Merge pull request #27 from otavepto/remote_aa/patch-overlay-background-upload

Dramatically decrease the startup locking/halt time when the overlay is enabled
This commit is contained in:
Detanup01 2024-08-22 20:39:06 +02:00 committed by GitHub
commit f981989926
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
10 changed files with 409 additions and 296 deletions

View File

@ -216,6 +216,7 @@ private:
public:
constexpr const static int INVALID_IMAGE_HANDLE = 0;
constexpr const static int UNLOADED_IMAGE_HANDLE = -1;
//Depots
std::vector<DepotId_t> depots{};
@ -258,8 +259,12 @@ public:
// the stat itself is always saved regardless of that flag, only affects the achievement progress
bool save_only_higher_stat_achievement_progress = true;
// the emulator loads the achievements icons is memory mainly for `ISteamUserStats::GetAchievementIcon()`
// true means load icons lazily when they are requested, otherwise load icons as soon as the interface ISteamUserStats is initialized
bool lazy_load_achievements_icons = true;
// this defines how many icons to load each iteration when the periodic callback in `Steam_User_Stats` is triggered
// or when the app calls `SteamAPI_RunCallbacks()`
// -1 == functionality disabled
// 0 == load icons only when they're requested
// >0 == load icons in the background as mentioned above
int paginated_achievements_icons = 10;
// bypass to make SetAchievement() always return true, prevent some games from breaking
bool achievement_bypass = false;
@ -314,6 +319,8 @@ public:
bool overlay_warn_local_save = false;
//disable overlay warning for local save
bool disable_overlay_warning_local_save = false;
// should the overlay upload icons to the GPU and display them
bool overlay_upload_achs_icons_to_gpu = true;
//disable overlay warning for bad app ID (= 0)
bool disable_overlay_warning_bad_appid = false;
// disable all overlay warnings

View File

@ -70,8 +70,7 @@ public ISteamUserStats011,
public ISteamUserStats
{
public:
static constexpr auto achievements_user_file = "achievements.json";
static constexpr int UNLOADED_ACH_ICON = -1;
static constexpr const auto achievements_user_file = "achievements.json";
private:
template<typename T>
@ -95,7 +94,7 @@ private:
nlohmann::json defined_achievements{};
nlohmann::json user_achievements{};
std::vector<std::string> sorted_achievement_names{};
bool achievements_icons_loaded = false;
size_t last_loaded_ach_icon{};
std::map<std::string, int32> stats_cache_int{};
std::map<std::string, float> stats_cache_float{};
@ -213,7 +212,7 @@ public:
// specified achievement.
int GetAchievementIcon( const char *pchName );
int get_achievement_icon_handle( const std::string &ach_name, bool pbAchieved );
int get_achievement_icon_handle( const std::string &ach_name, bool pbAchieved, bool force_load = false );
std::string get_achievement_icon_name( const char *pchName, bool achieved );

View File

@ -375,7 +375,7 @@ int Settings::add_image(const std::string &data, uint32 width, uint32 height)
Image_Data* Settings::get_image(int handle)
{
if (INVALID_IMAGE_HANDLE == handle) {
if (INVALID_IMAGE_HANDLE == handle || UNLOADED_IMAGE_HANDLE == handle) {
return nullptr;
}

