mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-30 14:25:36 +08:00
600 lines
23 KiB
C++
600 lines
23 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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// TODO not sure what's the real value
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#define PENDING_RequestUserStats_TIMEOUT 7.0
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void Steam_GameServerStats::steam_gameserverstats_network_low_level(void *object, Common_Message *msg)
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{
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// PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_network_low_level\n");
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auto inst = (Steam_GameServerStats *)object;
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inst->network_callback_low_level(msg);
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}
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void Steam_GameServerStats::steam_gameserverstats_network_callback(void *object, Common_Message *msg)
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{
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// PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_network_callback\n");
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auto inst = (Steam_GameServerStats *)object;
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inst->network_callback(msg);
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}
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void Steam_GameServerStats::steam_gameserverstats_run_every_runcb(void *object)
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{
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// PRINT_DEBUG("Steam_GameServerStats::steam_gameserverstats_run_every_runcb\n");
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auto inst = (Steam_GameServerStats *)object;
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inst->steam_run_callback();
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}
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Steam_GameServerStats::CachedStat* Steam_GameServerStats::find_stat(CSteamID steamIDUser, const std::string &key)
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{
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auto it_data = all_users_data.find(steamIDUser.ConvertToUint64());
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if (all_users_data.end() == it_data) return {}; // no user
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auto it_stat = std::find_if(
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it_data->second.stats.begin(), it_data->second.stats.end(),
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[&key](std::pair<const std::string, CachedStat> &item) {
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const std::string &name = item.first;
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return common_helpers::str_cmp_insensitive(key, name);
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}
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);
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if (it_data->second.stats.end() == it_stat) return {}; // no stat
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return &it_stat->second;
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}
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Steam_GameServerStats::CachedAchievement* Steam_GameServerStats::find_ach(CSteamID steamIDUser, const std::string &key)
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{
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auto it_data = all_users_data.find(steamIDUser.ConvertToUint64());
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if (all_users_data.end() == it_data) return {}; // no user
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auto it_ach = std::find_if(
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it_data->second.achievements.begin(), it_data->second.achievements.end(),
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[&key](std::pair<const std::string, CachedAchievement> &item) {
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const std::string &name = item.first;
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return common_helpers::str_cmp_insensitive(key, name);
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}
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);
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if (it_data->second.achievements.end() == it_ach) return {}; // no user
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return &it_ach->second;
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}
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Steam_GameServerStats::Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
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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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this->run_every_runcb = run_every_runcb;
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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_GameServerStats::steam_gameserverstats_network_callback, this);
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this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_low_level, this);
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this->run_every_runcb->add(&Steam_GameServerStats::steam_gameserverstats_run_every_runcb, this);
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}
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}
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Steam_GameServerStats::~Steam_GameServerStats()
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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_GameServerStats::steam_gameserverstats_network_callback, this);
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this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_GameServerStats::steam_gameserverstats_network_low_level, this);
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this->run_every_runcb->remove(&Steam_GameServerStats::steam_gameserverstats_run_every_runcb, this);
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}
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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 %llu\n", (uint64)steamIDUser.ConvertToUint64());
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) {
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GSStatsReceived_t data_bad{};
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data_bad.m_eResult = EResult::k_EResultFail;
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data_bad.m_steamIDUser = steamIDUser;
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return callback_results->addCallResult(data_bad.k_iCallback, &data_bad, sizeof(data_bad));
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}
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struct RequestAllStats new_request{};
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new_request.created = std::chrono::high_resolution_clock::now();
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new_request.steamAPICall = callback_results->reserveCallResult();
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new_request.steamIDUser = steamIDUser;
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pending_RequestUserStats.push_back(new_request);
