mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 02:44:16 +08:00
631 lines
24 KiB
C++
631 lines
24 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "base.h"
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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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};
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class Steam_User_Stats :
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public ISteamUserStats003,
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public ISteamUserStats004,
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public ISteamUserStats005,
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public ISteamUserStats006,
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public ISteamUserStats007,
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public ISteamUserStats008,
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public ISteamUserStats009,
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public ISteamUserStats010,
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public ISteamUserStats
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{
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Local_Storage *local_storage;
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Settings *settings;
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SteamCallResults *callback_results;
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class SteamCallBacks *callbacks;
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std::vector<struct Steam_Leaderboard> leaderboards;
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unsigned int find_leaderboard(std::string name)
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{
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unsigned index = 1;
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for (auto &leaderboard : leaderboards) {
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if (leaderboard.name == name) return index;
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++index;
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}
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return 0;
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}
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public:
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Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
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{
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this->local_storage = local_storage;
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this->settings = settings;
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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}
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// Ask the server to send down this user's data and achievements for this game
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STEAM_CALL_BACK( UserStatsReceived_t )
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bool RequestCurrentStats()
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{
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PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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UserStatsReceived_t data;
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data.m_nGameID = settings->get_local_game_id().ToUint64();
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data.m_eResult = k_EResultOK;
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data.m_steamIDUser = settings->get_local_steam_id();
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1);
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return true;
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}
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// Data accessors
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bool GetStat( const char *pchName, int32 *pData )
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{
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PRINT_DEBUG("GetStat int32 %s\n", pchName);
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if (!pchName || !pData) return false;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData));
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if (read_data == sizeof(int32))
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return true;
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return false;
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}
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bool GetStat( const char *pchName, float *pData )
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{
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PRINT_DEBUG("GetStat float %s\n", pchName);
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if (!pchName || !pData) return false;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData));
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if (read_data == sizeof(int32))
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return true;
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return false;
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}
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// Set / update data
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bool SetStat( const char *pchName, int32 nData )
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{
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PRINT_DEBUG("SetStat int32 %s\n", pchName);
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if (!pchName) return false;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData);
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}
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bool SetStat( const char *pchName, float fData )
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{
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PRINT_DEBUG("SetStat float %s\n", pchName);
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if (!pchName) return false;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData);
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}
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bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength )
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{
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PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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char data[sizeof(float) + sizeof(float) + sizeof(double)];
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int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )data, sizeof(*data));
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float oldcount = 0;
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double oldsessionlength = 0;
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if (read_data == sizeof(data)) {
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memcpy(&oldcount, data + sizeof(float), sizeof(oldcount));
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memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength));
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}
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oldcount += flCountThisSession;
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oldsessionlength += dSessionLength;
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float average = oldcount / oldsessionlength;
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memcpy(data, &average, sizeof(average));
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memcpy(data + sizeof(float), &oldcount, sizeof(oldcount));
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memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength));
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return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, data, sizeof(data)) == sizeof(data);
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}
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// Achievement flag accessors
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bool GetAchievement( const char *pchName, bool *pbAchieved )
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{
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//TODO: these achievement functions need to load a list of achievements from somewhere, return false so that kf2 doesn't loop endlessly
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PRINT_DEBUG("GetAchievement %s\n", pchName);
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*pbAchieved = false;
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return false;
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}
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bool SetAchievement( const char *pchName )
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{
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PRINT_DEBUG("SetAchievement %s\n", pchName);
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return false;
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}
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bool ClearAchievement( const char *pchName )
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{
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PRINT_DEBUG("ClearAchievement %s\n", pchName);
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return false;
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}
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// Get the achievement status, and the time it was unlocked if unlocked.
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// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
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// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
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bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime )
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{
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PRINT_DEBUG("GetAchievementAndUnlockTime\n");
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*pbAchieved = false;
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return true;
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}
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// Store the current data on the server, will get a callback when set
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// And one callback for every new achievement
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//
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// If the callback has a result of k_EResultInvalidParam, one or more stats
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// uploaded has been rejected, either because they broke constraints
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// or were out of date. In this case the server sends back updated values.
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// The stats should be re-iterated to keep in sync.
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bool StoreStats()
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{
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PRINT_DEBUG("StoreStats\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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UserStatsStored_t data;
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data.m_nGameID = settings->get_local_game_id().ToUint64();
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data.m_eResult = k_EResultOK;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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return true;
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}
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// Achievement / GroupAchievement metadata
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// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
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// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
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// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
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// specified achievement.