View File

@ -1343,6 +1343,9 @@ static void parse_overlay_general_config(class Settings *settings_client, class
settings_client->disable_overlay_warning_local_save = ini.GetBoolValue("overlay::general", "disable_warning_local_save", settings_client->disable_overlay_warning_local_save);
settings_server->disable_overlay_warning_local_save = ini.GetBoolValue("overlay::general", "disable_warning_local_save", settings_server->disable_overlay_warning_local_save);
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);
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);
}
// main::misc::steam_game_stats_reports_dir
@ -1437,8 +1440,13 @@ static void parse_stats_features(class Settings *settings_client, class Settings
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);
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);
settings_client->lazy_load_achievements_icons = ini.GetBoolValue("main::stats", "lazy_load_achievements_icons", settings_client->lazy_load_achievements_icons);
settings_server->lazy_load_achievements_icons = ini.GetBoolValue("main::stats", "lazy_load_achievements_icons", settings_server->lazy_load_achievements_icons);
{
long val_client = ini.GetLongValue("main::stats", "paginated_achievements_icons", settings_client->paginated_achievements_icons);
settings_client->paginated_achievements_icons = static_cast<int>(val_client);
long val_server = ini.GetLongValue("main::stats", "paginated_achievements_icons", settings_server->paginated_achievements_icons);
settings_server->paginated_achievements_icons = static_cast<int>(val_server);
}
}

View File

@ -96,8 +96,8 @@ Steam_User_Stats::Steam_User_Stats(Settings *settings, class Networking *network
it["displayName"] = get_value_for_language(it, "displayName", settings->get_language());
it["description"] = get_value_for_language(it, "description", settings->get_language());
it["icon_handle"] = UNLOADED_ACH_ICON;
it["icon_gray_handle"] = UNLOADED_ACH_ICON;
it["icon_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
it["icon_gray_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
}
//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.

View File

@ -80,8 +80,8 @@ void Steam_User_Stats::save_achievements()
int Steam_User_Stats::load_ach_icon(nlohmann::json &defined_ach, bool achieved)
{
const char *icon_handle_key = achieved ? "icon_handle" : "icon_gray_handle";
int current_handle = defined_ach.value(icon_handle_key, UNLOADED_ACH_ICON);
if (UNLOADED_ACH_ICON != current_handle) { // already loaded
int current_handle = defined_ach.value(icon_handle_key, Settings::UNLOADED_IMAGE_HANDLE);
if (Settings::UNLOADED_IMAGE_HANDLE != current_handle) { // already loaded
return current_handle;
}
@ -394,7 +394,12 @@ int Steam_User_Stats::GetAchievementIcon( const char *pchName )
GetAchievement(pchName, &achieved);
std::string ach_name(pchName);
int handle = get_achievement_icon_handle(ach_name, achieved);
// here we force load in case the game has a lot of achievements, because otherwise some games might timeout
// this somewhat defeats the purpose of background loading but a timeout is worse
int handle = get_achievement_icon_handle(ach_name, achieved, true);
if (Settings::UNLOADED_IMAGE_HANDLE == handle) { // if the background callback didn't get a chance to load this one yet
handle = Settings::INVALID_IMAGE_HANDLE;
}
UserAchievementIconFetched_t data{};
data.m_bAchieved = achieved ;
@ -406,11 +411,10 @@ int Steam_User_Stats::GetAchievementIcon( const char *pchName )
return handle;
}
int Steam_User_Stats::get_achievement_icon_handle( const std::string &ach_name, bool achieved )
int Steam_User_Stats::get_achievement_icon_handle( const std::string &ach_name, bool achieved, bool force_load )
{
PRINT_DEBUG("'%s', %i", ach_name.c_str(), (int)achieved);
PRINT_DEBUG("'%s', achieved=%i, force=%i", ach_name.c_str(), (int)achieved, (int)force_load);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (ach_name.empty()) return Settings::INVALID_IMAGE_HANDLE;
nlohmann::detail::iter_impl<nlohmann::json> it = defined_achievements.end();
try {
@ -418,7 +422,20 @@ int Steam_User_Stats::get_achievement_icon_handle( const std::string &ach_name,
} catch(...) { }
if (defined_achievements.end() == it) return Settings::INVALID_IMAGE_HANDLE;
int handle = load_ach_icon(*it, achieved);
int handle = Settings::INVALID_IMAGE_HANDLE;
if (settings->paginated_achievements_icons < 0) { // disabled functionality
handle = Settings::INVALID_IMAGE_HANDLE;
} else if (settings->paginated_achievements_icons == 0) { // load the icon only when requested
handle = load_ach_icon(*it, achieved);
} else { // depend on the periodic callback to load the icon
if (force_load) {
handle = load_ach_icon(*it, achieved);
} else {
const char *icon_handle_key = achieved ? "icon_handle" : "icon_gray_handle";
handle = it->value(icon_handle_key, Settings::UNLOADED_IMAGE_HANDLE);
}
}
PRINT_DEBUG("returned handle = %i", handle);
return handle;
}
@ -784,16 +801,25 @@ bool Steam_User_Stats::GetAchievementProgressLimits( const char *pchName, float
void Steam_User_Stats::load_achievements_icons()
{
if (achievements_icons_loaded) return;
if (settings->lazy_load_achievements_icons) {
achievements_icons_loaded = true;
return;
if (last_loaded_ach_icon >= defined_achievements.size() || settings->paginated_achievements_icons <= 0) return;
#ifndef EMU_RELEASE_BUILD
auto now1 = std::chrono::high_resolution_clock::now();
#endif
size_t idx = 0;
for (;
idx < settings->paginated_achievements_icons && last_loaded_ach_icon < defined_achievements.size();
++idx, ++last_loaded_ach_icon) {
auto &ach = defined_achievements.at(last_loaded_ach_icon);
load_ach_icon(ach, true);
load_ach_icon(ach, false);
}
for (auto & defined_ach : defined_achievements) {
load_ach_icon(defined_ach, true);
load_ach_icon(defined_ach, false);
}
#ifndef EMU_RELEASE_BUILD
auto now2 = std::chrono::high_resolution_clock::now();
auto dd = (unsigned)std::chrono::duration_cast<std::chrono::milliseconds>(now2 - now1).count();
PRINT_DEBUG("attempted to load %zu achievements icons in %u ms", idx * 2, dd);
#endif
achievements_icons_loaded = true;
}