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auto initial_stats_msg = new GameServerStats_Messages::InitialAllStats();
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initial_stats_msg->set_steam_api_call(new_request.steamAPICall);
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auto gameserverstats_messages = new GameServerStats_Messages();
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gameserverstats_messages->set_type(GameServerStats_Messages::Request_AllUserStats);
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gameserverstats_messages->set_allocated_initial_user_stats(initial_stats_msg);
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Common_Message msg{};
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// https://protobuf.dev/reference/cpp/cpp-generated/#string
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// set_allocated_xxx() takes ownership of the allocated object, no need to delete
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msg.set_allocated_gameserver_stats_messages(gameserverstats_messages);
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(new_request.steamIDUser.ConvertToUint64());
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network->sendTo(&msg, true);
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return new_request.steamAPICall;
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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 <int32> %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto stat = find_stat(steamIDUser, pchName);
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if (!stat) return false;
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if (stat->stat.stat_type() != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
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if (pData) *pData = stat->stat.value_int();
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return true;
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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 <float> %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto stat = find_stat(steamIDUser, pchName);
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if (!stat) return false;
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if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
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if (pData) *pData = stat->stat.value_float();
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return true;
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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 %llu '%s' %p\n", (uint64)steamIDUser.ConvertToUint64(), pchName, pbAchieved);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto ach = find_ach(steamIDUser, pchName);
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if (!ach) return false;
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if (pbAchieved) *pbAchieved = ach->ach.achieved();
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return true;
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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 <int32> %llu '%s'=%i\n", (uint64)steamIDUser.ConvertToUint64(), pchName, nData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto stat = find_stat(steamIDUser, pchName);
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if (!stat) return false;
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if (stat->stat.stat_type() != GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
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if (stat->stat.value_int() == nData) return true; // don't waste time
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stat->dirty = true;
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stat->stat.set_value_int(nData);
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return true;
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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 <float> %llu '%s'=%f\n", (uint64)steamIDUser.ConvertToUint64(), pchName, fData);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto stat = find_stat(steamIDUser, pchName);
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if (!stat) return false;
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if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
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if (stat->stat.value_float() == fData) return true; // don't waste time
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stat->dirty = true;
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stat->stat.set_value_float(fData); // we set the float field in case it's float or avg
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return true;
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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 %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto stat = find_stat(steamIDUser, pchName);
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if (!stat) return false;
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if (stat->stat.stat_type() == GameServerStats_Messages::StatInfo::STAT_TYPE_INT) return false;
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// don't waste time
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if (stat->stat.has_value_avg() &&
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stat->stat.value_avg().count_this_session() == flCountThisSession &&
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stat->stat.value_avg().session_length() == dSessionLength) {
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return true;
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}
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stat->dirty = true;
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// https://protobuf.dev/reference/cpp/cpp-generated/#string
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// set_allocated_xxx() takes ownership of the allocated object, no need to delete
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auto avg_info = new GameServerStats_Messages::StatInfo::AvgStatInfo();
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avg_info->set_count_this_session(flCountThisSession);
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avg_info->set_session_length(dSessionLength);
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stat->stat.set_allocated_value_avg(avg_info);
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return true;
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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 %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto ach = find_ach(steamIDUser, pchName);
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if (!ach) return false;
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if (ach->ach.achieved() == true) return true; // don't waste time
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ach->dirty = true;
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ach->ach.set_achieved(true);
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return true;
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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 %llu '%s'\n", (uint64)steamIDUser.ConvertToUint64(), pchName);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (settings->disable_sharing_stats_with_gameserver) return false;
