mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 10:24:14 +08:00
9dc32d035b
some minor fixes
477 lines
17 KiB
C++
477 lines
17 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "dll/steam_user_stats.h"
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#include <random>
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void Steam_User_Stats::steam_user_stats_network_low_level(void *object, Common_Message *msg)
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{
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// PRINT_DEBUG_ENTRY();
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auto inst = (Steam_User_Stats *)object;
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inst->network_callback_low_level(msg);
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}
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void Steam_User_Stats::steam_user_stats_run_every_runcb(void *object)
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{
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// PRINT_DEBUG_ENTRY();
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auto inst = (Steam_User_Stats *)object;
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inst->steam_run_callback();
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}
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Steam_User_Stats::Steam_User_Stats(Settings *settings, class Networking *network, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, Steam_Overlay* overlay):
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settings(settings),
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network(network),
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local_storage(local_storage),
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callback_results(callback_results),
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callbacks(callbacks),
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defined_achievements(nlohmann::json::object()),
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user_achievements(nlohmann::json::object()),
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run_every_runcb(run_every_runcb),
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overlay(overlay)
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{
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load_achievements_db(); // steam_settings/achievements.json
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load_achievements(); // %appdata%/<emu saves folder>/<app id>/achievements.json
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// discard achievements without a "name"
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auto x = defined_achievements.begin();
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while (x != defined_achievements.end()) {
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if (!x->contains("name")) {
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x = defined_achievements.erase(x);
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} else {
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++x;
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}
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}
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for (auto & it : defined_achievements) {
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try {
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std::string name = static_cast<std::string const&>(it["name"]);
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sorted_achievement_names.push_back(name);
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achievement_trigger trig{};
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try {
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trig.name = name;
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trig.value_operation = static_cast<std::string const&>(it["progress"]["value"]["operation"]);
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std::string stat_name = common_helpers::to_lower(static_cast<std::string const&>(it["progress"]["value"]["operand1"]));
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trig.min_value = static_cast<std::string const&>(it["progress"]["min_val"]);
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trig.max_value = static_cast<std::string const&>(it["progress"]["max_val"]);
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achievement_stat_trigger[stat_name].push_back(trig);
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} catch(...) {}
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// default initial values, will only be added if they don't exist already
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auto &user_ach = user_achievements[name]; // this will create a new json entry if the key didn't exist already
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user_ach.emplace("earned", false);
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user_ach.emplace("earned_time", static_cast<uint32>(0));
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// they will throw an exception for achievements with no progress
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try {
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uint32 progress_min = std::stoul(trig.min_value);
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uint32 progress_max = std::stoul(trig.max_value);
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// if the above lines didn't throw exception then add the values
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user_ach.emplace("progress", progress_min);
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user_ach.emplace("max_progress", progress_max);
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} catch(...) {}
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} catch(...) {}
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try {
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it["hidden"] = std::to_string(it["hidden"].get<int>());
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} catch(...) {}
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it["displayName"] = get_value_for_language(it, "displayName", settings->get_language());
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it["description"] = get_value_for_language(it, "description", settings->get_language());
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it["icon_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
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it["icon_gray_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
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}
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//TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are.
