goldberg_emulator/dll/steam_friends.h
Nemirtingas e6826d8ead Basic & Ugly implementation of overlay.
Overlay still WIP, don't look too much into the code.
I will do it better soon.
2019-08-01 15:47:47 +02:00

1059 lines
37 KiB
C++

/* 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
<http://www.gnu.org/licenses/>. */
#ifndef __INCLUDED_STEAM_FRIENDS_H__
#define __INCLUDED_STEAM_FRIENDS_H__
#include "base.h"
#include "../overlay_experimental/steam_overlay.h"
#define SEND_FRIEND_RATE 4.0
class Steam_Friends :
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 Networking *network;
class SteamCallBacks *callbacks;
class SteamCallResults *callback_results;
class RunEveryRunCB *run_every_runcb;
class Steam_Overlay* overlay;
Friend us;
bool modified;
std::vector<Friend> friends;
unsigned img_count;
CSteamID lobby_id;
std::chrono::high_resolution_clock::time_point last_sent_friends;
Friend *find_friend(CSteamID id)
{
auto f = std::find_if(friends.begin(), friends.end(), [&id](Friend const& item) { return item.id() == id.ConvertToUint64(); });
if (friends.end() == f)
return NULL;
return &(*f);
}
void persona_change(CSteamID id, EPersonaChange flags)
{
PersonaStateChange_t data;
data.m_ulSteamID = id.ConvertToUint64();
data.m_nChangeFlags = flags;
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
void rich_presence_updated(CSteamID id, AppId_t appid)
{
FriendRichPresenceUpdate_t data;
data.m_steamIDFriend = id;
data.m_nAppID = appid;
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
bool isAppIdCompatible(Friend *f)
{
if (settings->is_lobby_connect) return true;
if (f == &us) return true;
return settings->get_local_game_id().AppID() == f->appid();
}
public:
static void steam_friends_callback(void *object, Common_Message *msg)
{
PRINT_DEBUG("Steam_Friends::steam_friends_callback\n");
Steam_Friends *steam_friends = (Steam_Friends *)object;
steam_friends->Callback(msg);
}
static void steam_friends_run_every_runcb(void *object)
{
PRINT_DEBUG("Steam_Friends::steam_friends_run_every_runcb\n");
Steam_Friends *steam_friends = (Steam_Friends *)object;
steam_friends->RunCallbacks();
}
Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay):
settings(settings),
network(network),
callbacks(callbacks),
callback_results(callback_results),
run_every_runcb(run_every_runcb),
overlay(overlay)
{
this->network->setCallback(CALLBACK_ID_FRIEND, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
this->network->setCallback(CALLBACK_ID_FRIEND_MESSAGES, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
this->run_every_runcb->add(&Steam_Friends::steam_friends_run_every_runcb, this);
modified = false;
overlay->SetupFriends(&friends);
}
~Steam_Friends()
{
//TODO rm network callbacks
this->run_every_runcb->remove(&Steam_Friends::steam_friends_run_every_runcb, this);
}
static bool ok_friend_flags(int iFriendFlags)
{
if (iFriendFlags & k_EFriendFlagBlocked) return false;
if (iFriendFlags & k_EFriendFlagIgnored) return false;
if (iFriendFlags & k_EFriendFlagIgnoredFriend) return false;
if (iFriendFlags & k_EFriendFlagFriendshipRequested) return false;
if (iFriendFlags & k_EFriendFlagRequestingFriendship) return false;
return true;
}
// 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()
{
PRINT_DEBUG("Steam_Friends::GetPersonaName\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
const char *local_name = settings->get_local_name();
return local_name;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::SetPersonaName\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
SetPersonaNameResponse_t data;
data.m_bSuccess = true;
data.m_bLocalSuccess = false;
data.m_result = k_EResultOK;
persona_change(settings->get_local_steam_id(), k_EPersonaChangeName);
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}
void SetPersonaName_old( const char *pchPersonaName )
{
PRINT_DEBUG("Steam_Friends::SetPersonaName old\n");
SetPersonaName(pchPersonaName);
}
// gets the status of the current user
EPersonaState GetPersonaState()
{
PRINT_DEBUG("Steam_Friends::GetPersonaState\n");