View File

@ -71,8 +71,10 @@ struct Overlay_Achievement
bool hidden{};
bool achieved{};
uint32 unlock_time{};
std::pair< std::weak_ptr<uint64_t>, bool > icon{};
std::pair< std::weak_ptr<uint64_t>, bool > icon_gray{};
std::weak_ptr<uint64_t> icon{};
std::weak_ptr<uint64_t> icon_gray{};
int icon_handle = Settings::UNLOADED_IMAGE_HANDLE;
int icon_gray_handle = Settings::UNLOADED_IMAGE_HANDLE;
};
struct Notification
@ -99,7 +101,6 @@ struct NotificationsCoords
class Steam_Overlay
{
constexpr static const char ACH_SOUNDS_FOLDER[] = "sounds";
constexpr static const int renderer_detector_polling_ms = 100;
class Settings* settings;
@ -120,6 +121,7 @@ class Steam_Overlay
std::string show_url{};
std::vector<Overlay_Achievement> achievements{};
size_t last_loaded_ach_icon{};
bool show_overlay = false;
bool show_user_info = false;
@ -184,12 +186,6 @@ class Steam_Overlay
Steam_Overlay& operator=(Steam_Overlay const&) = delete;
Steam_Overlay& operator=(Steam_Overlay&&) = delete;
static void overlay_run_callback(void* object);
static void overlay_networking_callback(void* object, Common_Message* msg);
bool is_friend_joinable(std::pair<const Friend, friend_window_state> &f);
bool got_lobby();
bool submit_notification(
notification_type type,
const std::string &msg,
@ -213,8 +209,6 @@ class Steam_Overlay
void add_ach_progressbar(const Overlay_Achievement &ach);
ImVec4 get_notification_bg_rgba_safe();
void build_notifications(float width, float height);
// invite a single friend
void invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking);
void request_renderer_detector();
void set_renderer_hook_timeout();
@ -238,14 +232,27 @@ class Steam_Overlay
bool open_overlay_hook(bool toggle);
bool try_load_ach_icon(Overlay_Achievement &ach, bool achieved);
bool try_load_ach_icon(Overlay_Achievement &ach, bool achieved, bool upload_new_icon_to_gpu);
void overlay_render_proc();
void load_next_ach_icon();
uint32 apply_global_style_color();
void render_main_window();
void networking_msg_received(Common_Message* msg);
void steam_run_callback_update_my_lobby();
bool is_friend_joinable(std::pair<const Friend, friend_window_state> &f);
// invite a single friend
void invite_friend(uint64 friend_id, class Steam_Friends* steamFriends, class Steam_Matchmaking* steamMatchmaking);
void steam_run_callback_friends_actions();
void steam_run_callback();
void networking_msg_received(Common_Message* msg);
static void overlay_run_callback(void* object);
static void overlay_networking_callback(void* object, Common_Message* msg);
public:
Steam_Overlay(Settings* settings, Local_Storage *local_storage, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);

