Facepunch.Steamworks/Facepunch.Steamworks/SteamFriends.cs

347 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
/// <summary>
/// Undocumented Parental Settings
/// </summary>
public class SteamFriends : SteamClientClass<SteamFriends>
{
internal static ISteamFriends Internal => Interface as ISteamFriends;
internal override void InitializeInterface( bool server )
{
SetInterface( server, new ISteamFriends( server ) );
richPresence = new Dictionary<string, string>();
InstallEvents();
}
static Dictionary<string, string> richPresence;
internal void InstallEvents()
{
Dispatch.Install<PersonaStateChange_t>( x => OnPersonaStateChange?.Invoke( new Friend( x.SteamID ) ) );
Dispatch.Install<GameRichPresenceJoinRequested_t>( x => OnGameRichPresenceJoinRequested?.Invoke( new Friend( x.SteamIDFriend), x.ConnectUTF8() ) );
Dispatch.Install<GameConnectedFriendChatMsg_t>( OnFriendChatMessage );
Dispatch.Install<GameOverlayActivated_t>( x => OnGameOverlayActivated?.Invoke( x.Active != 0 ) );
Dispatch.Install<GameServerChangeRequested_t>( x => OnGameServerChangeRequested?.Invoke( x.ServerUTF8(), x.PasswordUTF8() ) );
Dispatch.Install<GameLobbyJoinRequested_t>( x => OnGameLobbyJoinRequested?.Invoke( new Lobby( x.SteamIDLobby ), x.SteamIDFriend ) );
Dispatch.Install<FriendRichPresenceUpdate_t>( x => OnFriendRichPresenceUpdate?.Invoke( new Friend( x.SteamIDFriend ) ) );
}
/// <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<bool> 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<Lobby, SteamId> 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.TakeMemory();
var type = ChatEntryType.ChatMsg;
var len = Internal.GetFriendMessage( data.SteamIDUser, data.MessageID, buffer, Helpers.MemoryBufferSize, ref type );
if ( len == 0 && type == ChatEntryType.Invalid )
return;
var typeName = type.ToString();
var message = Helpers.MemoryToString( buffer );
OnChatMessage( friend, typeName, message );
}
private static IEnumerable<Friend> GetFriendsWithFlag(FriendFlags flag)
{
for ( int i=0; i<Internal.GetFriendCount( (int)flag); i++ )
{
yield return new Friend( Internal.GetFriendByIndex( i, (int)flag ) );
}
}
public static IEnumerable<Friend> GetFriends()
{
return GetFriendsWithFlag(FriendFlags.Immediate);
}
public static IEnumerable<Friend> GetBlocked()
{
return GetFriendsWithFlag(FriendFlags.Blocked);
}
public static IEnumerable<Friend> GetFriendsRequested()
{
return GetFriendsWithFlag( FriendFlags.FriendshipRequested );
}
public static IEnumerable<Friend> GetFriendsClanMembers()
{
return GetFriendsWithFlag( FriendFlags.ClanMember );
}
public static IEnumerable<Friend> GetFriendsOnGameServer()
{
return GetFriendsWithFlag( FriendFlags.OnGameServer );
}
public static IEnumerable<Friend> GetFriendsRequestingFriendship()
{
return GetFriendsWithFlag( FriendFlags.RequestingFriendship );
}
public static IEnumerable<Friend> GetPlayedWith()
{
for ( int i = 0; i < Internal.GetCoplayFriendCount(); i++ )
{
yield return new Friend( Internal.GetCoplayFriend( i ) );
}
}
public static IEnumerable<Friend> GetFromSource( SteamId steamid )
{
for ( int i = 0; i < Internal.GetFriendCountFromSource( steamid ); i++ )
{
yield return new Friend( Internal.GetFriendFromSourceByIndex( steamid, i ) );
}
}
public static IEnumerable<Clan> GetClans()
{
for (int i = 0; i < Internal.GetClanCount(); i++)
{
yield return new Clan( Internal.GetClanByIndex( i ) );
}
}
/// <summary>
/// The dialog to open. Valid options are:
/// "friends",
/// "community",
/// "players",
/// "settings",
/// "officialgamegroup",
/// "stats",
/// "achievements".
/// </summary>
public static void OpenOverlay( string type ) => Internal.ActivateGameOverlay( type );
/// <summary>
/// "steamid" - Opens the overlay web browser to the specified user or groups profile.
/// "chat" - Opens a chat window to the specified user, or joins the group chat.
/// "jointrade" - Opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API.
/// "stats" - Opens the overlay web browser to the specified user's stats.
/// "achievements" - Opens the overlay web browser to the specified user's achievements.
/// "friendadd" - Opens the overlay in minimal mode prompting the user to add the target user as a friend.