return k_EPersonaStateOnline;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetFriendCount\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
int count = 0;
if (ok_friend_flags(iFriendFlags)) count = friends.size();
return count;
}
int GetFriendCount( EFriendFlags eFriendFlags )
{
PRINT_DEBUG("Steam_Friends::GetFriendCount old\n");
return GetFriendCount((int)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 )
{
PRINT_DEBUG("Steam_Friends::GetFriendByIndex\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
CSteamID id = k_steamIDNil;
if (ok_friend_flags(iFriendFlags)) if (iFriend < friends.size()) id = CSteamID((uint64)friends[iFriend].id());
return id;
}
CSteamID GetFriendByIndex( int iFriend, EFriendFlags eFriendFlags )
{
PRINT_DEBUG("Steam_Friends::GetFriendByIndex old\n");
return GetFriendByIndex(iFriend, (int)eFriendFlags );
}
// returns a relationship to a user
EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend )
{
PRINT_DEBUG("Steam_Friends::GetFriendRelationship %llu\n", steamIDFriend.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (steamIDFriend == settings->get_local_steam_id()) return k_EFriendRelationshipNone; //Real steam behavior
if (find_friend(steamIDFriend)) return k_EFriendRelationshipFriend;
return k_EFriendRelationshipNone;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetFriendPersonaState %llu\n", steamIDFriend.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
EPersonaState state = k_EPersonaStateOffline;
if (steamIDFriend == settings->get_local_steam_id() || find_friend(steamIDFriend)) {
state = k_EPersonaStateOnline;
}
//works because all of those who could be in a lobby are our friends
return state;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetFriendPersonaName %llu\n", steamIDFriend.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
const char *name = "Unknown User";
if (steamIDFriend == settings->get_local_steam_id()) {
name = settings->get_local_name();
} else {
Friend *f = find_friend(steamIDFriend);
if (f) name = f->name().c_str();
}
return name;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetFriendGamePlayed %llu\n", steamIDFriend.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
bool ret = false;
if (steamIDFriend == settings->get_local_steam_id()) {
if (pFriendGameInfo) {
pFriendGameInfo->m_gameID = settings->get_local_game_id();
pFriendGameInfo->m_unGameIP = 0;
pFriendGameInfo->m_usGamePort = 0;
pFriendGameInfo->m_usQueryPort = 0;
pFriendGameInfo->m_steamIDLobby = settings->get_lobby();
PRINT_DEBUG("self %llu %llu\n", settings->get_local_game_id().ToUint64(), settings->get_lobby().ConvertToUint64());
}
ret = true;
} else {
Friend *f = find_friend(steamIDFriend);
if (f) {
if (pFriendGameInfo) {
pFriendGameInfo->m_gameID = CGameID(f->appid());
pFriendGameInfo->m_unGameIP = 0;
pFriendGameInfo->m_usGamePort = 0;
pFriendGameInfo->m_usQueryPort = 0;
pFriendGameInfo->m_steamIDLobby = CSteamID((uint64)f->lobby_id());
PRINT_DEBUG("%u %llu\n", f->appid(), f->lobby_id());
}
ret = true;
}
}
return ret;
}
bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort )
{
PRINT_DEBUG("Steam_Friends::GetFriendGamePlayed old\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
FriendGameInfo_t info;
bool ret = GetFriendGamePlayed(steamIDFriend, &info);
if (ret) {
if (pulGameID) *pulGameID = info.m_gameID.ToUint64();
if (punGameIP) *punGameIP = info.m_unGameIP;
if (pusGamePort) *pusGamePort = info.m_usGamePort;
if (pusQueryPort) *pusQueryPort = info.m_usQueryPort;
}
return ret;
}
// accesses old friends names - returns an empty string when their are no more items in the history
const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName )
{
PRINT_DEBUG("Steam_Friends::GetFriendPersonaNameHistory\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
const char *ret = "";
if (iPersonaName == 0) ret = GetFriendPersonaName(steamIDFriend);
else if (iPersonaName == 1) ret = "Some Old Name";
return ret;
}
// friends steam level
int GetFriendSteamLevel( CSteamID steamIDFriend )
{
PRINT_DEBUG("Steam_Friends::GetFriendSteamLevel\n");
