mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2025-02-03 17:20:45 +03:00
Friends Swap
This commit is contained in:
parent
b134c8708f
commit
90d9ae8c4c
@ -364,8 +364,8 @@ namespace Facepunch.Steamworks.Test
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client.Lobby.OnLobbyMemberDataUpdated = (steamID) =>
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{
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string name = client.Friends.GetName(steamID);
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Console.WriteLine(name + " updated data");
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var friend = new global::Steamworks.Friend( steamID );
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Console.WriteLine( friend.Name + " updated data");
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Assert.IsTrue(client.Lobby.GetMemberData(steamID, "testkey") == "testvalue");
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Console.WriteLine("testkey is now: " + client.Lobby.GetMemberData(steamID, "testkey"));
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};
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@ -107,8 +107,6 @@ namespace Facepunch.Steamworks
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MicroTransactions = new MicroTransactions( this );
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RemoteStorage = new RemoteStorage( this );
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Workshop.friends = Friends;
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Stats.UpdateStats();
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//
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@ -149,8 +147,6 @@ namespace Facepunch.Steamworks
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return;
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RunCallbacks();
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Friends.Cycle();
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base.Update();
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}
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@ -1,396 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SteamNative;
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namespace Facepunch.Steamworks
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{
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public partial class Client : IDisposable
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{
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Friends _friends;
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public Friends Friends
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{
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get
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{
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if ( _friends == null )
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_friends = new Friends( this );
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return _friends;
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}
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}
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}
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/// <summary>
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/// Handles most interactions with people in Steam, not just friends as the name would suggest.
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/// </summary>
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/// <example>
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/// foreach ( var friend in client.Friends.AllFriends )
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/// {
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/// Console.WriteLine( $"{friend.Id}: {friend.Name}" );
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/// }
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/// </example>
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public class Friends
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{
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internal Client client;
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private byte[] buffer = new byte[1024 * 128];
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internal Friends( Client c )
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{
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client = c;
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client.RegisterCallback<AvatarImageLoaded_t>( OnAvatarImageLoaded );
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client.RegisterCallback<PersonaStateChange_t>( OnPersonaStateChange );
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client.RegisterCallback<GameRichPresenceJoinRequested_t>( OnGameJoinRequested );
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client.RegisterCallback<GameConnectedFriendChatMsg_t>( OnFriendChatMessage );
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}
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public delegate void ChatMessageDelegate( SteamFriend friend, string type, string message );
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/// <summary>
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/// Called when chat message has been received from a friend. You'll need to turn on
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/// ListenForFriendsMessages to recieve this.
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/// </summary>
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public event ChatMessageDelegate OnChatMessage;
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private unsafe void OnFriendChatMessage( GameConnectedFriendChatMsg_t data )
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{
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if ( OnChatMessage == null ) return;
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var friend = Get( data.SteamIDUser );
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var type = ChatEntryType.ChatMsg;
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fixed ( byte* ptr = buffer )
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{
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var len = client.native.friends.GetFriendMessage( data.SteamIDUser, data.MessageID, (IntPtr)ptr, buffer.Length, out type );
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if ( len == 0 && type == ChatEntryType.Invalid )
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return;
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var typeName = type.ToString();
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var message = Encoding.UTF8.GetString( buffer, 0, len );
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OnChatMessage( friend, typeName, message );
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}
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}
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private bool _listenForFriendsMessages;
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/// <summary>
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/// Listens for Steam friends chat messages.
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/// You can then show these chats inline in the game. For example with a Blizzard style chat message system or the chat system in Dota 2.
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/// After enabling this you will receive callbacks when ever the user receives a chat message.
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/// </summary>
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public bool ListenForFriendsMessages
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{
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get
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{
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return _listenForFriendsMessages;
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}
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set
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{
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_listenForFriendsMessages = value;
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client.native.friends.SetListenForFriendsMessages( value );
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}
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}
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public delegate void JoinRequestedDelegate( SteamFriend friend, string connect );
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//
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// Called when a friend has invited you to their game (using InviteToGame)
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//
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public event JoinRequestedDelegate OnInvitedToGame;
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private void OnGameJoinRequested( GameRichPresenceJoinRequested_t data )
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{
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if ( OnInvitedToGame != null )
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{
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OnInvitedToGame( Get( data.SteamIDFriend ), data.Connect );
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}
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}
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/// <summary>
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/// Try to get information about this user - which as name and avatar.
