gbe_fork/dll/steam_gameserverstats.cpp

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/* 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/>. */
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#include "dll/steam_gameserverstats.h"
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// TODO not sure what's the real value
#define PENDING_RequestUserStats_TIMEOUT 7.0
void Steam_GameServerStats::steam_gameserverstats_network_low_level(void *object, Common_Message *msg)
{
// PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_network_low_level\n");
auto inst = (Steam_GameServerStats *)object;
inst->network_callback_low_level(msg);
}
void Steam_GameServerStats::steam_gameserverstats_network_callback(void *object, Common_Message *msg)
{
// PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_network_callback\n");
auto inst = (Steam_GameServerStats *)object;
inst->network_callback(msg);
}
void Steam_GameServerStats::steam_gameserverstats_run_every_runcb(void *object)
{
// PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_run_every_runcb\n");
auto inst = (Steam_GameServerStats *)object;
inst->steam_run_callback();
}
Steam_GameServerStats::CachedStat* Steam_GameServerStats::find_stat(CSteamID steamIDUser, const std::string &key)
{
auto it_data = all_users_data.find(steamIDUser.ConvertToUint64());
if (all_users_data.end() == it_data) return {}; // no user
auto it_stat = std::find_if(
it_data->second.stats.begin(), it_data->second.stats.end(),
[&key](std::pair<const std::string, CachedStat> &item) {
const std::string &name = item.first;
return common_helpers::str_cmp_insensitive(key, name);
}
);
if (it_data->second.stats.end() == it_stat) return {}; // no stat
return &it_stat->second;
}
Steam_GameServerStats::CachedAchievement* Steam_GameServerStats::find_ach(CSteamID steamIDUser, const std::string &key)
{
auto it_data = all_users_data.find(steamIDUser.ConvertToUint64());
if (all_users_data.end() == it_data) return {}; // no user
auto it_ach = std::find_if(
it_data->second.achievements.begin(), it_data->second.achievements.end(),
[&key](std::pair<const std::string, CachedAchievement> &item) {
const std::string &name = item.first;
return common_helpers::str_cmp_insensitive(key, name);
}
);
if (it_data->second.achievements.end() == it_ach) return {}; // no user
return &it_ach->second;
}
Steam_GameServerStats::Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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{
this->settings = settings;
this->network = network;
this->callback_results = callback_results;
this->callbacks = callbacks;
this->run_every_runcb = run_every_runcb;
if (!settings->disable_sharing_stats_with_gameserver) {
this->network->setCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_callback, this);
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_low_level, this);
this->run_every_runcb->add(&Steam_GameServerStats::steam_gameserverstats_run_every_runcb, this);
}
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}
Steam_GameServerStats::~Steam_GameServerStats()
{
if (!settings->disable_sharing_stats_with_gameserver) {
this->network->rmCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_callback, this);
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_low_level, this);
this->run_every_runcb->remove(&Steam_GameServerStats::steam_gameserverstats_run_every_runcb, this);
}
}
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// downloads stats for the user
// returns a GSStatsReceived_t callback when completed
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats will only be auto-updated for clients playing on the server. For other
// users you'll need to call RequestUserStats() again to refresh any data
STEAM_CALL_RESULT( GSStatsReceived_t )
SteamAPICall_t Steam_GameServerStats::RequestUserStats( CSteamID steamIDUser )
{
PRINT_DEBUG("Steam_GameServerStats::RequestUserStats %llu\n", (uint64)steamIDUser.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) {
GSStatsReceived_t data_bad{};
data_bad.m_eResult = EResult::k_EResultFail;
data_bad.m_steamIDUser = steamIDUser;
return callback_results->addCallResult(data_bad.k_iCallback, &data_bad, sizeof(data_bad));
}
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struct RequestAllStats new_request{};
new_request.created = std::chrono::high_resolution_clock::now();
new_request.steamAPICall = callback_results->reserveCallResult();
new_request.steamIDUser = steamIDUser;
pending_RequestUserStats.push_back(new_request);
auto initial_stats_msg = new GameServerStats_Messages::InitialAllStats();
initial_stats_msg->set_steam_api_call(new_request.steamAPICall);
auto gameserverstats_messages = new GameServerStats_Messages();
gameserverstats_messages->set_type(GameServerStats_Messages::Request_AllUserStats);
gameserverstats_messages->set_allocated_initial_user_stats(initial_stats_msg);
Common_Message msg{};
// https://protobuf.dev/reference/cpp/cpp-generated/#string
// set_allocated_xxx() takes ownership of the allocated object, no need to delete
msg.set_allocated_gameserver_stats_messages(gameserverstats_messages);
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(new_request.steamIDUser.ConvertToUint64());
network->sendTo(&msg, true);
return new_request.steamAPICall;
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}
// requests stat information for a user, usable after a successful call to RequestUserStats()
bool Steam_GameServerStats::GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData )
{
PRINT_DEBUG("Steam_GameServerStats::GetUserStat <int32> %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto stat = find_stat(steamIDUser, pchName);
if (!stat) return false;
if (stat->stat.stat_type() != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
if (pData) *pData = stat->stat.value_int();
return true;
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}
bool Steam_GameServerStats::GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData )
{
PRINT_DEBUG("Steam_GameServerStats::GetUserStat <float> %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto stat = find_stat(steamIDUser, pchName);
if (!stat) return false;
if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
if (pData) *pData = stat->stat.value_float();
return true;
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}
bool Steam_GameServerStats::GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved )
{
PRINT_DEBUG("Steam_GameServerStats::GetUserAchievement %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pbAchieved);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto ach = find_ach(steamIDUser, pchName);
if (!ach) return false;
if (pbAchieved) *pbAchieved = ach->ach.achieved();
return true;
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}
// Set / update stats and achievements.
