/* 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 . */ #ifndef __INCLUDED_STEAM_USER_STATS_H__ #define __INCLUDED_STEAM_USER_STATS_H__ #include #include "base.h" #include "overlay/steam_overlay.h" struct Steam_Leaderboard_Entry { CSteamID steam_id{}; int32 score{}; std::vector score_details{}; }; struct Steam_Leaderboard { std::string name{}; ELeaderboardSortMethod sort_method = k_ELeaderboardSortMethodNone; ELeaderboardDisplayType display_type = k_ELeaderboardDisplayTypeNone; std::vector entries{}; Steam_Leaderboard_Entry* find_recent_entry(const CSteamID &steamid) const; void remove_entries(const CSteamID &steamid); // remove entries with the same steamid, keeping only most recent one void remove_duplicate_entries(); void sort_entries(); }; struct achievement_trigger { std::string name{}; // defined achievement name std::string value_operation{}; std::string min_value{}; // min progress std::string max_value{}; // max progress bool should_unlock_ach(float stat) const; bool should_unlock_ach(int32 stat) const; bool should_indicate_progress(float stat) const; bool should_indicate_progress(int32 stat) const; }; class Steam_User_Stats : public ISteamUserStats003, public ISteamUserStats004, public ISteamUserStats005, public ISteamUserStats006, public ISteamUserStats007, public ISteamUserStats008, public ISteamUserStats009, public ISteamUserStats010, public ISteamUserStats011, public ISteamUserStats { public: static constexpr const auto achievements_user_file = "achievements.json"; private: template struct InternalSetResult { bool success = false; bool notify_server = false; std::string internal_name{}; T current_val{}; }; class Local_Storage *local_storage{}; class Settings *settings{}; class SteamCallResults *callback_results{}; class SteamCallBacks *callbacks{}; class Networking *network{}; class RunEveryRunCB *run_every_runcb{}; class Steam_Overlay* overlay{}; std::vector cached_leaderboards{}; nlohmann::json defined_achievements{}; nlohmann::json user_achievements{}; std::vector sorted_achievement_names{}; size_t last_loaded_ach_icon{}; std::map stats_cache_int{}; std::map stats_cache_float{}; std::map> achievement_stat_trigger{}; // triggered when an achievement is unlocked // https://partner.steamgames.com/doc/api/ISteamUserStats#StoreStats std::map store_stats_trigger{}; GameServerStats_Messages::AllStats pending_server_updates{}; void load_achievements_db(); void load_achievements(); void save_achievements(); int load_ach_icon(nlohmann::json &defined_ach, bool achieved); nlohmann::detail::iter_impl defined_achievements_find(const std::string &key); std::string get_value_for_language(const nlohmann::json &json, std::string_view key, std::string_view language); std::vector load_leaderboard_entries(const std::string &name); void save_my_leaderboard_entry(const Steam_Leaderboard &leaderboard); Steam_Leaderboard_Entry* update_leaderboard_entry(Steam_Leaderboard &leaderboard, const Steam_Leaderboard_Entry &entry, bool overwrite = true); // returns a value 1 -> leaderboards.size(), inclusive unsigned int find_cached_leaderboard(const std::string &name); unsigned int cache_leaderboard_ifneeded(const std::string &name, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType); // null steamid means broadcast to all void send_my_leaderboard_score(const Steam_Leaderboard &board, const CSteamID *steamid = nullptr, bool want_scores_back = false); void request_user_leaderboard_entry(const Steam_Leaderboard &board, const CSteamID &steamid); // change stats/achievements without sending back to server bool clear_stats_internal(); InternalSetResult set_stat_internal( const char *pchName, int32 nData ); InternalSetResult> set_stat_internal( const char *pchName, float fData ); InternalSetResult> update_avg_rate_stat_internal( const char *pchName, float flCountThisSession, double dSessionLength ); InternalSetResult set_achievement_internal( const char *pchName ); InternalSetResult clear_achievement_internal( const char *pchName ); void send_updated_stats(); void load_achievements_icons(); void steam_run_callback(); // requests from server void network_stats_initial(Common_Message *msg); void network_stats_updated(Common_Message *msg); void network_callback_stats(Common_Message *msg); // requests from other users to share leaderboards void network_leaderboard_update_score(Common_Message *msg, Steam_Leaderboard &board, bool send_score_back); void network_leaderboard_send_my_score(Common_Message *msg, const Steam_Leaderboard &board); void network_callback_leaderboards(Common_Message *msg); // user connect/disconnect void network_callback_low_level(Common_Message *msg); static void steam_user_stats_network_low_level(void *object, Common_Message *msg); static void steam_user_stats_network_stats(void *object, Common_Message *msg); static void steam_user_stats_network_leaderboards(void *object, Common_Message *msg); static void steam_user_stats_run_every_runcb(void *object); public: Steam_User_Stats(Settings *settings, class Networking *network, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, Steam_Overlay* overlay); ~Steam_User_Stats(); // Ask the server to send down this user's data and achievements for this game STEAM_CALL_BACK( UserStatsReceived_t ) bool RequestCurrentStats(); // Data accessors bool GetStat( const char *pchName, int32 *pData ); bool GetStat( const char *pchName, float *pData ); // Set / update data bool SetStat( const char *pchName, int32 nData ); bool SetStat( const char *pchName, float fData ); bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ); // Achievement flag accessors bool GetAchievement( const char *pchName, bool *pbAchieved ); bool SetAchievement( const char *pchName ); bool ClearAchievement( const char *pchName ); // Get the achievement status, and the time it was unlocked if unlocked. // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ); // Store the current data on the server, will get a callback when set // And one callback for every new achievement // // 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. bool StoreStats(); // Achievement / GroupAchievement metadata // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the // specified achievement. int GetAchievementIcon( const char *pchName ); int get_achievement_icon_handle( const std::string &ach_name, bool pbAchieved, bool force_load = false ); std::string get_achievement_icon_name( const char *pchName, bool achieved ); // Get general