Use already defined functions to invite user to game.
parent
884f147e1b
commit
a08c8102a9
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@ -314,215 +314,38 @@ void Steam_Overlay::RunCallbacks()
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overlay_state_changed = false;
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overlay_state_changed = false;
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}
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}
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
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if (friend_action & friend_action_invite)
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if (friend_action & friend_action_invite)
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{
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{
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Common_Message msg;
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std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
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Friend_Messages* friend_messages = new Friend_Messages();
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if (connect.length() > 0)
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friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
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steamFriends->InviteUserToGame(friend_to_action, connect.c_str());
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friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64());
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else if(settings->get_lobby().IsValid())
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msg.set_allocated_friend_messages(friend_messages);
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steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action);
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(friend_to_action);
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network->sendTo(&msg, true);
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friend_action &= ~friend_action_invite;
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friend_action &= ~friend_action_invite;
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}
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}
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if (friend_action & friend_action_join)
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if (friend_action & friend_action_join)
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{
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{
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FriendGameInfo_t friend_info = {};
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std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
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Steam_Friends* steamFriends = get_steam_client()->steam_friends;
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if (connect.length() > 0)
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steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
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{
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//get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby);
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_to_action);
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strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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else
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{
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
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if(friend_info.m_steamIDLobby.IsValid())
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steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby);
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}
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const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
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GameRichPresenceJoinRequested_t data = {};
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data.m_steamIDFriend.SetFromUint64(friend_to_action);
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strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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friend_action &= ~friend_action_join;
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friend_action &= ~friend_action_join;
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}
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}
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}
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}
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/*
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switchstr(args[0])
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{
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casestr("get"):
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sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
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sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
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sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("get_id") :
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sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("get_server_id") :
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sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("get_lobby") :
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sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("list_friends") :
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl;
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ovlay.write(sstr.str());
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}
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}
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break;
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casestr("list_games") :
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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if (connect.length() > 0)
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{
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sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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else if (friend_info.m_steamIDLobby != k_steamIDNil)
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{
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connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
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sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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ovlay.write(sstr.str());
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sstr.str("");
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}
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}
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break;
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casestr("invite_user") :
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{
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ovlay.write(str + "\n");
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if (_this->lobbyID.IsValid())
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{
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if (args.size() == 2)
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{
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std::string& friendName = args[1];
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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if (friendName == name)
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{
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Common_Message msg;
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Friend_Messages* friend_messages = new Friend_Messages();
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friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
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friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64());
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msg.set_allocated_friend_messages(friend_messages);
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msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(id.ConvertToUint64());
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_this->_client->network->sendTo(&msg, true);
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sstr << "Invite sent" << std::endl;
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ovlay.write(sstr.str());
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break;
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}
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}
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}
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else
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{
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sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl;
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ovlay.write(sstr.str());
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}
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}
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}
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break;
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casestr("join_game") :
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if (args.size() == 2)
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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if (connect.length() > 0)
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{
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sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1])
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{
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connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
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sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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matchMaking->JoinLobby(friend_info.m_steamIDLobby);
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}
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ovlay.write(sstr.str());
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sstr.str("");
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}
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}
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break;
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casestr("join_user") :
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if (args.size() == 2)
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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if (connect.length() > 0)
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{
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sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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else if (args[1] == name )
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{
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connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
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sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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matchMaking->JoinLobby(friend_info.m_steamIDLobby);
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}
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ovlay.write(sstr.str());
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sstr.str("");
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}
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}
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break;
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}
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}
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}
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*/
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