// Note: These updates will work only on stats game servers are allowed to edit and only for
// game servers that have been declared as officially controlled by the game creators.
// Set the IP range of your official servers on the Steamworks page
bool Steam_GameServerStats::SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData )
{
PRINT_DEBUG("Steam_GameServerStats::SetUserStat <int32> %llu '%s'=%i\n", (uint64)steamIDUser.ConvertToUint64(), pchName, nData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto stat = find_stat(steamIDUser, pchName);
if (!stat) return false;
if (stat->stat.stat_type() != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
if (stat->stat.value_int() == nData) return true; // don't waste time
stat->dirty = true;
stat->stat.set_value_int(nData);
return true;
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}
bool Steam_GameServerStats::SetUserStat( CSteamID steamIDUser, const char *pchName, float fData )
{
PRINT_DEBUG("Steam_GameServerStats::SetUserStat <float> %llu '%s'=%f\n", (uint64)steamIDUser.ConvertToUint64(), pchName, fData);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto stat = find_stat(steamIDUser, pchName);
if (!stat) return false;
if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
if (stat->stat.value_float() == fData) return true; // don't waste time
stat->dirty = true;
stat->stat.set_value_float(fData); // we set the float field in case it's float or avg
return true;
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}
bool Steam_GameServerStats::UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength )
{
PRINT_DEBUG("Steam_GameServerStats::UpdateUserAvgRateStat %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto stat = find_stat(steamIDUser, pchName);
if (!stat) return false;
if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
// don't waste time
if (stat->stat.has_value_avg() &&
stat->stat.value_avg().count_this_session() == flCountThisSession &&
stat->stat.value_avg().session_length() == dSessionLength) {
return true;
}
stat->dirty = true;
// https://protobuf.dev/reference/cpp/cpp-generated/#string
// set_allocated_xxx() takes ownership of the allocated object, no need to delete
auto avg_info = new GameServerStats_Messages::StatInfo::AvgStatInfo();
avg_info->set_count_this_session(flCountThisSession);
avg_info->set_session_length(dSessionLength);
stat->stat.set_allocated_value_avg(avg_info);
return true;
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}
bool Steam_GameServerStats::SetUserAchievement( CSteamID steamIDUser, const char *pchName )
{
PRINT_DEBUG("Steam_GameServerStats::SetUserAchievement %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto ach = find_ach(steamIDUser, pchName);
if (!ach) return false;
if (ach->ach.achieved() == true) return true; // don't waste time
ach->dirty = true;
ach->ach.set_achieved(true);
return true;
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}
bool Steam_GameServerStats::ClearUserAchievement( CSteamID steamIDUser, const char *pchName )
{
PRINT_DEBUG("Steam_GameServerStats::ClearUserAchievement %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) return false;
if (!pchName) return false;
auto ach = find_ach(steamIDUser, pchName);
if (!ach) return false;
if (ach->ach.achieved() == false) return true; // don't waste time
ach->dirty = true;
ach->ach.set_achieved(false);
return true;
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}
// Store the current data on the server, will get a GSStatsStored_t callback when set.
