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802d8bcc8f
Author | SHA1 | Date |
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Mr_Goldberg | 802d8bcc8f | |
Mr_Goldberg | 7e1824290a | |
Mr_Goldberg | 647e894d62 |
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@ -6,7 +6,7 @@ Then use my emu like you normally would. (Don't forget to put a steam_appid.txt)
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For the LAN only connections feature:
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If for some reason you want to disable this feature create a file named: disable_lan_only.txt beside the steam_api dll.
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If for some reason you want to disable this feature create a file named: disable_lan_only.txt beside the steam_api dll or inside the steam_settings folder beside the steam api dll.
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I noticed a lot of games seem to connect to analytics services and other crap that I hate.
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@ -824,7 +824,7 @@ static bool network_functions_attached = false;
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BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) {
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switch ( dwReason ) {
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case DLL_PROCESS_ATTACH:
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if (!file_exists(get_full_program_path() + "disable_lan_only.txt")) {
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if (!file_exists(get_full_program_path() + "disable_lan_only.txt") && !file_exists(get_full_program_path() + "\\steam_settings\\disable_lan_only.txt")) {
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PRINT_DEBUG("Hooking lan only functions\n");
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DetourTransactionBegin();
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DetourUpdateThread( GetCurrentThread() );
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@ -809,18 +809,21 @@ bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchVal
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Lobby *lobby = get_lobby(steamIDLobby);
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if (!lobby || lobby->owner() != settings->get_local_steam_id().ConvertToUint64() || lobby->deleted()) {
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if (!lobby || lobby->deleted()) {
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return false;
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}
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auto result = caseinsensitive_find(lobby->values(), pchKey);
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bool changed = true;
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//callback is always triggered when setlobbydata is called from non owner however no data is actually changed.
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if (lobby->owner() == settings->get_local_steam_id().ConvertToUint64()) {
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auto result = caseinsensitive_find(lobby->values(), pchKey);
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if (result == lobby->values().end()) {
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(*lobby->mutable_values())[pchKey] = pchValue;
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} else {
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if (result->second == std::string(pchValue)) changed = false;
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(*lobby->mutable_values())[result->first] = pchValue;
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}
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}
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if (changed)
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trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.005, changed);
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@ -881,7 +881,7 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn
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pMsg->m_pfnRelease = &delete_steam_message;
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pMsg->m_nChannel = 0;
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connect_socket->second.data.pop();
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PRINT_DEBUG("get_steam_message_connection %u %u\n", hConn, size);
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PRINT_DEBUG("get_steam_message_connection %u %u, %u\n", hConn, size, pMsg->m_nMessageNumber);
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return pMsg;
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}
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@ -913,6 +913,7 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa
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++messages;
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}
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PRINT_DEBUG("messages %u\n", messages);
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return messages;
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}
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@ -2085,13 +2086,13 @@ void Callback(Common_Message *msg)
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auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id());
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if (connect_socket != s->connect_sockets.end()) {
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if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && (connect_socket->second.status == CONNECT_SOCKET_CONNECTED)) {
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PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on connection %u\n", msg->networking_sockets().data().size(), connect_socket->first);
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PRINT_DEBUG("Steam_Networking_Sockets: got data len %u, num %u on connection %u\n", msg->networking_sockets().data().size(), msg->networking_sockets().message_number(), connect_socket->first);
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connect_socket->second.data.push(msg->networking_sockets());
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}
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} else {
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connect_socket = std::find_if(s->connect_sockets.begin(), s->connect_sockets.end(), [msg](const auto &in) {return in.second.remote_identity.GetSteamID64() == msg->source_id() && (in.second.status == CONNECT_SOCKET_NOT_ACCEPTED || in.second.status == CONNECT_SOCKET_CONNECTED) && in.second.remote_id == msg->networking_sockets().connection_id_from();});
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if (connect_socket != s->connect_sockets.end()) {
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PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on not accepted connection %u\n", msg->networking_sockets().data().size(), connect_socket->first);
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PRINT_DEBUG("Steam_Networking_Sockets: got data len %u, num %u on not accepted connection %u\n", msg->networking_sockets().data().size(), msg->networking_sockets().message_number(), connect_socket->first);
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connect_socket->second.data.push(msg->networking_sockets());
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}
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}
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