goldberg_emulator/dll/steam_user_stats.h

894 lines
34 KiB
C++

/* 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
<http://www.gnu.org/licenses/>. */
#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<struct Steam_Leaderboard> 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<nlohmann::json> 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<std::string const&>(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<std::string const&>(it["name"]);
if (user_achievements.find(name) == user_achievements.end()) {
user_achievements[name]["earned"] = false;
user_achievements[name]["earned_time"] = static_cast<uint32>(0);
}
} catch (...) {}
try {
it["hidden"] = std::to_string(it["hidden"].get<int>());
} 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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::duration<uint32>>(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<std::recursive_mutex> 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<uint32>(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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::string*>()->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<std::string*>()->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<std::string*>()->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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::string>();
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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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<std::recursive_mutex> 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__