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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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All interface versions from sdk 1.0 and up are now supported.
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d076d12c6e
commit
d3e8a701dd
19 changed files with 1130 additions and 15 deletions
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@ -60,6 +60,10 @@ struct Chat_Entry {
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class Steam_Matchmaking :
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public ISteamMatchmaking002,
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public ISteamMatchmaking003,
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public ISteamMatchmaking004,
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public ISteamMatchmaking005,
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public ISteamMatchmaking006,
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public ISteamMatchmaking007,
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public ISteamMatchmaking008,
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@ -422,6 +426,11 @@ SteamAPICall_t RequestLobbyList()
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return search_call_api_id;
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}
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void RequestLobbyList_OLD()
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{
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RequestLobbyList();
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}
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// filters for lobbies
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// this needs to be called before RequestLobbyList() to take effect
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// these are cleared on each call to RequestLobbyList()
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@ -509,6 +518,11 @@ void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueTo
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AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, (ELobbyComparison) nComparisonType );
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}
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void AddRequestLobbyListSlotsAvailableFilter()
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{
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}
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// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
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// should only be called after a LobbyMatchList_t callback is received
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// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
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@ -623,6 +637,16 @@ SteamAPICall_t CreateLobby( ELobbyType eLobbyType )
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return CreateLobby(eLobbyType, 0);
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}
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void CreateLobby_OLD( ELobbyType eLobbyType )
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{
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CreateLobby(eLobbyType);
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}
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void CreateLobby( bool bPrivate )
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{
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CreateLobby(bPrivate ? k_ELobbyTypePrivate : k_ELobbyTypePublic);
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}
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// Joins an existing lobby
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// this is an asynchronous request
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// results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful
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@ -649,6 +673,11 @@ SteamAPICall_t JoinLobby( CSteamID steamIDLobby )
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return pending_join.api_id;
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}
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void JoinLobby_OLD( CSteamID steamIDLobby )
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{
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JoinLobby(steamIDLobby);
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}
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// Leave a lobby; this will take effect immediately on the client side
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// other users in the lobby will be notified by a LobbyChatUpdate_t callback
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void LeaveLobby( CSteamID steamIDLobby )
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@ -1071,6 +1100,10 @@ int GetLobbyMemberLimit( CSteamID steamIDLobby )
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return limit;
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}
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void SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled )
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{
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PRINT_DEBUG("SetLobbyVoiceEnabled\n");
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}
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// updates which type of lobby it is
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// only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls
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@ -1131,6 +1164,23 @@ CSteamID GetLobbyOwner( CSteamID steamIDLobby )
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return (uint64)lobby->owner();
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}
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// asks the Steam servers for a list of lobbies that friends are in
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// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair
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// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results
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// filters don't apply to lobbies (currently)
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bool RequestFriendsLobbies()
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{
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PRINT_DEBUG("RequestFriendsLobbies\n");
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RequestFriendsLobbiesResponse_t data = {};
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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return true;
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}
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float GetLobbyDistance( CSteamID steamIDLobby )
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{
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PRINT_DEBUG("GetLobbyDistance %llu\n", steamIDLobby.ConvertToUint64());
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return 0.0;
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}
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// changes who the lobby owner is
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// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
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