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4017266241
* new option `upload_achievements_icons_to_gpu` in `configs.main.ini` which controls whether the overlay should upload the achievements icons to the GPU and display them or not * synchronize overlay proc with the periodic steam callback in a better way to avoid FPS drop * prevent overlay flickering regression * upload achievements icons to the GPU in the overlay proc periodically, this dramatically decreased the startup locking/halt time * fix a potential deadlock scenario in the overlay as a result of synchonizing with 2 mutex objects
409 lines
19 KiB
C++
409 lines
19 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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#ifndef __INCLUDED_STEAM_USER_STATS_H__
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#define __INCLUDED_STEAM_USER_STATS_H__
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#include <limits>
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#include "base.h"
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#include "overlay/steam_overlay.h"
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struct Steam_Leaderboard_Entry {
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CSteamID steam_id{};
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int32 score{};
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std::vector<int32> score_details{};
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};
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struct Steam_Leaderboard {
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std::string name{};
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ELeaderboardSortMethod sort_method = k_ELeaderboardSortMethodNone;
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ELeaderboardDisplayType display_type = k_ELeaderboardDisplayTypeNone;
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std::vector<Steam_Leaderboard_Entry> entries{};
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Steam_Leaderboard_Entry* find_recent_entry(const CSteamID &steamid) const;
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void remove_entries(const CSteamID &steamid);
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// remove entries with the same steamid, keeping only most recent one
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void remove_duplicate_entries();
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void sort_entries();
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};
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struct achievement_trigger {
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std::string name{}; // defined achievement name
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std::string value_operation{};
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std::string min_value{}; // min progress
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std::string max_value{}; // max progress
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bool should_unlock_ach(float stat) const;
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bool should_unlock_ach(int32 stat) const;
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bool should_indicate_progress(float stat) const;
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bool should_indicate_progress(int32 stat) const;
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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 ISteamUserStats011,
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public ISteamUserStats
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{
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public:
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static constexpr const auto achievements_user_file = "achievements.json";
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private:
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template<typename T>
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struct InternalSetResult {
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bool success = false;
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bool notify_server = false;
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std::string internal_name{};
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T current_val{};
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};
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class Local_Storage *local_storage{};
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class Settings *settings{};
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class SteamCallResults *callback_results{};
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class SteamCallBacks *callbacks{};
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class Networking *network{};
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class RunEveryRunCB *run_every_runcb{};
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class Steam_Overlay* overlay{};
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std::vector<struct Steam_Leaderboard> cached_leaderboards{};
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nlohmann::json defined_achievements{};
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nlohmann::json user_achievements{};
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std::vector<std::string> sorted_achievement_names{};
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size_t last_loaded_ach_icon{};
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std::map<std::string, int32> stats_cache_int{};
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std::map<std::string, float> stats_cache_float{};
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std::map<std::string, std::vector<achievement_trigger>> achievement_stat_trigger{};
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// triggered when an achievement is unlocked
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// https://partner.steamgames.com/doc/api/ISteamUserStats#StoreStats
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std::map<std::string, UserAchievementStored_t> store_stats_trigger{};
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GameServerStats_Messages::AllStats pending_server_updates{};
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void load_achievements_db();
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void load_achievements();
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void save_achievements();
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int load_ach_icon(nlohmann::json &defined_ach, bool achieved);
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nlohmann::detail::iter_impl<nlohmann::json> defined_achievements_find(const std::string &key);
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std::string get_value_for_language(const nlohmann::json &json, std::string_view key, std::string_view language);
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std::vector<Steam_Leaderboard_Entry> load_leaderboard_entries(const std::string &name);
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void save_my_leaderboard_entry(const Steam_Leaderboard &leaderboard);
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Steam_Leaderboard_Entry* update_leaderboard_entry(Steam_Leaderboard &leaderboard, const Steam_Leaderboard_Entry &entry, bool overwrite = true);
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// returns a value 1 -> leaderboards.size(), inclusive
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unsigned int find_cached_leaderboard(const std::string &name);
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unsigned int cache_leaderboard_ifneeded(const std::string &name, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType);
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// null steamid means broadcast to all
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void send_my_leaderboard_score(const Steam_Leaderboard &board, const CSteamID *steamid = nullptr, bool want_scores_back = false);
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void request_user_leaderboard_entry(const Steam_Leaderboard &board, const CSteamID &steamid);
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// change stats/achievements without sending back to server
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bool clear_stats_internal();
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InternalSetResult<int32> set_stat_internal( const char *pchName, int32 nData );
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InternalSetResult<std::pair<GameServerStats_Messages::StatInfo::Stat_Type, float>> set_stat_internal( const char *pchName, float fData );
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InternalSetResult<std::pair<GameServerStats_Messages::StatInfo::Stat_Type, float>> update_avg_rate_stat_internal( const char *pchName, float flCountThisSession, double dSessionLength );
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InternalSetResult<bool> set_achievement_internal( const char *pchName );
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InternalSetResult<bool> clear_achievement_internal( const char *pchName );
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void send_updated_stats();
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void load_achievements_icons();
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void steam_run_callback();
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// requests from server
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void network_stats_initial(Common_Message *msg);
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void network_stats_updated(Common_Message *msg);
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void network_callback_stats(Common_Message *msg);
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// requests from other users to share leaderboards
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void network_leaderboard_update_score(Common_Message *msg, Steam_Leaderboard &board, bool send_score_back);
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void network_leaderboard_send_my_score(Common_Message *msg, const Steam_Leaderboard &board);
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void network_callback_leaderboards(Common_Message *msg);
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// user connect/disconnect
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void network_callback_low_level(Common_Message *msg);
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static void steam_user_stats_network_low_level(void *object, Common_Message *msg);
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static void steam_user_stats_network_stats(void *object, Common_Message *msg);
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static void steam_user_stats_network_leaderboards(void *object, Common_Message *msg);
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static void steam_user_stats_run_every_runcb(void *object);
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public:
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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);
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~Steam_User_Stats();