return 100;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetPlayerNickname\n");
return NULL;
}
// friend grouping (tag) apis
// returns the number of friends groups
int GetFriendsGroupCount()
{
PRINT_DEBUG("Steam_Friends::GetFriendsGroupCount\n");
return 0;
}
// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG )
{
PRINT_DEBUG("Steam_Friends::GetFriendsGroupIDByIndex\n");
return k_FriendsGroupID_Invalid;
}
// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID )
{
PRINT_DEBUG("Steam_Friends::GetFriendsGroupName\n");
return NULL;
}
// returns the number of members in a given friends group
int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID )
{
PRINT_DEBUG("Steam_Friends::GetFriendsGroupMembersCount\n");
return 0;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetFriendsGroupMembersList\n");
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::HasFriend\n");
bool ret = false;
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (ok_friend_flags(iFriendFlags)) if (find_friend(steamIDFriend)) ret = true;
return ret;
}
bool HasFriend( CSteamID steamIDFriend, EFriendFlags eFriendFlags )
{
PRINT_DEBUG("Steam_Friends::HasFriend old\n");
return HasFriend(steamIDFriend, (int)eFriendFlags );
}
// clan (group) iteration and access functions
int GetClanCount()
{
PRINT_DEBUG("Steam_Friends::GetClanCount\n");
return 0;
}
CSteamID GetClanByIndex( int iClan )
{
PRINT_DEBUG("Steam_Friends::GetClanByIndex\n");
return k_steamIDNil;
}
const char *GetClanName( CSteamID steamIDClan )
{
PRINT_DEBUG("Steam_Friends::GetClanName\n");
return "";
}
const char *GetClanTag( CSteamID steamIDClan )
{
PRINT_DEBUG("Steam_Friends::GetClanTag\n");
return "";
}
// returns the most recent information we have about what's happening in a clan
bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting )
{
PRINT_DEBUG("Steam_Friends::GetClanActivityCounts %llu\n", steamIDClan.ConvertToUint64());
return false;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::DownloadClanActivityCounts\n");
return 0;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetFriendCountFromSource\n");
//TODO
return 0;
}
CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend )
{
PRINT_DEBUG("Steam_Friends::GetFriendFromSourceByIndex\n");
return k_steamIDNil;
}
// returns true if the local user can see that steamIDUser is a member or in steamIDSource
bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource )
{
PRINT_DEBUG("Steam_Friends::IsUserInSource %llu %llu\n", steamIDUser.ConvertToUint64(), steamIDSource.ConvertToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (steamIDUser == settings->get_local_steam_id()) {
if (settings->get_lobby() == steamIDSource) {
return true;
}
} else {
Friend *f = find_friend(steamIDUser);
if (!f) return false;
if (f->lobby_id() == steamIDSource.ConvertToUint64()) return true;
}
//TODO
return false;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::SetInGameVoiceSpeaking\n");
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlay %s\n", pchDialog);
overlay->OpenOverlay(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 )
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayToUser %s %llu\n", pchDialog, steamID.ConvertToUint64());
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayToWebPage\n");
}
void ActivateGameOverlayToWebPage( const char *pchURL )
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayToWebPage old\n");
ActivateGameOverlayToWebPage( pchURL, k_EActivateGameOverlayToWebPageMode_Default );
}
// activates game overlay to store page for app
void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag )
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayToStore\n");
}
void ActivateGameOverlayToStore( AppId_t nAppID)
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayToStore old\n");
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::SetPlayedWith\n");
}
// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby )
{
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialog\n");
overlay->OpenOverlayInvite(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 )
