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First version of the SOurce SDK 2013
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94
game/client/basepresence.cpp
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94
game/client/basepresence.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base presence implementation for PC
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//
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//=====================================================================================//
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#include "cbase.h"
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#include "basepresence.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Default global singleton. Mods should override this.
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static CBasePresence s_basePresence;
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IPresence *presence = NULL;
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//-----------------------------------------------------------------------------
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// Steam version of Rich Presence is a WIP, so PC implementation is stubbed for now.
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//-----------------------------------------------------------------------------
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bool CBasePresence::Init( void )
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{
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if ( !presence )
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{
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// Mod didn't override, default to base implementation
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presence = &s_basePresence;
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}
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return true;
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}
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void CBasePresence::Shutdown( void )
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{
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// TODO: Implement for PC
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}
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void CBasePresence::Update( float frametime )
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{
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// TODO: Implement for PC
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}
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void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync )
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{
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// TODO: Implement for PC
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}
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void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync )
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{
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// TODO: Implement for PC
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}
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void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
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{
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// TODO: Implement for PC
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}
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unsigned int CBasePresence::GetPresenceID( const char *pIDName )
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{
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return 0;
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}
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const char *CBasePresence::GetPropertyIdString( const uint id )
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{
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return NULL;
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}
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void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
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{
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}
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void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated )
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{
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}
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void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType )
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{
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}
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void CBasePresence::UploadStats()
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{
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}
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//---------------------------------------------------------
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// Debug support
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//---------------------------------------------------------
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void CBasePresence::DebugUserSetContext( const CCommand &args )
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{
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if ( args.ArgC() == 3 )
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{
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UserSetContext( 0, atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) );
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}
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else
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{
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Warning( "user_context <context id> <context value>\n" );
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}
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}
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void CBasePresence::DebugUserSetProperty( const CCommand &args )
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{
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if ( args.ArgC() == 3 )
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{
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UserSetProperty( 0, strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), args.Arg( 2 ) );
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}
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else
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{
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Warning( "user_property <property id> <property value>\n" );
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}
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}
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