gse/tools/lobby_connect/lobby_connect.cpp
alex47exe ae979f1edb * [alex47exe] major overhaul of **generate_emu_config** - custom configs, proper ini parsing, better logging and error handling, helper tools:
* add `-def1` ... `-def5` arguments, which can be used to generate your preferred custom config
    if no `-def` argument is provided, `-def1` will be used by default, to automatically copy from the following folders:
    * `.\_DEFAULT\0` ............... essential emu files, like latest GSE dlls (*steam_api.dll* and *steam_api64.dll*)
    * `.\_DEFAULT\1` ............... other GSE files and folders, including default ini files
    * `.\_DEFAULT\<appid>` ... other GSE files and folders, but only for the current `<appid>`, if the folder exists
  * (Windows only) add some useful helper tools, written in *AutoIt3*:
    * **gse_acw_helper.exe** - add the required achievements schema db files for *Achievement Watcher*, if  .\steam_misc\extra_acw\extra_acw.zip file exists (if generated by `generate_emu_config.exe -acw <appid>`)
    * **gse_debug_switch.exe** - automatically switch between release and debug versions of the emulator, if *steam_api.7z* / *steam_api64.7z* file exists (or *steamclient.7z* / *steamclient64.7z*, if you use the steamclient version)
      paths to release and debug files inside 7z, can be customized in .\steam_misc\tools\au3\scripts\gse_debug_switch.ini
    * **gse_generate_interfaces.exe** - simple x64-x86 launcher for *generate_interfaces.exe*
      it also writes all found steam interfaces to CODEX *steam_emu.ini* (if generated by `generate_emu_config -cdx <appid>`)
      make sure to name your original dll to one of these formats, so it can automatically find its interfaces:
      * `valve_api.dll / valve_api64.dll`
      * `steam_api.dll.bak / steam_api64.dll.bak` or `steam_api.dll.org / steam_api64.dll.org`
      * `steam_api.bak / steam_api64.bak` or `steam_api.org / steam_api64.org`
      * `steam_api_orig.dll / steam_api64_orig.dll` or `steam_api_legit.dll / steam_api64_legit.dll`
    * **gse_lobby_connect.exe** - simple x64-x86 launcher for *lobby_connect.exe*
  * new folder structure, compatible with current and future helper tools --- default arguments are `-acw -cdx -clr <appid>`
    NEVER delete `.\steam_misc\app_backup`, `.\steam_misc\app_info`, `.\steam_misc\tools` and `.\steam_settings` folders
    MIGHT need `.\steam_misc\extra_acw` and `.\steam_misc\extra_cdx` for compatibility with Achievement Watcher and CODEX
  * add `-scx` argument to automatically download images / videos for trading cards, backgrounds, badges, emoticons and other tradable items
    unfortunately I couldn't find any direct steam api method to download the files, so I had to write a rudimentary web scrapper to extract the download links from a third-party website, hence the *scx_gen.py* script might need updating in the future if the website design changes
  * download screenshots and videos:
    * download thumbnails for both screenshots and videos, and compress them to `.zip` files
    * screenshots and videos are now numbered from first to last published, as in the Steam store page
    * add `-vids_low` / `-vids_max` arguments to download all videos, in low and / or high quality
  * create / update .\\*top_owners_ids.txt* when .\\*top_owners_ids.html* is present
  * generate controller action sets txt files for all found controller vdf configs, and zip them inside .\steam_misc\app_backup\app_backup.zip
    by default, the emu supports only `xboxone` and `xbox360` controller configs, though if the're are any issues with the default supported controller action sets inside .\steam_settings\controller folder, you could try to unpack and overwrite action sets for other unsupported controller configs
  * (Windows only) add *AdvancedRun* launchers (cmd console + silent) for `.bat` files and `.py` scripts
* **[alex47exe]** major overhaul of **migrate_gse** - uses the same `.\_DEFAULT\0` and `.\_DEFAULT\1` folder structure for default configs
  it can convert old `.txt` format to `.ini` format, minus *branches.json*, which would require using *top_owners_ids.txt* and some login code from **generate_emu_config**, which should actually be used to properly generate the config files, instead of converting from the old `.txt` format
* [alex47exe] *generate_interfaces.exe* - find all Steam Interfaces instead of only old ones
  the emu will ignore the ones it doesn't require, while we'll have the complete list to write it to CODEX *steam_emu.ini*
* [alex47exe] *lobby_connect.exe* - improve cmd console text alignment
* [alex47exe] `mods_img` instead of `mod_images` (better folder consistency), better example for `mods_img`, minor tweaks to `.ini` and `.md` files
2024-07-30 01:21:09 +01:00

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C++