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int GetAchievementIcon( const char *pchName )
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{
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PRINT_DEBUG("GetAchievementIcon\n");
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return 0;
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}
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// Get general attributes for an achievement. Accepts the following keys:
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// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
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// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
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const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey )
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{
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PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey);
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return ""; //TODO
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if (strcmp (pchKey, "name") == 0) {
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return "Achievement Name";
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}
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if (strcmp (pchKey, "desc") == 0) {
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return "Achievement Description";
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}
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if (strcmp (pchKey, "hidden") == 0) {
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return "0";
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}
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return "";
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}
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// Achievement progress - triggers an AchievementProgress callback, that is all.
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// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
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bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress )
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{
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PRINT_DEBUG("IndicateAchievementProgress\n");
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}
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// Used for iterating achievements. In general games should not need these functions because they should have a
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// list of existing achievements compiled into them
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uint32 GetNumAchievements()
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{
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PRINT_DEBUG("GetNumAchievements\n");
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return 0;
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}
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// Get achievement name iAchievement in [0,GetNumAchievements)
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const char * GetAchievementName( uint32 iAchievement )
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{
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PRINT_DEBUG("GetAchievementName\n");
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return "";
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}
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// Friends stats & achievements
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// downloads stats for the user
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// returns a UserStatsReceived_t received when completed
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// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
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// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
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STEAM_CALL_RESULT( UserStatsReceived_t )
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SteamAPICall_t RequestUserStats( CSteamID steamIDUser )
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{
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PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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UserStatsReceived_t data;
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data.m_nGameID = settings->get_local_game_id().ToUint64();
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data.m_eResult = k_EResultOK;
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data.m_steamIDUser = steamIDUser;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1);
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}
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// requests stat information for a user, usable after a successful call to RequestUserStats()
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bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData )
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{
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PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (steamIDUser == settings->get_local_steam_id()) {
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GetStat(pchName, pData);
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} else {
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*pData = 0;
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}
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return true;
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}
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bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData )
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{
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PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (steamIDUser == settings->get_local_steam_id()) {
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GetStat(pchName, pData);
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} else {
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*pData = 0;
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}
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return true;
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}
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bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved )
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{
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PRINT_DEBUG("GetUserAchievement %s\n", pchName);
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return false;
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}
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// See notes for GetAchievementAndUnlockTime above
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bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime )
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{
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PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName);
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return false;
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}
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// Reset stats
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bool ResetAllStats( bool bAchievementsToo )
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{
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PRINT_DEBUG("ResetAllStats\n");
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//TODO
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return true;
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}
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// Leaderboard functions
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// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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STEAM_CALL_RESULT(LeaderboardFindResult_t)
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SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType )
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{
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PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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unsigned int leader = find_leaderboard(pchLeaderboardName);
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if (!leader) {
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struct Steam_Leaderboard leaderboard;
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leaderboard.name = std::string(pchLeaderboardName);
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leaderboard.sort_method = eLeaderboardSortMethod;
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leaderboard.display_type = eLeaderboardDisplayType;
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leaderboards.push_back(leaderboard);
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leader = leaderboards.size();
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}
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LeaderboardFindResult_t data;
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data.m_hSteamLeaderboard = leader;
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data.m_bLeaderboardFound = 1;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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}
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// as above, but won't create the leaderboard if it's not found
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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STEAM_CALL_RESULT( LeaderboardFindResult_t )
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SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName )
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{
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PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto settings_Leaderboards = settings->getLeaderboards();
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if (settings_Leaderboards.count(pchLeaderboardName)) {
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auto config = settings_Leaderboards[pchLeaderboardName];
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return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type);
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} else if (settings->createUnknownLeaderboards()) {
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return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric);
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} else {
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LeaderboardFindResult_t data;
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data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);;
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data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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// returns the name of a leaderboard
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const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard )
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{
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PRINT_DEBUG("GetLeaderboardName\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return "";
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return leaderboards[hSteamLeaderboard - 1].name.c_str();
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}
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// returns the total number of entries in a leaderboard, as of the last request
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int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard )
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{
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PRINT_DEBUG("GetLeaderboardEntryCount\n");
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return 0;
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}
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// returns the sort method of the leaderboard
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ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard )
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{
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PRINT_DEBUG("GetLeaderboardSortMethod\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone;
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return leaderboards[hSteamLeaderboard - 1].sort_method;
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}
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// returns the display type of the leaderboard
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ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard )
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{
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PRINT_DEBUG("GetLeaderboardDisplayType\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone;
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return leaderboards[hSteamLeaderboard - 1].display_type;
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}
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// Asks the Steam back-end for a set of rows in the leaderboard.
