/* 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" Steam_GameServerStats::Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks) { this->settings = settings; this->network = network; this->callback_results = callback_results; this->callbacks = callbacks; } // 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\n"); std::lock_guard lock(global_mutex); GSStatsReceived_t data; data.m_eResult = k_EResultFail;//k_EResultOK; data.m_steamIDUser = steamIDUser; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // 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\n"); return false; } bool Steam_GameServerStats::GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) { PRINT_DEBUG("Steam_GameServerStats::GetUserStat\n"); return false; } bool Steam_GameServerStats::GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("Steam_GameServerStats::GetUserAchievement\n"); return false; } // 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\n"); return false; } bool Steam_GameServerStats::SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) { PRINT_DEBUG("Steam_GameServerStats::SetUserStat\n"); return false; } bool Steam_GameServerStats::UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) { PRINT_DEBUG("Steam_GameServerStats::UpdateUserAvgRateStat\n"); return false; } bool Steam_GameServerStats::SetUserAchievement( CSteamID steamIDUser, const char *pchName ) { PRINT_DEBUG("Steam_GameServerStats::SetUserAchievement\n"); return false; } bool Steam_GameServerStats::ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) { PRINT_DEBUG("Steam_GameServerStats::ClearUserAchievement\n"); return false; } // 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 ) { PRINT_DEBUG("Steam_GameServerStats::StoreUserStats\n"); std::lock_guard lock(global_mutex); GSStatsStored_t data; data.m_eResult = k_EResultOK; data.m_steamIDUser = steamIDUser; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); }