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
STEAM_CALL_RESULT( GSStatsStored_t )
SteamAPICall_t Steam_GameServerStats::StoreUserStats( CSteamID steamIDUser )
{
// it's not necessary to send all data here
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PRINT_DEBUG("Steam_GameServerStats::StoreUserStats\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
if (settings->disable_sharing_stats_with_gameserver) {
GSStatsStored_t data_bad{};
data_bad.m_eResult = EResult::k_EResultFail;
data_bad.m_steamIDUser = steamIDUser;
return callback_results->addCallResult(data_bad.k_iCallback, &data_bad, sizeof(data_bad));
}
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GSStatsStored_t data{};
if (all_users_data.count(steamIDUser.ConvertToUint64())) {
data.m_eResult = EResult::k_EResultOK;
} else {
data.m_eResult = EResult::k_EResultFail;
}
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data.m_steamIDUser = steamIDUser;
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.01);
}
// --- steam callbacks
void Steam_GameServerStats::remove_timedout_userstats_requests()
{
if (pending_RequestUserStats.empty()) return;
// send all pending RequestUserStats() requests
for (auto &pendReq : pending_RequestUserStats) {
if (check_timedout(pendReq.created, PENDING_RequestUserStats_TIMEOUT)) {
pendReq.timeout = true;
GSStatsReceived_t data{};
data.m_eResult = k_EResultTimeout;
data.m_steamIDUser = pendReq.steamIDUser;
callback_results->addCallResult(pendReq.steamAPICall, data.k_iCallback, &data, sizeof(data));
PRINT_DEBUG(
"Steam_GameServerStats::steam_run_callback RequestUserStats timeout, %llu\n",
pendReq.steamIDUser.ConvertToUint64()
);
}
}
// remove all timedout requests
auto itrm = std::remove_if(
pending_RequestUserStats.begin(), pending_RequestUserStats.end(),
[](const struct RequestAllStats &item) { return item.timeout; }
);
pending_RequestUserStats.erase(itrm, pending_RequestUserStats.end());
}
void Steam_GameServerStats::collect_and_send_updated_user_stats()
{
std::map<uint64, UserData> updated_users_data{}; // new data to send
// collect new data
for (auto &this_user : all_users_data) { // foreach user
uint64 user_steamid = this_user.first;
// collect changed stats
for (auto &user_stat : this_user.second.stats) {
if (user_stat.second.dirty) {
user_stat.second.dirty = false;
updated_users_data[user_steamid].stats[user_stat.first] = user_stat.second;
// clear this to avoid sending it to the user next time
if (user_stat.second.stat.has_value_avg()) user_stat.second.stat.clear_value_avg();
}
}
// collect changed achievements
for (auto &user_ach : this_user.second.achievements) {
if (user_ach.second.dirty) {
user_ach.second.dirty = false;
updated_users_data[user_steamid].achievements[user_ach.first] = user_ach.second;
}
}
}
// send new user stats
for (auto &user_new_data : updated_users_data) { // foreach user
uint64 user_steamid = user_new_data.first;
const auto &new_data = user_new_data.second;
auto updated_stats_msg = new GameServerStats_Messages::AllStats();
// copy new stats
auto &updated_stats_map = *updated_stats_msg->mutable_user_stats();
for (auto &new_stat : new_data.stats) {
updated_stats_map[new_stat.first] = new_stat.second.stat;
}
// copy new achievements
auto &updated_achs_map = *updated_stats_msg->mutable_user_achievements();
for (auto &new_ach : new_data.achievements) {
updated_achs_map[new_ach.first] = new_ach.second.ach;
}
auto gameserverstats_msg = new GameServerStats_Messages();
gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStatsFromServer);
gameserverstats_msg->set_allocated_update_user_stats(updated_stats_msg);
Common_Message msg{};
// https://protobuf.dev/reference/cpp/cpp-generated/#string
// set_allocated_xxx() takes ownership of the allocated object, no need to delete
msg.set_allocated_gameserver_stats_messages(gameserverstats_msg);
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(user_steamid);
network->sendTo(&msg, true);
PRINT_DEBUG(
"Steam_GameServerStats::collect_and_send_updated_user_stats server sent updated stats %llu: %zu stats, %zu achievements\n",
user_steamid, updated_stats_msg->user_stats().size(), updated_stats_msg->user_achievements().size()
);
}
}
void Steam_GameServerStats::steam_run_callback()
{
remove_timedout_userstats_requests();
collect_and_send_updated_user_stats();
}
// --- networking callbacks
void Steam_GameServerStats::network_callback_initial_stats(Common_Message *msg)
{
uint64 user_steamid = msg->source_id();
PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats player sent all their stats %llu\n", user_steamid);
if (!msg->gameserver_stats_messages().has_initial_user_stats() ||
