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Small improvements to last commit.
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@ -776,6 +776,10 @@ void RequestFriendRichPresence( CSteamID steamIDFriend )
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bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString )
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bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString )
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{
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{
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PRINT_DEBUG("Steam_Friends::InviteUserToGame\n");
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PRINT_DEBUG("Steam_Friends::InviteUserToGame\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Friend *f = find_friend(steamIDFriend);
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if (!f) return false;
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Common_Message msg;
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Common_Message msg;
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Friend_Messages *friend_messages = new Friend_Messages();
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Friend_Messages *friend_messages = new Friend_Messages();
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friend_messages->set_type(Friend_Messages::GAME_INVITE);
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friend_messages->set_type(Friend_Messages::GAME_INVITE);
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@ -1028,13 +1032,14 @@ void Callback(Common_Message *msg)
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data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) {
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if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) {
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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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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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data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
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strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength);
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strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1);
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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}
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}
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