mirror of
https://github.com/acidicoala/SmokeAPI.git
synced 2025-12-05 21:15:39 -05:00
Refactor
This commit is contained in:
@@ -45,10 +45,13 @@ set(
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src/steam_api_virtuals/isteaminventory.cpp
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src/steam_api_virtuals/isteamuser.cpp
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src/steam_impl/steam_apps.cpp
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src/steam_impl/steam_apps.hpp
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src/steam_impl/steam_client.cpp
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src/steam_impl/steam_impl.hpp
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src/steam_impl/steam_client.hpp
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src/steam_impl/steam_inventory.cpp
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src/steam_impl/steam_inventory.hpp
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src/steam_impl/steam_user.cpp
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src/steam_impl/steam_user.hpp
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src/steam_functions/steam_functions.cpp
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src/steam_functions/steam_functions.hpp
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src/steam_types/steam_types.hpp
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@@ -84,16 +84,22 @@ SmokeAPI does not require any manual configuration. By default, it uses the most
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¹ DLC/Item IDs can be obtained from https://steamdb.info. You need to be logged in with your steam account in order to see accurate inventory item IDs.
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[SmokeAPI.json]: res/SmokeAPI.json
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[manually maintained list of DLC IDs]: https://github.com/acidicoala/public-entitlements/blob/main/steam/v1/dlc.json
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## ℹ Extra info
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### How SmokeAPI works in games with large number of DLCs
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Some games that have a lot of DLCs begin ownership verification by querying the Steamworks API for a list of all available DLCs. Once the game receives the list, it will go over each item and check the ownership. The issue arises from the fact that response from Steamworks SDK may max out at 64, depending on how much unowned DLC the user has. To alleviate this issue, SmokeAPI will make a web request to Steam API for a full list of DLCs, which works well most of the time. Unfortunately, even the web API does not solve all of our problems, because it will only return DLCs that are available in Steam store. This means that DLCs without a dedicated store offer, such as pre-order DLCs will be left out. That's where the `dlc_ids` config option comes into play. You can specify those missing DLC IDs there, and SmokeAPI will make them available to the game. However, this introduces the need for manual configuration, which goes against the ideals of this project. To remedy this issue SmokeAPI will also fetch [this document] stored in a GitHub repository. It contains all the DLC IDs missing from Steam store. The document is hand-crafted using data from https://steamdb.com. This enables SmokeAPI to unlock all DLCs without any config file at all. Feel free to report games that have more than 64 DLCs, *and* have DLCs without a dedicated store page. They will be added to the list of missing DLC IDs to facilitate configless operation.
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Some games that have a lot of DLCs begin ownership verification by querying the Steamworks API for a list of all available DLCs. Once the game receives the list, it will go over each item and check the ownership. The issue arises from the fact that response from Steamworks SDK may max out at 64, depending on how much unowned DLC the user has. To alleviate this issue, SmokeAPI will make a web request to Steam API for a full list of DLCs, which works well most of the time. Unfortunately, even the web API does not solve all of our problems, because it will only return DLCs that are available in Steam store. This means that DLCs without a dedicated store offer, such as pre-order DLCs will be left out. That's where the `dlc_ids` config option comes into play. You can specify those missing DLC IDs there, and SmokeAPI will make them available to the game. However, this introduces the need for manual configuration, which goes against the ideals of this project. To remedy this issue SmokeAPI will also fetch [this document] stored in a GitHub repository. It contains all the DLC IDs missing from Steam store. The document is hand-crafted using data from https://steamdb.com. This enables SmokeAPI to unlock all DLCs without any config file at all. Feel free to report games that have more than 64 DLCs,
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*and* have DLCs without a dedicated store page. They will be added to the list of missing DLC IDs to facilitate configless operation.
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[this document]: https://github.com/acidicoala/public-entitlements/blob/main/steam/v1/dlc.json
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## ✒️ TODO
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- Describe how Koalageddon mode works and its config parameters
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- Describe the organisation of the project
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## 👋 Acknowledgements
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SmokeAPI makes use of the following open source projects:
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@@ -57,7 +57,7 @@ namespace smoke_api {
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logger->info("Loaded Koalageddon config from the {}", kg_config_source);
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dll_monitor::init({VSTDLIB_DLL, STEAMCLIENT_DLL}, [](const HMODULE& library, const String& name) {
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original_library = library; // TODO: Is this necessary?
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original_library = library;
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if (name == VSTDLIB_DLL) {
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// Family Sharing functions
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@@ -1,5 +1,8 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_apps.hpp>
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#include <steam_impl/steam_client.hpp>
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#include <steam_impl/steam_inventory.hpp>
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#include <steam_impl/steam_user.hpp>
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using namespace smoke_api;
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@@ -1,6 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_functions/steam_functions.hpp>
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#include <steam_impl/steam_client.hpp>
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using namespace smoke_api;
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@@ -1,6 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_functions/steam_functions.hpp>
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#include <steam_impl/steam_client.hpp>
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#include <koalabox/win_util.hpp>
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@@ -18,9 +17,9 @@ String get_versioned_interface(const String& version_prefix, const String& fallb
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if (not version_map.contains(version_prefix)) {
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try {
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String rdata = win_util::get_pe_section_data_or_throw(original_library, ".rdata");
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const String rdata = win_util::get_pe_section_data_or_throw(original_library, ".rdata");
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std::regex regex(version_prefix + "\\d{3}");
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const std::regex regex(version_prefix + "\\d{3}");
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std::smatch match;
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if (std::regex_search(rdata, match, regex)) {
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version_map[version_prefix] = match[0];
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@@ -1,5 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_apps.hpp>
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using namespace smoke_api;
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@@ -1,6 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_functions/steam_functions.hpp>
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#include <steam_impl/steam_client.hpp>
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using namespace smoke_api;
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@@ -1,5 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_inventory.hpp>
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using namespace smoke_api;
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@@ -1,5 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_user.hpp>
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using namespace smoke_api;
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@@ -55,6 +55,8 @@ typedef uint64_t CSteamID;
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typedef uint32_t HCoroutine;
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// TODO: Refactor into multiple headers
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// ISteamClient
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VIRTUAL(void*) ISteamClient_GetISteamApps(PARAMS(HSteamUser, HSteamPipe, const char*));
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VIRTUAL(void*) ISteamClient_GetISteamUser(PARAMS(HSteamUser, HSteamPipe, const char*));
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@@ -1,5 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_apps.hpp>
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#include <koalabox/io.hpp>
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@@ -163,8 +163,6 @@ namespace steam_apps {
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logger->debug("{} -> App ID: {}", function_name, app_id);
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}
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// Compute count only once
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// FIXME: This doesn't work in Koalageddon mode
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original_dlc_count = original_function();
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logger->debug("{} -> Original DLC count: {}", function_name, original_dlc_count);
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22
src/steam_impl/steam_apps.hpp
Normal file
22
src/steam_impl/steam_apps.hpp
Normal file
@@ -0,0 +1,22 @@
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#include <steam_functions/steam_functions.hpp>
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using namespace smoke_api;
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namespace steam_apps {
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bool IsDlcUnlocked(const String& function_name, AppId_t app_id, AppId_t dlc_id);
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int GetDLCCount(const String& function_name, AppId_t app_id, const std::function<int()>& original_function);
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bool GetDLCDataByIndex(
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const String& function_name,
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AppId_t app_id,
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int iDLC,
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AppId_t* pDlcId,
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bool* pbAvailable,
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char* pchName,
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int cchNameBufferSize,
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const std::function<bool()>& original_function
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);
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}
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@@ -1,4 +1,7 @@
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#include <steam_impl/steam_impl.hpp>
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#include <smoke_api/smoke_api.hpp>
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#include <steam_functions/steam_functions.hpp>
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using namespace smoke_api;
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namespace steam_client {
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14
src/steam_impl/steam_client.hpp
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14
src/steam_impl/steam_client.hpp
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@@ -0,0 +1,14 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_functions/steam_functions.hpp>
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using namespace smoke_api;
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namespace steam_client {
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void* GetGenericInterface(
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const String& function_name,
