mirror of
https://github.com/Detanup01/gbe_fork.git
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118 lines
5.0 KiB
C++
118 lines
5.0 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_GAMESERVERSTATS_H__
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#define __INCLUDED_STEAM_GAMESERVERSTATS_H__
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#include "base.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 Steam_GameServerStats :
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public ISteamGameServerStats
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{
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class Settings *settings{};
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class Networking *network{};
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class SteamCallResults *callback_results{};
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class SteamCallBacks *callbacks{};
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class RunEveryRunCB *run_every_runcb{};
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struct RequestAllStats {
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std::chrono::high_resolution_clock::time_point created{};
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SteamAPICall_t steamAPICall{};
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CSteamID steamIDUser{};
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bool timeout = false;
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};
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struct CachedStat {
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bool dirty = false; // true means it was changed on the server and should be sent to the user
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GameServerStats_Messages::StatInfo stat{};
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};
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struct CachedAchievement {
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bool dirty = false; // true means it was changed on the server and should be sent to the user
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GameServerStats_Messages::AchievementInfo ach{};
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};
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struct UserData {
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std::map<std::string, CachedStat> stats{};
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std::map<std::string, CachedAchievement> achievements{};
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};
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std::vector<RequestAllStats> pending_RequestUserStats{};
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std::map<uint64, UserData> all_users_data{};
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CachedStat* find_stat(CSteamID steamIDUser, const std::string &key);
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CachedAchievement* find_ach(CSteamID steamIDUser, const std::string &key);
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void remove_timedout_userstats_requests();
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void collect_and_send_updated_user_stats();
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void steam_run_callback();
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// reponses from player
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void network_callback_initial_stats(Common_Message *msg);
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void network_callback_updated_stats(Common_Message *msg);
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void network_callback(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_gameserverstats_network_low_level(void *object, Common_Message *msg);
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static void steam_gameserverstats_network_callback(void *object, Common_Message *msg);
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static void steam_gameserverstats_run_every_runcb(void *object);
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public:
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Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb);
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~Steam_GameServerStats();
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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 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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// 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 SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData );
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bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData );
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bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength );
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bool SetUserAchievement( CSteamID steamIDUser, const char *pchName );
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bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName );
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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 StoreUserStats( CSteamID steamIDUser );
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};
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#endif // __INCLUDED_STEAM_GAMESERVERSTATS_H__
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