View File

@ -85,23 +85,7 @@ void Steam_Overlay::overlay_run_callback(void* object)
{
// PRINT_DEBUG_ENTRY();
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
// bail immediately if we can't lock the overlay mutex, deadlock scenario:
// 1. ** the background thread locks the global mutex
// 2. -- the user opens the overlay
// 3. -- the overlay proc is triggered the next frame, locking the overlay mutex
// 4. ** the background thread locks the global mutex and runs this callback
// 5. ** this callback (already having the global mutex) attempts to lock the overlay mutex (already locked before)
// 6. ** this callback, and the background thread, are now blocked, note that the global mutex is still locked
// 7. -- in the same frame, some code in the overlay proc attempts to call a steam API which usually locks the global mutex
// sice the global mutex is still locked, the overlay proc is also blocked,
// and now both the background thread and the overlay proc and locked
// even worse, the global mutex is locked forever now
if (!_this->overlay_mutex.try_lock()) return;
_this->steam_run_callback();
_this->overlay_mutex.unlock();
}
void Steam_Overlay::overlay_networking_callback(void* object, Common_Message* msg)
@ -422,7 +406,6 @@ void Steam_Overlay::overlay_state_hook(bool ready)
// called when the user presses SHIFT + TAB
bool Steam_Overlay::open_overlay_hook(bool toggle)
{
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
if (toggle) {
ShowOverlay(!show_overlay);
}
@ -639,16 +622,19 @@ void Steam_Overlay::show_test_achievement()
ach.description = "~~~ " + ach.title + " ~~~";
ach.achieved = true;
// random add icon
if (achievements.size()) {
size_t rand_idx = common_helpers::rand_number(achievements.size() - 1);
auto &rand_ach = achievements[rand_idx];
bool achieved = rand_idx < (achievements.size() / 2);
try_load_ach_icon(rand_ach, achieved);
ach.icon = achieved ? rand_ach.icon : rand_ach.icon_gray;
// force upload to GPU if the pagination is request-based
try_load_ach_icon(rand_ach, achieved, settings->paginated_achievements_icons == 0);
ach.icon = rand_ach.icon;
ach.icon_gray = rand_ach.icon_gray;
}
bool for_progress = false;
// randomly add progress
bool for_progress = false;
if (common_helpers::rand_number(1000) % 2) {
for_progress = true;
uint32 progress = (uint32)(common_helpers::rand_number(500) / 10 + 50); // [50, 100]
@ -662,41 +648,6 @@ void Steam_Overlay::show_test_achievement()
notify_sound_user_achievement();
}
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;
}
bool Steam_Overlay::got_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)
return true;
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;
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;
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;
}
add_chat_message_notification(friend_info->first.name() + ": " + steam_message.message());
notify_sound_user_invite(friend_info->second);
}
#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);
#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

View File

@ -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

View File

@ -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