attributes for an achievement. Accepts the following keys: // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ); // Achievement progress - triggers an AchievementProgress callback, that is all. // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ); // Used for iterating achievements. In general games should not need these functions because they should have a // list of existing achievements compiled into them uint32 GetNumAchievements(); // Get achievement name iAchievement in [0,GetNumAchievements) const char * GetAchievementName( uint32 iAchievement ); // Friends stats & achievements // downloads stats for the user // returns a UserStatsReceived_t received when completed // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data STEAM_CALL_RESULT( UserStatsReceived_t ) SteamAPICall_t RequestUserStats( CSteamID steamIDUser ); // requests stat information for a user, usable after a successful call to RequestUserStats() bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ); bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ); bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ); // See notes for GetAchievementAndUnlockTime above bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ); // Reset stats bool ResetAllStats( bool bAchievementsToo ); // Leaderboard functions // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet // This call is asynchronous, with the result returned in LeaderboardFindResult_t STEAM_CALL_RESULT(LeaderboardFindResult_t) SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ); // as above, but won't create the leaderboard if it's not found // This call is asynchronous, with the result returned in LeaderboardFindResult_t STEAM_CALL_RESULT( LeaderboardFindResult_t ) SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ); // returns the name of a leaderboard const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ); // returns the total number of entries in a leaderboard, as of the last request int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ); // returns the sort method of the leaderboard ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ); // returns the display type of the leaderboard ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ); // Asks the Steam back-end for a set of rows in the leaderboard. // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) // You can ask for more entries than exist, and it will return as many as do exist. // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate // e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ); // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers // if a user doesn't have a leaderboard entry, they won't be included in the result // a max of 100 users can be downloaded at a time, with only one outstanding call at a time STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ); // Returns data about a single leaderboard entry // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries // e.g. // void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) // { // for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) // { // LeaderboardEntry_t leaderboardEntry; // int32 details[3]; // we know this is how many we've stored previously // GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); // assert( leaderboardEntry.m_cDetails == 3 ); // ... // } // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ); // Uploads a user score to the Steam back-end. // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t // Details are extra game-defined information regarding how the user got that score // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list STEAM_CALL_RESULT( LeaderboardScoreUploaded_t ) SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ); SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount ); // Attaches a piece of user generated content the user's entry on a leaderboard. // hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). // This call is asynchronous, with the result returned in LeaderboardUGCSet_t. STEAM_CALL_RESULT( LeaderboardUGCSet_t ) SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ); // Retrieves the number of players currently playing your game (online + offline) // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t STEAM_CALL_RESULT( NumberOfCurrentPlayers_t ) SteamAPICall_t GetNumberOfCurrentPlayers(); // Requests that Steam fetch data on the percentage of players who have received each achievement // for the game globally. // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) SteamAPICall_t RequestGlobalAchievementPercentages(); // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch // the next most achieved afterwards. Will return -1 if there is no data on achievement // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ); // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last // achievement has been iterated. int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ); // Returns the percentage of users who have achieved the specified achievement. bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ); // Requests global stats data, which is available for stats marked as "aggregated". // This call is asynchronous, with the results returned in GlobalStatsReceived_t. // nHistoryDays specifies how many days of day-by-day history to retrieve in addition // to the overall totals. The limit is 60. STEAM_CALL_RESULT( GlobalStatsReceived_t ) SteamAPICall_t RequestGlobalStats( int nHistoryDays ); // Gets the lifetime totals for an aggregated stat bool GetGlobalStat( const char *pchStatName, int64 *pData ); bool GetGlobalStat( const char *pchStatName, double *pData ); // Gets history for an aggregated stat. pData will be filled with daily values, starting with today. // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, // etc. cubData is the size in bytes of the pubData buffer. Returns the number of // elements actually set. int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ); int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ); // For achievements that have related Progress stats, use this to query what the bounds of that progress are. // You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress // have been made, to show a progress notification to the user. bool GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress ); bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress ); }; #endif//__INCLUDED_STEAM_USER_STATS_H__