User must now accept invite

merge-requests/28/head
Nemirtingas 2019-08-02 13:02:20 +02:00
parent 156bee1564
commit 8fe7c2267a
3 changed files with 117 additions and 72 deletions

View File

@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg)
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
// Then we will handle it !
overlay->AddLobbyInvite(msg->source_id(), msg->friend_messages().lobby_id());
overlay->AddLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id());
//GameLobbyJoinRequested_t data;
//data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg)
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
// Then we will handle it !
overlay->AddRichInvite(msg->source_id(), msg->friend_messages().connect_str().c_str());
overlay->AddRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str());
//std::string const& connect_str = msg->friend_messages().connect_str();
//GameRichPresenceJoinRequested_t data = {};

View File

@ -95,7 +95,6 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu
notif_position(ENotificationPosition::k_EPositionBottomLeft),
h_inset(0),
v_inset(0),
friend_action(friend_action_none),
overlay_state_changed(false)
{
run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this);
@ -231,28 +230,34 @@ void Steam_Overlay::ShowOverlay(bool state)
overlay_state_changed = true;
}
void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId)
void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId)
{
invitation invite;
invite.type = invitation_type_lobby;
invite.friendId = friendId;
invite.lobbyId = lobbyId;
invitations.push_back(invite);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto i = friends.find(friendId);
if (i != friends.end())
{
auto& frd = i->second;
frd.lobbyId = lobbyId;
frd.window_state |= window_state_lobby_invite;
}
}
void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str)
void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str)
{
invitation invite;
invite.type = invitation_type_rich;
invite.friendId = friendId;
strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
invitations.push_back(invite);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto i = friends.find(friendId);
if (i != friends.end())
{
auto& frd = i->second;
strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
frd.window_state |= window_state_rich_invite;
}
}
void Steam_Overlay::FriendConnect(Friend _friend)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
friends[_friend] = false;
friends[_friend].window_state = window_state_none;
}
void Steam_Overlay::FriendDisconnect(Friend _friend)
@ -296,29 +301,46 @@ void Steam_Overlay::OverlayProc( int width, int height )
{
if (ImGui::Button("Invite"))
{
this->friend_action |= friend_action_invite;
this->friend_to_action = i.first.id();
i.second.window_state |= window_state_invite;
this->has_friend_action.push(i.first);
}
if (ImGui::Button("Join"))
{
this->friend_action |= friend_action_join;
this->friend_to_action = i.first.id();
i.second.window_state |= window_state_join;
this->has_friend_action.push(i.first);
}
ImGui::EndPopup();
}
//else if (ImGui::IsMouseDoubleClicked(0))
else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
{
i.second = true;
i.second.window_state |= window_state_show;
}
ImGui::PopID();
if (i.second)
if (i.second.window_state & window_state_show)
{
if (ImGui::Begin(i.first.name().c_str(), &i.second))
bool show = true;
if (ImGui::Begin(i.first.name().c_str(), &show))
{
// Fill this with the chat box and maybe the invitation
if (i.second.window_state & (window_state_lobby_invite | window_state_rich_invite))
{
ImGui::LabelText("", "%s invited you to join the game.", i.first.name().c_str());
ImGui::SameLine();
if (ImGui::Button("Accept"))
{
this->has_friend_action.push(i.first);
}
ImGui::SameLine();
if (ImGui::Button("Refuse"))
{
i.second.window_state &= ~(window_state_lobby_invite | window_state_rich_invite);
}
}
}
// User closed the friend window
if( !show )
i.second.window_state &= ~window_state_show;
ImGui::End();
}
});
@ -351,35 +373,65 @@ void Steam_Overlay::RunCallbacks()
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
if (friend_action & friend_action_invite)
while (!has_friend_action.empty())
{
auto friend_info = friends.find(has_friend_action.front());
if (friend_info != friends.end())
{
uint64 friend_id = friend_info->first.id();
// The user clicked on "Invite"
if (friend_info->second.window_state & window_state_invite)
{
std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
if (connect.length() > 0)
steamFriends->InviteUserToGame(friend_to_action, connect.c_str());
else if(settings->get_lobby().IsValid())
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action);
steamFriends->InviteUserToGame(friend_id, connect.c_str());
else if (settings->get_lobby().IsValid())
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
friend_action &= ~friend_action_invite;
friend_info->second.window_state &= ~window_state_invite;
}
if (friend_action & friend_action_join)
// The user clicked on "Join"
if (friend_info->second.window_state & window_state_join)
{
std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect");
if (connect.length() > 0)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_to_action);
data.m_steamIDFriend.SetFromUint64(friend_id);
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
else
{
FriendGameInfo_t friend_info = {};
steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
if(friend_info.m_steamIDLobby.IsValid())
steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby);
FriendGameInfo_t friend_game_info = {};
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
if (friend_game_info.m_steamIDLobby.IsValid())
steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby);
}
friend_action &= ~friend_action_join;
friend_info->second.window_state &= ~window_state_join;
}
// The user got a lobby invite and accepeted it
if (friend_info->second.window_state & window_state_lobby_invite)
{
GameLobbyJoinRequested_t data;
data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
data.m_steamIDFriend.SetFromUint64(friend_id);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
friend_info->second.window_state &= ~window_state_lobby_invite;
}
// The user got a rich presence invite and accepeted it
if (friend_info->second.window_state & window_state_rich_invite)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_id);
strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
friend_info->second.window_state &= ~window_state_rich_invite;
}
}
has_friend_action.pop();
}
}

View File

@ -4,25 +4,21 @@
#include "../dll/base.h"
#include "Hook_Manager.h"
#include <map>
#include <vector>
#include <queue>
enum friend_action
enum window_state
{
friend_action_none = 0,
friend_action_invite = 1<<0,
friend_action_join = 1<<1
window_state_none = 0,
window_state_show = 1<<0,
window_state_invite = 1<<1,
window_state_join = 1<<2,
window_state_lobby_invite = 1<<3,
window_state_rich_invite = 1<<4
};
enum invitation_type
struct friend_window_state
{
invitation_type_lobby,
invitation_type_rich
};
struct invitation
{
uint8 type;
uint64 friendId;
uint8 window_state;
union
{
uint64 lobbyId;
@ -47,7 +43,7 @@ class Steam_Overlay
Networking* network;
// friend id, show client window (to chat and accept invite maybe)
std::map<Friend, bool, Friend_Less> friends;
std::map<Friend, friend_window_state, Friend_Less> friends;
HWND game_hwnd;
WNDPROC game_hwnd_proc;
@ -57,11 +53,8 @@ class Steam_Overlay
ENotificationPosition notif_position;
int h_inset, v_inset;
std::vector<invitation> invitations;
// Callback infos
uint64 friend_to_action;
int friend_action;
std::queue<Friend> has_friend_action;
bool overlay_state_changed;
Steam_Overlay(Steam_Overlay const&) = delete;
@ -104,8 +97,8 @@ public:
void ShowOverlay(bool state);
void AddLobbyInvite(uint64 friendId, uint64 lobbyId);
void AddRichInvite(uint64 friendId, const char* connect_str);
void AddLobbyInvite(Friend friendId, uint64 lobbyId);
void AddRichInvite(Friend friendId, const char* connect_str);
void FriendConnect(Friend _friend);
void FriendDisconnect(Friend _friend);