/* 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 . */ #include "dll/steam_gameserverstats.h" // TODO not sure what's the real value #define PENDING_RequestUserStats_TIMEOUT 7.0 void Steam_GameServerStats::steam_gameserverstats_network_low_level(void *object, Common_Message *msg) { // PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_network_low_level\n"); auto inst = (Steam_GameServerStats *)object; inst->network_callback_low_level(msg); } void Steam_GameServerStats::steam_gameserverstats_network_callback(void *object, Common_Message *msg) { // PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_network_callback\n"); auto inst = (Steam_GameServerStats *)object; inst->network_callback(msg); } void Steam_GameServerStats::steam_gameserverstats_run_every_runcb(void *object) { // PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_run_every_runcb\n"); auto inst = (Steam_GameServerStats *)object; inst->steam_run_callback(); } Steam_GameServerStats::CachedStat* Steam_GameServerStats::find_stat(CSteamID steamIDUser, const std::string &key) { auto it_data = all_users_data.find(steamIDUser.ConvertToUint64()); if (all_users_data.end() == it_data) return {}; // no user auto it_stat = std::find_if( it_data->second.stats.begin(), it_data->second.stats.end(), [&key](std::pair &item) { const std::string &name = item.first; return common_helpers::str_cmp_insensitive(key, name); } ); if (it_data->second.stats.end() == it_stat) return {}; // no stat return &it_stat->second; } Steam_GameServerStats::CachedAchievement* Steam_GameServerStats::find_ach(CSteamID steamIDUser, const std::string &key) { auto it_data = all_users_data.find(steamIDUser.ConvertToUint64()); if (all_users_data.end() == it_data) return {}; // no user auto it_ach = std::find_if( it_data->second.achievements.begin(), it_data->second.achievements.end(), [&key](std::pair &item) { const std::string &name = item.first; return common_helpers::str_cmp_insensitive(key, name); } ); if (it_data->second.achievements.end() == it_ach) return {}; // no user return &it_ach->second; } Steam_GameServerStats::Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) { this->settings = settings; this->network = network; this->callback_results = callback_results; this->callbacks = callbacks; this->run_every_runcb = run_every_runcb; if (!settings->disable_sharing_stats_with_gameserver) { this->network->setCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_callback, this); this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_low_level, this); this->run_every_runcb->add(&Steam_GameServerStats::steam_gameserverstats_run_every_runcb, this); } } Steam_GameServerStats::~Steam_GameServerStats() { if (!settings->disable_sharing_stats_with_gameserver) { this->network->rmCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_callback, this); this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_low_level, this); this->run_every_runcb->remove(&Steam_GameServerStats::steam_gameserverstats_run_every_runcb, this); } } // downloads stats for the user // returns a GSStatsReceived_t callback when completed // if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail // these stats will only be auto-updated for clients playing on the server. For other // users you'll need to call RequestUserStats() again to refresh any data STEAM_CALL_RESULT( GSStatsReceived_t ) SteamAPICall_t Steam_GameServerStats::RequestUserStats( CSteamID steamIDUser ) { PRINT_DEBUG("Steam_GameServerStats::RequestUserStats %llu\n", (uint64)steamIDUser.ConvertToUint64()); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) { GSStatsReceived_t data_bad{}; data_bad.m_eResult = EResult::k_EResultFail; data_bad.m_steamIDUser = steamIDUser; return callback_results->addCallResult(data_bad.k_iCallback, &data_bad, sizeof(data_bad)); } struct RequestAllStats new_request{}; new_request.created = std::chrono::high_resolution_clock::now(); new_request.steamAPICall = callback_results->reserveCallResult(); new_request.steamIDUser = steamIDUser; pending_RequestUserStats.push_back(new_request); auto initial_stats_msg = new GameServerStats_Messages::InitialAllStats(); initial_stats_msg->set_steam_api_call(new_request.steamAPICall); auto gameserverstats_messages = new GameServerStats_Messages(); gameserverstats_messages->set_type(GameServerStats_Messages::Request_AllUserStats); gameserverstats_messages->set_allocated_initial_user_stats(initial_stats_msg); Common_Message msg{}; // https://protobuf.dev/reference/cpp/cpp-generated/#string // set_allocated_xxx() takes ownership of the allocated object, no need to delete msg.set_allocated_gameserver_stats_messages(gameserverstats_messages); msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(new_request.steamIDUser.ConvertToUint64()); network->sendTo(&msg, true); return new_request.steamAPICall; } // requests stat information for a user, usable after a successful call to RequestUserStats() bool Steam_GameServerStats::GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) { PRINT_DEBUG("Steam_GameServerStats::GetUserStat %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pData); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto stat = find_stat(steamIDUser, pchName); if (!stat) return false; if (stat->stat.stat_type() != