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3 Commits

Author SHA1 Message Date
Mr_Goldberg 802d8bcc8f
More accurate SetLobbyData. 2022-09-06 13:30:20 -04:00
Mr_Goldberg 7e1824290a
disable_lan_only.txt can now be put inside the steam_settings folder. 2022-09-06 13:29:39 -04:00
Mr_Goldberg 647e894d62
Add prints for debugging. 2022-09-06 13:29:02 -04:00
4 changed files with 16 additions and 12 deletions

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@ -6,7 +6,7 @@ Then use my emu like you normally would. (Don't forget to put a steam_appid.txt)
For the LAN only connections feature:
If for some reason you want to disable this feature create a file named: disable_lan_only.txt beside the steam_api dll.
If for some reason you want to disable this feature create a file named: disable_lan_only.txt beside the steam_api dll or inside the steam_settings folder beside the steam api dll.
I noticed a lot of games seem to connect to analytics services and other crap that I hate.

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@ -824,7 +824,7 @@ static bool network_functions_attached = false;
BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) {
switch ( dwReason ) {
case DLL_PROCESS_ATTACH:
if (!file_exists(get_full_program_path() + "disable_lan_only.txt")) {
if (!file_exists(get_full_program_path() + "disable_lan_only.txt") && !file_exists(get_full_program_path() + "\\steam_settings\\disable_lan_only.txt")) {
PRINT_DEBUG("Hooking lan only functions\n");
DetourTransactionBegin();
DetourUpdateThread( GetCurrentThread() );

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@ -809,17 +809,20 @@ bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchVal
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Lobby *lobby = get_lobby(steamIDLobby);
if (!lobby || lobby->owner() != settings->get_local_steam_id().ConvertToUint64() || lobby->deleted()) {
if (!lobby || lobby->deleted()) {
return false;
}
auto result = caseinsensitive_find(lobby->values(), pchKey);
bool changed = true;
if (result == lobby->values().end()) {
(*lobby->mutable_values())[pchKey] = pchValue;
} else {
if (result->second == std::string(pchValue)) changed = false;
(*lobby->mutable_values())[result->first] = pchValue;
//callback is always triggered when setlobbydata is called from non owner however no data is actually changed.
if (lobby->owner() == settings->get_local_steam_id().ConvertToUint64()) {
auto result = caseinsensitive_find(lobby->values(), pchKey);
if (result == lobby->values().end()) {
(*lobby->mutable_values())[pchKey] = pchValue;
} else {
if (result->second == std::string(pchValue)) changed = false;
(*lobby->mutable_values())[result->first] = pchValue;
}
}
if (changed)

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@ -881,7 +881,7 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn
pMsg->m_pfnRelease = &delete_steam_message;
pMsg->m_nChannel = 0;
connect_socket->second.data.pop();
PRINT_DEBUG("get_steam_message_connection %u %u\n", hConn, size);
PRINT_DEBUG("get_steam_message_connection %u %u, %u\n", hConn, size, pMsg->m_nMessageNumber);
return pMsg;
}
@ -913,6 +913,7 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa
++messages;
}
PRINT_DEBUG("messages %u\n", messages);
return messages;
}
@ -2085,13 +2086,13 @@ void Callback(Common_Message *msg)
auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id());
if (connect_socket != s->connect_sockets.end()) {
if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && (connect_socket->second.status == CONNECT_SOCKET_CONNECTED)) {
PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on connection %u\n", msg->networking_sockets().data().size(), connect_socket->first);
PRINT_DEBUG("Steam_Networking_Sockets: got data len %u, num %u on connection %u\n", msg->networking_sockets().data().size(), msg->networking_sockets().message_number(), connect_socket->first);
connect_socket->second.data.push(msg->networking_sockets());
}
} else {
connect_socket = std::find_if(s->connect_sockets.begin(), s->connect_sockets.end(), [msg](const auto &in) {return in.second.remote_identity.GetSteamID64() == msg->source_id() && (in.second.status == CONNECT_SOCKET_NOT_ACCEPTED || in.second.status == CONNECT_SOCKET_CONNECTED) && in.second.remote_id == msg->networking_sockets().connection_id_from();});
if (connect_socket != s->connect_sockets.end()) {
PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on not accepted connection %u\n", msg->networking_sockets().data().size(), connect_socket->first);
PRINT_DEBUG("Steam_Networking_Sockets: got data len %u, num %u on not accepted connection %u\n", msg->networking_sockets().data().size(), msg->networking_sockets().message_number(), connect_socket->first);
connect_socket->second.data.push(msg->networking_sockets());
}
}