!msg->gameserver_stats_messages().initial_user_stats().has_all_data()) {
PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats error empty msg\n");
return;
}
const auto &new_data = msg->gameserver_stats_messages().initial_user_stats();
// find this pending request
auto it = std::find_if(
pending_RequestUserStats.begin(), pending_RequestUserStats.end(),
[=](const RequestAllStats &item) {
return item.steamAPICall == new_data.steam_api_call() &&
item.steamIDUser == user_steamid;
}
);
if (pending_RequestUserStats.end() == it) { // timeout and already removed
PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats error got all player stats but pending request timedout and removed\n");
return;
}
// remove this pending request
pending_RequestUserStats.erase(it);
// copy new stats
auto &current_stats = all_users_data[user_steamid].stats;
current_stats.clear();
for (const auto &new_stat : new_data.all_data().user_stats()) {
current_stats[new_stat.first].stat = new_stat.second;
}
// copy new achievements
auto &current_achievements = all_users_data[user_steamid].achievements;
current_achievements.clear();
for (const auto &new_ach : new_data.all_data().user_achievements()) {
current_achievements[new_ach.first].ach = new_ach.second;
}
GSStatsReceived_t data{};
data.m_eResult = EResult::k_EResultOK;
data.m_steamIDUser = user_steamid;
callback_results->addCallResult(it->steamAPICall, data.k_iCallback, &data, sizeof(data));
PRINT_DEBUG(
"Steam_GameServerStats::network_callback_initial_stats server got all player stats %llu: %zu stats, %zu achievements\n",
user_steamid, all_users_data[user_steamid].stats.size(), all_users_data[user_steamid].achievements.size()
);
}
void Steam_GameServerStats::network_callback_updated_stats(Common_Message *msg)
{
uint64 user_steamid = msg->source_id();
PRINT_DEBUG("Steam_GameServerStats::network_callback_updated_stats player sent updated stats %llu\n", user_steamid);
if (!msg->gameserver_stats_messages().has_update_user_stats()) {
PRINT_DEBUG("Steam_GameServerStats::network_callback_updated_stats error empty msg\n");
return;
}
auto &current_user_data = all_users_data[user_steamid];
auto &new_user_data =msg->gameserver_stats_messages().update_user_stats();
// update stats
for (auto &new_stat : new_user_data.user_stats()) {
auto &current_stat = current_user_data.stats[new_stat.first];
current_stat.dirty = false;
current_stat.stat = new_stat.second;
}
// update achievements
for (auto &new_ach : new_user_data.user_achievements()) {
auto &current_ach = current_user_data.achievements[new_ach.first];
current_ach.dirty = false;
current_ach.ach = new_ach.second;
}
PRINT_DEBUG(
"Steam_GameServerStats::network_callback got updated user stats %llu: %zu stats, %zu achievements\n",
user_steamid, new_user_data.user_stats().size(), new_user_data.user_achievements().size()
);
}
// only triggered when we have a message
void Steam_GameServerStats::network_callback(Common_Message *msg)
{
switch (msg->gameserver_stats_messages().type())
{
// user sent all their stats
case GameServerStats_Messages::Response_AllUserStats:
network_callback_initial_stats(msg);
break;
// user has updated/new stats
case GameServerStats_Messages::UpdateUserStatsFromUser:
network_callback_updated_stats(msg);
break;
default:
PRINT_DEBUG("Steam_GameServerStats::network_callback unhandled type %i\n", (int)msg->gameserver_stats_messages().type());
break;
}
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}
// user connect/disconnect
void Steam_GameServerStats::network_callback_low_level(Common_Message *msg)
{
uint64 steamid = msg->source_id();
// this should never happen, but just in case
if (steamid == settings->get_local_steam_id().ConvertToUint64()) return;
switch (msg->low_level().type())
{
case Low_Level::CONNECT:
// nothing
break;
case Low_Level::DISCONNECT: {
all_users_data.erase(steamid);
auto it_rm = std::remove_if(
pending_RequestUserStats.begin(), pending_RequestUserStats.end(),
[=](const RequestAllStats &item) { return item.steamIDUser.ConvertToUint64() == steamid; }
);
while (pending_RequestUserStats.end() != it_rm) {
GSStatsReceived_t data{};
data.m_eResult = k_EResultTimeout;
data.m_steamIDUser = it_rm->steamIDUser;
callback_results->addCallResult(it_rm->steamAPICall, data.k_iCallback, &data, sizeof(data));
PRINT_DEBUG(
"Steam_GameServerStats::network_callback_low_level RequestUserStats timeout, %llu\n",
it_rm->steamIDUser.ConvertToUint64()
);
it_rm = pending_RequestUserStats.erase(it_rm);
}
// PRINT_DEBUG("Steam_GameServerStats::network_callback_low_level removed user %llu\n", steamid);
}
break;
default:
PRINT_DEBUG("Steam_GameServerStats::network_callback_low_level unknown type %i\n", (int)msg->low_level().type());
break;
}
}