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https://github.com/Detanup01/gbe_fork.git
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share leaderboards scores with connected players, adjust players ranks locally, and sort entries as needed by the game
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@ -4,19 +4,23 @@
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- the above command introduced the ability to run without root
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- if the script was ran without root, and `-packages_skip` wasn't specified,
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the script will attempt to detect and use the built-in tool `sudo` if it was available
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* share leaderboards scores with connected players, adjust players ranks locally, and sort entries as needed by the game, suggested by **[M4RCK5]**
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* implemented the missing interface `ISteamGameServerStats`, allowing game servers to exchange user stats & achievements with players
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* for windows: updated stub drm patterns and added a workaround for older variants,
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this increases the compatibility, but makes it easier to be detected
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* new stub dll `GameOverlayRenderer` for the experiemntal steamclient setup,
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* new stub/mock dll `GameOverlayRenderer` for the experiemntal steamclient setup,
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some apps verify the existence of this dll, either on disk, or inside their memory space.
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**not recommended** to ignore it
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* separate the config file `disable_leaderboards_create_unknown.txt`, previously it was tied to `leaderboards.txt`,
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by default the emu will create any unknown leaderboards, you can disable this behavior with this file
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by default the emu will create any unknown leaderboards, you can disable this behavior with this file
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**not recommended** to disable this behavior
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* added missing example file `disable_lobby_creation.txt` in `steam_settings` folder + updated release `README`
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* set the minimum game server latency/ping to 2ms
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* added new function `rmCallbacks()` for the networking, to be able to cleanup callbacks on object destruction
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* for windows build script: prevent permissive language extensions via the compiler flag `/permissive-`
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* missing `delete` for ugc_bridge + reset pointers on client objects destruction
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* allow overlay invitations to obscure game input to be able to accept/reject the request
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* fixed a problem in the overlay where players connected on the same network might be missed during startup, resulting in an empty friend list
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---
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@ -63,6 +63,7 @@ enum Callback_Ids {
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CALLBACK_ID_STEAM_MESSAGES,
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CALLBACK_ID_NETWORKING_MESSAGES,
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CALLBACK_ID_GAMESERVER_STATS,
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CALLBACK_ID_LEADERBOARDS_STATS,
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CALLBACK_IDS_MAX
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};
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@ -22,17 +22,26 @@
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#include "base.h"
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#include "overlay/steam_overlay.h"
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struct Steam_Leaderboard_Score {
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CSteamID steam_id;
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int32 score;
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std::vector<int32> score_details;
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struct Steam_Leaderboard_Entry {
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CSteamID steam_id{};
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int32 score{};
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std::vector<int32> score_details{};
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};
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struct Steam_Leaderboard {
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std::string name;
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ELeaderboardSortMethod sort_method;
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ELeaderboardDisplayType display_type;
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Steam_Leaderboard_Score self_score;
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std::string name{};
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ELeaderboardSortMethod sort_method = k_ELeaderboardSortMethodNone;
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ELeaderboardDisplayType display_type = k_ELeaderboardDisplayTypeNone;
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std::vector<Steam_Leaderboard_Entry> entries{};
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Steam_Leaderboard_Entry* find_recent_entry(const CSteamID &steamid) const;
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void remove_entries(const CSteamID &steamid);
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// remove entries with the same steamid, keeping only most recent one
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void remove_duplicate_entries();
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void sort_entries();
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};
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struct achievement_trigger {
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@ -90,7 +99,7 @@ private:
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class RunEveryRunCB *run_every_runcb{};
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class Steam_Overlay* overlay{};
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std::vector<struct Steam_Leaderboard> leaderboards{};
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std::vector<struct Steam_Leaderboard> cached_leaderboards{};
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nlohmann::json defined_achievements{};
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nlohmann::json user_achievements{};
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@ -103,23 +112,24 @@ private:
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GameServerStats_Messages::AllStats pending_server_updates{};
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// returns a value 1 -> leaderboards.size(), inclusize
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unsigned int find_leaderboard(std::string name);
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nlohmann::detail::iter_impl<nlohmann::json> defined_achievements_find(const std::string &key);
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void load_achievements_db();
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void load_achievements();
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void save_achievements();
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void save_leaderboard_score(Steam_Leaderboard *leaderboard);
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std::vector<Steam_Leaderboard_Score> load_leaderboard_scores(std::string name);