{
PRINT_DEBUG("Steam_Friends::GetSmallFriendAvatar\n");
++img_count;
return (img_count * 3) + 1;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetMediumFriendAvatar\n");
++img_count;
return (img_count * 3) + 2;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetLargeFriendAvatar\n");
++img_count;
return (img_count * 3) + 0;
}
int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize )
{
PRINT_DEBUG("Steam_Friends::GetFriendAvatar\n");
if (eAvatarSize == k_EAvatarSize32x32) {
return GetSmallFriendAvatar(steamIDFriend);
} else if (eAvatarSize == k_EAvatarSize64x64) {
return GetMediumFriendAvatar(steamIDFriend);
} else if (eAvatarSize == k_EAvatarSize184x184) {
return GetLargeFriendAvatar(steamIDFriend);
} else {
return 0;
}
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::RequestUserInformation\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
//persona_change(steamIDUser, k_EPersonaChangeName);
//We already know everything
return false;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::RequestClanOfficerList\n");
return 0;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::GetClanOwner\n");
return k_steamIDNil;
}
// returns the number of officers in a clan (including the owner)
int GetClanOfficerCount( CSteamID steamIDClan )
{
PRINT_DEBUG("Steam_Friends::GetClanOfficerCount\n");
return 0;
}
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer )
{
PRINT_DEBUG("Steam_Friends::GetClanOfficerByIndex\n");
return k_steamIDNil;
}
// 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()
{
PRINT_DEBUG("Steam_Friends::GetUserRestrictions\n");
return k_nUserRestrictionNone;
}
EUserRestriction GetUserRestrictions_old()
{
PRINT_DEBUG("Steam_Friends::GetUserRestrictions old\n");
return k_nUserRestrictionNone;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::SetRichPresence %s %s\n", pchKey, pchValue ? pchValue : "NULL");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pchValue) {
#ifdef SHOW_DIALOG_RICH_CONNECT
if (std::string(pchKey) == std::string("connect"))
MessageBox(0, pchValue, pchKey, MB_OK);
#endif
(*us.mutable_rich_presence())[pchKey] = pchValue;
} else {
auto to_remove = us.mutable_rich_presence()->find(pchKey);
if (to_remove != us.mutable_rich_presence()->end()) {
us.mutable_rich_presence()->erase(to_remove);
}
}
modified = true;
return true;
}
void ClearRichPresence()
{
PRINT_DEBUG("Steam_Friends::ClearRichPresence\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
us.mutable_rich_presence()->clear();
modified = true;
}
const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey )
{
PRINT_DEBUG("Steam_Friends::GetFriendRichPresence %llu %s\n", steamIDFriend.ConvertToUint64(), pchKey);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
const char *value = "";
Friend *f = NULL;
if (settings->get_local_steam_id() == steamIDFriend) {
f = &us;
} else {
f = find_friend(steamIDFriend);
}
if (f && isAppIdCompatible(f)) {
auto result = f->rich_presence().find(pchKey);
if (result != f->rich_presence().end()) value = result->second.c_str();
}
return value;
}
int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend )
{
PRINT_DEBUG("Steam_Friends::GetFriendRichPresenceKeyCount\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
int num = 0;
Friend *f = NULL;
if (settings->get_local_steam_id() == steamIDFriend) {
f = &us;
} else {
f = find_friend(steamIDFriend);
}
if (f && isAppIdCompatible(f)) num = f->rich_presence().size();
return num;
}
const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey )
{
PRINT_DEBUG("Steam_Friends::GetFriendRichPresenceKeyByIndex\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
const char *key = "";
Friend *f = NULL;
if (settings->get_local_steam_id() == steamIDFriend) {
f = &us;
} else {
f = find_friend(steamIDFriend);
}
if (f && isAppIdCompatible(f) && f->rich_presence().size() > iKey && iKey >= 0) {
auto friend_data = f->rich_presence().begin();
for (int i = 0; i < iKey; ++i) ++friend_data;
key = friend_data->first.c_str();
}
return key;
}
// Requests rich presence for a specific user.