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/// If returns true, we already have this user's information.
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/// </summary>
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public bool UpdateInformation( ulong steamid )
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{
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return !client.native.friends.RequestUserInformation( steamid, false );
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}
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/// <summary>
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/// Get this user's name
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/// </summary>
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public string GetName( ulong steamid )
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{
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client.native.friends.RequestUserInformation( steamid, true );
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return client.native.friends.GetFriendPersonaName( steamid );
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}
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private List<SteamFriend> _allFriends;
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/// <summary>
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/// Returns all friends, even blocked, ignored, friend requests etc
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/// </summary>
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public IEnumerable<SteamFriend> All
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{
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get
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{
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if ( _allFriends == null )
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{
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_allFriends = new List<SteamFriend>();
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Refresh();
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}
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return _allFriends;
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}
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}
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/// <summary>
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/// Returns only friends
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/// </summary>
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public IEnumerable<SteamFriend> AllFriends
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{
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get
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{
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foreach ( var friend in All )
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{
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if ( !friend.IsFriend ) continue;
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yield return friend;
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}
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}
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}
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/// <summary>
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/// Returns all blocked users
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/// </summary>
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public IEnumerable<SteamFriend> AllBlocked
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{
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get
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{
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foreach ( var friend in All )
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{
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if ( !friend.IsBlocked ) continue;
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yield return friend;
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}
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}
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}
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public void Refresh()
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{
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if ( _allFriends == null )
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{
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_allFriends = new List<SteamFriend>();
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}
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_allFriends.Clear();
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var flags = (int) SteamNative.FriendFlags.All;
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var count = client.native.friends.GetFriendCount( flags );
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for ( int i=0; i<count; i++ )
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{
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var steamid = client.native.friends.GetFriendByIndex( i, flags );
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_allFriends.Add( Get( steamid ) );
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}
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}
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public enum AvatarSize
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{
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/// <summary>
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/// Should be 32x32 - but make sure to check!
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/// </summary>
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Small,
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/// <summary>
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/// Should be 64x64 - but make sure to check!
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/// </summary>
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Medium,
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/// <summary>
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/// Should be 184x184 - but make sure to check!
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/// </summary>
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Large
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}
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/// <summary>
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/// Try to get the avatar immediately. This should work for people on your friends list.
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/// </summary>
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public Image GetCachedAvatar( AvatarSize size, ulong steamid )
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{
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var imageid = 0;
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switch (size)
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{
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case AvatarSize.Small:
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imageid = client.native.friends.GetSmallFriendAvatar(steamid);
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break;
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case AvatarSize.Medium:
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imageid = client.native.friends.GetMediumFriendAvatar(steamid);
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break;
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case AvatarSize.Large:
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imageid = client.native.friends.GetLargeFriendAvatar(steamid);
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break;
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}
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if ( imageid == 1 ) return null; // Placeholder large
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if ( imageid == 2 ) return null; // Placeholder medium
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if ( imageid == 3 ) return null; // Placeholder small
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var img = new Image()
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{
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Id = imageid
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};
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if ( !img.TryLoad( client.native.utils ) )
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return null;
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return img;
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}
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/// <summary>
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/// Callback will be called when the avatar is ready. If we fail to get an
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/// avatar, might be called with a null Image.
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/// </summary>
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public void GetAvatar( AvatarSize size, ulong steamid, Action<Image> callback )
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{
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// Maybe we already have it downloaded?
