Re-enabled auto join if overlay is not ready

merge-requests/28/head
Nemirtingas 2019-08-16 00:12:11 +02:00
parent 3516b98042
commit 8abd24ca54
2 changed files with 29 additions and 19 deletions

View File

@ -1035,27 +1035,37 @@ void Callback(Common_Message *msg)
if (msg->has_friend_messages()) { if (msg->has_friend_messages()) {
if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) { if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) {
PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
if (overlay->Ready())
{
//TODO: the user should accept the invite first but we auto accept it because there's no gui yet //TODO: the user should accept the invite first but we auto accept it because there's no gui yet
// Then we will handle it ! // Then we will handle it !
overlay->SetLobbyInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().lobby_id()); overlay->SetLobbyInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().lobby_id());
}
//GameLobbyJoinRequested_t data; else
//data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); {
//data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); GameLobbyJoinRequested_t data;
//callbacks->addCBResult(data.k_iCallback, &data, sizeof(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) { if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) {
PRINT_DEBUG("Steam_Friends Got Game Invite\n"); 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 //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
if (overlay->Ready())
{
// Then we will handle it ! // Then we will handle it !
overlay->SetRichInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().connect_str().c_str()); overlay->SetRichInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().connect_str().c_str());
}
//std::string const& connect_str = msg->friend_messages().connect_str(); else
//GameRichPresenceJoinRequested_t data = {}; {
//data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); std::string const& connect_str = msg->friend_messages().connect_str();
//strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); GameRichPresenceJoinRequested_t data = {};
//callbacks->addCBResult(data.k_iCallback, &data, sizeof(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));
}
} }
} }
} }

View File

@ -135,7 +135,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, // __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice,
// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) // __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext)
//{ //{
// auto res = _D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); // auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
// //
// if (SUCCEEDED(res)) // if (SUCCEEDED(res))
// hook->hook_dx11(SDKVersion); // hook->hook_dx11(SDKVersion);
@ -185,12 +185,12 @@ DX11_Hook::DX11_Hook():
_hooked = false; _hooked = false;
// Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX11 will be used to render the overlay. // If its called, then DX11 will be used to render the overlay.
//_D3D11CreateDevice = (decltype(_D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice");
D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain");
BeginHook(); BeginHook();
HookFuncs( HookFuncs(
//std::make_pair<void**, void*>(&(PVOID&)_D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), //std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice),
std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain)
); );
EndHook(); EndHook();