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https://github.com/Detanup01/gbe_fork.git
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* for gameserver_stats & user_stats: distinguish between stats update requests from server and client, avoiding a scenario where a client would overwrite another client's stats
* fixed linux compilation error
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@ -258,7 +258,8 @@ message GameServerStats_Messages {
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Request_AllUserStats = 0;
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Request_AllUserStats = 0;
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Response_AllUserStats = 1;
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Response_AllUserStats = 1;
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UpdateUserStats = 2; // sent by both sides
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UpdateUserStatsFromServer = 2; // sent by Steam_GameServerStats
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UpdateUserStatsFromUser = 3; // sent by Steam_User_Stats
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}
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}
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Types type = 1;
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Types type = 1;
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@ -392,7 +392,7 @@ void Steam_GameServerStats::collect_and_send_updated_user_stats()
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}
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}
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auto gameserverstats_msg = new GameServerStats_Messages();
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auto gameserverstats_msg = new GameServerStats_Messages();
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gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStats);
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gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStatsFromServer);
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gameserverstats_msg->set_allocated_update_user_stats(updated_stats_msg);
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gameserverstats_msg->set_allocated_update_user_stats(updated_stats_msg);
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Common_Message msg{};
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Common_Message msg{};
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@ -521,7 +521,7 @@ void Steam_GameServerStats::network_callback(Common_Message *msg)
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break;
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break;
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// user has updated/new stats
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// user has updated/new stats
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case GameServerStats_Messages::UpdateUserStats:
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case GameServerStats_Messages::UpdateUserStatsFromUser:
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network_callback_updated_stats(msg);
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network_callback_updated_stats(msg);
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break;
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break;
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@ -1641,7 +1641,7 @@ void Steam_User_Stats::send_updated_stats()
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pending_server_updates.clear_user_achievements();
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pending_server_updates.clear_user_achievements();
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auto gameserverstats_msg = new GameServerStats_Messages();
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auto gameserverstats_msg = new GameServerStats_Messages();
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gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStats);
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gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStatsFromUser);
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gameserverstats_msg->set_allocated_update_user_stats(new_updates_msg);
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gameserverstats_msg->set_allocated_update_user_stats(new_updates_msg);
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Common_Message msg{};
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Common_Message msg{};
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@ -1750,8 +1750,6 @@ void Steam_User_Stats::network_stats_updated(Common_Message *msg)
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return;
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return;
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}
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}
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uint64 server_steamid = msg->source_id();
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auto &new_user_data = msg->gameserver_stats_messages().update_user_stats();
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auto &new_user_data = msg->gameserver_stats_messages().update_user_stats();
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// update our stats
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// update our stats
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@ -1810,7 +1808,7 @@ void Steam_User_Stats::network_callback_stats(Common_Message *msg)
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break;
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break;
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// server has updated/new stats
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// server has updated/new stats
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case GameServerStats_Messages::UpdateUserStats:
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case GameServerStats_Messages::UpdateUserStatsFromServer:
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network_stats_updated(msg);
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network_stats_updated(msg);
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break;
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break;
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@ -1829,7 +1827,7 @@ void Steam_User_Stats::network_leaderboard_update_score(Common_Message *msg, Ste
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return;
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return;
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}
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}
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CSteamID sender_steamid(msg->source_id());
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CSteamID sender_steamid((uint64)msg->source_id());
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PRINT_DEBUG(
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PRINT_DEBUG(
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"Steam_User_Stats::network_leaderboard_update_score got score for user %llu on leaderboard '%s' (send our score back=%i)\n",
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"Steam_User_Stats::network_leaderboard_update_score got score for user %llu on leaderboard '%s' (send our score back=%i)\n",
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(uint64)msg->source_id(), board.name.c_str(), (int)send_score_back
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(uint64)msg->source_id(), board.name.c_str(), (int)send_score_back
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@ -1852,7 +1850,7 @@ void Steam_User_Stats::network_leaderboard_update_score(Common_Message *msg, Ste
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// someone is requesting our score on a leaderboard
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// someone is requesting our score on a leaderboard
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void Steam_User_Stats::network_leaderboard_send_my_score(Common_Message *msg, const Steam_Leaderboard &board)
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void Steam_User_Stats::network_leaderboard_send_my_score(Common_Message *msg, const Steam_Leaderboard &board)
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{
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{
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CSteamID sender_steamid(msg->source_id());
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CSteamID sender_steamid((uint64)msg->source_id());
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PRINT_DEBUG(
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PRINT_DEBUG(
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"Steam_User_Stats::network_leaderboard_send_my_score user %llu requested our score for leaderboard '%s'\n",
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"Steam_User_Stats::network_leaderboard_send_my_score user %llu requested our score for leaderboard '%s'\n",
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(uint64)msg->source_id(), board.name.c_str()
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(uint64)msg->source_id(), board.name.c_str()
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@ -1872,6 +1870,7 @@ void Steam_User_Stats::network_callback_leaderboards(Common_Message *msg)
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}
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}
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const auto &board_info_msg = msg->leaderboards_messages().leaderboard_info();
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const auto &board_info_msg = msg->leaderboards_messages().leaderboard_info();
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PRINT_DEBUG("Steam_User_Stats::network_callback_leaderboards attempting to cache leaderboard '%s'\n", board_info_msg.board_name().c_str());
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PRINT_DEBUG("Steam_User_Stats::network_callback_leaderboards attempting to cache leaderboard '%s'\n", board_info_msg.board_name().c_str());
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unsigned int board_handle = cache_leaderboard_ifneeded(
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unsigned int board_handle = cache_leaderboard_ifneeded(
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board_info_msg.board_name(),
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board_info_msg.board_name(),
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@ -1906,11 +1905,10 @@ void Steam_User_Stats::network_callback_leaderboards(Common_Message *msg)
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// user connect/disconnect
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// user connect/disconnect
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void Steam_User_Stats::network_callback_low_level(Common_Message *msg)
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void Steam_User_Stats::network_callback_low_level(Common_Message *msg)
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{
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{
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CSteamID steamid(msg->source_id());
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CSteamID steamid((uint64)msg->source_id());
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// this should never happen, but just in case
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// this should never happen, but just in case
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if (steamid == settings->get_local_steam_id()) return;
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if (steamid == settings->get_local_steam_id()) return;
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switch (msg->low_level().type())
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switch (msg->low_level().type())
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{
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{
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case Low_Level::CONNECT:
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case Low_Level::CONNECT:
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