/* 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 . */ #include "base.h" //----------------------------------------------------------------------------- // Purpose: Functions for authenticating users via Steam to play on a game server //----------------------------------------------------------------------------- class Steam_GameServerStats : public ISteamGameServerStats { class Settings *settings; class Networking *network; class SteamCallResults *callback_results; class SteamCallBacks *callbacks; public: Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks); // downloads stats for the user // returns a GSStatsReceived_t callback when completed // if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail // these stats will only be auto-updated for clients playing on the server. For other // users you'll need to call RequestUserStats() again to refresh any data STEAM_CALL_RESULT( GSStatsReceived_t ) SteamAPICall_t RequestUserStats( CSteamID steamIDUser ); // requests stat information for a user, usable after a successful call to RequestUserStats() bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ); bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ); bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ); // Set / update stats and achievements. // Note: These updates will work only on stats game servers are allowed to edit and only for // game servers that have been declared as officially controlled by the game creators. // Set the IP range of your official servers on the Steamworks page bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ); bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ); bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ); bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ); bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName ); // Store the current data on the server, will get a GSStatsStored_t callback when set. // // If the callback has a result of k_EResultInvalidParam, one or more stats // uploaded has been rejected, either because they broke constraints // or were out of date. In this case the server sends back updated values. // The stats should be re-iterated to keep in sync. STEAM_CALL_RESULT( GSStatsStored_t ) SteamAPICall_t StoreUserStats( CSteamID steamIDUser ); };