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AdvancedSessionsPlugin/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h

390 lines
12 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "Interfaces/OnlineFriendsInterface.h"
#include "Interfaces/OnlineUserInterface.h"
#include "Interfaces/OnlineMessageInterface.h"
#include "Interfaces/OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "Interfaces/OnlineSessionInterface.h"
#include "BlueprintDataDefinitions.h"
#include "UObject/UObjectIterator.h"
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
// disable the warnings locally. Remove when this is fixed in the SDK
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4996)
// #TODO check back on this at some point
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
#endif
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
#pragma push_macro("ARRAY_COUNT")
#undef ARRAY_COUNT
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(push))
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
#endif // USING_CODE_ANALYSIS
#include <steam/steam_api.h>
#if USING_CODE_ANALYSIS
MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#include <steam/isteamapps.h>
#include <steam/isteamapplist.h>
//#include <OnlineSubsystemSteamTypes.h>
#pragma pop_macro("ARRAY_COUNT")
// @todo Steam: See above
#ifdef _MSC_VER
#pragma warning(pop)
#endif
// Making a copy of this here since the original is still in a private folder and is screwing with things
/**
* Steam specific implementation of the unique net id
*/
class FUniqueNetIdSteam2 :
public FUniqueNetId
{
PACKAGE_SCOPE:
/** Holds the net id for a player */
uint64 UniqueNetId;
/** Hidden on purpose */
FUniqueNetIdSteam2() :
UniqueNetId(0)
{
}
/**
* Copy Constructor
*
* @param Src the id to copy
*/
explicit FUniqueNetIdSteam2(const FUniqueNetIdSteam2& Src) :
UniqueNetId(Src.UniqueNetId)
{
}
public:
/**
* Constructs this object with the specified net id
*
* @param InUniqueNetId the id to set ours to
*/
explicit FUniqueNetIdSteam2(uint64 InUniqueNetId) :
UniqueNetId(InUniqueNetId)
{
}
/**
* Constructs this object with the steam id
*
* @param InUniqueNetId the id to set ours to
*/
explicit FUniqueNetIdSteam2(CSteamID InSteamId) :
UniqueNetId(InSteamId.ConvertToUint64())
{
}
/**
* Constructs this object with the specified net id
*
* @param String textual representation of an id
*/
explicit FUniqueNetIdSteam2(const FString& Str) :
UniqueNetId(FCString::Atoi64(*Str))
{
}
/**
* Constructs this object with the specified net id
*
* @param InUniqueNetId the id to set ours to (assumed to be FUniqueNetIdSteam in fact)
*/
explicit FUniqueNetIdSteam2(const FUniqueNetId& InUniqueNetId) :
UniqueNetId(*(uint64*)InUniqueNetId.GetBytes())
{
}
virtual FName GetType() const override
{
return STEAM_SUBSYSTEM;
}
/**
* Get the raw byte representation of this net id
* This data is platform dependent and shouldn't be manipulated directly
*
* @return byte array of size GetSize()
*/
virtual const uint8* GetBytes() const override
{
return (uint8*)&UniqueNetId;
}
/**
* Get the size of the id
*
* @return size in bytes of the id representation
*/
virtual int32 GetSize() const override
{
return sizeof(uint64);
}
/**
* Check the validity of the id
*
* @return true if this is a well formed ID, false otherwise
*/
virtual bool IsValid() const override
{
return UniqueNetId != 0 && CSteamID(UniqueNetId).IsValid();
}
/**
* Platform specific conversion to string representation of data
*
* @return data in string form
*/
virtual FString ToString() const override
{
return FString::Printf(TEXT("%llu"), UniqueNetId);
}
/**
* Get a human readable representation of the net id
* Shouldn't be used for anything other than logging/debugging
*
* @return id in string form
*/
virtual FString ToDebugString() const override
{
CSteamID SteamID(UniqueNetId);
if (SteamID.IsLobby())
{
return FString::Printf(TEXT("Lobby [0x%llX]"), UniqueNetId);
}
else if (SteamID.BAnonGameServerAccount())
{
return FString::Printf(TEXT("Server [0x%llX]"), UniqueNetId);
}
else if (SteamID.IsValid())
{
const FString NickName(SteamFriends() ? UTF8_TO_TCHAR(SteamFriends()->GetFriendPersonaName(UniqueNetId)) : TEXT("UNKNOWN"));
return FString::Printf(TEXT("%s [0x%llX]"), *NickName, UniqueNetId);
}
else
{
return FString::Printf(TEXT("INVALID [0x%llX]"), UniqueNetId);
}
}
virtual uint32 GetTypeHash() const override
{
return ::GetTypeHash(UniqueNetId);
}
/** Convenience cast to CSteamID */
operator CSteamID()
{
return UniqueNetId;
}
/** Convenience cast to CSteamID */
operator const CSteamID() const
{
return UniqueNetId;
}
/** Convenience cast to CSteamID pointer */
operator CSteamID*()
{
return (CSteamID*)&UniqueNetId;
}
/** Convenience cast to CSteamID pointer */
operator const CSteamID*() const
{
return (const CSteamID*)&UniqueNetId;
}
