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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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Now I set the invite instead of adding it.
You should send a lobby invite or a rich invite, but not both.
This commit is contained in:
parent
73fa7b50b5
commit
2a373bbf79
3 changed files with 10 additions and 6 deletions
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@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg)
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PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
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PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
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//TODO: the user should accept the invite first but we auto accept it because there's no gui yet
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//TODO: the user should accept the invite first but we auto accept it because there's no gui yet
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// Then we will handle it !
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// Then we will handle it !
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overlay->AddLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id());
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overlay->SetLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id());
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//GameLobbyJoinRequested_t data;
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//GameLobbyJoinRequested_t data;
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//data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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//data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
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@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg)
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PRINT_DEBUG("Steam_Friends Got Game Invite\n");
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PRINT_DEBUG("Steam_Friends Got Game Invite\n");
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//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
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//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
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// Then we will handle it !
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// Then we will handle it !
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overlay->AddRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str());
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overlay->SetRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str());
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//std::string const& connect_str = msg->friend_messages().connect_str();
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//std::string const& connect_str = msg->friend_messages().connect_str();
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//GameRichPresenceJoinRequested_t data = {};
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//GameRichPresenceJoinRequested_t data = {};
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@ -230,7 +230,7 @@ void Steam_Overlay::ShowOverlay(bool state)
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overlay_state_changed = true;
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overlay_state_changed = true;
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}
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}
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void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId)
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void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
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{
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{
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto i = friends.find(friendId);
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auto i = friends.find(friendId);
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@ -239,10 +239,12 @@ void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId)
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auto& frd = i->second;
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auto& frd = i->second;
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frd.lobbyId = lobbyId;
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frd.lobbyId = lobbyId;
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frd.window_state |= window_state_lobby_invite;
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frd.window_state |= window_state_lobby_invite;
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// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
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frd.window_state &= ~window_state_rich_invite;
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}
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}
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}
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}
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void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str)
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void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
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{
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{
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto i = friends.find(friendId);
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auto i = friends.find(friendId);
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@ -251,6 +253,8 @@ void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str)
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auto& frd = i->second;
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auto& frd = i->second;
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strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
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strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
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frd.window_state |= window_state_rich_invite;
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frd.window_state |= window_state_rich_invite;
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// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
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frd.window_state &= ~window_state_lobby_invite;
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}
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}
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}
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}
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@ -102,8 +102,8 @@ public:
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void ShowOverlay(bool state);
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void ShowOverlay(bool state);
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void AddLobbyInvite(Friend friendId, uint64 lobbyId);
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void SetLobbyInvite(Friend friendId, uint64 lobbyId);
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void AddRichInvite(Friend friendId, const char* connect_str);
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void SetRichInvite(Friend friendId, const char* connect_str);
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void FriendConnect(Friend _friend);
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void FriendConnect(Friend _friend);
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void FriendDisconnect(Friend _friend);
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void FriendDisconnect(Friend _friend);
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