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Only allow people to join lobbies with the overlay if they have been invited first.

This commit is contained in:
Mr_Goldberg 2020-02-02 19:07:30 -05:00
parent 245d379720
commit b4205535fb
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GPG key ID: 8597D87419DEF278
2 changed files with 31 additions and 45 deletions

View file

@ -284,7 +284,7 @@ void Steam_Overlay::FriendConnect(Friend _friend)
item.window_state = window_state_none; item.window_state = window_state_none;
item.id = id; item.id = id;
memset(item.chat_input, 0, max_chat_len); memset(item.chat_input, 0, max_chat_len);
item.has_lobby = false; item.joinable = false;
} }
else else
PRINT_DEBUG("No more free id to create a friend window\n"); 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"); 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; 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; return true;
FriendGameInfo_t friend_game_info = {}; FriendGameInfo_t friend_game_info = {};
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); steamFriends->GetFriendGamePlayed(f.first.id(), &friend_game_info);
if (friend_game_info.m_steamIDLobby.IsValid()) if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite))
return true; return true;
return false; return false;
@ -398,7 +398,7 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta
has_friend_action.push(frd); has_friend_action.push(frd);
close_popup = true; close_popup = true;
} }
if (state.has_lobby && ImGui::Button("Join###PopupJoin")) if (state.joinable && ImGui::Button("Join###PopupJoin"))
{ {
state.window_state |= window_state_join; state.window_state |= window_state_join;
has_friend_action.push(frd); has_friend_action.push(frd);
@ -447,6 +447,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
ImGui::SameLine(); ImGui::SameLine();
if (ImGui::Button("Accept")) if (ImGui::Button("Accept"))
{ {
state.window_state |= window_state_join;
this->has_friend_action.push(frd); this->has_friend_action.push(frd);
} }
ImGui::SameLine(); ImGui::SameLine();
@ -567,6 +568,7 @@ void Steam_Overlay::BuildNotifications(int width, int height)
ImGui::TextWrapped("%s", it->message.c_str()); ImGui::TextWrapped("%s", it->message.c_str());
if (ImGui::Button("Join")) if (ImGui::Button("Join"))
{ {
it->frd->second.window_state |= window_state_join;
friend_actions_temp.push(it->frd->first); friend_actions_temp.push(it->frd->first);
it->start_time = std::chrono::seconds(0); 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::lock_guard<std::recursive_mutex> lock(overlay_mutex);
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i) 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()) while (!has_friend_action.empty())
@ -774,51 +776,35 @@ void Steam_Overlay::RunCallbacks()
if (friend_info->second.window_state & window_state_join) if (friend_info->second.window_state & window_state_join)
{ {
std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect"); 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 = {}; GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_id); data.m_steamIDFriend.SetFromUint64(friend_id);
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); 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; 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(); has_friend_action.pop();
} }

View file

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