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2 Commits

Author SHA1 Message Date
Mr_Goldberg b4205535fb
Only allow people to join lobbies with the overlay if they have been invited first. 2020-02-02 19:07:30 -05:00
Mr_Goldberg 245d379720
Fix overlay not working in barotrauma. 2020-02-02 19:06:44 -05:00
3 changed files with 72 additions and 50 deletions

View File

@ -284,7 +284,7 @@ void Steam_Overlay::FriendConnect(Friend _friend)
item.window_state = window_state_none;
item.id = id;
memset(item.chat_input, 0, max_chat_len);
item.has_lobby = false;
item.joinable = false;
}
else
PRINT_DEBUG("No more free id to create a friend window\n");
@ -351,16 +351,16 @@ void Steam_Overlay::AddInviteNotification(std::pair<const Friend, friend_window_
PRINT_DEBUG("No more free id to create a notification window\n");
}
bool Steam_Overlay::FriendHasLobby(uint64 friend_id)
bool Steam_Overlay::FriendJoinable(std::pair<const Friend, friend_window_state> &f)
{
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 )
if( std::string(steamFriends->GetFriendRichPresence(f.first.id(), "connect")).length() > 0 )
return true;
FriendGameInfo_t friend_game_info = {};
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
if (friend_game_info.m_steamIDLobby.IsValid())
steamFriends->GetFriendGamePlayed(f.first.id(), &friend_game_info);
if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite))
return true;
return false;
@ -398,7 +398,7 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta
has_friend_action.push(frd);
close_popup = true;
}
if (state.has_lobby && ImGui::Button("Join###PopupJoin"))
if (state.joinable && ImGui::Button("Join###PopupJoin"))
{
state.window_state |= window_state_join;
has_friend_action.push(frd);
@ -447,6 +447,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
ImGui::SameLine();
if (ImGui::Button("Accept"))
{
state.window_state |= window_state_join;
this->has_friend_action.push(frd);
}
ImGui::SameLine();
@ -567,6 +568,7 @@ void Steam_Overlay::BuildNotifications(int width, int height)
ImGui::TextWrapped("%s", it->message.c_str());
if (ImGui::Button("Join"))
{
it->frd->second.window_state |= window_state_join;
friend_actions_temp.push(it->frd->first);
it->start_time = std::chrono::seconds(0);
}
@ -724,7 +726,7 @@ void Steam_Overlay::RunCallbacks()
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i)
{
i.second.has_lobby = FriendHasLobby(i.first.id());
i.second.joinable = FriendJoinable(i);
});
while (!has_friend_action.empty())
@ -774,51 +776,35 @@ void Steam_Overlay::RunCallbacks()
if (friend_info->second.window_state & window_state_join)
{
std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect");
if (connect.length() > 0)
// The user got a lobby invite and accepted 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;
} else
// The user got a rich presence invite and accepted 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;
} else if (connect.length() > 0)
{
GameRichPresenceJoinRequested_t data = {};
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_game_info = {};
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
if (friend_game_info.m_steamIDLobby.IsValid())
{
// TODO: Look if thats really JoinLobby ?
// I saw on steamdev that overlay sends a GameLobbyJoinRequested_t
//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));
steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby);
}
}
friend_info->second.window_state &= ~window_state_join;
}
// The user got a lobby invite and accepted 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 accepted 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

@ -32,7 +32,7 @@ struct friend_window_state
std::string chat_history;
char chat_input[max_chat_len];
bool has_lobby;
bool joinable;
};
struct Friend_Less
@ -110,7 +110,7 @@ class Steam_Overlay
void Callback(Common_Message* msg);
void RunCallbacks();
bool FriendHasLobby(uint64 friend_id);
bool FriendJoinable(std::pair<const Friend, friend_window_state> &f);
bool IHaveLobby();
void NotifyUser(friend_window_state& friend_state);

View File

@ -50,7 +50,11 @@ void DX11_Hook::resetRenderState()
{
if (initialized)
{
mainRenderTargetView->Release();
if (mainRenderTargetView) {
mainRenderTargetView->Release();
mainRenderTargetView = NULL;
}
pContext->Release();
ImGui_ImplDX11_Shutdown();
@ -78,9 +82,34 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
io.IniFilename = NULL;
ID3D11Texture2D* pBackBuffer;
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
ID3D11RenderTargetView *get_targets[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {};
pContext->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, get_targets, NULL);
bool bind_target = true;
for (unsigned i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) {
if (get_targets[i]) {
ID3D11Resource *res = NULL;
get_targets[i]->GetResource(&res);
if (res) {
if (res == (ID3D11Resource*)pBackBuffer) {
bind_target = false;
}
res->Release();
}
get_targets[i]->Release();
} else {
break;
}
}
if (bind_target) {
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
}
pBackBuffer->Release();
ImGui_ImplDX11_Init(pDevice, pContext);
@ -102,7 +131,10 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
ImGui::Render();
pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
if (mainRenderTargetView) {
pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
}
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
}
@ -144,7 +176,11 @@ DX11_Hook::~DX11_Hook()
if (initialized)
{
mainRenderTargetView->Release();
if (mainRenderTargetView) {
mainRenderTargetView->Release();
mainRenderTargetView = NULL;
}
pContext->Release();
ImGui_ImplDX11_InvalidateDeviceObjects();