/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
/*
*/
#include "steam/steam_api.h"
#include "dll/common_includes.h"
#include <iostream>
#include <chrono>
#include <thread>
#include <string>
#include <vector>
#include <fstream>
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#else
#endif
int main() {
std::string appid_str(std::to_string(LOBBY_CONNECT_APPID));
set_env_variable("SteamAppId", appid_str);
set_env_variable("SteamGameId", appid_str);
if (!SteamAPI_Init()) {
return 1;
}
//Set appid to: LOBBY_CONNECT_APPID
SteamAPI_RestartAppIfNecessary(LOBBY_CONNECT_APPID);
std::cout << "Lobby_Connect.exe for Goldberg Steam Emulator " << std::endl << std::endl;
std::cout << "Steam Emulator API initialized" << std::endl;
top:
std::cout << "Waiting a few seconds for connections" << std::endl << std::endl;
for (int i = 0; i < 10; ++i) {
SteamAPI_RunCallbacks();
std::this_thread::sleep_for(std::chrono::milliseconds(200));
}
int friend_count = SteamFriends()->GetFriendCount(k_EFriendFlagAll);
std::cout << "People on the network: " << friend_count << std::endl;
for (int i = 0; i < friend_count; ++i) {
CSteamID id = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll);
const char *name = SteamFriends()->GetFriendPersonaName(id);
FriendGameInfo_t friend_info = {};
SteamFriends()->GetFriendGamePlayed(id, &friend_info);
std::cout << name << " is playing: " << friend_info.m_gameID.AppID() << std::endl;
}
std::cout << std::endl << "----------------------Menu---------------------" << std::endl << " \tappid\t\tname\t\tcmdline" << std::endl << std::endl;
std::vector<std::pair<std::string, uint32>> arguments;
for (int i = 0; i < friend_count; ++i) {
CSteamID id = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll);
const char *name = SteamFriends()->GetFriendPersonaName(id);
const char *connect = SteamFriends()->GetFriendRichPresence( id, "connect");
FriendGameInfo_t friend_info = {};
SteamFriends()->GetFriendGamePlayed(id, &friend_info);
auto appid = friend_info.m_gameID.AppID();
if (strlen(connect) > 0) {
std::cout << arguments.size() << ": \t" << appid << "\t\t" << name << "\t\t" << connect << std::endl;
arguments.emplace_back(connect, appid);
} else {
if (friend_info.m_steamIDLobby != k_steamIDNil) {
std::string connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
std::cout << arguments.size() << ": \t" << appid << "\t\t" << name << "\t\t" << connect << std::endl;
arguments.emplace_back(connect, appid);
}
}
}
std::cout << arguments.size() << ": \tRetry" << std::endl;
std::cout << std::endl << "Enter the number corresponding to your choice then press Enter" << std::endl;
unsigned int choice;
std::cin >> choice;
if (choice >= arguments.size()) goto top;
auto connect = arguments[choice].first;
#ifdef _WIN32
auto appid = arguments[choice].second;
std::cout << "Starting the game with: " << connect << std::endl;
char szBaseDirectory[MAX_PATH] = "";
GetModuleFileNameA(0, szBaseDirectory, MAX_PATH);
if (auto bs = strrchr(szBaseDirectory, '\\')) {
*bs = '\0';
}
auto lobbyFile = std::string(szBaseDirectory) + "\\lobby_connect_" + std::to_string(appid) + ".txt";
auto readLobbyFile = [&lobbyFile]() {
std::string data;
std::ifstream ifs(std::filesystem::u8path(lobbyFile));
if (ifs.is_open())
std::getline(ifs, data);
return data;
};
auto writeLobbyFile = [&lobbyFile](const std::string& data) {
std::ofstream ofs(std::filesystem::u8path(lobbyFile));
ofs << data << std::endl;
};
auto fileExists = [](const std::string& filename) {
std::ifstream ifs(std::filesystem::u8path(filename));
return ifs.is_open();
};
auto joinLobby = [&connect](std::string filename) {
filename = "\"" + filename + "\" " + connect;
std::cout << filename << std::endl;
STARTUPINFOA lpStartupInfo;
PROCESS_INFORMATION lpProcessInfo;
ZeroMemory( &lpStartupInfo, sizeof( lpStartupInfo ) );
lpStartupInfo.cb = sizeof( lpStartupInfo );
ZeroMemory( &lpProcessInfo, sizeof( lpProcessInfo ) );
auto success = !!CreateProcessA( NULL,
const_cast<char *>(filename.c_str()), NULL, NULL,
NULL, NULL, NULL, NULL,
&lpStartupInfo,
&lpProcessInfo
);
CloseHandle(lpProcessInfo.hThread);
CloseHandle(lpProcessInfo.hProcess);
return success;
};
std::string filename = readLobbyFile();
if (filename.empty() || !fileExists(filename) || !joinLobby(filename)) {
std::cout << "Please browse for game exe" << std::endl;
OPENFILENAMEA ofn;
char szFileName[MAX_PATH] = "";
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = 0;
ofn.lpstrFilter = "Exe Files (*.exe)\0*.exe\0All Files (*.*)\0*.*\0";
ofn.lpstrFile = szFileName;
ofn.nMaxFile = MAX_PATH;
ofn.Flags = OFN_EXPLORER | OFN_FILEMUSTEXIST | OFN_HIDEREADONLY;
ofn.lpstrDefExt = "exe";
if(GetOpenFileNameA(&ofn) && joinLobby(szFileName)) {
writeLobbyFile(szFileName);
}
}
#else
std::cout << "Please launch the game with these arguments: " << connect << std::endl;
#endif
return 0;
}