/* 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/>.  */

#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;
public:
	Steam_GameServerStats(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks);
	// 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 );
};