/* 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"

struct Steam_Leaderboard {
    std::string name;
    ELeaderboardSortMethod sort_method;
    ELeaderboardDisplayType display_type;
};


class Steam_User_Stats :
public ISteamUserStats003,
public ISteamUserStats004,
public ISteamUserStats005,
public ISteamUserStats006,
public ISteamUserStats007,
public ISteamUserStats008,
public ISteamUserStats009,
public ISteamUserStats010,
public ISteamUserStats
{
    Local_Storage *local_storage;
    Settings *settings;
    SteamCallResults *callback_results;
    class SteamCallBacks *callbacks;
    std::vector<struct Steam_Leaderboard> leaderboards;

unsigned int find_leaderboard(std::string name)
{
    unsigned index = 1;
    for (auto &leaderboard : leaderboards) {
        if (leaderboard.name == name) return index;
        ++index;
    }

    return 0;
}

public:
Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks)
{
    this->local_storage = local_storage;
    this->settings = settings;
    this->callback_results = callback_results;
    this->callbacks = callbacks;
}

// Ask the server to send down this user's data and achievements for this game
STEAM_CALL_BACK( UserStatsReceived_t )
bool RequestCurrentStats()
{
    PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    UserStatsReceived_t data;
    data.m_nGameID = settings->get_local_game_id().ToUint64();
    data.m_eResult = k_EResultOK;
    data.m_steamIDUser = settings->get_local_steam_id();
    callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1);
    return true;
}


// Data accessors
bool GetStat( const char *pchName, int32 *pData )
{
    PRINT_DEBUG("GetStat int32 %s\n", pchName);
    if (!pchName || !pData) return false;
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData));
    if (read_data == sizeof(int32))
        return true;

    return false;
}

bool GetStat( const char *pchName, float *pData )
{
    PRINT_DEBUG("GetStat float %s\n", pchName);
    if (!pchName || !pData) return false;
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData));
    if (read_data == sizeof(int32))
        return true;

    return false;
}


// Set / update data
bool SetStat( const char *pchName, int32 nData )
{
    PRINT_DEBUG("SetStat int32 %s\n", pchName);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData);
}

bool SetStat( const char *pchName, float fData )
{
    PRINT_DEBUG("SetStat float %s\n", pchName);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData);
}

bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength )
{
    PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    char data[sizeof(float) + sizeof(float) + sizeof(double)];
    int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )data, sizeof(*data));
    float oldcount = 0;
    double oldsessionlength = 0;
    if (read_data == sizeof(data)) {
        memcpy(&oldcount, data + sizeof(float), sizeof(oldcount));
        memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength));
    }

    oldcount += flCountThisSession;
    oldsessionlength += dSessionLength;

    float average = oldcount / oldsessionlength;
    memcpy(data, &average, sizeof(average));
    memcpy(data + sizeof(float), &oldcount, sizeof(oldcount));
    memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength));

    return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, data, sizeof(data)) == sizeof(data);
}


// Achievement flag accessors
bool GetAchievement( const char *pchName, bool *pbAchieved )
{
    //TODO: these achievement functions need to load a list of achievements from somewhere, return false so that kf2 doesn't loop endlessly
    PRINT_DEBUG("GetAchievement %s\n", pchName);
    *pbAchieved = false;
    return false;
}

bool SetAchievement( const char *pchName )
{
    PRINT_DEBUG("SetAchievement %s\n", pchName);
    return false;
}

bool ClearAchievement( const char *pchName )
{
    PRINT_DEBUG("ClearAchievement %s\n", pchName);
    return false;
}


// Get the achievement status, and the time it was unlocked if unlocked.
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam 
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime )
{
    PRINT_DEBUG("GetAchievementAndUnlockTime\n");
    *pbAchieved = false;
    return true;
}


// Store the current data on the server, will get a callback when set
// And one callback for every new achievement
//
// 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.
bool StoreStats()
{
    PRINT_DEBUG("StoreStats\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    UserStatsStored_t data;
    data.m_nGameID = settings->get_local_game_id().ToUint64();
    data.m_eResult = k_EResultOK;
    callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
    return true;
}


// Achievement / GroupAchievement metadata

// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. 
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
// specified achievement.
int GetAchievementIcon( const char *pchName )
{
    PRINT_DEBUG("GetAchievementIcon\n");
    return 0;
}


