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Author | SHA1 | Date |
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Mr_Goldberg | 02ee5f9a6d | |
Mr_Goldberg | a0648d454c | |
Mr_Goldberg | beffb89bda |
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@ -48,6 +48,10 @@ Depots:
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This is pretty rare but some games might use depot ids to see if dlcs are installed. You can provide a list of installed depots to the game with a steam_settings\depots.txt file.
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See the steam_settings.EXAMPLE folder for an example.
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Subscribed Groups:
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Some games like payday 2 check which groups you are subscribed in and unlock things based on that. You can provide a list of subscribed groups to the game with a steam_settings\subscribed_groups.txt file.
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See steam_settings.EXAMPLE\subscribed_groups.EXAMPLE.txt for an example for payday 2.
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App paths:
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Some rare games might need to be provided one or more paths to app ids. For example the path to where a dlc is installed. This sets the paths returned by the Steam_Apps::GetAppInstallDir function.
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See steam_settings.EXAMPLE\app_paths.EXAMPLE.txt for an example.
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24
dll/base.cpp
24
dll/base.cpp
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@ -191,6 +191,19 @@ std::string get_lib_path() {
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}
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#endif
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std::string get_full_lib_path()
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{
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std::string program_path;
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#if defined(STEAM_WIN32)
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char DllPath[MAX_PATH] = {0};
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GetModuleFileName((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath));
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program_path = DllPath;
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#else
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program_path = get_lib_path();
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#endif
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return program_path;
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}
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std::string get_full_program_path()
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{
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std::string env_program_path = get_env_variable("SteamAppPath");
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@ -203,15 +216,8 @@ std::string get_full_program_path()
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}
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std::string program_path;
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#if defined(STEAM_WIN32)
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char DllPath[MAX_PATH] = {0};
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GetModuleFileName((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath));
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program_path = DllPath;
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#else
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program_path = get_lib_path();
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#endif
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program_path = program_path.substr(0, program_path.rfind(PATH_SEPARATOR)).append(PATH_SEPARATOR);
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return program_path;
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program_path = get_full_lib_path();
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return program_path.substr(0, program_path.rfind(PATH_SEPARATOR)).append(PATH_SEPARATOR);
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}
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std::string get_current_path()
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11
dll/base.h
11
dll/base.h
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@ -161,10 +161,13 @@ CSteamID generate_steam_id_user();
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CSteamID generate_steam_id_server();
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CSteamID generate_steam_id_anonserver();
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CSteamID generate_steam_id_lobby();
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std::string get_full_lib_path();
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std::string get_full_program_path();
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std::string get_current_path();
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std::string canonical_path(std::string path);
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#define DEFAULT_CB_TIMEOUT 0.002
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class SteamCallResults {
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std::vector<struct Steam_Call_Result> callresults;
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std::vector<class CCallbackBase *> completed_callbacks;
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@ -238,7 +241,7 @@ public:
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}
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}
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SteamAPICall_t addCallResult(SteamAPICall_t api_call, int iCallback, void *result, unsigned int size, double timeout=0.0, bool run_call_completed_cb=true) {
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SteamAPICall_t addCallResult(SteamAPICall_t api_call, int iCallback, void *result, unsigned int size, double timeout=DEFAULT_CB_TIMEOUT, bool run_call_completed_cb=true) {
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auto cb_result = std::find_if(callresults.begin(), callresults.end(), [api_call](struct Steam_Call_Result const& item) { return item.api_call == api_call; });
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if (cb_result != callresults.end()) {
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if (cb_result->reserved) {
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@ -266,7 +269,7 @@ public:
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return callresults.back().api_call;
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}
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SteamAPICall_t addCallResult(int iCallback, void *result, unsigned int size, double timeout=0.0, bool run_call_completed_cb=true) {
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SteamAPICall_t addCallResult(int iCallback, void *result, unsigned int size, double timeout=DEFAULT_CB_TIMEOUT, bool run_call_completed_cb=true) {
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return addCallResult(generate_steam_api_call_id(), iCallback, result, size, timeout, run_call_completed_cb);
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}
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@ -419,11 +422,11 @@ public:
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}
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void addCBResult(int iCallback, void *result, unsigned int size) {
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addCBResult(iCallback, result, size, 0.0, false);
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addCBResult(iCallback, result, size, DEFAULT_CB_TIMEOUT, false);
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}
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void addCBResult(int iCallback, void *result, unsigned int size, bool dont_post_if_already) {
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addCBResult(iCallback, result, size, 0.0, dont_post_if_already);
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addCBResult(iCallback, result, size, DEFAULT_CB_TIMEOUT, dont_post_if_already);
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}
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void addCBResult(int iCallback, void *result, unsigned int size, double timeout) {
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@ -132,6 +132,9 @@ public:
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std::map<std::string, Stat_config> getStats() { return stats; }
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void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[name] = stat_config; }
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//subscribed lobby/group ids
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std::set<uint64> subscribed_groups;
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//images
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std::map<int, struct Image_Data> images;
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int add_image(std::string data, uint32 width, uint32 height);
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@ -511,6 +511,28 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s
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}
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}
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{
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std::string depots_config_path = Local_Storage::get_game_settings_path() + "subscribed_groups.txt";
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std::ifstream input( depots_config_path );
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if (input.is_open()) {
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consume_bom(input);
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for( std::string line; getline( input, line ); ) {
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if (!line.empty() && line[line.length()-1] == '\n') {
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line.pop_back();
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}
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if (!line.empty() && line[line.length()-1] == '\r') {
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line.pop_back();
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}
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uint64 source_id = stoull(line);
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settings_client->subscribed_groups.insert(source_id);
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settings_server->subscribed_groups.insert(source_id);
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PRINT_DEBUG("Added source %llu\n", source_id);
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}
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}
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}
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{
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std::string mod_path = Local_Storage::get_game_settings_path() + "mods";
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std::vector<std::string> paths = Local_Storage::get_filenames_path(mod_path);
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@ -502,6 +502,10 @@ bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource )
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if (settings->get_lobby() == steamIDSource) {
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return true;
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}
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if (settings->subscribed_groups.find(steamIDSource.ConvertToUint64()) != settings->subscribed_groups.end()) {
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return true;
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}
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} else {
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Friend *f = find_friend(steamIDUser);
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if (!f) return false;
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@ -540,6 +540,11 @@ bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t drop
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{
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PRINT_DEBUG("TriggerItemDrop %p %i\n", pResultHandle, dropListDefinition);
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//TODO: if gameserver return false
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Steam_Inventory_Requests* request = new_inventory_result(false);
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if (pResultHandle != nullptr)
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*pResultHandle = request->inventory_result;
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return true;
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}
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@ -0,0 +1,4 @@
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103582791433980119
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103582791438562929
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103582791441335905
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103582791460014708
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