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var image = GetCachedAvatar(size, steamid);
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if ( image != null )
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{
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callback(image);
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return;
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}
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// Lets request it from Steam
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if (!client.native.friends.RequestUserInformation(steamid, false))
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{
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// from docs: false means that we already have all the details about that user, and functions that require this information can be used immediately
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// but that's probably not true because we just checked the cache
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// check again in case it was just a race
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image = GetCachedAvatar(size, steamid);
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if ( image != null )
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{
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callback(image);
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return;
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}
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// maybe Steam returns false if it was already requested? just add another callback and hope it comes
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// if not it'll time out anyway
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}
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PersonaCallbacks.Add( new PersonaCallback
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{
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SteamId = steamid,
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Size = size,
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Callback = callback,
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Time = DateTime.Now
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});
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}
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private class PersonaCallback
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{
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public ulong SteamId;
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public AvatarSize Size;
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public Action<Image> Callback;
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public DateTime Time;
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}
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List<PersonaCallback> PersonaCallbacks = new List<PersonaCallback>();
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public SteamFriend Get( ulong steamid )
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{
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var friend = All.Where( x => x.Id == steamid ).FirstOrDefault();
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if ( friend != null ) return friend;
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var f = new SteamFriend()
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{
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Id = steamid,
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Client = client
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};
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f.Refresh();
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return f;
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}
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internal void Cycle()
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{
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if ( PersonaCallbacks.Count == 0 ) return;
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var timeOut = DateTime.Now.AddSeconds( -10 );
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for ( int i = PersonaCallbacks.Count-1; i >= 0; i-- )
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{
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var cb = PersonaCallbacks[i];
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// Timeout
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if ( cb.Time < timeOut )
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{
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if ( cb.Callback != null )
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{
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// final attempt, will be null unless the callback was missed somehow
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var image = GetCachedAvatar( cb.Size, cb.SteamId );
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cb.Callback( image );
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}
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PersonaCallbacks.Remove( cb );
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continue;
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}
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}
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}
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private void OnPersonaStateChange( PersonaStateChange_t data )
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{
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// k_EPersonaChangeAvatar
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if ( (data.ChangeFlags & 0x0040) == 0x0040 )
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{
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LoadAvatarForSteamId( data.SteamID );
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}
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//
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// Find and refresh this friend's status
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//
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foreach ( var friend in All )
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{
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if ( friend.Id != data.SteamID ) continue;
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friend.Refresh();
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}
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}
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void LoadAvatarForSteamId( ulong Steamid )
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{
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for ( int i = PersonaCallbacks.Count - 1; i >= 0; i-- )
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{
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var cb = PersonaCallbacks[i];
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if ( cb.SteamId != Steamid ) continue;
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var image = GetCachedAvatar( cb.Size, cb.SteamId );
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if ( image == null ) continue;
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PersonaCallbacks.Remove( cb );
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if ( cb.Callback != null )
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{
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cb.Callback( image );
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}
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}
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}
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private void OnAvatarImageLoaded( AvatarImageLoaded_t data )
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{
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LoadAvatarForSteamId( data.SteamID );
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}
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}
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}
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@ -283,7 +283,7 @@ namespace Facepunch.Steamworks
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Score = entry.Score,
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SteamId = entry.SteamIDUser,
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SubScores = entry.CDetails == 0 ? null : subEntriesBuffer.Take( entry.CDetails ).ToArray(),
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Name = client.Friends.GetName( entry.SteamIDUser ),
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// Name = client.Friends.GetName( entry.SteamIDUser ),
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AttachedFile = (entry.UGC >> 32) == 0xffffffff ? null : new RemoteFile( client.RemoteStorage, entry.UGC )
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} );
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}
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@ -1,136 +0,0 @@
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using SteamNative;
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namespace Facepunch.Steamworks
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{
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public class SteamFriend
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{
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/// <summary>
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/// Steam Id
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/// </summary>
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public ulong Id { get; internal set; }
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/// <summary>
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/// Return true if blocked
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/// </summary>
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public bool IsBlocked => relationship == FriendRelationship.Blocked;
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/// <summary>
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/// Return true if is a friend. Returns false if blocked, request etc.