void RequestFriendRichPresence( CSteamID steamIDFriend )
{
PRINT_DEBUG("Steam_Friends::RequestFriendRichPresence\n");
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Friend *f = find_friend(steamIDFriend);
if (f) rich_presence_updated(steamIDFriend, settings->get_local_game_id().AppID());
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::InviteUserToGame\n");
std::lock_guard<std::recursive_mutex> 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);
friend_messages->set_connect_str(pchConnectString);
msg.set_allocated_friend_messages(friend_messages);
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(steamIDFriend.ConvertToUint64());
return network->sendTo(&msg, true);
}
// 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()
{
PRINT_DEBUG("Steam_Friends::GetCoplayFriendCount\n");
return 0;
}
CSteamID GetCoplayFriend( int iCoplayFriend )
{
PRINT_DEBUG("Steam_Friends::GetCoplayFriend\n");
return k_steamIDNil;
}
int GetFriendCoplayTime( CSteamID steamIDFriend )
{
PRINT_DEBUG("Steam_Friends::GetFriendCoplayTime\n");
return 0;
}
AppId_t GetFriendCoplayGame( CSteamID steamIDFriend )
{
PRINT_DEBUG("Steam_Friends::GetFriendCoplayGame\n");
return 0;
}
// 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 )
{
PRINT_DEBUG("Steam_Friends::JoinClanChatRoom\n");
return 0;
}
bool LeaveClanChatRoom( CSteamID steamIDClan )
{
PRINT_DEBUG("Steam_Friends::LeaveClanChatRoom\n");
return false;
}
int GetClanChatMemberCount( CSteamID steamIDClan )
{
PRINT_DEBUG("Steam_Friends::GetClanChatMemberCount\n");
return 0;
}
CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser )
{
PRINT_DEBUG("Steam_Friends::GetChatMemberByIndex\n");
return k_steamIDNil;
}
bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText )
{
PRINT_DEBUG("Steam_Friends::SendClanChatMessage\n");
return false;
}
int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, STEAM_OUT_STRUCT() CSteamID *psteamidChatter )
{
PRINT_DEBUG("Steam_Friends::GetClanChatMessage\n");
return 0;
}
bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser )
{
PRINT_DEBUG("Steam_Friends::IsClanChatAdmin\n");
return false;
}
// interact with the Steam (game overlay / desktop)
bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat )
{
PRINT_DEBUG("Steam_Friends::IsClanChatWindowOpenInSteam\n");
return false;
}
bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat )
{
PRINT_DEBUG("Steam_Friends::OpenClanChatWindowInSteam\n");
return true;
}
bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat )
{
PRINT_DEBUG("Steam_Friends::CloseClanChatWindowInSteam\n");
return true;
}
// peer-to-peer chat interception
// this is so you can show P2P chats inline in the game
bool SetListenForFriendsMessages( bool bInterceptEnabled )
{
PRINT_DEBUG("Steam_Friends::SetListenForFriendsMessages\n");
return true;
}
bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend )
{
PRINT_DEBUG("Steam_Friends::ReplyToFriendMessage\n");
return false;
}
int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType )
{
PRINT_DEBUG("Steam_Friends::GetFriendMessage\n");
return 0;
}
// following apis
STEAM_CALL_RESULT( FriendsGetFollowerCount_t )
SteamAPICall_t GetFollowerCount( CSteamID steamID )
{
PRINT_DEBUG("Steam_Friends::GetFollowerCount\n");
return 0;
}
STEAM_CALL_RESULT( FriendsIsFollowing_t )
SteamAPICall_t IsFollowing( CSteamID steamID )
{
PRINT_DEBUG("Steam_Friends::IsFollowing\n");
return 0;
}
STEAM_CALL_RESULT( FriendsEnumerateFollowingList_t )
SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex )
{
PRINT_DEBUG("Steam_Friends::EnumerateFollowingList\n");
return 0;
}
bool IsClanPublic( CSteamID steamIDClan )
{
PRINT_DEBUG("Steam_Friends::IsClanPublic\n");
return false;
}
bool IsClanOfficialGameGroup( CSteamID steamIDClan )
{
PRINT_DEBUG("Steam_Friends::IsClanOfficialGameGroup\n");
return false;
}
int GetNumChatsWithUnreadPriorityMessages()
{
PRINT_DEBUG("Steam_Friends::GetNumChatsWithUnreadPriorityMessages\n");
return 0;
}
void RunCallbacks()
{
PRINT_DEBUG("Steam_Friends::RunCallbacks\n");
if (settings->get_lobby() != lobby_id) {
lobby_id = settings->get_lobby();
modified = true;
}
if (modified) {
Common_Message msg;
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
Friend *f = new Friend(us);
f->set_id(settings->get_local_steam_id().ConvertToUint64());
f->set_name(settings->get_local_name());
f->set_appid(settings->get_local_game_id().AppID());
f->set_lobby_id(settings->get_lobby().ConvertToUint64());
msg.set_allocated_friend_(f);
network->sendToAllIndividuals(&msg, true);
modified = false;
last_sent_friends = std::chrono::high_resolution_clock::now();
}
}
void Callback(Common_Message *msg)
{
if (msg->has_low_level()) {
if (msg->low_level().type() == Low_Level::DISCONNECT) {
PRINT_DEBUG("Steam_Friends Disconnect\n");
uint64 id = msg->source_id();
auto f = std::find_if(friends.begin(), friends.end(), [&id](Friend const& item) { return item.id() == id; });
if (friends.end() != f) {
persona_change((uint64)f->id(), k_EPersonaChangeStatus);
friends.erase(f);
}
}
if (msg->low_level().type() == Low_Level::CONNECT) {
PRINT_DEBUG("Steam_Friends Connect\n");
Common_Message msg_;
msg_.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg_.set_dest_id(msg->source_id());
Friend *f = new Friend(us);
f->set_id(settings->get_local_steam_id().ConvertToUint64());
f->set_name(settings->get_local_name());
f->set_appid(settings->get_local_game_id().AppID());
f->set_lobby_id(settings->get_lobby().ConvertToUint64());
msg_.set_allocated_friend_(f);
network->sendTo(&msg_, true);
}
}
if (msg->has_friend_()) {
PRINT_DEBUG("Steam_Friends Friend %llu %llu\n", msg->friend_().id(), msg->friend_().lobby_id());
Friend *f = find_friend((uint64)msg->friend_().id());
if (!f) {
if (msg->friend_().id() != settings->get_local_steam_id().ConvertToUint64()) {
friends.push_back(msg->friend_());
persona_change((uint64)msg->friend_().id(), k_EPersonaChangeName);
}
} else {
std::map<std::string, std::string> map1(f->rich_presence().begin(), f->rich_presence().end());
std::map<std::string, std::string> map2(msg->friend_().rich_presence().begin(), msg->friend_().rich_presence().end());
if (map1 != map2) {
//The App ID of the game. This should always be the current game.
if (isAppIdCompatible(f)) {
rich_presence_updated((uint64)msg->friend_().id(), (uint64)msg->friend_().appid());
}
}
//TODO: callbacks?
*f = msg->friend_();
}
}
if (msg->has_friend_messages()) {
if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) {
PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
//TODO: the user should accept the invite first but we auto accept it because there's no gui yet
GameLobbyJoinRequested_t data;
data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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 = {};
data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
}
}
};
#endif//__INCLUDED_STEAM_FRIENDS_H__