/* 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 . */ #ifndef __INCLUDED_STEAM_USER_STATS_H__ #define __INCLUDED_STEAM_USER_STATS_H__ #include "base.h" #include "../overlay_experimental/steam_overlay.h" struct Steam_Leaderboard { std::string name; ELeaderboardSortMethod sort_method; ELeaderboardDisplayType display_type; }; class Steam_User_Stats : public ISteamUserStats003, public ISteamUserStats004, public ISteamUserStats005, public ISteamUserStats006, public ISteamUserStats007, public ISteamUserStats008, public ISteamUserStats009, public ISteamUserStats010, public ISteamUserStats011, public ISteamUserStats { public: static constexpr auto achievements_user_file = "achievements.json"; private: Local_Storage *local_storage; Settings *settings; SteamCallResults *callback_results; class SteamCallBacks *callbacks; class Steam_Overlay* overlay; std::vector leaderboards; nlohmann::json defined_achievements; nlohmann::json user_achievements; unsigned int find_leaderboard(std::string name) { unsigned index = 1; for (auto &leaderboard : leaderboards) { if (leaderboard.name == name) return index; ++index; } return 0; } nlohmann::detail::iter_impl defined_achievements_find(std::string key) { return std::find_if(defined_achievements.begin(), defined_achievements.end(), [key](nlohmann::json& item) { std::string name = static_cast(item["name"]); return key.size() == name.size() && std::equal(name.begin(), name.end(), key.begin(), [](char a, char b) { return tolower(a) == tolower(b); }); }); } void load_achievements_db() { std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; local_storage->load_json(file_path, defined_achievements); } void load_achievements() { local_storage->load_json_file("", achievements_user_file, user_achievements); } void save_achievements() { local_storage->write_json_file("", achievements_user_file, user_achievements); } public: Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, Steam_Overlay* overlay): settings(settings), local_storage(local_storage), callback_results(callback_results), callbacks(callbacks), defined_achievements(nlohmann::json::object()), user_achievements(nlohmann::json::object()), overlay(overlay) { load_achievements_db(); // achievements db load_achievements(); // achievements per user for (auto & it : defined_achievements) { try { std::string name = static_cast(it["name"]); if (user_achievements.find(name) == user_achievements.end()) { user_achievements[name]["earned"] = false; user_achievements[name]["earned_time"] = static_cast(0); } } catch (...) {} try { it["hidden"] = std::to_string(it["hidden"].get()); } catch (...) {} } } // Ask the server to send down this user's data and achievements for this game STEAM_CALL_BACK( UserStatsReceived_t ) bool RequestCurrentStats() { PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n"); std::lock_guard lock(global_mutex); UserStatsReceived_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; data.m_steamIDUser = settings->get_local_steam_id(); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); return true; } // Data accessors bool GetStat( const char *pchName, int32 *pData ) { PRINT_DEBUG("GetStat int32 %s\n", pchName); if (!pchName || !pData) return false; std::lock_guard lock(global_mutex); auto stats_config = settings->getStats(); auto stats_data = stats_config.find(pchName); if (stats_data != stats_config.end()) { if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; } int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); if (read_data == sizeof(int32)) return true; if (stats_data != stats_config.end()) { *pData = stats_data->second.default_value_int; return true; } return false; } bool GetStat( const char *pchName, float *pData ) { PRINT_DEBUG("GetStat float %s\n", pchName); if (!pchName || !pData) return false; std::lock_guard lock(global_mutex); auto stats_config = settings->getStats(); auto stats_data = stats_config.find(pchName); if (stats_data != stats_config.end()) { if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; } int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); if (read_data == sizeof(float)) return true; if (stats_data != stats_config.end()) { *pData = stats_data->second.default_value_float; return true; } return false; } // Set / update data bool SetStat( const char *pchName, int32 nData ) { PRINT_DEBUG("SetStat int32 %s\n", pchName); if (!pchName) return false; std::lock_guard lock(global_mutex); return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); } bool SetStat( const char *pchName, float fData ) { PRINT_DEBUG("SetStat float %s\n", pchName); if (!pchName) return false; std::lock_guard lock(global_mutex); return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); } bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) { PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); std::lock_guard lock(global_mutex); char data[sizeof(float) + sizeof(float) + sizeof(double)]; int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )data, sizeof(*data)); float oldcount = 0; double oldsessionlength = 0; if (read_data == sizeof(data)) { memcpy(&oldcount, data + sizeof(float), sizeof(oldcount)); memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength)); } oldcount += flCountThisSession; oldsessionlength += dSessionLength; float average = oldcount / oldsessionlength; memcpy(data, &average, sizeof(average)); memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data); } // Achievement flag accessors bool GetAchievement( const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("GetAchievement %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); try { auto it = defined_achievements_find(pchName); std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end() && ach != user_achievements.end()) { if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; return true; } } catch (...) {} if (pbAchieved != nullptr)* pbAchieved = false; return false; } bool SetAchievement( const char *pchName ) { PRINT_DEBUG("SetAchievement %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); try { auto it = defined_achievements_find(pchName); std::string pch_name = it->value("name", std::string()); if (it != defined_achievements.end()) { if (user_achievements.find(pch_name) == user_achievements.end() || user_achievements[pch_name].value("earned", false) == false) { user_achievements[pch_name]["earned"] = true; user_achievements[pch_name]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); #ifdef EMU_OVERLAY overlay->AddAchievementNotification(it.value()); #endif save_achievements(); } return true; } } catch (...) {} return false; } bool ClearAchievement( const char *pchName ) { PRINT_DEBUG("ClearAchievement %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); try { auto it = defined_achievements_find(pchName); std::string pch_name = it->value("name", std::string()); if (it != defined_achievements.end()) { user_achievements[pch_name]["earned"] = false; user_achievements[pch_name]["earned_time"] = static_cast(0); save_achievements(); return true; } } catch (...) {} return false; } // Get the achievement status, and the time it was unlocked if unlocked. // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) { PRINT_DEBUG("GetAchievementAndUnlockTime\n"); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); try { auto it = defined_achievements_find(pchName); std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end() && ach != user_achievements.end()) { if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; if(punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; return true; } } catch (...) {} if(pbAchieved != nullptr) *pbAchieved = false; if(punUnlockTime != nullptr) *punUnlockTime = 0; return false; } // Store the current data on the server, will get a callback when set // And one callback for every new achievement // // 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. bool StoreStats() { PRINT_DEBUG("StoreStats\n"); std::lock_guard lock(global_mutex); UserStatsStored_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.01); return true; } // Achievement / GroupAchievement metadata // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the // specified achievement. int GetAchievementIcon( const char *pchName ) { PRINT_DEBUG("GetAchievementIcon\n"); if (pchName == nullptr) return 0; std::lock_guard lock(global_mutex); return 0; } // Get general attributes for an achievement. Accepts the following keys: // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) { PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); if (pchName == nullptr) return ""; if (pchKey == nullptr) return ""; std::lock_guard lock(global_mutex); if (strcmp (pchKey, "name") == 0) { try { auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["displayName"].get_ptr()->c_str(); } } catch (...) {} } if (strcmp (pchKey, "desc") == 0) { try { auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["description"].get_ptr()->c_str(); } } catch (...) {} } if (strcmp (pchKey, "hidden") == 0) { try { auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["hidden"].get_ptr()->c_str(); } } catch (...) {} } return ""; } // Achievement progress - triggers an AchievementProgress callback, that is all. // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) { PRINT_DEBUG("IndicateAchievementProgress %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); try { auto it = defined_achievements_find(pchName); std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end()) { bool achieved = false; if ( ach != user_achievements.end()) { bool achieved = ach->value("earned", false); } UserAchievementStored_t data = {}; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_bGroupAchievement = false; strncpy(data.m_rgchAchievementName, pch_name.c_str(), k_cchStatNameMax); if (achieved) { data.m_nCurProgress = 0; data.m_nMaxProgress = 0; } else { user_achievements[pch_name]["progress"] = nCurProgress; user_achievements[pch_name]["max_progress"] = nMaxProgress; data.m_nCurProgress = nCurProgress; data.m_nMaxProgress = nMaxProgress; } save_achievements(); callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); return true; } } catch (...) {} return false; } // Used for iterating achievements. In general games should not need these functions because they should have a // list of existing achievements compiled into them uint32 GetNumAchievements() { PRINT_DEBUG("GetNumAchievements\n"); std::lock_guard lock(global_mutex); return defined_achievements.size(); } // Get achievement name iAchievement in [0,GetNumAchievements) const char * GetAchievementName( uint32 iAchievement ) { PRINT_DEBUG("GetAchievementName\n"); try { static std::string achievement_name; achievement_name = defined_achievements[iAchievement]["name"].get(); return achievement_name.c_str(); } catch (...) {} return ""; } // Friends stats & achievements // downloads stats for the user // returns a UserStatsReceived_t received when completed // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data STEAM_CALL_RESULT( UserStatsReceived_t ) SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) { PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); std::lock_guard lock(global_mutex); // Enable this to allow hot reload achievements status //if (steamIDUser == settings->get_local_steam_id()) { // load_achievements(); //} UserStatsReceived_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; data.m_steamIDUser = steamIDUser; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); } // requests stat information for a user, usable after a successful call to RequestUserStats() bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) { PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { GetStat(pchName, pData); } else { *pData = 0; } return true; } bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) { PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { GetStat(pchName, pData); } else { *pData = 0; } return true; } bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("GetUserAchievement %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { return GetAchievement(pchName, pbAchieved); } return false; } // See notes for GetAchievementAndUnlockTime above bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) { PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); } return false; } // Reset stats bool ResetAllStats( bool bAchievementsToo ) { PRINT_DEBUG("ResetAllStats\n"); std::lock_guard lock(global_mutex); //TODO if (bAchievementsToo) { std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) { v["earned"] = false; v["earned_time"] = 0; }); } return true; } // Leaderboard functions // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet // This call is asynchronous, with the result returned in LeaderboardFindResult_t STEAM_CALL_RESULT(LeaderboardFindResult_t) SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) { PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); std::lock_guard lock(global_mutex); unsigned int leader = find_leaderboard(pchLeaderboardName); if (!leader) { struct Steam_Leaderboard leaderboard; leaderboard.name = std::string(pchLeaderboardName); leaderboard.sort_method = eLeaderboardSortMethod; leaderboard.display_type = eLeaderboardDisplayType; leaderboards.push_back(leaderboard); leader = leaderboards.size(); } LeaderboardFindResult_t data; data.m_hSteamLeaderboard = leader; data.m_bLeaderboardFound = 1; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // as above, but won't create the leaderboard if it's not found // This call is asynchronous, with the result returned in LeaderboardFindResult_t STEAM_CALL_RESULT( LeaderboardFindResult_t ) SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) { PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); std::lock_guard lock(global_mutex); auto settings_Leaderboards = settings->getLeaderboards(); if (settings_Leaderboards.count(pchLeaderboardName)) { auto config = settings_Leaderboards[pchLeaderboardName]; return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type); } else if (settings->createUnknownLeaderboards()) { return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric); } else { LeaderboardFindResult_t data; data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);; data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } } // returns the name of a leaderboard const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) { PRINT_DEBUG("GetLeaderboardName\n"); std::lock_guard lock(global_mutex); if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return ""; return leaderboards[hSteamLeaderboard - 1].name.c_str(); } // returns the total number of entries in a leaderboard, as of the last request int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) { PRINT_DEBUG("GetLeaderboardEntryCount\n"); return 0; } // returns the sort method of the leaderboard ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) { PRINT_DEBUG("GetLeaderboardSortMethod\n"); std::lock_guard lock(global_mutex); if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone; return leaderboards[hSteamLeaderboard - 1].sort_method; } // returns the display type of the leaderboard ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) { PRINT_DEBUG("GetLeaderboardDisplayType\n"); std::lock_guard lock(global_mutex); if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone; return leaderboards[hSteamLeaderboard - 1].display_type; } // Asks the Steam back-end for a set of rows in the leaderboard. // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) // You can ask for more entries than exist, and it will return as many as do exist. // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate // e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) { PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); std::lock_guard lock(global_mutex); LeaderboardScoresDownloaded_t data; data.m_hSteamLeaderboard = hSteamLeaderboard; data.m_hSteamLeaderboardEntries = 123; data.m_cEntryCount = 0; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers // if a user doesn't have a leaderboard entry, they won't be included in the result // a max of 100 users can be downloaded at a time, with only one outstanding call at a time STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) { PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); std::lock_guard lock(global_mutex); LeaderboardScoresDownloaded_t data; data.m_hSteamLeaderboard = hSteamLeaderboard; data.m_hSteamLeaderboardEntries = 123; data.m_cEntryCount = 0; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // Returns data about a single leaderboard entry // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries // e.g. // void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) // { // for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) // { // LeaderboardEntry_t leaderboardEntry; // int32 details[3]; // we know this is how many we've stored previously // GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); // assert( leaderboardEntry.m_cDetails == 3 ); // ... // } // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) { PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); return false; } // Uploads a user score to the Steam back-end. // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t // Details are extra game-defined information regarding how the user got that score // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list STEAM_CALL_RESULT( LeaderboardScoreUploaded_t ) SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) { PRINT_DEBUG("UploadLeaderboardScore\n"); std::lock_guard lock(global_mutex); LeaderboardScoreUploaded_t data; data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. //data.m_bSuccess = 0; data.m_hSteamLeaderboard = hSteamLeaderboard; data.m_nScore = nScore; //data.m_bScoreChanged = 1; data.m_bScoreChanged = 0; //data.m_nGlobalRankNew = 1; data.m_nGlobalRankNew = 0; data.m_nGlobalRankPrevious = 0; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount ) { PRINT_DEBUG("UploadLeaderboardScore old\n"); return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount); } // Attaches a piece of user generated content the user's entry on a leaderboard. // hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). // This call is asynchronous, with the result returned in LeaderboardUGCSet_t. STEAM_CALL_RESULT( LeaderboardUGCSet_t ) SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) { PRINT_DEBUG("AttachLeaderboardUGC\n"); std::lock_guard lock(global_mutex); LeaderboardUGCSet_t data = {}; if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) { data.m_eResult = k_EResultFail; } else { data.m_eResult = k_EResultOK; } data.m_hSteamLeaderboard = hSteamLeaderboard; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // Retrieves the number of players currently playing your game (online + offline) // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t STEAM_CALL_RESULT( NumberOfCurrentPlayers_t ) SteamAPICall_t GetNumberOfCurrentPlayers() { PRINT_DEBUG("GetNumberOfCurrentPlayers\n"); std::lock_guard lock(global_mutex); NumberOfCurrentPlayers_t data; data.m_bSuccess = 1; data.m_cPlayers = 69; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // Requests that Steam fetch data on the percentage of players who have received each achievement // for the game globally. // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) SteamAPICall_t RequestGlobalAchievementPercentages() { PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); return 0; } // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch // the next most achieved afterwards. Will return -1 if there is no data on achievement // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) { PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); return -1; } // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last // achievement has been iterated. int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) { PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); return -1; } // Returns the percentage of users who have achieved the specified achievement. bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) { PRINT_DEBUG("GetAchievementAchievedPercent\n"); return false; } // Requests global stats data, which is available for stats marked as "aggregated". // This call is asynchronous, with the results returned in GlobalStatsReceived_t. // nHistoryDays specifies how many days of day-by-day history to retrieve in addition // to the overall totals. The limit is 60. STEAM_CALL_RESULT( GlobalStatsReceived_t ) SteamAPICall_t RequestGlobalStats( int nHistoryDays ) { PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays); std::lock_guard lock(global_mutex); GlobalStatsReceived_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // Gets the lifetime totals for an aggregated stat bool GetGlobalStat( const char *pchStatName, int64 *pData ) { PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); return false; } bool GetGlobalStat( const char *pchStatName, double *pData ) { PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); return false; } // Gets history for an aggregated stat. pData will be filled with daily values, starting with today. // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, // etc. cubData is the size in bytes of the pubData buffer. Returns the number of // elements actually set. int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) { PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName); return 0; } int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) { PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); return 0; } // For achievements that have related Progress stats, use this to query what the bounds of that progress are. // You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress // have been made, to show a progress notification to the user. bool GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress ) { PRINT_DEBUG("GetAchievementProgressLimits int\n"); return false; } bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress ) { PRINT_DEBUG("GetAchievementProgressLimits float\n"); return false; } }; #endif//__INCLUDED_STEAM_USER_STATS_H__