::TextWrapped("%s", it->message.c_str());
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if (ImGui::Button("Join"))
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{
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it->frd->second.window_state |= window_state_join;
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friend_actions_temp.push(it->frd->first);
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it->start_time = std::chrono::seconds(0);
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}
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@ -724,7 +726,7 @@ void Steam_Overlay::RunCallbacks()
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i)
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{
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i.second.has_lobby = FriendHasLobby(i.first.id());
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i.second.joinable = FriendJoinable(i);
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});
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while (!has_friend_action.empty())
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@ -774,51 +776,35 @@ void Steam_Overlay::RunCallbacks()
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if (friend_info->second.window_state & window_state_join)
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{
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std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect");
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if (connect.length() > 0)
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// The user got a lobby invite and accepted it
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if (friend_info->second.window_state & window_state_lobby_invite)
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{
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GameLobbyJoinRequested_t data;
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data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
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data.m_steamIDFriend.SetFromUint64(friend_id);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_info->second.window_state &= ~window_state_lobby_invite;
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} else
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// The user got a rich presence invite and accepted it
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if (friend_info->second.window_state & window_state_rich_invite)
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{
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_id);
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strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_info->second.window_state &= ~window_state_rich_invite;
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} else if (connect.length() > 0)
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{
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_id);
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strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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else
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{
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FriendGameInfo_t friend_game_info = {};
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steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
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if (friend_game_info.m_steamIDLobby.IsValid())
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{
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// TODO: Look if thats really JoinLobby ?
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// I saw on steamdev that overlay sends a GameLobbyJoinRequested_t
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//GameLobbyJoinRequested_t data;
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//data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
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//data.m_steamIDFriend.SetFromUint64(friend_id);
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//callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby);
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}
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}
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friend_info->second.window_state &= ~window_state_join;
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}
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// The user got a lobby invite and accepted it
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if (friend_info->second.window_state & window_state_lobby_invite)
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{
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GameLobbyJoinRequested_t data;
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data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
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data.m_steamIDFriend.SetFromUint64(friend_id);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_info->second.window_state &= ~window_state_lobby_invite;
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}
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// The user got a rich presence invite and accepted it
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if (friend_info->second.window_state & window_state_rich_invite)
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{
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_id);
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strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_info->second.window_state &= ~window_state_rich_invite;
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}
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}
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has_friend_action.pop();
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}
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@ -32,7 +32,7 @@ struct friend_window_state
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std::string chat_history;
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char chat_input[max_chat_len];
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bool has_lobby;
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bool joinable;
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};
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struct Friend_Less
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@ -110,7 +110,7 @@ class Steam_Overlay
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void Callback(Common_Message* msg);
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void RunCallbacks();
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bool FriendHasLobby(uint64 friend_id);
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bool FriendJoinable(std::pair<const Friend, friend_window_state> &f);
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bool IHaveLobby();
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void NotifyUser(friend_window_state& friend_state);
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