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https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 03:05:35 +08:00
revert sharing progress with gameserver, pointless
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0e47a2bd73
@ -236,13 +236,7 @@ message GameServerStats_Messages {
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optional AvgStatInfo value_avg = 4; // only set when type != INT
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}
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message AchievementInfo {
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// progress is always sent from user to server, not the opposite
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message Progress {
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float progress = 1;
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float max_progress = 2;
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}
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bool achieved = 1;
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optional Progress progress = 2;
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}
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// --- requests & responses objects
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@ -1164,7 +1164,6 @@ bool Steam_User_Stats::IndicateAchievementProgress( const char *pchName, uint32
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if (achieved) return false;
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// save new progress
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bool value_updated = false;
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try {
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auto old_progress = user_achievements.value(actual_ach_name, nlohmann::json{}).value("progress", ~nCurProgress);
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if (old_progress != nCurProgress) {
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@ -1173,8 +1172,6 @@ bool Steam_User_Stats::IndicateAchievementProgress( const char *pchName, uint32
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save_achievements();
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value_updated = true;
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overlay->AddAchievementNotification(actual_ach_name, user_achievements[actual_ach_name], true);
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}
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} catch (...) {}
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@ -1197,19 +1194,6 @@ bool Steam_User_Stats::IndicateAchievementProgress( const char *pchName, uint32
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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// progress is always sent from user to server, not the opposite
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if (value_updated && !settings->disable_sharing_stats_with_gameserver) {
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auto &new_ach = (*pending_server_updates.mutable_user_achievements())[actual_ach_name];
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new_ach.set_achieved(false);
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auto progress_msg = new GameServerStats_Messages::AchievementInfo::Progress();
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progress_msg->set_progress((float)nCurProgress);
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progress_msg->set_max_progress((float)nMaxProgress);
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new_ach.set_allocated_progress(progress_msg);
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if (settings->immediate_gameserver_stats) send_updated_stats();
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}
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return true;
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}
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@ -2062,18 +2046,6 @@ void Steam_User_Stats::network_stats_initial(Common_Message *msg)
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bool achieved = false;
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GetAchievement(name.c_str(), &achieved);
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this_ach.set_achieved(achieved);
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// progress
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if (!achieved) {
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float progress = 0;
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float max_progress = 0;
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if (GetAchievementProgressLimits(name.c_str(), &progress, &max_progress) && max_progress > 0) {
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auto progress_msg = new GameServerStats_Messages_AchievementInfo_Progress();
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progress_msg->set_progress(progress);
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progress_msg->set_max_progress(max_progress);
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this_ach.set_allocated_progress(progress_msg);
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}
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}
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}
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auto initial_stats_msg = new GameServerStats_Messages::InitialAllStats();
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