friend FArchive& operator<<(FArchive& Ar, FUniqueNetIdSteam2& UserId)
{
return Ar << UserId.UniqueNetId;
}
};
#endif
#include "AdvancedSteamFriendsLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamFriendsLog, Log, All);
UENUM(Blueprintable)
enum class SteamAvatarSize : uint8
{
SteamAvatar_INVALID = 0,
SteamAvatar_Small = 1,
SteamAvatar_Medium = 2,
SteamAvatar_Large = 3
};
UENUM(Blueprintable)
enum class ESteamUserOverlayType : uint8
{
/*Opens the overlay web browser to the specified user or groups profile.*/
steamid,
/*Opens a chat window to the specified user, or joins the group chat.*/
chat,
/*Opens a window to a Steam Trading session that was started with the ISteamEconomy / StartTrade Web API.*/
jointrade,
/*Opens the overlay web browser to the specified user's stats.*/
stats,
/*Opens the overlay web browser to the specified user's achievements.*/
achievements,
/*Opens the overlay in minimal mode prompting the user to add the target user as a friend.*/
friendadd,
/*Opens the overlay in minimal mode prompting the user to remove the target friend.*/
friendremove,
/*Opens the overlay in minimal mode prompting the user to accept an incoming friend invite.*/
friendrequestaccept,
/*Opens the overlay in minimal mode prompting the user to ignore an incoming friend invite.*/
friendrequestignore,
/*Opens the invite overlay, invitations sent from this dialog will be for the provided lobby*/
invitetolobby
};
static FString EnumToString(const FString& enumName, uint8 value)
{
const UEnum* EnumPtr = FindFirstObject<UEnum>(*enumName, EFindFirstObjectOptions::None, ELogVerbosity::Warning, TEXT("EumtoString"));
if (!EnumPtr)
return FString();
FString EnumName = EnumPtr->GetNameStringByIndex(value);
return EnumName;
}
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
struct FBPSteamGroupInfo
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FBPUniqueNetId GroupID; // Uint64 representation
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numOnline = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numInGame = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numChatting = 0;
};
UENUM(Blueprintable)
enum class EBPTextFilteringContext : uint8
{
/*Unknown context.*/
FContext_Unknown = 0,
/*Game content, only legally required filtering is performed.*/
FContext_GameContent = 1,
/*Char from another player.*/
FContext_Chat = 2,
/*Character or item name.*/
FContext_Name = 3
};
UCLASS()
class UAdvancedSteamFriendsLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Friend List Functions *************//
// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
// Opens the steam overlay to go to the specified user dialog
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static bool IsOverlayEnabled();
// Gets the level of a friends steam account, STEAM ONLY, Returns -1 if the steam level is not known, might need RequestSteamFriendInfo called first.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static int32 GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId);
// Gets the persona name of a steam ID, STEAM ONLY, Returns empty if no result, might need RequestSteamFriendInfo called first.
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static FString GetSteamPersonaName(const FBPUniqueNetId UniqueNetId);
// Creates a unique steam id directly from a string holding a uint64 value, useful for testing
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64);
// Retreives the local steam ID from steam
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
static FBPUniqueNetId GetLocalSteamIDFromSteam();
/* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently
* can use the AppID with the WebAPI GetAppList request.
*/
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID);
// Get a full list of steam groups
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups")
static void GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups);
// Initializes text filtering (pre-loading dictonaries)
// Returns if it succeeded, false if filtering is unavailable for the games language
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
static bool InitTextFiltering();
// Attempts to filter a string with the given filtering context
// Returns true if the text has been filtered, false if it hasn't (no filtering required or operation failed)
// If false it will still output the original text
// Textsource is the steam id that is the source of the text (player name / chat)
// Requires that InitTextFiltering be called first!!
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
static bool FilterText(FString TextToFilter, EBPTextFilteringContext Context, const FBPUniqueNetId TextSourceID, FString& FilteredText);
// Returns if steam is running in big picture mode
UFUNCTION(BlueprintPure, Category = "Online|SteamAPI")
static bool IsSteamInBigPictureMode();
};