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# Conflicts: # .gitlab-ci.yml # dll/steam_client.cpp # dll/steam_inventory.h # dll/steam_user_stats.h
266 lines
14 KiB
C++
266 lines
14 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_USER_STATS_H__
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#define __INCLUDED_STEAM_USER_STATS_H__
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#include "base.h"
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#include <iomanip>
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#include <fstream>
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#include "../json/json.hpp"
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struct Steam_Leaderboard {
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std::string name;
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ELeaderboardSortMethod sort_method;
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ELeaderboardDisplayType display_type;
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};
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class Steam_User_Stats :
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public ISteamUserStats003,
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public ISteamUserStats004,
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public ISteamUserStats005,
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public ISteamUserStats006,
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public ISteamUserStats007,
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public ISteamUserStats008,
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public ISteamUserStats009,
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public ISteamUserStats010,
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public ISteamUserStats
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{
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public:
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static constexpr auto achievements_user_file = "achievements.json";
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private:
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Local_Storage* local_storage;
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Settings* settings;
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SteamCallResults* callback_results;
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class SteamCallBacks* callbacks;
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std::vector<struct Steam_Leaderboard> leaderboards;
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nlohmann::json defined_achievements;
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nlohmann::json user_achievements;
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unsigned int find_leaderboard(std::string name);
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void load_achievements_db();
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void load_achievements();
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void save_achievements();
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public:
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Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks);
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nlohmann::json const& GetAchievementsDb() const;
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// Ask the server to send down this user's data and achievements for this game
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STEAM_CALL_BACK(UserStatsReceived_t)
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bool RequestCurrentStats();
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// Data accessors
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bool GetStat(const char* pchName, int32* pData);
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bool GetStat(const char* pchName, float* pData);
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// Set / update data
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bool SetStat(const char* pchName, int32 nData);
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bool SetStat(const char* pchName, float fData);
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bool UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength);
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// Achievement flag accessors
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bool GetAchievement(const char* pchName, bool* pbAchieved);
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bool SetAchievement(const char* pchName);
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bool ClearAchievement(const char* pchName);
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// Get the achievement status, and the time it was unlocked if unlocked.
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// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
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// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
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bool GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime);
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// Store the current data on the server, will get a callback when set
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// And one callback for every new achievement
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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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bool StoreStats();
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// Achievement / GroupAchievement metadata
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// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
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// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
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// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
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// specified achievement.
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int GetAchievementIcon(const char* pchName);
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// Get general attributes for an achievement. Accepts the following keys:
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// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
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// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
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const char* GetAchievementDisplayAttribute(const char* pchName, const char* pchKey);
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// Achievement progress - triggers an AchievementProgress callback, that is all.
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// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
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bool IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress);
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// Used for iterating achievements. In general games should not need these functions because they should have a
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// list of existing achievements compiled into them
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uint32 GetNumAchievements();
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// Get achievement name iAchievement in [0,GetNumAchievements)
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const char* GetAchievementName(uint32 iAchievement);
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// Friends stats & achievements
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// downloads stats for the user
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// returns a UserStatsReceived_t received when completed
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// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
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// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
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STEAM_CALL_RESULT(UserStatsReceived_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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// See notes for GetAchievementAndUnlockTime above
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bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime);
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// Reset stats
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bool ResetAllStats(bool bAchievementsToo);
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// Leaderboard functions
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// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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STEAM_CALL_RESULT(LeaderboardFindResult_t)
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SteamAPICall_t FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType);
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// as above, but won't create the leaderboard if it's not found
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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STEAM_CALL_RESULT(LeaderboardFindResult_t)
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SteamAPICall_t FindLeaderboard(const char* pchLeaderboardName);
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// returns the name of a leaderboard
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const char* GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard);
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// returns the total number of entries in a leaderboard, as of the last request
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int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard);
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// returns the sort method of the leaderboard
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ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard);
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// returns the display type of the leaderboard
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ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard);
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// Asks the Steam back-end for a set of rows in the leaderboard.
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// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
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// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
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// You can ask for more entries than exist, and it will return as many as do exist.
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// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
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// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
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// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
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// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
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STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t)
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SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd);
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// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
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// if a user doesn't have a leaderboard entry, they won't be included in the result
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// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
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STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
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STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t)
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SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard,
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STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID* prgUsers, int cUsers);
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// Returns data about a single leaderboard entry
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// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
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// e.g.
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// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
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// {
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// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
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// {
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// LeaderboardEntry_t leaderboardEntry;
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// int32 details[3]; // we know this is how many we've stored previously
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// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
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// assert( leaderboardEntry.m_cDetails == 3 );
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// ...
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// }
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// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
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bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t* pLeaderboardEntry, int32* pDetails, int cDetailsMax);
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// Uploads a user score to the Steam back-end.
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// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
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// Details are extra game-defined information regarding how the user got that score
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// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
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STEAM_CALL_RESULT(LeaderboardScoreUploaded_t)
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SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32* pScoreDetails, int cScoreDetailsCount);
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SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32* pScoreDetails, int cScoreDetailsCount);
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// Attaches a piece of user generated content the user's entry on a leaderboard.
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// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
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// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
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STEAM_CALL_RESULT(LeaderboardUGCSet_t)
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SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC);
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// Retrieves the number of players currently playing your game (online + offline)
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// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
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STEAM_CALL_RESULT(NumberOfCurrentPlayers_t)
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SteamAPICall_t GetNumberOfCurrentPlayers();
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// Requests that Steam fetch data on the percentage of players who have received each achievement
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// for the game globally.
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// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
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STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t)
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SteamAPICall_t RequestGlobalAchievementPercentages();
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// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
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// the next most achieved afterwards. Will return -1 if there is no data on achievement
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// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
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int GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved);
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// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
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// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
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// achievement has been iterated.
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int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved);
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// Returns the percentage of users who have achieved the specified achievement.
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bool GetAchievementAchievedPercent(const char* pchName, float* pflPercent);
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// Requests global stats data, which is available for stats marked as "aggregated".
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// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
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// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
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// to the overall totals. The limit is 60.
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STEAM_CALL_RESULT(GlobalStatsReceived_t)
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SteamAPICall_t RequestGlobalStats(int nHistoryDays);
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// Gets the lifetime totals for an aggregated stat
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bool GetGlobalStat(const char* pchStatName, int64* pData);
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bool GetGlobalStat(const char* pchStatName, double* pData);
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// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
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// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
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// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
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// elements actually set.
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int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64* pData, uint32 cubData);
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int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData);
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};
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#endif//__INCLUDED_STEAM_USER_STATS_H__
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