/* Copyright (C) 2019 Mr Goldberg This file is part of the Goldberg Emulator The Goldberg Emulator is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. The Goldberg Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the Goldberg Emulator; if not, see . */ #ifndef __INCLUDED_STEAM_FRIENDS_H__ #define __INCLUDED_STEAM_FRIENDS_H__ #include "base.h" #include "overlay/steam_overlay.h" struct Avatar_Numbers { int smallest{}; int medium{}; int large{}; }; class Steam_Friends : public ISteamFriends003, public ISteamFriends004, public ISteamFriends005, public ISteamFriends006, public ISteamFriends007, public ISteamFriends008, public ISteamFriends009, public ISteamFriends010, public ISteamFriends011, public ISteamFriends012, public ISteamFriends013, public ISteamFriends014, public ISteamFriends015, public ISteamFriends016, public ISteamFriends { class Settings *settings{}; class Local_Storage* local_storage{}; class Networking *network{}; class SteamCallBacks *callbacks{}; class SteamCallResults *callback_results{}; class RunEveryRunCB *run_every_runcb{}; class Steam_Overlay* overlay{}; Friend us{}; bool modified{}; std::vector friends{}; std::map avatars{}; CSteamID lobby_id{}; std::chrono::high_resolution_clock::time_point last_sent_friends{}; Friend *find_friend(CSteamID id); void persona_change(CSteamID id, EPersonaChange flags); void rich_presence_updated(CSteamID id, AppId_t appid); bool is_appid_compatible(Friend *f); struct Avatar_Numbers add_friend_avatars(CSteamID id); static bool ok_friend_flags(int iFriendFlags); static void steam_friends_callback(void *object, Common_Message *msg); static void steam_friends_run_every_runcb(void *object); void RunCallbacks(); void Callback(Common_Message *msg); public: Steam_Friends(Settings* settings, class Local_Storage* local_storage, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay); ~Steam_Friends(); void resend_friend_data(); // returns the local players name - guaranteed to not be NULL. // this is the same name as on the users community profile page // this is stored in UTF-8 format // like all the other interface functions that return a char *, it's important that this pointer is not saved // off; it will eventually be free'd or re-allocated const char *GetPersonaName(); // Sets the player name, stores it on the server and publishes the changes to all friends who are online. // Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success. // // The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t. // // If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted // to change the name back, in addition to the SetPersonaNameResponse_t callback. STEAM_CALL_RESULT( SetPersonaNameResponse_t ) SteamAPICall_t SetPersonaName( const char *pchPersonaName ); void SetPersonaName_old( const char *pchPersonaName ); // gets the status of the current user EPersonaState GetPersonaState(); // friend iteration // takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria // then GetFriendByIndex() can then be used to return the id's of each of those users int GetFriendCount( int iFriendFlags ); int GetFriendCount( EFriendFlags eFriendFlags ); // returns the steamID of a user // iFriend is a index of range [0, GetFriendCount()) // iFriendsFlags must be the same value as used in GetFriendCount() // the returned CSteamID can then be used by all the functions below to access details about the user CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ); void GetFriendByIndex(CSteamID& res, int iFriend, int iFriendFlags ); CSteamID GetFriendByIndex( int iFriend, EFriendFlags eFriendFlags ); void GetFriendByIndex(CSteamID& result, int iFriend, EFriendFlags eFriendFlags); // returns a relationship to a user EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ); // returns the current status of the specified user // this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ); // returns the name another user - guaranteed to not be NULL. // same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user // note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously // const char *GetFriendPersonaName( CSteamID steamIDFriend ); // returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details bool GetFriendGamePlayed( CSteamID steamIDFriend, STEAM_OUT_STRUCT() FriendGameInfo_t *pFriendGameInfo ); bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ); // accesses old friends names - returns an empty string when their are no more items in the history const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ); // friends steam level int GetFriendSteamLevel( CSteamID steamIDFriend ); // Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player. const char *GetPlayerNickname( CSteamID steamIDPlayer ); // friend grouping (tag) apis // returns the number of friends groups int GetFriendsGroupCount(); // returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid) FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG ); // returns the name for the given friends group (NULL in the case of invalid friends group IDs) const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID ); // returns the number of members in a given friends group int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID ); // gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, STEAM_OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount ); // returns true if the specified user meets any of the criteria specified in iFriendFlags // iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ); bool HasFriend( CSteamID steamIDFriend, EFriendFlags eFriendFlags ); // clan (group) iteration and access functions int GetClanCount(); CSteamID GetClanByIndex( int iClan ); void GetClanByIndex(CSteamID& result, int iClan ); const char *GetClanName( CSteamID steamIDClan ); const char *GetClanTag( CSteamID steamIDClan ); // returns the most recent information we have about what's happening in a clan bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting ); // for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest ); // iterators for getting users in a chat room, lobby, game server or clan // note that large clans that cannot be iterated by the local user // note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby // steamIDSource can be the steamID of a group, game server, lobby or chat room int GetFriendCountFromSource( CSteamID steamIDSource ); CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ); void GetFriendFromSourceByIndex(CSteamID& res, CSteamID steamIDSource, int iFriend); // returns true if the local user can see that steamIDUser is a member or in steamIDSource bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ); // User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI) void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ); // activates the game overlay, with an optional dialog to open // valid options are "Friends", "Community", "Players", "Settings", "OfficialGameGroup", "Stats", "Achievements" void ActivateGameOverlay( const char *pchDialog ); // activates game overlay to a specific place // valid options are // "steamid" - opens the overlay web browser to the specified user or groups profile // "chat" - opens a chat window to the specified user, or joins the group chat // "jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API // "stats" - opens the overlay web browser to the specified user's stats // "achievements" - opens the overlay web browser to the specified user's achievements // "friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend // "friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend // "friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite // "friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ); // activates