Use already defined functions to invite user to game.

This commit is contained in:
Nemirtingas 2019-08-01 11:15:38 +02:00
parent 884f147e1b
commit a08c8102a9

View File

@ -314,215 +314,38 @@ void Steam_Overlay::RunCallbacks()
overlay_state_changed = false;
}
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
if (friend_action & friend_action_invite)
{
Common_Message msg;
Friend_Messages* friend_messages = new Friend_Messages();
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64());
msg.set_allocated_friend_messages(friend_messages);
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(friend_to_action);
network->sendTo(&msg, true);
std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
if (connect.length() > 0)
steamFriends->InviteUserToGame(friend_to_action, connect.c_str());
else if(settings->get_lobby().IsValid())
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action);
friend_action &= ~friend_action_invite;
}
if (friend_action & friend_action_join)
{
FriendGameInfo_t friend_info = {};
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
//get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby);
const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
if (connect.length() > 0)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_to_action);
strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1);
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
else
{
FriendGameInfo_t friend_info = {};
steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
if(friend_info.m_steamIDLobby.IsValid())
steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby);
}
friend_action &= ~friend_action_join;
}
}
/*
switchstr(args[0])
{
casestr("get"):
sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
ovlay.write(sstr.str());
sstr.str("");
break;
casestr("get_id") :
sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
ovlay.write(sstr.str());
sstr.str("");
break;
casestr("get_server_id") :
sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
ovlay.write(sstr.str());
sstr.str("");
break;
casestr("get_lobby") :
sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
ovlay.write(sstr.str());
sstr.str("");
break;
casestr("list_friends") :
{
ovlay.write(str + "\n");
int cnt = steamFriends->GetFriendCount(0);
for (int i = 0; i < cnt; ++i)
{
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
const char* name = steamFriends->GetFriendPersonaName(id);
FriendGameInfo_t friend_info = {};
steamFriends->GetFriendGamePlayed(id, &friend_info);
sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl;
ovlay.write(sstr.str());
}
}
break;
casestr("list_games") :
{
ovlay.write(str + "\n");
int cnt = steamFriends->GetFriendCount(0);
for (int i = 0; i < cnt; ++i)
{
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
const char* name = steamFriends->GetFriendPersonaName(id);
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
FriendGameInfo_t friend_info = {};
steamFriends->GetFriendGamePlayed(id, &friend_info);
if (connect.length() > 0)
{
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
}
else if (friend_info.m_steamIDLobby != k_steamIDNil)
{
connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
}
ovlay.write(sstr.str());
sstr.str("");
}
}
break;
casestr("invite_user") :
{
ovlay.write(str + "\n");
if (_this->lobbyID.IsValid())
{
if (args.size() == 2)
{
std::string& friendName = args[1];
int cnt = steamFriends->GetFriendCount(0);
for (int i = 0; i < cnt; ++i)
{
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
const char* name = steamFriends->GetFriendPersonaName(id);
if (friendName == name)
{
Common_Message msg;
Friend_Messages* friend_messages = new Friend_Messages();
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64());
msg.set_allocated_friend_messages(friend_messages);
msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(id.ConvertToUint64());
_this->_client->network->sendTo(&msg, true);
sstr << "Invite sent" << std::endl;
ovlay.write(sstr.str());
break;
}
}
}
else
{
sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl;
ovlay.write(sstr.str());
}
}
}
break;
casestr("join_game") :
if (args.size() == 2)
{
ovlay.write(str + "\n");
int cnt = steamFriends->GetFriendCount(0);
for (int i = 0; i < cnt; ++i)
{
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
const char* name = steamFriends->GetFriendPersonaName(id);
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
FriendGameInfo_t friend_info = {};
steamFriends->GetFriendGamePlayed(id, &friend_info);
if (connect.length() > 0)
{
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
}
else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1])
{
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
}
ovlay.write(sstr.str());
sstr.str("");
}
}
break;
casestr("join_user") :
if (args.size() == 2)
{
ovlay.write(str + "\n");
int cnt = steamFriends->GetFriendCount(0);
for (int i = 0; i < cnt; ++i)
{
CSteamID id = steamFriends->GetFriendByIndex(i, 0);
const char* name = steamFriends->GetFriendPersonaName(id);
std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
FriendGameInfo_t friend_info = {};
steamFriends->GetFriendGamePlayed(id, &friend_info);
if (connect.length() > 0)
{
sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
}
else if (args[1] == name )
{
connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
matchMaking->JoinLobby(friend_info.m_steamIDLobby);
}
ovlay.write(sstr.str());
sstr.str("");
}
}
break;
}
}
}
*/