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if (!pchName) return false;
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auto ach = find_ach(steamIDUser, pchName);
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if (!ach) return false;
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if (ach->ach.achieved() == false) return true; // don't waste time
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ach->dirty = true;
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ach->ach.set_achieved(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 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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// it's not necessary to send all data here
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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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if (settings->disable_sharing_stats_with_gameserver) {
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GSStatsStored_t data_bad{};
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data_bad.m_eResult = EResult::k_EResultFail;
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data_bad.m_steamIDUser = steamIDUser;
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return callback_results->addCallResult(data_bad.k_iCallback, &data_bad, sizeof(data_bad));
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}
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GSStatsStored_t data{};
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if (all_users_data.count(steamIDUser.ConvertToUint64())) {
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data.m_eResult = EResult::k_EResultOK;
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} else {
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data.m_eResult = EResult::k_EResultFail;
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}
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data.m_steamIDUser = steamIDUser;
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return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.01);
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}
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// --- steam callbacks
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void Steam_GameServerStats::remove_timedout_userstats_requests()
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{
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if (pending_RequestUserStats.empty()) return;
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// send all pending RequestUserStats() requests
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for (auto &pendReq : pending_RequestUserStats) {
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if (check_timedout(pendReq.created, PENDING_RequestUserStats_TIMEOUT)) {
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pendReq.timeout = true;
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GSStatsReceived_t data{};
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data.m_eResult = k_EResultTimeout;
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data.m_steamIDUser = pendReq.steamIDUser;
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callback_results->addCallResult(pendReq.steamAPICall, data.k_iCallback, &data, sizeof(data));
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PRINT_DEBUG(
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"Steam_GameServerStats::steam_run_callback RequestUserStats timeout, %llu\n",
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pendReq.steamIDUser.ConvertToUint64()
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);
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}
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}
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// remove all timedout requests
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auto itrm = std::remove_if(
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pending_RequestUserStats.begin(), pending_RequestUserStats.end(),
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[](const struct RequestAllStats &item) { return item.timeout; }
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);
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pending_RequestUserStats.erase(itrm, pending_RequestUserStats.end());
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}
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void Steam_GameServerStats::collect_and_send_updated_user_stats()
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{
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std::map<uint64, UserData> updated_users_data{}; // new data to send
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// collect new data
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for (auto &this_user : all_users_data) { // foreach user
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uint64 user_steamid = this_user.first;
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// collect changed stats
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for (auto &user_stat : this_user.second.stats) {
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if (user_stat.second.dirty) {
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user_stat.second.dirty = false;
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updated_users_data[user_steamid].stats[user_stat.first] = user_stat.second;
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// clear this to avoid sending it to the user next time
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if (user_stat.second.stat.has_value_avg()) user_stat.second.stat.clear_value_avg();
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}
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}
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// collect changed achievements
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for (auto &user_ach : this_user.second.achievements) {
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if (user_ach.second.dirty) {
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user_ach.second.dirty = false;
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updated_users_data[user_steamid].achievements[user_ach.first] = user_ach.second;
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}
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}
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}
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// send new user stats
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for (auto &user_new_data : updated_users_data) { // foreach user
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uint64 user_steamid = user_new_data.first;
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const auto &new_data = user_new_data.second;
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auto updated_stats_msg = new GameServerStats_Messages::AllStats();
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// copy new stats
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auto &updated_stats_map = *updated_stats_msg->mutable_user_stats();
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for (auto &new_stat : new_data.stats) {
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updated_stats_map[new_stat.first] = new_stat.second.stat;
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}
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// copy new achievements