// Get general attributes for an achievement. Accepts the following keys:
// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey )
{
    PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey);
    return ""; //TODO

    if (strcmp (pchKey, "name") == 0) {
        return "Achievement Name";
    }

    if (strcmp (pchKey, "desc") == 0) {
        return "Achievement Description";
    }

    if (strcmp (pchKey, "hidden") == 0) {
        return "0";
    }

    return "";
}


// Achievement progress - triggers an AchievementProgress callback, that is all.
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress )
{
    PRINT_DEBUG("IndicateAchievementProgress\n");
}


// Used for iterating achievements. In general games should not need these functions because they should have a
// list of existing achievements compiled into them
uint32 GetNumAchievements()
{
    PRINT_DEBUG("GetNumAchievements\n");
    return 0;
}

// Get achievement name iAchievement in [0,GetNumAchievements)
const char * GetAchievementName( uint32 iAchievement )
{
    PRINT_DEBUG("GetAchievementName\n");
    return "";
}


// Friends stats & achievements

// downloads stats for the user
// returns a UserStatsReceived_t received when completed
// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
STEAM_CALL_RESULT( UserStatsReceived_t )
SteamAPICall_t RequestUserStats( CSteamID steamIDUser )
{
    PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64());
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    UserStatsReceived_t data;
    data.m_nGameID = settings->get_local_game_id().ToUint64();
    data.m_eResult = k_EResultOK;
    data.m_steamIDUser = steamIDUser;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1);
}


// requests stat information for a user, usable after a successful call to RequestUserStats()
bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData )
{
    PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    if (steamIDUser == settings->get_local_steam_id()) {
        GetStat(pchName, pData);
    } else {
        *pData = 0;
    }

    return true;
}

bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData )
{
    PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    if (steamIDUser == settings->get_local_steam_id()) {
        GetStat(pchName, pData);
    } else {
        *pData = 0;
    }

    return true;
}

bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved )
{
    PRINT_DEBUG("GetUserAchievement %s\n", pchName);
    return false;
}

// See notes for GetAchievementAndUnlockTime above
bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime )
{
    PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName);
    return false;
}


// Reset stats 
bool ResetAllStats( bool bAchievementsToo )
{
    PRINT_DEBUG("ResetAllStats\n");
    //TODO
    return true;
}


// Leaderboard functions

// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
STEAM_CALL_RESULT(LeaderboardFindResult_t)
SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType )
{
    PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    unsigned int leader = find_leaderboard(pchLeaderboardName);
    if (!leader) {
        struct Steam_Leaderboard leaderboard;
        leaderboard.name = std::string(pchLeaderboardName);
        leaderboard.sort_method = eLeaderboardSortMethod;
        leaderboard.display_type = eLeaderboardDisplayType;
        leaderboards.push_back(leaderboard);
        leader = leaderboards.size();
    }

    LeaderboardFindResult_t data;
    data.m_hSteamLeaderboard = leader;
    data.m_bLeaderboardFound = 1;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}


// as above, but won't create the leaderboard if it's not found
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
STEAM_CALL_RESULT( LeaderboardFindResult_t )
SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName )
{
    PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    //TODO: figure out a way to get real leaderboard info
    /*
    LeaderboardFindResult_t data;
    data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);;
    data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
    */
    return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric);
}


// returns the name of a leaderboard
const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard )
{
    PRINT_DEBUG("GetLeaderboardName\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return "";
    return leaderboards[hSteamLeaderboard - 1].name.c_str();
}


// returns the total number of entries in a leaderboard, as of the last request
int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard )
{
    PRINT_DEBUG("GetLeaderboardEntryCount\n");
    return 0;
}


// returns the sort method of the leaderboard
ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard )
{
    PRINT_DEBUG("GetLeaderboardSortMethod\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone;
    return leaderboards[hSteamLeaderboard - 1].sort_method; 
}


// returns the display type of the leaderboard
ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard )
{
    PRINT_DEBUG("GetLeaderboardDisplayType\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone;
    return leaderboards[hSteamLeaderboard - 1].display_type; 
}


// Asks the Steam back-end for a set of rows in the leaderboard.
// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
// You can ask for more entries than exist, and it will return as many as do exist.
// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
//   e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user 
STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd )
{
    PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    LeaderboardScoresDownloaded_t data;
    data.m_hSteamLeaderboard = hSteamLeaderboard;
    data.m_hSteamLeaderboardEntries = 123;
    data.m_cEntryCount = 0;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}

// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
// if a user doesn't have a leaderboard entry, they won't be included in the result
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
    STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard,
                                                            STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers )
{
    PRINT_DEBUG("DownloadLeaderboardEntriesForUsers\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    LeaderboardScoresDownloaded_t data;
    data.m_hSteamLeaderboard = hSteamLeaderboard;
    data.m_hSteamLeaderboardEntries = 123;
    data.m_cEntryCount = 0;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}


// Returns data about a single leaderboard entry
// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
// e.g.
//		void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
//		{
//			for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
//			{
//				LeaderboardEntry_t leaderboardEntry;
//				int32 details[3];		// we know this is how many we've stored previously
//				GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
//				assert( leaderboardEntry.m_cDetails == 3 );
//				...
//			}
// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax )
{
    PRINT_DEBUG("GetDownloadedLeaderboardEntry\n");
    return false;
}


// Uploads a user score to the Steam back-end.
// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
// Details are extra game-defined information regarding how the user got that score
// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
STEAM_CALL_RESULT( LeaderboardScoreUploaded_t )
SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount )
{
    PRINT_DEBUG("UploadLeaderboardScore\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    LeaderboardScoreUploaded_t data;
    data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score.
    //data.m_bSuccess = 0;
    data.m_hSteamLeaderboard = hSteamLeaderboard;
    data.m_nScore = nScore;
    //data.m_bScoreChanged = 1;
    data.m_bScoreChanged = 0;
    //data.m_nGlobalRankNew = 1;
    data.m_nGlobalRankNew = 0;
    data.m_nGlobalRankPrevious = 0;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}

SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount )
{
	PRINT_DEBUG("UploadLeaderboardScore old\n");
	return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount);
}


// Attaches a piece of user generated content the user's entry on a leaderboard.
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
STEAM_CALL_RESULT( LeaderboardUGCSet_t )
SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC )
{
    PRINT_DEBUG("AttachLeaderboardUGC\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    LeaderboardUGCSet_t data = {};
    if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) {
        data.m_eResult = k_EResultFail;
    } else {
        data.m_eResult = k_EResultOK;
    }

    data.m_hSteamLeaderboard = hSteamLeaderboard;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}


// Retrieves the number of players currently playing your game (online + offline)
// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
SteamAPICall_t GetNumberOfCurrentPlayers()
{
    PRINT_DEBUG("GetNumberOfCurrentPlayers\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    NumberOfCurrentPlayers_t data;
    data.m_bSuccess = 1;
    data.m_cPlayers = 69;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}


// Requests that Steam fetch data on the percentage of players who have received each achievement
// for the game globally.
// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t )
SteamAPICall_t RequestGlobalAchievementPercentages()
{
    PRINT_DEBUG("RequestGlobalAchievementPercentages\n");
}


// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
// the next most achieved afterwards.  Will return -1 if there is no data on achievement 
// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved )
{
    PRINT_DEBUG("GetMostAchievedAchievementInfo\n");
}


// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
// achievement has been iterated.
int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved )
{
    PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n");
}


// Returns the percentage of users who have achieved the specified achievement.
bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent )
{
    PRINT_DEBUG("GetAchievementAchievedPercent\n");
}


// Requests global stats data, which is available for stats marked as "aggregated".
// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
// to the overall totals. The limit is 60.
STEAM_CALL_RESULT( GlobalStatsReceived_t )
SteamAPICall_t RequestGlobalStats( int nHistoryDays )
{
    PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    GlobalStatsReceived_t data;
    data.m_nGameID = settings->get_local_game_id().ToUint64();
    data.m_eResult = k_EResultOK;
    return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
}


// Gets the lifetime totals for an aggregated stat
bool GetGlobalStat( const char *pchStatName, int64 *pData )
{
    PRINT_DEBUG("GetGlobalStat %s\n", pchStatName);
    return false;
}

bool GetGlobalStat( const char *pchStatName, double *pData )
{
    PRINT_DEBUG("GetGlobalStat %s\n", pchStatName);
    return false;
}


// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, 
// etc. cubData is the size in bytes of the pubData buffer. Returns the number of 
// elements actually set.
int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData )
{
    PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName);
    return 0;
}

int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData )
{
    PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName);
    return 0;
}
};