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108 lines
4.7 KiB
C++
108 lines
4.7 KiB
C++
//====== Copyright <20> Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface for game servers to steam stats and achievements
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//
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//=============================================================================
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#ifndef ISTEAMGAMESERVERSTATS_H
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#define ISTEAMGAMESERVERSTATS_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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#include "steam_api_common.h"
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//-----------------------------------------------------------------------------
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// Purpose: Functions for authenticating users via Steam to play on a game server
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//-----------------------------------------------------------------------------
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class ISteamGameServerStats
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{
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public:
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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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virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
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// requests stat information for a user, usable after a successful call to RequestUserStats()
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virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
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virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
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virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
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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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virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0;
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virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) = 0;
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virtual bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
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virtual bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
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virtual bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
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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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virtual SteamAPICall_t StoreUserStats( CSteamID steamIDUser ) = 0;
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};
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#define STEAMGAMESERVERSTATS_INTERFACE_VERSION "SteamGameServerStats001"
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#ifndef STEAM_API_EXPORTS
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// Global accessor
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inline ISteamGameServerStats *SteamGameServerStats();
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STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServerStats *, SteamGameServerStats, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
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#endif
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: called when the latests stats and achievements have been received
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// from the server
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//-----------------------------------------------------------------------------
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struct GSStatsReceived_t
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{
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enum { k_iCallback = k_iSteamGameServerStatsCallbacks };
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EResult m_eResult; // Success / error fetching the stats
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CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
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};
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//-----------------------------------------------------------------------------
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// Purpose: result of a request to store the user stats for a game
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//-----------------------------------------------------------------------------
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struct GSStatsStored_t
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{
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enum { k_iCallback = k_iSteamGameServerStatsCallbacks + 1 };
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EResult m_eResult; // success / error
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CSteamID m_steamIDUser; // The user for whom the stats were stored
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};
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//-----------------------------------------------------------------------------
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// Purpose: Callback indicating that a user's stats have been unloaded.
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// Call RequestUserStats again to access stats for this user
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//-----------------------------------------------------------------------------
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struct GSStatsUnloaded_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
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CSteamID m_steamIDUser; // User whose stats have been unloaded
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};
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#pragma pack( pop )
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#endif // ISTEAMGAMESERVERSTATS_H
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