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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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// Data accessors
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bool GetStat( const char *pchName, int32 *pData );
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bool GetStat( const char *pchName, float *pData );
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// Set / update data
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bool SetStat( const char *pchName, int32 nData );
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bool SetStat( const char *pchName, float fData );
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bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength );
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// Achievement flag accessors
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bool GetAchievement( const char *pchName, bool *pbAchieved );
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bool SetAchievement( const char *pchName );
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bool ClearAchievement( const char *pchName );
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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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// 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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// 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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int get_achievement_icon_handle( const std::string &ach_name, bool pbAchieved, bool force_load = false );
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std::string get_achievement_icon_name( const char *pchName, bool achieved );
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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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// 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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// 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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// Get achievement name iAchievement in [0,GetNumAchievements)
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const char * GetAchievementName( uint32 iAchievement );
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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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// 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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bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData );
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bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved );
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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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// Reset stats
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bool ResetAllStats( bool bAchievementsToo );
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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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// 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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// returns the name of a leaderboard
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const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard );
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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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// returns the sort method of the leaderboard
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ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard );
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// returns the display type of the leaderboard
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ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard );
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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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// 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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// Returns data about a single leaderboard entry
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// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
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// e.g.
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// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
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// {
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// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
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// {
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// LeaderboardEntry_t leaderboardEntry;
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// int32 details[3]; // we know this is how many we've stored previously
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// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
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// assert( leaderboardEntry.m_cDetails == 3 );
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// ...
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// }
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// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
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bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax );
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// Uploads a user score to the Steam back-end.
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// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
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// Details are extra game-defined information regarding how the user got that score
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// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
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STEAM_CALL_RESULT( LeaderboardScoreUploaded_t )
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SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount );
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SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount );
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// Attaches a piece of user generated content the user's entry on a leaderboard.
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// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
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// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
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STEAM_CALL_RESULT( LeaderboardUGCSet_t )
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SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC );
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// Retrieves the number of players currently playing your game (online + offline)
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// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
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STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
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SteamAPICall_t GetNumberOfCurrentPlayers();
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// Requests that Steam fetch data on the percentage of players who have received each achievement
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// for the game globally.
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// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
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STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t )
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SteamAPICall_t RequestGlobalAchievementPercentages();
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// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
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// the next most achieved afterwards. Will return -1 if there is no data on achievement
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// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
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int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved );
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// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
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// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
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// achievement has been iterated.
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int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved );
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// Returns the percentage of users who have achieved the specified achievement.
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bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent );
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// Requests global stats data, which is available for stats marked as "aggregated".
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// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
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// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
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// to the overall totals. The limit is 60.
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STEAM_CALL_RESULT( GlobalStatsReceived_t )
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SteamAPICall_t RequestGlobalStats( int nHistoryDays );
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// Gets the lifetime totals for an aggregated stat
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bool GetGlobalStat( const char *pchStatName, int64 *pData );
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bool GetGlobalStat( const char *pchStatName, double *pData );
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// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
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// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
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// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
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// elements actually set.
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int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData );
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int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData );
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// For achievements that have related Progress stats, use this to query what the bounds of that progress are.
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// You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress
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// have been made, to show a progress notification to the user.
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bool GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress );
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bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress );
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};
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#endif//__INCLUDED_STEAM_USER_STATS_H__
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