gbe_fork/dll/steam_user_stats.cpp
2024-12-07 01:01:53 +02:00

477 lines
17 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/>. */
#include "dll/steam_user_stats.h"
#include <random>
void Steam_User_Stats::steam_user_stats_network_low_level(void *object, Common_Message *msg)
{
// PRINT_DEBUG_ENTRY();
auto inst = (Steam_User_Stats *)object;
inst->network_callback_low_level(msg);
}
void Steam_User_Stats::steam_user_stats_run_every_runcb(void *object)
{
// PRINT_DEBUG_ENTRY();
auto inst = (Steam_User_Stats *)object;
inst->steam_run_callback();
}
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):
settings(settings),
network(network),
local_storage(local_storage),
callback_results(callback_results),
callbacks(callbacks),
defined_achievements(nlohmann::json::object()),
user_achievements(nlohmann::json::object()),
run_every_runcb(run_every_runcb),
overlay(overlay)
{
load_achievements_db(); // steam_settings/achievements.json
load_achievements(); // %appdata%/<emu saves folder>/<app id>/achievements.json
// discard achievements without a "name"
auto x = defined_achievements.begin();
while (x != defined_achievements.end()) {
if (!x->contains("name")) {
x = defined_achievements.erase(x);
} else {
++x;
}
}
for (auto & it : defined_achievements) {
try {
std::string name = static_cast<std::string const&>(it["name"]);
sorted_achievement_names.push_back(name);
achievement_trigger trig{};
try {
trig.name = name;
trig.value_operation = static_cast<std::string const&>(it["progress"]["value"]["operation"]);
std::string stat_name = common_helpers::ascii_to_lowercase(static_cast<std::string const&>(it["progress"]["value"]["operand1"]));
trig.min_value = static_cast<std::string const&>(it["progress"]["min_val"]);
trig.max_value = static_cast<std::string const&>(it["progress"]["max_val"]);
achievement_stat_trigger[stat_name].push_back(trig);
} catch(...) {}
// default initial values, will only be added if they don't exist already
auto &user_ach = user_achievements[name]; // this will create a new json entry if the key didn't exist already
user_ach.emplace("earned", false);
user_ach.emplace("earned_time", static_cast<uint32>(0));
// they will throw an exception for achievements with no progress
try {
uint32 progress_min = std::stoul(trig.min_value);
uint32 progress_max = std::stoul(trig.max_value);
// if the above lines didn't throw exception then add the values
user_ach.emplace("progress", progress_min);
user_ach.emplace("max_progress", progress_max);
} catch(...) {}
} catch(...) {}
try {
it["hidden"] = std::to_string(it["hidden"].get<int>());
} catch(...) {}
it["displayName"] = get_value_for_language(it, "displayName", settings->get_language());
it["description"] = get_value_for_language(it, "description", settings->get_language());
it["icon_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
it["icon_gray_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
}
//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.
//need to find a game with achievements of different case names to confirm
std::sort(sorted_achievement_names.begin(), sorted_achievement_names.end(), [](const std::string lhs, const std::string rhs){
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);});
return result.second != rhs.cend() && (result.first == lhs.cend() || std::tolower(*result.first) < std::tolower(*result.second));}
);
if (!settings->disable_sharing_stats_with_gameserver) {
this->network->setCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
}
if (settings->share_leaderboards_over_network) {
this->network->setCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
}
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
this->run_every_runcb->add(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
}
Steam_User_Stats::~Steam_User_Stats()
{
if (!settings->disable_sharing_stats_with_gameserver) {
this->network->rmCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
}
if (settings->share_leaderboards_over_network) {
this->network->rmCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
}
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
this->run_every_runcb->remove(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
}
// 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 Steam_User_Stats::GetNumberOfCurrentPlayers()
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
std::random_device rd{};
std::mt19937 gen(rd());
std::uniform_int_distribution<int32> distrib(117, 1017);
NumberOfCurrentPlayers_t data{};
data.m_bSuccess = 1;
data.m_cPlayers = distrib(gen);
auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
return ret;
}
// --- old interface version
uint32 Steam_User_Stats::GetNumStats( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return (uint32)settings->getStats().size();
}
const char *Steam_User_Stats::GetStatName( CGameID nGameID, uint32 iStat )
{
PRINT_DEBUG("old %llu [%u]", nGameID.ToUint64(), iStat);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto &stats = settings->getStats();
if (settings->get_local_game_id() != nGameID || iStat >= stats.size()) {
return "";
}
return std::next(stats.begin(), iStat)->first.c_str();
}
ESteamUserStatType Steam_User_Stats::GetStatType( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID || !pchName) {
return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
}
std::string stat_name(common_helpers::to_lower(pchName));
const auto &stats = settings->getStats();
auto stat_info = stats.find(stat_name);