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//need to find a game with achievements of different case names to confirm
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std::sort(sorted_achievement_names.begin(), sorted_achievement_names.end(), [](const std::string lhs, const std::string rhs){
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const auto result = std::mismatch(lhs.cbegin(), lhs.cend(), rhs.cbegin(), rhs.cend(), [](const unsigned char lhs, const unsigned char rhs){return std::tolower(lhs) == std::tolower(rhs);});
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return result.second != rhs.cend() && (result.first == lhs.cend() || std::tolower(*result.first) < std::tolower(*result.second));}
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);
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if (!settings->disable_sharing_stats_with_gameserver) {
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this->network->setCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
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}
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if (settings->share_leaderboards_over_network) {
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this->network->setCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
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}
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
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this->run_every_runcb->add(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
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}
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Steam_User_Stats::~Steam_User_Stats()
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{
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if (!settings->disable_sharing_stats_with_gameserver) {
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this->network->rmCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
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}
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if (settings->share_leaderboards_over_network) {
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this->network->rmCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
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}
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this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
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this->run_every_runcb->remove(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
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}
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// Retrieves the number of players currently playing your game (online + offline)
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// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
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STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
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SteamAPICall_t Steam_User_Stats::GetNumberOfCurrentPlayers()
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{
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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std::random_device rd{};
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std::mt19937 gen(rd());
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std::uniform_int_distribution<int32> distrib(117, 1017);
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NumberOfCurrentPlayers_t data{};
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data.m_bSuccess = 1;
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data.m_cPlayers = distrib(gen);
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auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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return ret;
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}
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// --- old interface version
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uint32 Steam_User_Stats::GetNumStats( CGameID nGameID )
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{
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PRINT_DEBUG("old %llu", nGameID.ToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return 0;
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}
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return (uint32)settings->getStats().size();
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}
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const char *Steam_User_Stats::GetStatName( CGameID nGameID, uint32 iStat )
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{
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PRINT_DEBUG("old %llu [%u]", nGameID.ToUint64(), iStat);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto &stats = settings->getStats();
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if (settings->get_local_game_id() != nGameID || iStat >= stats.size()) {
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return "";
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}
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return std::next(stats.begin(), iStat)->first.c_str();
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}
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ESteamUserStatType Steam_User_Stats::GetStatType( CGameID nGameID, const char *pchName )
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{
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PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID || !pchName) {
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return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
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}
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std::string stat_name(common_helpers::to_lower(pchName));
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const auto &stats = settings->getStats();
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auto stat_info = stats.find(stat_name);
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if (stats.end() == stat_info) {
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return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
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}
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switch (stat_info->second.type)
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{
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case GameServerStats_Messages::StatInfo::STAT_TYPE_INT: return ESteamUserStatType::k_ESteamUserStatTypeINT;
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case GameServerStats_Messages::StatInfo::STAT_TYPE_FLOAT: return ESteamUserStatType::k_ESteamUserStatTypeFLOAT;
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case GameServerStats_Messages::StatInfo::STAT_TYPE_AVGRATE: return ESteamUserStatType::k_ESteamUserStatTypeAVGRATE;
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default: PRINT_DEBUG("[X] unhandled type %i", (int)stat_info->second.type); break;
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}
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return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
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}
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uint32 Steam_User_Stats::GetNumAchievements( CGameID nGameID )
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{
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PRINT_DEBUG("old %llu", nGameID.ToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return 0;
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}
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return GetNumAchievements();
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}
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const char *Steam_User_Stats::GetAchievementName( CGameID nGameID, uint32 iAchievement )
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{
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PRINT_DEBUG("old %llu [%u]", nGameID.ToUint64(), iAchievement);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return "";
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}
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return GetAchievementName(iAchievement);
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}
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uint32 Steam_User_Stats::GetNumGroupAchievements( CGameID nGameID )
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{
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PRINT_DEBUG("old %llu // TODO", nGameID.ToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return 0;
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}
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return 0;
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}
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const char *Steam_User_Stats::GetGroupAchievementName( CGameID nGameID, uint32 iAchievement )
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{
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PRINT_DEBUG("old %llu [%u] // TODO", nGameID.ToUint64(), iAchievement);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return "";
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}