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nlohmann::detail::iter_impl<nlohmann::json> defined_achievements_find(const std::string &key);
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std::string get_value_for_language(nlohmann::json &json, std::string key, std::string language);
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std::vector<Steam_Leaderboard_Entry> load_leaderboard_entries(const std::string &name);
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void save_my_leaderboard_entry(const Steam_Leaderboard &leaderboard);
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Steam_Leaderboard_Entry* update_leaderboard_entry(Steam_Leaderboard &leaderboard, const Steam_Leaderboard_Entry &entry, bool overwrite = true);
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// returns a value 1 -> leaderboards.size(), inclusive
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unsigned int find_cached_leaderboard(const std::string &name);
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unsigned int cache_leaderboard_ifneeded(const std::string &name, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType);
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// null steamid means broadcast to all
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void send_my_leaderboard_score(const Steam_Leaderboard &board, const CSteamID *steamid = nullptr, bool want_scores_back = false);
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void request_user_leaderboard_entry(const Steam_Leaderboard &board, const CSteamID &steamid);
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// change stats/achievements without sending back to server
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InternalSetResult<int32> set_stat_internal( const char *pchName, int32 nData );
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InternalSetResult<std::pair<GameServerStats_Messages::StatInfo::Stat_Type, float>> set_stat_internal( const char *pchName, float fData );
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@ -127,16 +137,25 @@ private:
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InternalSetResult<bool> set_achievement_internal( const char *pchName );
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InternalSetResult<bool> clear_achievement_internal( const char *pchName );
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void send_updated_stats();
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void steam_run_callback();
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// requests from server
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void network_callback_initial_stats(Common_Message *msg);
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void network_callback_updated_stats(Common_Message *msg);
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void network_callback(Common_Message *msg);
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void network_stats_initial(Common_Message *msg);
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void network_stats_updated(Common_Message *msg);
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void network_callback_stats(Common_Message *msg);
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static void steam_user_stats_network_callback(void *object, Common_Message *msg);
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// requests from other users to share leaderboards
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void network_leaderboard_update_score(Common_Message *msg, Steam_Leaderboard &board, bool send_score_back);
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void network_leaderboard_send_my_score(Common_Message *msg, const Steam_Leaderboard &board);
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void network_callback_leaderboards(Common_Message *msg);
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// user connect/disconnect
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void network_callback_low_level(Common_Message *msg);
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static void steam_user_stats_network_low_level(void *object, Common_Message *msg);
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static void steam_user_stats_network_stats(void *object, Common_Message *msg);
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static void steam_user_stats_network_leaderboards(void *object, Common_Message *msg);
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static void steam_user_stats_run_every_runcb(void *object);
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public:
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@ -268,6 +268,30 @@ message GameServerStats_Messages {
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}
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}
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message Leaderboards_Messages {
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message LeaderboardInfo {
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string board_name = 1;
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int32 sort_method = 2;
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int32 display_type = 3;
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}
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message UserScoreEntry {
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int32 score = 1;
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repeated int32 score_details = 2;
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}
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enum Types {
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UpdateUserScore = 0; // notify others on the network that our score was updated
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UpdateUserScoreMutual = 1; // notify others on the network that our score was updated, and request theirs
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RequestUserScore = 2; // request score data from a single user
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}
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Types type = 1;
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LeaderboardInfo leaderboard_info = 2;
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oneof data_messages {
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UserScoreEntry user_score_entry = 3;
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}
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}
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message Common_Message {
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uint64 source_id = 1; // SteamID64 of the sender
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uint64 dest_id = 2; // SteamID64 of the target receiver
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@ -286,6 +310,7 @@ message Common_Message {
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Steam_Messages steam_messages = 14;
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Networking_Messages networking_messages = 15;
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GameServerStats_Messages gameserver_stats_messages = 16;
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Leaderboards_Messages leaderboards_messages = 17;
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}
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uint32 source_ip = 128;
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@ -590,6 +590,11 @@ void Networking::do_callbacks_message(Common_Message *msg)
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run_callbacks(CALLBACK_ID_GAMESERVER_STATS, msg);
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}
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if (msg->has_leaderboards_messages()) {
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PRINT_DEBUG("Networking has_leaderboards_messages\n");
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run_callbacks(CALLBACK_ID_LEADERBOARDS_STATS, msg);
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}
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}
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bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket)
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