game overlay web browser directly to the specified URL // full address with protocol type is required, e.g. http://www.steamgames.com/ void ActivateGameOverlayToWebPage( const char *pchURL, EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default ); void ActivateGameOverlayToWebPage( const char *pchURL ); // activates game overlay to store page for app void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag ); void ActivateGameOverlayToStore( AppId_t nAppID); // Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is // in game void SetPlayedWith( CSteamID steamIDUserPlayedWith ); // activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby. void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ); // gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set int GetSmallFriendAvatar( CSteamID steamIDFriend ); // gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set int GetMediumFriendAvatar( CSteamID steamIDFriend ); // gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set // returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again int GetLargeFriendAvatar( CSteamID steamIDFriend ); int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize ); int GetFriendAvatar(CSteamID steamIDFriend); // requests information about a user - persona name & avatar // if bRequireNameOnly is set, then the avatar of a user isn't downloaded // - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them // if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved // if returns false, it means that we already have all the details about that user, and functions can be called immediately bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ); // requests information about a clan officer list // when complete, data is returned in ClanOfficerListResponse_t call result // this makes available the calls below // you can only ask about clans that a user is a member of // note that this won't download avatars automatically; if you get an officer, // and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar STEAM_CALL_RESULT( ClanOfficerListResponse_t ) SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan ); // iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed // returns the steamID of the clan owner CSteamID GetClanOwner( CSteamID steamIDClan ); void GetClanOwner(CSteamID& res, CSteamID steamIDClan ); // returns the number of officers in a clan (including the owner) int GetClanOfficerCount( CSteamID steamIDClan ); // returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount) CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer ); void GetClanOfficerByIndex(CSteamID& res, CSteamID steamIDClan, int iOfficer ); // if current user is chat restricted, he can't send or receive any text/voice chat messages. // the user can't see custom avatars. But the user can be online and send/recv game invites. // a chat restricted user can't add friends or join any groups. uint32 GetUserRestrictions(); EUserRestriction GetUserRestrictions_old(); // Rich Presence data is automatically shared between friends who are in the same game // Each user has a set of Key/Value pairs // Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength // There are two magic keys: // "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list // "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game // GetFriendRichPresence() returns an empty string "" if no value is set // SetRichPresence() to a NULL or an empty string deletes the key // You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount() // and GetFriendRichPresenceKeyByIndex() (typically only used for debugging) bool SetRichPresence( const char *pchKey, const char *pchValue ); void ClearRichPresence(); // the overlay will keep calling GetFriendRichPresence() and spam the debug log, hence this function const char *get_friend_rich_presence_silent( CSteamID steamIDFriend, const char *pchKey ); const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey ); int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend ); const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey ); // Requests rich presence for a specific user. void RequestFriendRichPresence( CSteamID steamIDFriend ); // rich invite support // if the target accepts the invite, the pchConnectString gets added to the command-line for launching the game // if the game is already running, a GameRichPresenceJoinRequested_t callback is posted containing the connect string // invites can only be sent to friends bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ); // recently-played-with friends iteration // this iterates the entire list of users recently played with, across games // GetFriendCoplayTime() returns as a unix time int GetCoplayFriendCount(); CSteamID GetCoplayFriend( int iCoplayFriend ); void GetCoplayFriend(CSteamID& res, int iCoplayFriend ); int GetFriendCoplayTime( CSteamID steamIDFriend ); AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ); // chat interface for games // this allows in-game access to group (clan) chats from in the game // the behavior is somewhat sophisticated, because the user may or may not be already in the group chat from outside the game or in the overlay // use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat STEAM_CALL_RESULT( JoinClanChatRoomCompletionResult_t ) SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ); bool LeaveClanChatRoom( CSteamID steamIDClan ); int GetClanChatMemberCount( CSteamID steamIDClan ); CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser ); void GetChatMemberByIndex(CSteamID& res, CSteamID steamIDClan, int iUser ); bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText ); int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, STEAM_OUT_STRUCT() CSteamID *psteamidChatter ); bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser ); // interact with the Steam (game overlay / desktop) bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat ); bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat ); bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat ); // peer-to-peer chat interception // this is so you can show P2P chats inline in the game bool SetListenForFriendsMessages( bool bInterceptEnabled ); bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend ); int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType ); // following apis STEAM_CALL_RESULT( FriendsGetFollowerCount_t ) SteamAPICall_t GetFollowerCount( CSteamID steamID ); STEAM_CALL_RESULT( FriendsIsFollowing_t ) SteamAPICall_t IsFollowing( CSteamID steamID ); STEAM_CALL_RESULT( FriendsEnumerateFollowingList_t ) SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex ); bool IsClanPublic( CSteamID steamIDClan ); bool IsClanOfficialGameGroup( CSteamID steamIDClan ); int GetNumChatsWithUnreadPriorityMessages(); void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby ); // Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations // to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game. // ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ); // Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString ); // Steam Community items equipped by a user on their profile // You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items STEAM_CALL_RESULT( EquippedProfileItems_t ) SteamAPICall_t RequestEquippedProfileItems( CSteamID steamID ); bool BHasEquippedProfileItem( CSteamID steamID, ECommunityProfileItemType itemType ); const char *GetProfileItemPropertyString( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ); uint32 GetProfileItemPropertyUint( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ); }; #endif //__INCLUDED_STEAM_FRIENDS_H__