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return "";
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}
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bool Steam_User_Stats::RequestCurrentStats( CGameID nGameID )
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{
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PRINT_DEBUG("old %llu", nGameID.ToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return RequestCurrentStats();
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}
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bool Steam_User_Stats::GetStat( CGameID nGameID, const char *pchName, int32 *pData )
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{
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PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (pData) *pData = 0;
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return GetStat(pchName, pData);
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}
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bool Steam_User_Stats::GetStat( CGameID nGameID, const char *pchName, float *pData )
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{
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PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (pData) *pData = 0;
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return GetStat(pchName, pData);
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}
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bool Steam_User_Stats::SetStat( CGameID nGameID, const char *pchName, int32 nData )
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{
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PRINT_DEBUG("old %llu '%s' %i", nGameID.ToUint64(), pchName, nData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return SetStat(pchName, nData);
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}
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bool Steam_User_Stats::SetStat( CGameID nGameID, const char *pchName, float fData )
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{
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PRINT_DEBUG("old %llu '%s' %f", nGameID.ToUint64(), pchName, fData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return SetStat(pchName, fData);
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}
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bool Steam_User_Stats::UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength )
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{
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PRINT_DEBUG("old %llu '%s' %f %f", nGameID.ToUint64(), pchName, flCountThisSession, dSessionLength);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return UpdateAvgRateStat(pchName, flCountThisSession, dSessionLength);
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}
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bool Steam_User_Stats::GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved )
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{
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PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pbAchieved);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (pbAchieved) *pbAchieved = false;
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return GetAchievement(pchName, pbAchieved);
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}
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bool Steam_User_Stats::GetGroupAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved )
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{
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PRINT_DEBUG("old %llu '%s' %p // TODO", nGameID.ToUint64(), pchName, pbAchieved);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (pbAchieved) *pbAchieved = false;
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return false;
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}
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bool Steam_User_Stats::SetAchievement( CGameID nGameID, const char *pchName )
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{
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PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID && settings->achievement_bypass) {
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return false;
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}
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return SetAchievement(pchName);
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}
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bool Steam_User_Stats::SetGroupAchievement( CGameID nGameID, const char *pchName )
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{
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PRINT_DEBUG("old %llu '%s' // TODO", nGameID.ToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return false;
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}
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bool Steam_User_Stats::StoreStats( CGameID nGameID )
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{
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PRINT_DEBUG("old %llu", nGameID.ToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return StoreStats();
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}
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bool Steam_User_Stats::ClearAchievement( CGameID nGameID, const char *pchName )
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{
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PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return ClearAchievement(pchName);
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}
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bool Steam_User_Stats::ClearGroupAchievement( CGameID nGameID, const char *pchName )
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{
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PRINT_DEBUG("old %llu '%s' // TODO", nGameID.ToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return 0;
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}
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return false;
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}
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int Steam_User_Stats::GetAchievementIcon( CGameID nGameID, const char *pchName )
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{
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PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return Settings::INVALID_IMAGE_HANDLE;
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}
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return GetAchievementIcon(pchName);
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}
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const char *Steam_User_Stats::GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey )
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{
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PRINT_DEBUG("old %llu '%s' ['%s']", nGameID.ToUint64(), pchName, pchKey);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return "";
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}
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return GetAchievementDisplayAttribute(pchName, pchKey);
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}
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bool Steam_User_Stats::IndicateAchievementProgress( CGameID nGameID, const char *pchName, uint32 nCurProgress, uint32 nMaxProgress )
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{
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PRINT_DEBUG("old %llu '%s' %u %u", nGameID.ToUint64(), pchName, nCurProgress, nMaxProgress);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->get_local_game_id() != nGameID) {
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return false;
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}
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return IndicateAchievementProgress(pchName, nCurProgress, nMaxProgress);
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}
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// --- steam callbacks
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void Steam_User_Stats::steam_run_callback()
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{
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send_updated_stats();
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load_achievements_icons();
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}
|
|
|
|
|
|
|
|
// --- networking callbacks
|
|
// only triggered when we have a message
|
|
|
|
// user connect/disconnect
|
|
void Steam_User_Stats::network_callback_low_level(Common_Message *msg)
|
|
{
|
|
CSteamID steamid((uint64)msg->source_id());
|
|
// this should never happen, but just in case
|
|
if (steamid == settings->get_local_steam_id()) return;
|
|
|
|
switch (msg->low_level().type())
|
|
{
|
|
case Low_Level::CONNECT:
|
|
// nothing
|
|
break;
|
|
|
|
case Low_Level::DISCONNECT: {
|
|
for (auto &board : cached_leaderboards) {
|
|
board.remove_entries(steamid);
|
|
}
|
|
|
|
// PRINT_DEBUG("removed user %llu", (uint64)steamid.ConvertToUint64());
|
|
}
|
|
break;
|
|
|
|
default:
|
|
PRINT_DEBUG("unknown type %i", (int)msg->low_level().type());
|
|
break;
|
|
}
|
|
}
|