allow players connections even when the overlay isn't ready
workaround #107
This commit is contained in:
parent
ac951f1a7d
commit
6b721266ea
@ -1837,7 +1837,9 @@ void Steam_Overlay::FriendConnect(Friend _friend)
|
|||||||
{
|
{
|
||||||
PRINT_DEBUG("Steam_Overlay::FriendConnect " "%" PRIu64 "\n", _friend.id());
|
PRINT_DEBUG("Steam_Overlay::FriendConnect " "%" PRIu64 "\n", _friend.id());
|
||||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||||
if (!Ready()) return;
|
// players connections might happen earlier before the overlay is ready
|
||||||
|
// we don't want to miss them
|
||||||
|
//if (!Ready()) return;
|
||||||
|
|
||||||
int id = find_free_friend_id(friends);
|
int id = find_free_friend_id(friends);
|
||||||
if (id != 0) {
|
if (id != 0) {
|
||||||
@ -1856,7 +1858,9 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
|
|||||||
{
|
{
|
||||||
PRINT_DEBUG("Steam_Overlay::FriendDisconnect " "%" PRIu64 "\n", _friend.id());
|
PRINT_DEBUG("Steam_Overlay::FriendDisconnect " "%" PRIu64 "\n", _friend.id());
|
||||||
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
|
||||||
if (!Ready()) return;
|
// players connections might happen earlier before the overlay is ready
|
||||||
|
// we don't want to miss them
|
||||||
|
//if (!Ready()) return;
|
||||||
|
|
||||||
auto it = friends.find(_friend);
|
auto it = friends.find(_friend);
|
||||||
if (it != friends.end())
|
if (it != friends.end())
|
||||||
|
Loading…
x
Reference in New Issue
Block a user