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false; if (pData) *pData = stat->stat.value_int(); return true; } bool Steam_GameServerStats::GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) { PRINT_DEBUG("Steam_GameServerStats::GetUserStat %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pData); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto stat = find_stat(steamIDUser, pchName); if (!stat) return false; if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false; if (pData) *pData = stat->stat.value_float(); return true; } bool Steam_GameServerStats::GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("Steam_GameServerStats::GetUserAchievement %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pbAchieved); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto ach = find_ach(steamIDUser, pchName); if (!ach) return false; if (pbAchieved) *pbAchieved = ach->ach.achieved(); return true; } // Set / update stats and achievements. // Note: These updates will work only on stats game servers are allowed to edit and only for // game servers that have been declared as officially controlled by the game creators. // Set the IP range of your official servers on the Steamworks page bool Steam_GameServerStats::SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) { PRINT_DEBUG("Steam_GameServerStats::SetUserStat %llu '%s'=%i\n", (uint64)steamIDUser.ConvertToUint64(), pchName, nData); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto stat = find_stat(steamIDUser, pchName); if (!stat) return false; if (stat->stat.stat_type() != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false; if (stat->stat.value_int() == nData) return true; // don't waste time stat->dirty = true; stat->stat.set_value_int(nData); if (settings->immediate_gameserver_stats) collect_and_send_updated_user_stats(); return true; } bool Steam_GameServerStats::SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) { PRINT_DEBUG("Steam_GameServerStats::SetUserStat %llu '%s'=%f\n", (uint64)steamIDUser.ConvertToUint64(), pchName, fData); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto stat = find_stat(steamIDUser, pchName); if (!stat) return false; if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false; if (stat->stat.value_float() == fData) return true; // don't waste time stat->dirty = true; stat->stat.set_value_float(fData); // we set the float field in case it's float or avg if (settings->immediate_gameserver_stats) collect_and_send_updated_user_stats(); return true; } bool Steam_GameServerStats::UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) { PRINT_DEBUG("Steam_GameServerStats::UpdateUserAvgRateStat %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto stat = find_stat(steamIDUser, pchName); if (!stat) return false; if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false; // don't waste time if (stat->stat.has_value_avg() && stat->stat.value_avg().count_this_session() == flCountThisSession && stat->stat.value_avg().session_length() == dSessionLength) { return true; } stat->dirty = true; // https://protobuf.dev/reference/cpp/cpp-generated/#string // set_allocated_xxx() takes ownership of the allocated object, no need to delete auto avg_info = new GameServerStats_Messages::StatInfo::AvgStatInfo(); avg_info->set_count_this_session(flCountThisSession); avg_info->set_session_length(dSessionLength); stat->stat.set_allocated_value_avg(avg_info); if (settings->immediate_gameserver_stats) collect_and_send_updated_user_stats(); return true; } bool Steam_GameServerStats::SetUserAchievement( CSteamID steamIDUser, const char *pchName ) { PRINT_DEBUG("Steam_GameServerStats::SetUserAchievement %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto ach = find_ach(steamIDUser, pchName); if (!ach) return false; if (ach->ach.achieved() == true) return true; // don't waste time ach->dirty = true; ach->ach.set_achieved(true); if (settings->immediate_gameserver_stats) collect_and_send_updated_user_stats(); return true; } bool Steam_GameServerStats::ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) { PRINT_DEBUG("Steam_GameServerStats::ClearUserAchievement %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) return false; if (!pchName) return false; auto ach = find_ach(steamIDUser, pchName); if (!ach) return false; if (ach->ach.achieved() == false) return true; // don't waste time ach->dirty = true; ach->ach.set_achieved(false); if (settings->immediate_gameserver_stats) collect_and_send_updated_user_stats(); return true; } // Store the current data on the server, will get a GSStatsStored_t callback when set. // // 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. STEAM_CALL_RESULT( GSStatsStored_t ) SteamAPICall_t Steam_GameServerStats::StoreUserStats( CSteamID steamIDUser ) { // it's not necessary to send all data here, we already do that in run_callback() and on each API function call (immediate mode) PRINT_DEBUG("Steam_GameServerStats::StoreUserStats\n"); std::lock_guard lock(global_mutex); if (settings->disable_sharing_stats_with_gameserver) { GSStatsStored_t data_bad{}; data_bad.m_eResult = EResult::k_EResultFail; data_bad.m_steamIDUser = steamIDUser; return callback_results->addCallResult(data_bad.k_iCallback, &data_bad, sizeof(data_bad)); } GSStatsStored_t data{}; if (all_users_data.count(steamIDUser.ConvertToUint64())) { data.m_eResult = EResult::k_EResultOK; } else { data.m_eResult = EResult::k_EResultFail; } data.m_steamIDUser = steamIDUser; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.01); } // --- steam callbacks void Steam_GameServerStats::remove_timedout_userstats_requests() { if (pending_RequestUserStats.empty()) return; // send all pending RequestUserStats() requests for (auto &pendReq : pending_RequestUserStats) { if (check_timedout(pendReq.created, PENDING_RequestUserStats_TIMEOUT)) { pendReq.timeout = true; GSStatsReceived_t data{}; data.m_eResult = k_EResultTimeout; data.m_steamIDUser = pendReq.steamIDUser; callback_results->addCallResult(pendReq.steamAPICall, data.k_iCallback, &data, sizeof(data)); PRINT_DEBUG( "Steam_GameServerStats::steam_run_callback RequestUserStats timeout, %llu\n", pendReq.steamIDUser.ConvertToUint64() ); } } // remove all timedout requests auto itrm = std::remove_if( pending_RequestUserStats.begin(), pending_RequestUserStats.end(), [](const struct RequestAllStats &item) { return item.timeout; } ); pending_RequestUserStats.erase(itrm, pending_RequestUserStats.end()); } void Steam_GameServerStats::collect_and_send_updated_user_stats() { std::map updated_users_data{}; // new data to send // collect new data for (auto &this_user : all_users_data) { // foreach user uint64 user_steamid = this_user.first; // collect changed stats for (auto &user_stat : this_user.second.stats) { if (user_stat.second.dirty) { user_stat.second.dirty = false; updated_users_data[user_steamid].stats[user_stat.first] = user_stat.second; // clear this to avoid sending it to the user next time if (user_stat.second.stat.has_value_avg()) user_stat.second.stat.clear_value_avg(); } } // collect changed achievements for (auto &user_ach : this_user.second.achievements) { if (user_ach.second.dirty) { user_ach.second.dirty = false; updated_users_data[user_steamid].achievements[user_ach.first] = user_ach.second; } } } // send new user stats for (auto &user_new_data : updated_users_data) { // foreach user uint64 user_steamid = user_new_data.first; const auto &new_data = user_new_data.second; auto updated_stats_msg = new GameServerStats_Messages::AllStats(); // copy new stats auto &updated_stats_map = *updated_stats_msg->mutable_user_stats(); for (auto &new_stat : new_data.stats) { updated_stats_map[new_stat.first] = new_stat.second.stat; } // copy new achievements auto &updated_achs_map = *updated_stats_msg->mutable_user_achievements(); for (auto &new_ach : new_data.achievements) { updated_achs_map[new_ach.first] = new_ach.second.ach; } auto gameserverstats_msg = new GameServerStats_Messages(); gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStatsFromServer); gameserverstats_msg->set_allocated_update_user_stats(updated_stats_msg); Common_Message msg{}; // https://protobuf.dev/reference/cpp/cpp-generated/#string // set_allocated_xxx() takes ownership of the allocated object, no need to delete msg.set_allocated_gameserver_stats_messages(gameserverstats_msg); msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(user_steamid); network->sendTo(&msg, true); PRINT_DEBUG( "Steam_GameServerStats::collect_and_send_updated_user_stats server sent updated stats %llu: %zu stats, %zu achievements\n", user_steamid, updated_stats_msg->user_stats().size(), updated_stats_msg->user_achievements().size() ); } } void Steam_GameServerStats::steam_run_callback() { remove_timedout_userstats_requests(); collect_and_send_updated_user_stats(); } // --- networking callbacks void Steam_GameServerStats::network_callback_initial_stats(Common_Message *msg) { uint64 user_steamid = msg->source_id(); PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats player sent all their stats %llu\n", user_steamid); if (!msg->gameserver_stats_messages().has_initial_user_stats() || !msg->gameserver_stats_messages().initial_user_stats().has_all_data()) { PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats error empty msg\n"); return; } const auto &new_data = msg->gameserver_stats_messages().initial_user_stats(); // find this pending request auto it = std::find_if( pending_RequestUserStats.begin(), pending_RequestUserStats.end(), [=](const RequestAllStats &item) { return item.steamAPICall == new_data.steam_api_call() && item.steamIDUser == user_steamid; } ); if (pending_RequestUserStats.end() == it) { // timeout and already removed PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats error got all player stats but pending request timedout and removed\n"); return; } // remove this pending request pending_RequestUserStats.erase(it); // copy new stats auto ¤t_stats = all_users_data[user_steamid].stats; current_stats.clear(); for (const auto &new_stat : new_data.all_data().user_stats()) { current_stats[new_stat.first].stat = new_stat.second; } // copy new achievements auto ¤t_achievements = all_users_data[user_steamid].achievements; current_achievements.clear(); for (const auto &new_ach : new_data.all_data().user_achievements()) { current_achievements[new_ach.first].ach = new_ach.second; } GSStatsReceived_t data{}; data.m_eResult = EResult::k_EResultOK; data.m_steamIDUser = user_steamid; callback_results->addCallResult(it->steamAPICall, data.k_iCallback, &data, sizeof(data)); PRINT_DEBUG( "Steam_GameServerStats::network_callback_initial_stats server got all player stats %llu: %zu stats, %zu achievements\n", user_steamid, all_users_data[user_steamid].stats.size(), all_users_data[user_steamid].achievements.size() ); } void Steam_GameServerStats::network_callback_updated_stats(Common_Message *msg) { uint64 user_steamid = msg->source_id(); PRINT_DEBUG("Steam_GameServerStats::network_callback_updated_stats player sent updated stats %llu\n", user_steamid); if (!msg->gameserver_stats_messages().has_update_user_stats()) { PRINT_DEBUG("Steam_GameServerStats::network_callback_updated_stats error empty msg\n"); return; } auto ¤t_user_data = all_users_data[user_steamid]; auto &new_user_data =msg->gameserver_stats_messages().update_user_stats(); // update stats for (auto &new_stat : new_user_data.user_stats()) { auto ¤t_stat = current_user_data.stats[new_stat.first]; current_stat.dirty = false; current_stat.stat = new_stat.second; } // update achievements for (auto &new_ach : new_user_data.user_achievements()) { auto ¤t_ach = current_user_data.achievements[new_ach.first]; current_ach.dirty = false; current_ach.ach = new_ach.second; } PRINT_DEBUG( "Steam_GameServerStats::network_callback got updated user stats %llu: %zu stats, %zu achievements\n", user_steamid, new_user_data.user_stats().size(), new_user_data.user_achievements().size() ); } // only triggered when we have a message void Steam_GameServerStats::network_callback(Common_Message *msg) { // this should never happen, but just in case if (msg->source_id() == settings->get_local_steam_id().ConvertToUint64()) return; switch (msg->gameserver_stats_messages().type()) { // user sent all their stats case GameServerStats_Messages::Response_AllUserStats: network_callback_initial_stats(msg); break; // user has updated/new stats case GameServerStats_Messages::UpdateUserStatsFromUser: network_callback_updated_stats(msg); break; default: PRINT_DEBUG("Steam_GameServerStats::network_callback unhandled type %i\n", (int)msg->gameserver_stats_messages().type()); break; } } // user connect/disconnect void Steam_GameServerStats::network_callback_low_level(Common_Message *msg) { uint64 steamid = msg->source_id(); // this should never happen, but just in case if (steamid == settings->get_local_steam_id().ConvertToUint64()) return; switch (msg->low_level().type()) { case Low_Level::CONNECT: // nothing break; case Low_Level::DISCONNECT: { all_users_data.erase(steamid); auto it_rm = std::remove_if( pending_RequestUserStats.begin(), pending_RequestUserStats.end(), [=](const RequestAllStats &item) { return item.steamIDUser.ConvertToUint64() == steamid; } ); while (pending_RequestUserStats.end() != it_rm) { GSStatsReceived_t data{}; data.m_eResult = k_EResultTimeout; data.m_steamIDUser = it_rm->steamIDUser; callback_results->addCallResult(it_rm->steamAPICall, data.k_iCallback, &data, sizeof(data)); PRINT_DEBUG( "Steam_GameServerStats::network_callback_low_level RequestUserStats timeout, %llu\n", it_rm->steamIDUser.ConvertToUint64() ); it_rm = pending_RequestUserStats.erase(it_rm); } // PRINT_DEBUG("Steam_GameServerStats::network_callback_low_level removed user %llu\n", steamid); } break; default: PRINT_DEBUG("Steam_GameServerStats::network_callback_low_level unknown type %i\n", (int)msg->low_level().type()); break; } }