Made some friends function behavior more accurate.
parent
fb7c8ea35b
commit
5cf841c603
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@ -222,10 +222,10 @@ EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend )
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{
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PRINT_DEBUG("Steam_Friends::GetFriendRelationship %llu\n", steamIDFriend.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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EFriendRelationship r = k_EFriendRelationshipNone;
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if (find_friend(steamIDFriend)) r = k_EFriendRelationshipFriend;
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return r;
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if (steamIDFriend == settings->get_local_steam_id()) return k_EFriendRelationshipNone; //Real steam behavior
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if (find_friend(steamIDFriend)) return k_EFriendRelationshipFriend;
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return k_EFriendRelationshipNone;
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}
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@ -261,7 +261,6 @@ const char *GetFriendPersonaName( CSteamID steamIDFriend )
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if (f) name = f->name().c_str();
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}
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return name;
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}
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@ -269,24 +268,37 @@ const char *GetFriendPersonaName( CSteamID steamIDFriend )
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// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details
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bool GetFriendGamePlayed( CSteamID steamIDFriend, STEAM_OUT_STRUCT() FriendGameInfo_t *pFriendGameInfo )
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{
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PRINT_DEBUG("Steam_Friends::GetFriendGamePlayed\n");
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PRINT_DEBUG("Steam_Friends::GetFriendGamePlayed %llu\n", steamIDFriend.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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bool ret = false;
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Friend *f = find_friend(steamIDFriend);
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if (f) {
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if (steamIDFriend == settings->get_local_steam_id()) {
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if (pFriendGameInfo) {
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pFriendGameInfo->m_gameID = CGameID(f->appid());
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pFriendGameInfo->m_gameID = settings->get_local_game_id();
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pFriendGameInfo->m_unGameIP = 0;
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pFriendGameInfo->m_usGamePort = 0;
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pFriendGameInfo->m_usQueryPort = 0;
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pFriendGameInfo->m_steamIDLobby = CSteamID((uint64)f->lobby_id());
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PRINT_DEBUG("%u %llu\n", f->appid(), f->lobby_id());
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pFriendGameInfo->m_steamIDLobby = settings->get_lobby();
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PRINT_DEBUG("self %llu %llu\n", settings->get_local_game_id().ToUint64(), settings->get_lobby().ConvertToUint64());
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}
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ret = true;
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} else {
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Friend *f = find_friend(steamIDFriend);
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if (f) {
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if (pFriendGameInfo) {
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pFriendGameInfo->m_gameID = CGameID(f->appid());
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pFriendGameInfo->m_unGameIP = 0;
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pFriendGameInfo->m_usGamePort = 0;
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pFriendGameInfo->m_usQueryPort = 0;
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pFriendGameInfo->m_steamIDLobby = CSteamID((uint64)f->lobby_id());
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PRINT_DEBUG("%u %llu\n", f->appid(), f->lobby_id());
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}
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ret = true;
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}
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}
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return ret;
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}
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@ -679,13 +691,18 @@ const char *GetFriendRichPresence( CSteamID steamIDFriend, const char *pchKey )
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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const char *value = "";
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Friend *f = find_friend(steamIDFriend);
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if (f && isSameAppId(f)) {
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Friend *f = NULL;
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if (settings->get_local_steam_id() == steamIDFriend) {
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f = &us;
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} else {
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f = find_friend(steamIDFriend);
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}
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if (f && isAppIdCompatible(f)) {
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auto result = f->rich_presence().find(pchKey);
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if (result != f->rich_presence().end()) value = result->second.c_str();
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}
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return value;
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}
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@ -694,8 +711,15 @@ int GetFriendRichPresenceKeyCount( CSteamID steamIDFriend )
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PRINT_DEBUG("Steam_Friends::GetFriendRichPresenceKeyCount\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int num = 0;
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Friend *f = find_friend(steamIDFriend);
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if (f && isSameAppId(f)) num = f->rich_presence().size();
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Friend *f = NULL;
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if (settings->get_local_steam_id() == steamIDFriend) {
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f = &us;
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} else {
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f = find_friend(steamIDFriend);
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}
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if (f && isAppIdCompatible(f)) num = f->rich_presence().size();
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return num;
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}
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@ -705,8 +729,15 @@ const char *GetFriendRichPresenceKeyByIndex( CSteamID steamIDFriend, int iKey )
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PRINT_DEBUG("Steam_Friends::GetFriendRichPresenceKeyByIndex\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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const char *key = "";
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Friend *f = find_friend(steamIDFriend);
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if (f && isSameAppId(f) && f->rich_presence().size() > iKey && iKey >= 0) {
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Friend *f = NULL;
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if (settings->get_local_steam_id() == steamIDFriend) {
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f = &us;
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} else {
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f = find_friend(steamIDFriend);
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}
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if (f && isAppIdCompatible(f) && f->rich_presence().size() > iKey && iKey >= 0) {
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auto friend_data = f->rich_presence().begin();
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for (int i = 0; i < iKey; ++i) ++friend_data;
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key = friend_data->first.c_str();
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@ -962,7 +993,7 @@ void Callback(Common_Message *msg)
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if (map1 != map2) {
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//The App ID of the game. This should always be the current game.
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if (isSameAppId(f)) {
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if (isAppIdCompatible(f)) {
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rich_presence_updated((uint64)msg->friend_().id(), (uint64)msg->friend_().appid());
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}
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}
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