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/// </summary>
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public bool IsFriend => relationship == FriendRelationship.Friend;
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/// <summary>
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/// Their current display name
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/// </summary>
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public string Name;
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/// <summary>
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/// Returns true if this friend is online
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/// </summary>
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public bool IsOnline => personaState != PersonaState.Offline;
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/// <summary>
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/// Returns true if this friend is marked as away
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/// </summary>
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public bool IsAway => personaState == PersonaState.Away;
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/// <summary>
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/// Returns true if this friend is marked as busy
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/// </summary>
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public bool IsBusy => personaState == PersonaState.Busy;
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/// <summary>
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/// Returns true if this friend is marked as snoozing
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/// </summary>
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public bool IsSnoozing => personaState == PersonaState.Snooze;
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/// <summary>
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/// Returns true if this friend is online and playing this game
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/// </summary>
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public bool IsPlayingThisGame => CurrentAppId == Client.AppId;
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/// <summary>
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/// Returns true if this friend is online and playing this game
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/// </summary>
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public bool IsPlaying => CurrentAppId != 0;
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/// <summary>
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/// The AppId this guy is playing
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/// </summary>
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public ulong CurrentAppId { get; internal set; }
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public uint ServerIp { get; internal set; }
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public int ServerGamePort { get; internal set; }
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public int ServerQueryPort { get; internal set; }
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public ulong ServerLobbyId { get; internal set; }
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internal Client Client { get; set; }
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private PersonaState personaState;
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private FriendRelationship relationship;
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/// <summary>
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/// Returns null if the value doesn't exist
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/// </summary>
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public string GetRichPresence( string key )
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{
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var val = Client.native.friends.GetFriendRichPresence( Id, key );
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if ( string.IsNullOrEmpty( val ) ) return null;
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return val;
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}
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/// <summary>
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/// Update this friend, request the latest data from Steam's servers
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/// </summary>
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public void Refresh()
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{
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Name = Client.native.friends.GetFriendPersonaName( Id );
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relationship = Client.native.friends.GetFriendRelationship( Id );
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personaState = Client.native.friends.GetFriendPersonaState( Id );
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CurrentAppId = 0;
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ServerIp = 0;
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ServerGamePort = 0;
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ServerQueryPort = 0;
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ServerLobbyId = 0;
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var gameInfo = new SteamNative.FriendGameInfo_t();
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if ( Client.native.friends.GetFriendGamePlayed( Id, ref gameInfo ) && gameInfo.GameID > 0 )
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{
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CurrentAppId = gameInfo.GameID;
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ServerIp = gameInfo.GameIP;
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ServerGamePort = gameInfo.GamePort;
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ServerQueryPort = gameInfo.QueryPort;
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ServerLobbyId = gameInfo.SteamIDLobby;
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}
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Client.native.friends.RequestFriendRichPresence( Id );
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}