if (stats.end() == stat_info) {
return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
}
switch (stat_info->second.type)
{
case GameServerStats_Messages::StatInfo::STAT_TYPE_INT: return ESteamUserStatType::k_ESteamUserStatTypeINT;
case GameServerStats_Messages::StatInfo::STAT_TYPE_FLOAT: return ESteamUserStatType::k_ESteamUserStatTypeFLOAT;
case GameServerStats_Messages::StatInfo::STAT_TYPE_AVGRATE: return ESteamUserStatType::k_ESteamUserStatTypeAVGRATE;
default: PRINT_DEBUG("[X] unhandled type %i", (int)stat_info->second.type); break;
}
return ESteamUserStatType::k_ESteamUserStatTypeINVALID;
}
uint32 Steam_User_Stats::GetNumAchievements( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return GetNumAchievements();
}
const char *Steam_User_Stats::GetAchievementName( CGameID nGameID, uint32 iAchievement )
{
PRINT_DEBUG("old %llu [%u]", nGameID.ToUint64(), iAchievement);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return "";
}
return GetAchievementName(iAchievement);
}
uint32 Steam_User_Stats::GetNumGroupAchievements( CGameID nGameID )
{
PRINT_DEBUG("old %llu // TODO", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return 0;
}
const char *Steam_User_Stats::GetGroupAchievementName( CGameID nGameID, uint32 iAchievement )
{
PRINT_DEBUG("old %llu [%u] // TODO", nGameID.ToUint64(), iAchievement);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return "";
}
return "";
}
bool Steam_User_Stats::RequestCurrentStats( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return RequestCurrentStats();
}
bool Steam_User_Stats::GetStat( CGameID nGameID, const char *pchName, int32 *pData )
{
PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pData) *pData = 0;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return GetStat(pchName, pData);
}
bool Steam_User_Stats::GetStat( CGameID nGameID, const char *pchName, float *pData )
{
PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pData) *pData = 0;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return GetStat(pchName, pData);
}
bool Steam_User_Stats::SetStat( CGameID nGameID, const char *pchName, int32 nData )
{
PRINT_DEBUG("old %llu '%s' %i", nGameID.ToUint64(), pchName, nData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return SetStat(pchName, nData);
}
bool Steam_User_Stats::SetStat( CGameID nGameID, const char *pchName, float fData )
{
PRINT_DEBUG("old %llu '%s' %f", nGameID.ToUint64(), pchName, fData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return SetStat(pchName, fData);
}
bool Steam_User_Stats::UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength )
{
PRINT_DEBUG("old %llu '%s' %f %f", nGameID.ToUint64(), pchName, flCountThisSession, dSessionLength);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return UpdateAvgRateStat(pchName, flCountThisSession, dSessionLength);
}
bool Steam_User_Stats::GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved )
{
PRINT_DEBUG("old %llu '%s' %p", nGameID.ToUint64(), pchName, pbAchieved);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pbAchieved) *pbAchieved = false;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return GetAchievement(pchName, pbAchieved);
}
bool Steam_User_Stats::GetGroupAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved )
{
PRINT_DEBUG("old %llu '%s' %p // TODO", nGameID.ToUint64(), pchName, pbAchieved);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (pbAchieved) *pbAchieved = false;
if (settings->get_local_game_id() != nGameID) {
return false;
}
return false;
}
bool Steam_User_Stats::SetAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID && settings->achievement_bypass) {
return false;
}
return SetAchievement(pchName);
}
bool Steam_User_Stats::SetGroupAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s' // TODO", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return false;
}
bool Steam_User_Stats::StoreStats( CGameID nGameID )
{
PRINT_DEBUG("old %llu", nGameID.ToUint64());
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return StoreStats();
}
bool Steam_User_Stats::ClearAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return ClearAchievement(pchName);
}
bool Steam_User_Stats::ClearGroupAchievement( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s' // TODO", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return 0;
}
return false;
}
int Steam_User_Stats::GetAchievementIcon( CGameID nGameID, const char *pchName )
{
PRINT_DEBUG("old %llu '%s'", nGameID.ToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return Settings::INVALID_IMAGE_HANDLE;
}
return GetAchievementIcon(pchName);
}
const char *Steam_User_Stats::GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey )
{
PRINT_DEBUG("old %llu '%s' ['%s']", nGameID.ToUint64(), pchName, pchKey);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return "";
}
return GetAchievementDisplayAttribute(pchName, pchKey);
}
bool Steam_User_Stats::IndicateAchievementProgress( CGameID nGameID, const char *pchName, uint32 nCurProgress, uint32 nMaxProgress )
{
PRINT_DEBUG("old %llu '%s' %u %u", nGameID.ToUint64(), pchName, nCurProgress, nMaxProgress);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->get_local_game_id() != nGameID) {
return false;
}
return IndicateAchievementProgress(pchName, nCurProgress, nMaxProgress);
}
// --- steam callbacks
void Steam_User_Stats::steam_run_callback()
{
send_updated_stats();
load_achievements_icons();
}
// --- 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;
}
}