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Add vendor (steam)
This commit is contained in:
146
vendor/github.com/Philipp15b/go-steam/socialcache/friends.go
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vendored
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146
vendor/github.com/Philipp15b/go-steam/socialcache/friends.go
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vendored
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@@ -0,0 +1,146 @@
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package socialcache
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import (
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"errors"
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. "github.com/Philipp15b/go-steam/protocol/steamlang"
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. "github.com/Philipp15b/go-steam/steamid"
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"sync"
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)
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// Friends list is a thread safe map
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// They can be iterated over like so:
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// for id, friend := range client.Social.Friends.GetCopy() {
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// log.Println(id, friend.Name)
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// }
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type FriendsList struct {
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mutex sync.RWMutex
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byId map[SteamId]*Friend
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}
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// Returns a new friends list
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func NewFriendsList() *FriendsList {
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return &FriendsList{byId: make(map[SteamId]*Friend)}
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}
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// Adds a friend to the friend list
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func (list *FriendsList) Add(friend Friend) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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_, exists := list.byId[friend.SteamId]
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if !exists { //make sure this doesnt already exist
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list.byId[friend.SteamId] = &friend
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}
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}
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// Removes a friend from the friend list
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func (list *FriendsList) Remove(id SteamId) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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delete(list.byId, id)
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}
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// Returns a copy of the friends map
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func (list *FriendsList) GetCopy() map[SteamId]Friend {
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list.mutex.RLock()
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defer list.mutex.RUnlock()
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flist := make(map[SteamId]Friend)
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for key, friend := range list.byId {
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flist[key] = *friend
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}
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return flist
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}
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// Returns a copy of the friend of a given SteamId
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func (list *FriendsList) ById(id SteamId) (Friend, error) {
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list.mutex.RLock()
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defer list.mutex.RUnlock()
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if val, ok := list.byId[id]; ok {
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return *val, nil
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}
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return Friend{}, errors.New("Friend not found")
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}
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// Returns the number of friends
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func (list *FriendsList) Count() int {
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list.mutex.RLock()
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defer list.mutex.RUnlock()
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return len(list.byId)
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}
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//Setter methods
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func (list *FriendsList) SetName(id SteamId, name string) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.Name = name
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}
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}
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func (list *FriendsList) SetAvatar(id SteamId, hash string) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.Avatar = hash
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}
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}
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func (list *FriendsList) SetRelationship(id SteamId, relationship EFriendRelationship) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.Relationship = relationship
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}
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}
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func (list *FriendsList) SetPersonaState(id SteamId, state EPersonaState) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.PersonaState = state
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}
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}
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func (list *FriendsList) SetPersonaStateFlags(id SteamId, flags EPersonaStateFlag) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.PersonaStateFlags = flags
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}
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}
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func (list *FriendsList) SetGameAppId(id SteamId, gameappid uint32) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.GameAppId = gameappid
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}
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}
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func (list *FriendsList) SetGameId(id SteamId, gameid uint64) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.GameId = gameid
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}
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}
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func (list *FriendsList) SetGameName(id SteamId, name string) {
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list.mutex.Lock()
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defer list.mutex.Unlock()
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if val, ok := list.byId[id]; ok {
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val.GameName = name
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}
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}
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// A Friend
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type Friend struct {
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SteamId SteamId `json:",string"`
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Name string
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Avatar string
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Relationship EFriendRelationship
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PersonaState EPersonaState
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PersonaStateFlags EPersonaStateFlag
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GameAppId uint32
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GameId uint64 `json:",string"`
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GameName string
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}
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