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/// <summary>
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/// This will return null if you don't have the target user's avatar in your cache.
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/// Which usually happens for people not on your friends list.
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/// </summary>
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public Image GetAvatar( Friends.AvatarSize size )
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{
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||||
return Client.Friends.GetCachedAvatar( size, Id );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invite this friend to the game that we are playing
|
||||
/// </summary>
|
||||
public bool InviteToGame(string Text)
|
||||
{
|
||||
return Client.native.friends.InviteUserToGame(Id, Text);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends a message to a Steam friend. Returns true if success
|
||||
/// </summary>
|
||||
public bool SendMessage( string message )
|
||||
{
|
||||
return Client.native.friends.ReplyToFriendMessage( Id, message );
|
||||
}
|
||||
}
|
||||
}
|
@ -203,11 +203,12 @@ namespace Facepunch.Steamworks
|
||||
public int ReportScore { get; internal set; }
|
||||
public string PreviewImageUrl { get; internal set; }
|
||||
|
||||
/*
|
||||
string _ownerName = null;
|
||||
|
||||
|
||||
|
||||
public string OwnerName
|
||||
public Friend OwnerName
|
||||
{
|
||||
get
|
||||
{
|
||||
@ -226,7 +227,7 @@ namespace Facepunch.Steamworks
|
||||
|
||||
return _ownerName;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -56,7 +56,6 @@ namespace Facepunch.Steamworks
|
||||
public int PerPage { get; set; } = SteamResponseSize;
|
||||
|
||||
internal Workshop workshop;
|
||||
internal Friends friends;
|
||||
|
||||
private int _resultPage = 0;
|
||||
private int _resultsRemain = 0;
|
||||
|
@ -31,7 +31,6 @@ namespace Facepunch.Steamworks
|
||||
internal const ulong InvalidHandle = 0xffffffffffffffff;
|
||||
|
||||
internal SteamNative.SteamUGC ugc;
|
||||
internal Friends friends;
|
||||
internal BaseSteamworks steamworks;
|
||||
internal SteamNative.SteamRemoteStorage remoteStorage;
|
||||
|
||||
@ -66,7 +65,6 @@ namespace Facepunch.Steamworks
|
||||
ugc = null;
|
||||
steamworks = null;
|
||||
remoteStorage = null;
|
||||
friends = null;
|
||||
|
||||
OnFileDownloaded = null;
|
||||
OnItemInstalled = null;
|
||||
@ -150,7 +148,6 @@ namespace Facepunch.Steamworks
|
||||
{
|
||||
AppId = steamworks.AppId,
|
||||
workshop = this,
|
||||
friends = friends
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -33,11 +33,78 @@ namespace Steamworks
|
||||
|
||||
internal static void InstallEvents()
|
||||
{
|
||||
//new Event<BroadcastUploadStart_t>( x => OnBroadcastStarted?.Invoke() );
|
||||
//new Event<BroadcastUploadStop_t>( x => OnBroadcastStopped?.Invoke( x.Result ) );
|
||||
new Event<PersonaStateChange_t>( x => OnPersonaStateChange?.Invoke( new Friend( x.SteamID ) ) );
|
||||
new Event<GameRichPresenceJoinRequested_t>( x => OnGameRichPresenceJoinRequested?.Invoke( new Friend( x.SteamIDFriend), x.Connect ) );
|
||||
new Event<GameConnectedFriendChatMsg_t>( OnFriendChatMessage );
|
||||
new Event<GameOverlayActivated_t>( x => OnGameOverlayActivated?.Invoke() );
|
||||
new Event<GameServerChangeRequested_t>( x => OnGameServerChangeRequested?.Invoke( x.Server, x.Password ) );
|
||||
new Event<GameLobbyJoinRequested_t>( x => OnGameLobbyJoinRequested?.Invoke( x.SteamIDLobby, x.SteamIDFriend ) );
|
||||
new Event<FriendRichPresenceUpdate_t>( x => OnFriendRichPresenceUpdate?.Invoke( new Friend( x.SteamIDFriend ) ) );
|
||||
}
|
||||
|
||||
// public static event Action OnBroadcastStarted;
|
||||
/// <summary>
|
||||
/// Called when chat message has been received from a friend. You'll need to turn on
|
||||
/// ListenForFriendsMessages to recieve this. (friend, msgtype, message)
|
||||
/// </summary>
|
||||
public static event Action<Friend, string, string> OnChatMessage;
|
||||
|
||||
/// <summary>
|
||||
/// called when a friends' status changes
|
||||
/// </summary>
|
||||
public static event Action<Friend> OnPersonaStateChange;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Called when the user tries to join a game from their friends list
|
||||
/// rich presence will have been set with the "connect" key which is set here
|
||||
/// </summary>
|
||||
public static event Action<Friend, string> OnGameRichPresenceJoinRequested;
|
||||
|
||||
/// <summary>
|
||||
/// Posted when game overlay activates or deactivates
|
||||
/// the game can use this to be pause or resume single player games
|
||||
/// </summary>
|
||||
public static event Action OnGameOverlayActivated;
|
||||
|
||||
/// <summary>
|
||||
/// Called when the user tries to join a different game server from their friends list
|
||||
/// game client should attempt to connect to specified server when this is received
|
||||
/// </summary>
|
||||
public static event Action<string, string> OnGameServerChangeRequested;
|
||||
|
||||
/// <summary>
|
||||
/// Called when the user tries to join a lobby from their friends list
|
||||
/// game client should attempt to connect to specified lobby when this is received
|
||||
/// </summary>
|
||||
public static event Action<CSteamID, CSteamID> OnGameLobbyJoinRequested;
|
||||
|
||||
/// <summary>
|
||||
/// Callback indicating updated data about friends rich presence information
|
||||
/// </summary>
|
||||
public static event Action<Friend> OnFriendRichPresenceUpdate;
|
||||
|
||||
static unsafe void OnFriendChatMessage( GameConnectedFriendChatMsg_t data )
|
||||
{
|
||||
if ( OnChatMessage == null ) return;
|
||||
|
||||
var friend = new Friend( data.SteamIDUser );
|
||||
|
||||
var buffer = Helpers.TakeBuffer( 1024 * 32 );
|
||||
var type = ChatEntryType.ChatMsg;
|
||||
|
||||
fixed ( byte* ptr = buffer )
|
||||
{
|
||||
var len = Internal.GetFriendMessage( data.SteamIDUser, data.MessageID, (IntPtr)ptr, buffer.Length, ref type );
|
||||
|
||||
if ( len == 0 && type == ChatEntryType.Invalid )
|
||||
return;
|
||||
|
||||
var typeName = type.ToString();
|
||||
var message = Encoding.UTF8.GetString( buffer, 0, len );
|
||||
|
||||
OnChatMessage( friend, typeName, message );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// returns the local players name - guaranteed to not be NULL.
