gbe_fork/dll/dll/steam_gameserverstats.h
2024-05-03 03:33:46 +03:00

118 lines
5.0 KiB
C++

/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#ifndef __INCLUDED_STEAM_GAMESERVERSTATS_H__
#define __INCLUDED_STEAM_GAMESERVERSTATS_H__
#include "base.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
class Steam_GameServerStats :
public ISteamGameServerStats
{
class Settings *settings{};
class Networking *network{};
class SteamCallResults *callback_results{};
class SteamCallBacks *callbacks{};
class RunEveryRunCB *run_every_runcb{};
struct RequestAllStats {
std::chrono::high_resolution_clock::time_point created{};
SteamAPICall_t steamAPICall{};
CSteamID steamIDUser{};
bool timeout = false;
};
struct CachedStat {
bool dirty = false; // true means it was changed on the server and should be sent to the user
GameServerStats_Messages::StatInfo stat{};
};
struct CachedAchievement {
bool dirty = false; // true means it was changed on the server and should be sent to the user
GameServerStats_Messages::AchievementInfo ach{};
};
struct UserData {
std::map<std::string, CachedStat> stats{};
std::map<std::string, CachedAchievement> achievements{};
};
std::vector<RequestAllStats> pending_RequestUserStats{};
std::map<uint64, UserData> all_users_data{};
CachedStat* find_stat(CSteamID steamIDUser, const std::string &key);
CachedAchievement* find_ach(CSteamID steamIDUser, const std::string &key);
void remove_timedout_userstats_requests();
void collect_and_send_updated_user_stats();
void steam_run_callback();
// reponses from player
void network_callback_initial_stats(Common_Message *msg);
void network_callback_updated_stats(Common_Message *msg);
void network_callback(Common_Message *msg);
// user connect/disconnect
void network_callback_low_level(Common_Message *msg);
static void steam_gameserverstats_network_low_level(void *object, Common_Message *msg);
static void steam_gameserverstats_network_callback(void *object, Common_Message *msg);
static void steam_gameserverstats_run_every_runcb(void *object);
public:
Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb);
~Steam_GameServerStats();
// downloads stats for the user
// returns a GSStatsReceived_t callback when completed
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats will only be auto-updated for clients playing on the server. For other
// users you'll need to call RequestUserStats() again to refresh any data
STEAM_CALL_RESULT( GSStatsReceived_t )
SteamAPICall_t RequestUserStats( CSteamID steamIDUser );
// requests stat information for a user, usable after a successful call to RequestUserStats()
bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData );
bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData );
bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved );
// Set / update stats and achievements.
// Note: These updates will work only on stats game servers are allowed to edit and only for
// game servers that have been declared as officially controlled by the game creators.
// Set the IP range of your official servers on the Steamworks page
bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData );
bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData );
bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength );
bool SetUserAchievement( CSteamID steamIDUser, const char *pchName );
bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName );
// Store the current data on the server, will get a GSStatsStored_t callback when set.
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
STEAM_CALL_RESULT( GSStatsStored_t )
SteamAPICall_t StoreUserStats( CSteamID steamIDUser );
};
#endif // __INCLUDED_STEAM_GAMESERVERSTATS_H__