diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 105186d..145a1d5 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -776,6 +776,10 @@ void RequestFriendRichPresence( CSteamID steamIDFriend ) bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) { PRINT_DEBUG("Steam_Friends::InviteUserToGame\n"); + std::lock_guard lock(global_mutex); + Friend *f = find_friend(steamIDFriend); + if (!f) return false; + Common_Message msg; Friend_Messages *friend_messages = new Friend_Messages(); friend_messages->set_type(Friend_Messages::GAME_INVITE); @@ -1028,13 +1032,14 @@ void Callback(Common_Message *msg) data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } - + if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) { PRINT_DEBUG("Steam_Friends Got Game Invite\n"); + //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above std::string const& connect_str = msg->friend_messages().connect_str(); - GameRichPresenceJoinRequested_t data; + GameRichPresenceJoinRequested_t data = {}; data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength); + strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } }