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author | Wim <wim@42.be> | 2017-06-22 01:00:27 +0200 |
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committer | Wim <wim@42.be> | 2017-06-22 01:00:27 +0200 |
commit | 1f914618538920db4bfec7b106ee97038b157c9b (patch) | |
tree | 6bd0ab107fe1673dbacdf9dfd10004289cd7bfab /vendor/github.com/Philipp15b/go-steam/socialcache/friends.go | |
parent | 1f9874102aaca09ce5e0289beff376c307b8c57b (diff) | |
download | matterbridge-msglm-1f914618538920db4bfec7b106ee97038b157c9b.tar.gz matterbridge-msglm-1f914618538920db4bfec7b106ee97038b157c9b.tar.bz2 matterbridge-msglm-1f914618538920db4bfec7b106ee97038b157c9b.zip |
Add vendor (steam)
Diffstat (limited to 'vendor/github.com/Philipp15b/go-steam/socialcache/friends.go')
-rw-r--r-- | vendor/github.com/Philipp15b/go-steam/socialcache/friends.go | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/vendor/github.com/Philipp15b/go-steam/socialcache/friends.go b/vendor/github.com/Philipp15b/go-steam/socialcache/friends.go new file mode 100644 index 00000000..15168b80 --- /dev/null +++ b/vendor/github.com/Philipp15b/go-steam/socialcache/friends.go @@ -0,0 +1,146 @@ +package socialcache + +import ( + "errors" + . "github.com/Philipp15b/go-steam/protocol/steamlang" + . "github.com/Philipp15b/go-steam/steamid" + "sync" +) + +// Friends list is a thread safe map +// They can be iterated over like so: +// for id, friend := range client.Social.Friends.GetCopy() { +// log.Println(id, friend.Name) +// } +type FriendsList struct { + mutex sync.RWMutex + byId map[SteamId]*Friend +} + +// Returns a new friends list +func NewFriendsList() *FriendsList { + return &FriendsList{byId: make(map[SteamId]*Friend)} +} + +// Adds a friend to the friend list +func (list *FriendsList) Add(friend Friend) { + list.mutex.Lock() + defer list.mutex.Unlock() + _, exists := list.byId[friend.SteamId] + if !exists { //make sure this doesnt already exist + list.byId[friend.SteamId] = &friend + } +} + +// Removes a friend from the friend list +func (list *FriendsList) Remove(id SteamId) { + list.mutex.Lock() + defer list.mutex.Unlock() + delete(list.byId, id) +} + +// Returns a copy of the friends map +func (list *FriendsList) GetCopy() map[SteamId]Friend { + list.mutex.RLock() + defer list.mutex.RUnlock() + flist := make(map[SteamId]Friend) + for key, friend := range list.byId { + flist[key] = *friend + } + return flist +} + +// Returns a copy of the friend of a given SteamId +func (list *FriendsList) ById(id SteamId) (Friend, error) { + list.mutex.RLock() + defer list.mutex.RUnlock() + if val, ok := list.byId[id]; ok { + return *val, nil + } + return Friend{}, errors.New("Friend not found") +} + +// Returns the number of friends +func (list *FriendsList) Count() int { + list.mutex.RLock() + defer list.mutex.RUnlock() + return len(list.byId) +} + +//Setter methods +func (list *FriendsList) SetName(id SteamId, name string) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.Name = name + } +} + +func (list *FriendsList) SetAvatar(id SteamId, hash string) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.Avatar = hash + } +} + +func (list *FriendsList) SetRelationship(id SteamId, relationship EFriendRelationship) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.Relationship = relationship + } +} + +func (list *FriendsList) SetPersonaState(id SteamId, state EPersonaState) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.PersonaState = state + } +} + +func (list *FriendsList) SetPersonaStateFlags(id SteamId, flags EPersonaStateFlag) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.PersonaStateFlags = flags + } +} + +func (list *FriendsList) SetGameAppId(id SteamId, gameappid uint32) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.GameAppId = gameappid + } +} + +func (list *FriendsList) SetGameId(id SteamId, gameid uint64) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.GameId = gameid + } +} + +func (list *FriendsList) SetGameName(id SteamId, name string) { + list.mutex.Lock() + defer list.mutex.Unlock() + if val, ok := list.byId[id]; ok { + val.GameName = name + } +} + +// A Friend +type Friend struct { + SteamId SteamId `json:",string"` + Name string + Avatar string + Relationship EFriendRelationship + PersonaState EPersonaState + PersonaStateFlags EPersonaStateFlag + GameAppId uint32 + GameId uint64 `json:",string"` + GameName string +} |