|
||||
@ -196,5 +263,23 @@ namespace Steamworks
|
||||
Internal.ClearRichPresence();
|
||||
}
|
||||
|
||||
static bool _listenForFriendsMessages;
|
||||
|
||||
/// <summary>
|
||||
/// Listens for Steam friends chat messages.
|
||||
/// You can then show these chats inline in the game. For example with a Blizzard style chat message system or the chat system in Dota 2.
|
||||
/// After enabling this you will receive callbacks when ever the user receives a chat message.
|
||||
/// </summary>
|
||||
public static bool ListenForFriendsMessages
|
||||
{
|
||||
get => _listenForFriendsMessages;
|
||||
|
||||
set
|
||||
{
|
||||
_listenForFriendsMessages = value;
|
||||
Internal.SetListenForFriendsMessages( value );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -37,6 +37,7 @@ namespace Steamworks
|
||||
Music.InstallEvents();
|
||||
Video.InstallEvents();
|
||||
User.InstallEvents();
|
||||
Friends.InstallEvents();
|
||||
|
||||
RunCallbacks();
|
||||
}
|
||||
|
@ -18,6 +18,28 @@ namespace Steamworks
|
||||
|
||||
public bool IsFriend => Relationship == FriendRelationship.Friend;
|
||||
public bool IsBlocked => Relationship == FriendRelationship.Blocked;
|
||||
public bool IsPlayingThisGame => GameInfo?.GameID == Utils.AppId;
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this friend is online
|
||||
/// </summary>
|
||||
public bool IsOnline => State != PersonaState.Offline;
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this friend is marked as away
|
||||
/// </summary>
|
||||
public bool IsAway => State == PersonaState.Away;
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this friend is marked as busy
|
||||
/// </summary>
|
||||
public bool IsBusy => State == PersonaState.Busy;
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this friend is marked as snoozing
|
||||
/// </summary>
|
||||
public bool IsSnoozing => State == PersonaState.Snooze;
|
||||
|
||||
|
||||
|
||||
public FriendRelationship Relationship => Friends.Internal.GetFriendRelationship( Id );
|
||||
@ -95,5 +117,28 @@ namespace Steamworks
|
||||
return await Friends.GetLargeAvatarAsync( Id );
|
||||
}
|
||||
|
||||
public string GetRichPresence( string key )
|
||||
{
|
||||
var val = Friends.Internal.GetFriendRichPresence( Id, key );
|
||||
if ( string.IsNullOrEmpty( val ) ) return null;
|
||||
return val;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invite this friend to the game that we are playing
|
||||
/// </summary>
|
||||
public bool InviteToGame( string Text )
|
||||
{
|
||||
return Friends.Internal.InviteUserToGame( Id, Text );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends a message to a Steam friend. Returns true if success
|
||||
/// </summary>
|
||||
public bool SendMessage( string message )
|
||||
{
|
||||
return Friends.Internal.ReplyToFriendMessage( Id, message );
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user