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// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
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// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
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// You can ask for more entries than exist, and it will return as many as do exist.
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// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
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// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
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// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
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// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
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STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
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SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd )
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{
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PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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LeaderboardScoresDownloaded_t data;
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data.m_hSteamLeaderboard = hSteamLeaderboard;
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data.m_hSteamLeaderboardEntries = 123;
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data.m_cEntryCount = 0;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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}
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// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
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// if a user doesn't have a leaderboard entry, they won't be included in the result
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// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
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STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
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STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
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SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard,
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STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers )
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{
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PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0);
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|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
LeaderboardScoresDownloaded_t data;
|
|
data.m_hSteamLeaderboard = hSteamLeaderboard;
|
|
data.m_hSteamLeaderboardEntries = 123;
|
|
data.m_cEntryCount = 0;
|
|
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
|
|
// 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 )
|
|
{
|
|
PRINT_DEBUG("GetDownloadedLeaderboardEntry\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
// 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 )
|
|
{
|
|
PRINT_DEBUG("UploadLeaderboardScore\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
LeaderboardScoreUploaded_t data;
|
|
data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score.
|
|
//data.m_bSuccess = 0;
|
|
data.m_hSteamLeaderboard = hSteamLeaderboard;
|
|
data.m_nScore = nScore;
|
|
//data.m_bScoreChanged = 1;
|
|
data.m_bScoreChanged = 0;
|
|
//data.m_nGlobalRankNew = 1;
|
|
data.m_nGlobalRankNew = 0;
|
|
data.m_nGlobalRankPrevious = 0;
|
|
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount )
|
|
{
|
|
PRINT_DEBUG("UploadLeaderboardScore old\n");
|
|
return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, 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 )
|
|
{
|
|
PRINT_DEBUG("AttachLeaderboardUGC\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
LeaderboardUGCSet_t data = {};
|
|
if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) {
|
|
data.m_eResult = k_EResultFail;
|
|
} else {
|
|
data.m_eResult = k_EResultOK;
|
|
}
|
|
|
|
data.m_hSteamLeaderboard = hSteamLeaderboard;
|
|
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
|
|
// 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()
|
|
{
|
|
PRINT_DEBUG("GetNumberOfCurrentPlayers\n");
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
NumberOfCurrentPlayers_t data;
|
|
data.m_bSuccess = 1;
|
|
data.m_cPlayers = 69;
|
|
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
|
|
// 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()
|
|
{
|
|
PRINT_DEBUG("RequestGlobalAchievementPercentages\n");
|
|
}
|
|
|
|
|
|
// 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 )
|
|
{
|
|
PRINT_DEBUG("GetMostAchievedAchievementInfo\n");
|
|
}
|
|
|
|
|
|
// 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 )
|
|
{
|
|
PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n");
|
|
}
|
|
|
|
|
|
// Returns the percentage of users who have achieved the specified achievement.
|
|
bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent )
|
|
{
|
|
PRINT_DEBUG("GetAchievementAchievedPercent\n");
|
|
}
|
|
|
|
|
|
// 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 )
|
|
{
|
|
PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays);
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
GlobalStatsReceived_t data;
|
|
data.m_nGameID = settings->get_local_game_id().ToUint64();
|
|
data.m_eResult = k_EResultOK;
|
|
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
|
}
|
|
|
|
|
|
// Gets the lifetime totals for an aggregated stat
|
|
bool GetGlobalStat( const char *pchStatName, int64 *pData )
|
|
{
|
|
PRINT_DEBUG("GetGlobalStat %s\n", pchStatName);
|
|
return false;
|
|
}
|
|
|
|
bool GetGlobalStat( const char *pchStatName, double *pData )
|
|
{
|
|
PRINT_DEBUG("GetGlobalStat %s\n", pchStatName);
|
|
return false;
|
|
}
|
|
|
|
|
|
// 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 )
|
|
{
|
|
PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName);
|
|
return 0;
|
|
}
|
|
|
|
int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData )
|
|
{
|
|
PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName);
|
|
return 0;
|
|
}
|
|
};
|