/// "friendremove" - Opens the overlay in minimal mode prompting the user to remove the target friend.
/// "friendrequestaccept" - Opens the overlay in minimal mode prompting the user to accept an incoming friend invite.
/// "friendrequestignore" - Opens the overlay in minimal mode prompting the user to ignore an incoming friend invite.
/// </summary>
public static void OpenUserOverlay( SteamId id, string type ) => Internal.ActivateGameOverlayToUser( type, id );
/// <summary>
/// Activates the Steam Overlay to the Steam store page for the provided app.
/// </summary>
public static void OpenStoreOverlay( AppId id ) => Internal.ActivateGameOverlayToStore( id.Value, OverlayToStoreFlag.None );
/// <summary>
/// Activates Steam Overlay web browser directly to the specified URL.
/// </summary>
public static void OpenWebOverlay( string url, bool modal = false ) => Internal.ActivateGameOverlayToWebPage( url, modal ? ActivateGameOverlayToWebPageMode.Modal : ActivateGameOverlayToWebPageMode.Default );
/// <summary>
/// Activates the Steam Overlay to open the invite dialog. Invitations sent from this dialog will be for the provided lobby.
/// </summary>
public static void OpenGameInviteOverlay( SteamId lobby ) => Internal.ActivateGameOverlayInviteDialog( lobby );
/// <summary>
/// Mark a target user as 'played with'.
/// NOTE: The current user must be in game with the other player for the association to work.
/// </summary>
public static void SetPlayedWith( SteamId steamid ) => Internal.SetPlayedWith( steamid );
/// <summary>
/// Requests the persona name and optionally the avatar of a specified user.
/// NOTE: It's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them.
/// returns true if we're fetching the data, false if we already have it
/// </summary>
public static bool RequestUserInformation( SteamId steamid, bool nameonly = true ) => Internal.RequestUserInformation( steamid, nameonly );
internal static async Task CacheUserInformationAsync( SteamId steamid, bool nameonly )
{
// Got it straight away, skip any waiting.
if ( !RequestUserInformation( steamid, nameonly ) )
return;
await Task.Delay( 100 );
while ( RequestUserInformation( steamid, nameonly ) )
{
await Task.Delay( 50 );
}
//
// And extra wait here seems to solve avatars loading as [?]
//
await Task.Delay( 500 );
}
public static async Task<Data.Image?> GetSmallAvatarAsync( SteamId steamid )
{
await CacheUserInformationAsync( steamid, false );
return SteamUtils.GetImage( Internal.GetSmallFriendAvatar( steamid ) );
}
public static async Task<Data.Image?> GetMediumAvatarAsync( SteamId steamid )
{
await CacheUserInformationAsync( steamid, false );
return SteamUtils.GetImage( Internal.GetMediumFriendAvatar( steamid ) );
}
public static async Task<Data.Image?> GetLargeAvatarAsync( SteamId steamid )
{
await CacheUserInformationAsync( steamid, false );
var imageid = Internal.GetLargeFriendAvatar( steamid );
// Wait for the image to download
while ( imageid == -1 )
{
await Task.Delay( 50 );
imageid = Internal.GetLargeFriendAvatar( steamid );
}
return SteamUtils.GetImage( imageid );
}
/// <summary>
/// Find a rich presence value by key for current user. Will be null if not found.
/// </summary>
public static string GetRichPresence( string key )
{
if ( richPresence.TryGetValue( key, out var val ) )
return val;
return null;
}
/// <summary>
/// Sets a rich presence value by key for current user.
/// </summary>
public static bool SetRichPresence( string key, string value )
{
bool success = Internal.SetRichPresence( key, value );
if ( success )
richPresence[key] = value;
return success;
}
/// <summary>
/// Clears all of the current user's rich presence data.
/// </summary>
public static void ClearRichPresence()
{
richPresence.Clear();
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 );
}
}
public static async Task<bool> IsFollowing(SteamId steamID)
{
var r = await Internal.IsFollowing(steamID);
return r.Value.IsFollowing;
}
public static async Task<int> GetFollowerCount(SteamId steamID)
{
var r = await Internal.GetFollowerCount(steamID);
return r.Value.Count;
}
public static async Task<SteamId[]> GetFollowingList()
{
int resultCount = 0;
var steamIds = new List<SteamId>();
FriendsEnumerateFollowingList_t? result;
do
{
if ( (result = await Internal.EnumerateFollowingList((uint)resultCount)) != null)
{
resultCount += result.Value.ResultsReturned;
Array.ForEach(result.Value.GSteamID, id => { if (id > 0) steamIds.Add(id); });
}
} while (result != null && resultCount < result.Value.TotalResultCount);
return steamIds.ToArray();
}
}
}