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Added Friends.OnChatMessage
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@ -34,13 +34,43 @@ public Friends Friends
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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<SteamNative.PersonaStateChange_t>( OnPersonaStateChange );
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client.RegisterCallback<SteamNative.GameRichPresenceJoinRequested_t>( OnGameJoinRequested );
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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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