mirror of
https://github.com/Detanup01/gbe_fork.git
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119 lines
4.5 KiB
C++
119 lines
4.5 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 "dll/steam_gameserverstats.h"
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Steam_GameServerStats::Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
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{
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this->settings = settings;
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this->network = network;
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this->callback_results = callback_results;
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this->callbacks = callbacks;
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}
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// downloads stats for the user
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// returns a GSStatsReceived_t callback when completed
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// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
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// these stats will only be auto-updated for clients playing on the server. For other
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// users you'll need to call RequestUserStats() again to refresh any data
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STEAM_CALL_RESULT( GSStatsReceived_t )
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SteamAPICall_t Steam_GameServerStats::RequestUserStats( CSteamID steamIDUser )
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{
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PRINT_DEBUG("Steam_GameServerStats::RequestUserStats\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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GSStatsReceived_t data;
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data.m_eResult = k_EResultFail;//k_EResultOK;
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data.m_steamIDUser = steamIDUser;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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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 Steam_GameServerStats::GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData )
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{
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PRINT_DEBUG("Steam_GameServerStats::GetUserStat\n");
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return false;
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}
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bool Steam_GameServerStats::GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData )
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{
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PRINT_DEBUG("Steam_GameServerStats::GetUserStat\n");
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return false;
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}
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bool Steam_GameServerStats::GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved )
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{
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PRINT_DEBUG("Steam_GameServerStats::GetUserAchievement\n");
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return false;
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}
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// Set / update stats and achievements.
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// Note: These updates will work only on stats game servers are allowed to edit and only for
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// game servers that have been declared as officially controlled by the game creators.
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// Set the IP range of your official servers on the Steamworks page
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bool Steam_GameServerStats::SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData )
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{
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PRINT_DEBUG("Steam_GameServerStats::SetUserStat\n");
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return false;
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}
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bool Steam_GameServerStats::SetUserStat( CSteamID steamIDUser, const char *pchName, float fData )
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{
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PRINT_DEBUG("Steam_GameServerStats::SetUserStat\n");
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return false;
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}
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bool Steam_GameServerStats::UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength )
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{
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PRINT_DEBUG("Steam_GameServerStats::UpdateUserAvgRateStat\n");
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return false;
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}
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bool Steam_GameServerStats::SetUserAchievement( CSteamID steamIDUser, const char *pchName )
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{
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PRINT_DEBUG("Steam_GameServerStats::SetUserAchievement\n");
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return false;
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}
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bool Steam_GameServerStats::ClearUserAchievement( CSteamID steamIDUser, const char *pchName )
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{
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PRINT_DEBUG("Steam_GameServerStats::ClearUserAchievement\n");
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return false;
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}
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// Store the current data on the server, will get a GSStatsStored_t callback when set.
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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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STEAM_CALL_RESULT( GSStatsStored_t )
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SteamAPICall_t Steam_GameServerStats::StoreUserStats( CSteamID steamIDUser )
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{
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PRINT_DEBUG("Steam_GameServerStats::StoreUserStats\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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GSStatsStored_t data;
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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));
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}
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