Removing a test I had been doing like a year ago from GetFriendGamePlayed function

Former-commit-id: 7e0d599ed253f90b789850578accda5d89c1f0d6
This commit is contained in:
mordentral
2018-08-17 14:33:19 -04:00
parent 289fa84dd5
commit 20f99a5e10
2 changed files with 7 additions and 6 deletions

View File

@@ -297,11 +297,10 @@ public:
static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64); static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64);
/* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently /* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently
* The game name is retrieved from steamSDK AppList which isn't available to all game IDs without request, can use the AppID with the * can use the AppID with the WebAPI GetAppList request.
* WebAPI GetAppList request as an alternative.
*/ */
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result")) UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result, FString & GameName, int32 & AppID); static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID);
// Get a full list of steam groups // Get a full list of steam groups
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups") UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups")

View File

@@ -87,7 +87,7 @@ void UAdvancedSteamFriendsLibrary::GetSteamGroups(TArray<FBPSteamGroupInfo> & St
} }
void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result, FString & GameName, int32 & AppID) void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID)
{ {
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
@@ -109,13 +109,15 @@ void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId
{ {
AppID = GameInfo.m_gameID.AppID(); AppID = GameInfo.m_gameID.AppID();
char NameBuffer[512]; // Forgot this test and left it in, it is incorrect, you would need restricted access
// And it would only find games in the local library anyway
/*char NameBuffer[512];
int Len = SteamAppList()->GetAppName(GameInfo.m_gameID.AppID(), NameBuffer, 512); int Len = SteamAppList()->GetAppName(GameInfo.m_gameID.AppID(), NameBuffer, 512);
if (Len != -1) // Invalid if (Len != -1) // Invalid
{ {
GameName = FString(UTF8_TO_TCHAR(NameBuffer)); GameName = FString(UTF8_TO_TCHAR(NameBuffer));
} }*/
Result = EBlueprintResultSwitch::OnSuccess; Result = EBlueprintResultSwitch::OnSuccess;
return; return;