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auto &updated_achs_map = *updated_stats_msg->mutable_user_achievements();
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for (auto &new_ach : new_data.achievements) {
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updated_achs_map[new_ach.first] = new_ach.second.ach;
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}
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auto gameserverstats_msg = new GameServerStats_Messages();
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gameserverstats_msg->set_type(GameServerStats_Messages::UpdateUserStatsFromServer);
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gameserverstats_msg->set_allocated_update_user_stats(updated_stats_msg);
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Common_Message msg{};
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// https://protobuf.dev/reference/cpp/cpp-generated/#string
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// set_allocated_xxx() takes ownership of the allocated object, no need to delete
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msg.set_allocated_gameserver_stats_messages(gameserverstats_msg);
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msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
|
msg.set_dest_id(user_steamid);
|
|
network->sendTo(&msg, true);
|
|
|
|
PRINT_DEBUG(
|
|
"Steam_GameServerStats::collect_and_send_updated_user_stats server sent updated stats %llu: %zu stats, %zu achievements\n",
|
|
user_steamid, updated_stats_msg->user_stats().size(), updated_stats_msg->user_achievements().size()
|
|
);
|
|
}
|
|
|
|
}
|
|
|
|
void Steam_GameServerStats::steam_run_callback()
|
|
{
|
|
remove_timedout_userstats_requests();
|
|
collect_and_send_updated_user_stats();
|
|
}
|
|
|
|
|
|
|
|
// --- networking callbacks
|
|
|
|
void Steam_GameServerStats::network_callback_initial_stats(Common_Message *msg)
|
|
{
|
|
uint64 user_steamid = msg->source_id();
|
|
|
|
PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats player sent all their stats %llu\n", user_steamid);
|
|
if (!msg->gameserver_stats_messages().has_initial_user_stats() ||
|
|
!msg->gameserver_stats_messages().initial_user_stats().has_all_data()) {
|
|
PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats error empty msg\n");
|
|
return;
|
|
}
|
|
|
|
const auto &new_data = msg->gameserver_stats_messages().initial_user_stats();
|
|
|
|
// find this pending request
|
|
auto it = std::find_if(
|
|
pending_RequestUserStats.begin(), pending_RequestUserStats.end(),
|
|
[=](const RequestAllStats &item) {
|
|
return item.steamAPICall == new_data.steam_api_call() &&
|
|
item.steamIDUser == user_steamid;
|
|
}
|
|
);
|
|
if (pending_RequestUserStats.end() == it) { // timeout and already removed
|
|
PRINT_DEBUG("Steam_GameServerStats::network_callback_initial_stats error got all player stats but pending request timedout and removed\n");
|
|
return;
|
|
}
|
|
|
|
// remove this pending request
|
|
pending_RequestUserStats.erase(it);
|
|
|
|
// copy new stats
|
|
auto ¤t_stats = all_users_data[user_steamid].stats;
|
|
current_stats.clear();
|
|
for (const auto &new_stat : new_data.all_data().user_stats()) {
|
|
current_stats[new_stat.first].stat = new_stat.second;
|
|
}
|
|
|
|
// copy new achievements
|
|
auto ¤t_achievements = all_users_data[user_steamid].achievements;
|
|
current_achievements.clear();
|
|
for (const auto &new_ach : new_data.all_data().user_achievements()) {
|
|
current_achievements[new_ach.first].ach = new_ach.second;
|
|
}
|
|
|
|
GSStatsReceived_t data{};
|
|
data.m_eResult = EResult::k_EResultOK;
|
|
data.m_steamIDUser = user_steamid;
|
|
callback_results->addCallResult(it->steamAPICall, data.k_iCallback, &data, sizeof(data));
|
|
|
|
PRINT_DEBUG(
|
|
"Steam_GameServerStats::network_callback_initial_stats server got all player stats %llu: %zu stats, %zu achievements\n",
|
|
user_steamid, all_users_data[user_steamid].stats.size(), all_users_data[user_steamid].achievements.size()
|
|
);
|
|
|
|
|
|
}
|
|
|
|
void Steam_GameServerStats::network_callback_updated_stats(Common_Message *msg)
|
|
{
|
|
uint64 user_steamid = msg->source_id();
|
|
|
|
PRINT_DEBUG("Steam_GameServerStats::network_callback_updated_stats player sent updated stats %llu\n", user_steamid);
|
|
if (!msg->gameserver_stats_messages().has_update_user_stats()) {
|
|
PRINT_DEBUG("Steam_GameServerStats::network_callback_updated_stats error empty msg\n");
|
|
return;
|
|
}
|
|
|
|
auto ¤t_user_data = all_users_data[user_steamid];
|
|
auto &new_user_data =msg->gameserver_stats_messages().update_user_stats();
|
|
|
|
// update stats
|
|
for (auto &new_stat : new_user_data.user_stats()) {
|
|
auto ¤t_stat = current_user_data.stats[new_stat.first];
|
|
current_stat.dirty = false;
|
|
current_stat.stat = new_stat.second;
|
|
}
|
|
|
|
// update achievements
|
|
for (auto &new_ach : new_user_data.user_achievements()) {
|
|
auto ¤t_ach = current_user_data.achievements[new_ach.first];
|
|
current_ach.dirty = false;
|
|
current_ach.ach = new_ach.second;
|
|
}
|
|
|
|
PRINT_DEBUG(
|
|
"Steam_GameServerStats::network_callback got updated user stats %llu: %zu stats, %zu achievements\n",
|
|
user_steamid, new_user_data.user_stats().size(), new_user_data.user_achievements().size()
|
|
);
|
|
}
|
|
|
|
// only triggered when we have a message
|
|
void Steam_GameServerStats::network_callback(Common_Message *msg)
|
|
{
|
|
switch (msg->gameserver_stats_messages().type())
|
|
{
|
|
// user sent all their stats
|
|
case GameServerStats_Messages::Response_AllUserStats:
|
|
network_callback_initial_stats(msg);
|
|
break;
|
|
|
|
// user has updated/new stats
|
|
case GameServerStats_Messages::UpdateUserStatsFromUser:
|
|
network_callback_updated_stats(msg);
|
|
break;
|
|
|
|
default:
|
|
PRINT_DEBUG("Steam_GameServerStats::network_callback unhandled type %i\n", (int)msg->gameserver_stats_messages().type());
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
// user connect/disconnect
|
|
void Steam_GameServerStats::network_callback_low_level(Common_Message *msg)
|
|
{
|
|
uint64 steamid = msg->source_id();
|
|
// this should never happen, but just in case
|
|
if (steamid == settings->get_local_steam_id().ConvertToUint64()) return;
|
|
|
|
switch (msg->low_level().type())
|
|
{
|
|
case Low_Level::CONNECT:
|
|
// nothing
|
|
break;
|
|
|
|
case Low_Level::DISCONNECT: {
|
|
all_users_data.erase(steamid);
|
|
auto it_rm = std::remove_if(
|
|
pending_RequestUserStats.begin(), pending_RequestUserStats.end(),
|
|
[=](const RequestAllStats &item) { return item.steamIDUser.ConvertToUint64() == steamid; }
|
|
);
|
|
while (pending_RequestUserStats.end() != it_rm) {
|
|
GSStatsReceived_t data{};
|
|
data.m_eResult = k_EResultTimeout;
|
|
data.m_steamIDUser = it_rm->steamIDUser;
|
|
callback_results->addCallResult(it_rm->steamAPICall, data.k_iCallback, &data, sizeof(data));
|
|
|
|
PRINT_DEBUG(
|
|
"Steam_GameServerStats::network_callback_low_level RequestUserStats timeout, %llu\n",
|
|
it_rm->steamIDUser.ConvertToUint64()
|
|
);
|
|
it_rm = pending_RequestUserStats.erase(it_rm);
|
|
}
|
|
|
|
// PRINT_DEBUG("Steam_GameServerStats::network_callback_low_level removed user %llu\n", steamid);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
PRINT_DEBUG("Steam_GameServerStats::network_callback_low_level unknown type %i\n", (int)msg->low_level().type());
|
|
break;
|
|
}
|
|
}
|