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const String& interface_version,
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const std::function<void*()>& original_function
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);
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}
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@@ -1,5 +1,5 @@
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#include <steam_impl/steam_impl.hpp>
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_inventory.hpp>
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// TODO: Figure out why it doesn't work in koalageddon mode
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namespace steam_inventory {
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@@ -25,7 +25,7 @@ namespace steam_inventory {
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const std::function<bool(SteamItemDef_t*, uint32_t*)>& get_item_definition_ids
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) {
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static std::mutex section;
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std::lock_guard<std::mutex> guard(section);
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const std::lock_guard<std::mutex> guard(section);
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const auto success = original_function();
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@@ -120,7 +120,7 @@ namespace steam_inventory {
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uint32_t unItemIndex,
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const char* pchPropertyName,
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char* pchValueBuffer,
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uint32_t* punValueBufferSizeOut,
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const uint32_t* punValueBufferSizeOut,
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const std::function<bool()>& original_function
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) {
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const auto common_info = fmt::format(
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@@ -1,45 +1,7 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_functions/steam_functions.hpp>
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using namespace koalabox;
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namespace steam_apps {
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bool IsDlcUnlocked(const String& function_name, AppId_t app_id, AppId_t dlc_id);
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int GetDLCCount(const String& function_name, AppId_t app_id, const std::function<int()>& original_function);
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bool GetDLCDataByIndex(
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const String& function_name,
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AppId_t app_id,
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int iDLC,
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AppId_t* pDlcId,
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bool* pbAvailable,
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char* pchName,
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int cchNameBufferSize,
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const std::function<bool()>& original_function
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);
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}
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namespace steam_user {
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EUserHasLicenseForAppResult UserHasLicenseForApp(
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const String& function_name,
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AppId_t appID,
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const std::function<EUserHasLicenseForAppResult()>& original_function
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);
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}
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namespace steam_client {
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void* GetGenericInterface(
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const String& function_name,
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const String& interface_version,
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const std::function<void*()>& original_function
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);
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}
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using namespace smoke_api;
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namespace steam_inventory {
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@@ -64,7 +26,7 @@ namespace steam_inventory {
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uint32_t unItemIndex,
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const char* pchPropertyName,
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char* pchValueBuffer,
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uint32_t* punValueBufferSizeOut,
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const uint32_t* punValueBufferSizeOut,
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const std::function<bool()>& original_function
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);
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@@ -1,4 +1,4 @@
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_user.hpp>
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#include <smoke_api/smoke_api.hpp>
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namespace steam_user {
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14
src/steam_impl/steam_user.hpp
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14
src/steam_impl/steam_user.hpp
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@@ -0,0 +1,14 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_functions/steam_functions.hpp>
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using namespace smoke_api;
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namespace steam_user {
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EUserHasLicenseForAppResult UserHasLicenseForApp(
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const String& function_name,
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AppId_t appID,
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const std::function<EUserHasLicenseForAppResult()>& original_function
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);
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}
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@@ -1,6 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_functions/steam_functions.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_client.hpp>
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using namespace smoke_api;
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@@ -1,5 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_apps.hpp>
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using namespace smoke_api;
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@@ -1,5 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_apps.hpp>
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using namespace smoke_api;
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@@ -1,5 +1,5 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_inventory.hpp>
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using namespace smoke_api;
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@@ -1,9 +1,9 @@
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#include <smoke_api/smoke_api.hpp>
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#include <steam_impl/steam_impl.hpp>
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#include <steam_impl/steam_apps.hpp>
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using namespace smoke_api;
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// TODO: Implement?
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// TODO: Hook?
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VIRTUAL(bool) IClientUser_IsSubscribedApp(PARAMS(AppId_t app_id)) { // NOLINT(misc-unused-parameters)
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return steam_apps::IsDlcUnlocked(__func__, 0, app_id);
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}
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Block a user