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adding stats diff check for not spam the users
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@ -258,6 +258,9 @@ public:
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// when a stat that's tied to an achievement gets a new value, should the emu save that progress only if it's higher?
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// when a stat that's tied to an achievement gets a new value, should the emu save that progress only if it's higher?
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// the stat itself is always saved regardless of that flag, only affects the achievement progress
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// the stat itself is always saved regardless of that flag, only affects the achievement progress
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bool save_only_higher_stat_achievement_progress = true;
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bool save_only_higher_stat_achievement_progress = true;
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// Minimum value to indicate progress being made for the user.
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int stat_int_min_diff_progress = 1;
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float stat_float_min_diff_progress = 1f;
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// the emulator loads the achievements icons is memory mainly for `ISteamUserStats::GetAchievementIcon()`
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// the emulator loads the achievements icons is memory mainly for `ISteamUserStats::GetAchievementIcon()`
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// this defines how many icons to load each iteration when the periodic callback in `Steam_User_Stats` is triggered
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// this defines how many icons to load each iteration when the periodic callback in `Steam_User_Stats` is triggered
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// or when the app calls `SteamAPI_RunCallbacks()`
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// or when the app calls `SteamAPI_RunCallbacks()`
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@ -1448,6 +1448,23 @@ static void parse_stats_features(class Settings *settings_client, class Settings
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long val_server = ini.GetLongValue("main::stats", "paginated_achievements_icons", settings_server->paginated_achievements_icons);
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long val_server = ini.GetLongValue("main::stats", "paginated_achievements_icons", settings_server->paginated_achievements_icons);
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settings_server->paginated_achievements_icons = static_cast<int>(val_server);
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settings_server->paginated_achievements_icons = static_cast<int>(val_server);
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}
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}
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{
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long val_client_i = ini.GetLongValue("main::stats", "stat_int_min_diff_progress", settings_client->stat_int_min_diff_progress);
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settings_client->stat_int_min_diff_progress = static_cast<int>(val_client_i);
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long val_server_i = ini.GetLongValue("main::stats", "stat_int_min_diff_progress", settings_server->stat_int_min_diff_progress);
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settings_server->stat_int_min_diff_progress = static_cast<int>(val_server_i);
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}
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{
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double val_client_d = ini.GetDoubleValue("main::stats", "stat_float_min_diff_progress", settings_client->stat_float_min_diff_progress);
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settings_client->stat_float_min_diff_progress = static_cast<float>(val_client_d);
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double val_server_d = ini.GetDoubleValue("main::stats", "stat_float_min_diff_progress", settings_server->stat_float_min_diff_progress);
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settings_server->stat_float_min_diff_progress = static_cast<float>(val_server_d);
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}
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}
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}
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@ -128,7 +128,7 @@ Steam_User_Stats::InternalSetResult<int32> Steam_User_Stats::set_stat_internal(
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} catch(...){}
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} catch(...){}
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}
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}
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if (indicate_progress) {
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if (indicate_progress && (stats_data->second + settings->start_int_min_diff_progress) >= nData) {
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IndicateAchievementProgress(t.name.c_str(), nData, std::stoi(t.max_value));
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IndicateAchievementProgress(t.name.c_str(), nData, std::stoi(t.max_value));
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}
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}
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}
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}
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@ -202,7 +202,7 @@ Steam_User_Stats::InternalSetResult<std::pair<GameServerStats_Messages::StatInfo
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} catch(...){}
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} catch(...){}
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}
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}
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if (indicate_progress) {
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if (indicate_progress && (stats_data->second + settings->start_float_min_diff_progress) >= fData) {
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IndicateAchievementProgress(t.name.c_str(), (uint32)fData, (uint32)std::stof(t.max_value));
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IndicateAchievementProgress(t.name.c_str(), (uint32)fData, (uint32)std::stof(t.max_value));
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}
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}
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}
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}
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@ -70,6 +70,13 @@ save_only_higher_stat_achievement_progress=1
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# default=10
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# default=10
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paginated_achievements_icons=10
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paginated_achievements_icons=10
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# Minimum value to indicate progress being made for the user.
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# Usually good for achievement that use stat values and contains high number (ie: kill 200 cops)
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# default=1
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stat_int_min_diff_progress=1
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# default=1f
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stat_float_min_diff_progress=1f
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[main::connectivity]
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[main::connectivity]
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# 1=prevent hooking OS networking APIs and allow any external requests
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# 1=prevent hooking OS networking APIs and allow any external requests
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# only used by the experimental builds on **Windows**
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# only used by the experimental builds on **Windows**
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