mirror of
https://github.com/Detanup01/gbe_fork.git
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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
195 lines
7.9 KiB
C++
195 lines
7.9 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_user_stats.h"
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#include <random>
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void Steam_User_Stats::steam_user_stats_network_low_level(void *object, Common_Message *msg)
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{
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// PRINT_DEBUG_ENTRY();
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auto inst = (Steam_User_Stats *)object;
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inst->network_callback_low_level(msg);
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}
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void Steam_User_Stats::steam_user_stats_run_every_runcb(void *object)
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{
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// PRINT_DEBUG_ENTRY();
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auto inst = (Steam_User_Stats *)object;
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inst->steam_run_callback();
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}
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Steam_User_Stats::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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settings(settings),
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network(network),
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local_storage(local_storage),
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callback_results(callback_results),
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callbacks(callbacks),
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defined_achievements(nlohmann::json::object()),
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user_achievements(nlohmann::json::object()),
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run_every_runcb(run_every_runcb),
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overlay(overlay)
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{
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load_achievements_db(); // steam_settings/achievements.json
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load_achievements(); // %appdata%/<emu saves folder>/<app id>/achievements.json
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// discard achievements without a "name"
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auto x = defined_achievements.begin();
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while (x != defined_achievements.end()) {
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if (!x->contains("name")) {
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x = defined_achievements.erase(x);
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} else {
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++x;
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}
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}
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for (auto & it : defined_achievements) {
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try {
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std::string name = static_cast<std::string const&>(it["name"]);
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sorted_achievement_names.push_back(name);
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achievement_trigger trig{};
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try {
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trig.name = name;
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trig.value_operation = static_cast<std::string const&>(it["progress"]["value"]["operation"]);
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std::string stat_name = common_helpers::ascii_to_lowercase(static_cast<std::string const&>(it["progress"]["value"]["operand1"]));
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trig.min_value = static_cast<std::string const&>(it["progress"]["min_val"]);
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trig.max_value = static_cast<std::string const&>(it["progress"]["max_val"]);
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achievement_stat_trigger[stat_name].push_back(trig);
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} catch(...) {}
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// default initial values, will only be added if they don't exist already
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auto &user_ach = user_achievements[name]; // this will create a new json entry if the key didn't exist already
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user_ach.emplace("earned", false);
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user_ach.emplace("earned_time", static_cast<uint32>(0));
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// they will throw an exception for achievements with no progress
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try {
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uint32 progress_min = std::stoul(trig.min_value);
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uint32 progress_max = std::stoul(trig.max_value);
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// if the above lines didn't throw exception then add the values
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user_ach.emplace("progress", progress_min);
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user_ach.emplace("max_progress", progress_max);
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} catch(...) {}
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} catch(...) {}
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try {
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it["hidden"] = std::to_string(it["hidden"].get<int>());
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} catch(...) {}
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it["displayName"] = get_value_for_language(it, "displayName", settings->get_language());
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it["description"] = get_value_for_language(it, "description", settings->get_language());
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it["icon_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
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it["icon_gray_handle"] = Settings::UNLOADED_IMAGE_HANDLE;
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}
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//TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are.
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//need to find a game with achievements of different case names to confirm
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std::sort(sorted_achievement_names.begin(), sorted_achievement_names.end(), [](const std::string lhs, const std::string rhs){
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const auto result = std::mismatch(lhs.cbegin(), lhs.cend(), rhs.cbegin(), rhs.cend(), [](const unsigned char lhs, const unsigned char rhs){return std::tolower(lhs) == std::tolower(rhs);});
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return result.second != rhs.cend() && (result.first == lhs.cend() || std::tolower(*result.first) < std::tolower(*result.second));}
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);
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if (!settings->disable_sharing_stats_with_gameserver) {
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this->network->setCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
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}
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if (settings->share_leaderboards_over_network) {
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this->network->setCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
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}
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
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this->run_every_runcb->add(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
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}
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Steam_User_Stats::~Steam_User_Stats()
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{
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if (!settings->disable_sharing_stats_with_gameserver) {
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this->network->rmCallback(CALLBACK_ID_GAMESERVER_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_stats, this);
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}
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if (settings->share_leaderboards_over_network) {
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this->network->rmCallback(CALLBACK_ID_LEADERBOARDS_STATS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_leaderboards, this);
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}
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this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_User_Stats::steam_user_stats_network_low_level, this);
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this->run_every_runcb->remove(&Steam_User_Stats::steam_user_stats_run_every_runcb, this);
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}
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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 Steam_User_Stats::GetNumberOfCurrentPlayers()
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{
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PRINT_DEBUG_ENTRY();
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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std::random_device rd{};
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std::mt19937 gen(rd());
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std::uniform_int_distribution<int32> distrib(117, 1017);
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NumberOfCurrentPlayers_t data{};
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data.m_bSuccess = 1;
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data.m_cPlayers = distrib(gen);
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auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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return ret;
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}
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// --- steam callbacks
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void Steam_User_Stats::steam_run_callback()
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{
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send_updated_stats();
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load_achievements_icons();
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}
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// --- networking callbacks
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// only triggered when we have a message
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// user connect/disconnect
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void Steam_User_Stats::network_callback_low_level(Common_Message *msg)
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{
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CSteamID steamid((uint64)msg->source_id());
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// this should never happen, but just in case
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if (steamid == settings->get_local_steam_id()) return;
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switch (msg->low_level().type())
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{
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case Low_Level::CONNECT:
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// nothing
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break;
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case Low_Level::DISCONNECT: {
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for (auto &board : cached_leaderboards) {
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board.remove_entries(steamid);
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}
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// PRINT_DEBUG("removed user %llu", (uint64)steamid.ConvertToUint64());
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}
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break;
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default:
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PRINT_DEBUG("unknown type %i", (int)msg->low_level().type());
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break;
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}
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}
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