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Author | SHA1 | Date |
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Mr_Goldberg | 992e5c3faa | |
Mr_Goldberg | 58a57cc91b | |
Mr_Goldberg | 8e9d3e8f3a |
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@ -29,7 +29,7 @@ Note that these are global so you won't have to change them for each game. For g
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If you want to change your steam_id on a per game basis, simply create a settings folder in the game unique directory (Full path: C:\Users\<Your windows user name>\AppData\Roaming\Goldberg SteamEmu Saves\<appid>\settings)
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In that settings folder create a user_steam_id.txt file that contains the valid steam id that you want to use for that game only.
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You can also make the emu ignore certain global settings by using a force_account_name.txt, force_language.txt or force_steamid.txt that you put in the <path where my emu lib is>\steam_settings\ folder.
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You can also make the emu ignore certain global settings by using a force_account_name.txt, force_language.txt, force_listen_port.txt or force_steamid.txt that you put in the <path where my emu lib is>\steam_settings\ folder.
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See the steam_settings.EXAMPLE folder for an example.
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If for some reason you want it to save in the game directory you can create a file named local_save.txt right beside steam_api(64).dll (libsteam_api.so on linux)
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@ -286,6 +286,10 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s
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} else if (p == "force_account_name.txt") {
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int len = Local_Storage::get_file_data(steam_settings_path + "force_account_name.txt", name, sizeof(name) - 1);
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if (len > 0) name[len] = 0;
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} else if (p == "force_listen_port.txt") {
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char array_port[10] = {};
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int len = Local_Storage::get_file_data(steam_settings_path + "force_listen_port.txt", array_port, sizeof(array_port) - 1);
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if (len > 0) port = std::stoi(array_port);
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}
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}
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}
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@ -793,7 +793,7 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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SteamNetworkingMessage_t *msg = NULL;
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int messages = 0;
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while ((msg = get_steam_message_connection(hConn)) && messages < nMaxMessages) {
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while (messages < nMaxMessages && (msg = get_steam_message_connection(hConn))) {
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ppOutMessages[messages] = msg;
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++messages;
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}
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@ -821,7 +821,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe
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auto socket_conn = std::begin(connect_sockets);
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while (socket_conn != std::end(connect_sockets) && messages < nMaxMessages) {
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if (socket_conn->second.listen_socket_id == hSocket) {
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while ((msg = get_steam_message_connection(socket_conn->first)) && messages < nMaxMessages) {
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while (messages < nMaxMessages && (msg = get_steam_message_connection(socket_conn->first))) {
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ppOutMessages[messages] = msg;
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++messages;
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}
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@ -1197,7 +1197,7 @@ int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMe
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int messages = 0;
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for (auto c : group->second) {
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while ((msg = get_steam_message_connection(c)) && messages < nMaxMessages) {
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while (messages < nMaxMessages && (msg = get_steam_message_connection(c))) {
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ppOutMessages[messages] = msg;
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++messages;
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}
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@ -94,6 +94,16 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa
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{
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load_achievements_db(); // achievements db
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load_achievements(); // achievements per user
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for (auto & it : defined_achievements) {
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try {
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std::string name = static_cast<std::string const&>(it["name"]);
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if (user_achievements.find(name) == user_achievements.end()) {
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user_achievements[name]["earned"] = false;
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user_achievements[name]["earned_time"] = static_cast<uint32>(0);
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}
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} catch (...) {}
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}
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}
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// Ask the server to send down this user's data and achievements for this game
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@ -0,0 +1 @@
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