diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp
new file mode 100644
index 0000000..95138d6
--- /dev/null
+++ b/dll/steam_user_stats.cpp
@@ -0,0 +1,827 @@
+/* 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
+ . */
+
+#include "steam_user_stats.h"
+#include "dll.h"
+
+unsigned int Steam_User_Stats::find_leaderboard(std::string name)
+{
+ unsigned index = 1;
+ for (auto& leaderboard : leaderboards) {
+ if (leaderboard.name == name) return index;
+ ++index;
+ }
+
+ return 0;
+}
+
+void Steam_User_Stats::load_achievements_db()
+{
+ std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file;
+ local_storage->load_json(file_path, defined_achievements);
+}
+
+void Steam_User_Stats::load_achievements()
+{
+ local_storage->load_json_file("", achievements_user_file, user_achievements);
+}
+
+void Steam_User_Stats::save_achievements()
+{
+ local_storage->write_json_file("", achievements_user_file, user_achievements);
+}
+
+Steam_User_Stats::Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks) :
+ settings(settings),
+ local_storage(local_storage),
+ callback_results(callback_results),
+ callbacks(callbacks),
+ defined_achievements(nlohmann::json::object()),
+ user_achievements(nlohmann::json::object())
+{
+ load_achievements_db(); // achievements db
+ load_achievements(); // achievements per user
+}
+
+nlohmann::json const& Steam_User_Stats::GetAchievementsDb() const
+{
+ return defined_achievements;
+}
+
+// Ask the server to send down this user's data and achievements for this game
+STEAM_CALL_BACK(UserStatsReceived_t)
+bool Steam_User_Stats::RequestCurrentStats()
+{
+ PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n");
+ std::lock_guard 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 Steam_User_Stats::GetStat(const char* pchName, int32* pData)
+{
+ PRINT_DEBUG("GetStat int32 %s\n", pchName);
+ if (!pchName || !pData) return false;
+ std::lock_guard lock(global_mutex);
+ auto stats_config = settings->getStats();
+ auto stats_data = stats_config.find(pchName);
+ if (stats_data != stats_config.end()) {
+ if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false;
+ }
+
+ int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData));
+ if (read_data == sizeof(int32))
+ return true;
+
+ if (stats_data != stats_config.end()) {
+ *pData = stats_data->second.default_value_int;
+ return true;
+ }
+
+ return false;
+}
+
+bool Steam_User_Stats::GetStat(const char* pchName, float* pData)
+{
+ PRINT_DEBUG("GetStat float %s\n", pchName);
+ if (!pchName || !pData) return false;
+ std::lock_guard lock(global_mutex);
+ auto stats_config = settings->getStats();
+ auto stats_data = stats_config.find(pchName);
+ if (stats_data != stats_config.end()) {
+ if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false;
+ }
+
+ int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData));
+ if (read_data == sizeof(float))
+ return true;
+
+ if (stats_data != stats_config.end()) {
+ *pData = stats_data->second.default_value_float;
+ return true;
+ }
+
+ return false;
+}
+
+
+// Set / update data
+bool Steam_User_Stats::SetStat(const char* pchName, int32 nData)
+{
+ PRINT_DEBUG("SetStat int32 %s\n", pchName);
+ if (!pchName) return false;
+ std::lock_guard lock(global_mutex);
+
+ return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&nData, sizeof(nData)) == sizeof(nData);
+}
+
+bool Steam_User_Stats::SetStat(const char* pchName, float fData)
+{
+ PRINT_DEBUG("SetStat float %s\n", pchName);
+ if (!pchName) return false;
+ std::lock_guard lock(global_mutex);
+
+ return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&fData, sizeof(fData)) == sizeof(fData);
+}
+
+bool Steam_User_Stats::UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength)
+{
+ PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName);
+ std::lock_guard lock(global_mutex);
+
+ char data[sizeof(float) + sizeof(float) + sizeof(double)];
+ int read_data = local_storage->get_data(Local_Storage::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(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data);
+}
+
+
+// Achievement flag accessors
+bool Steam_User_Stats::GetAchievement(const char* pchName, bool* pbAchieved)
+{
+ PRINT_DEBUG("GetAchievement %s\n", pchName);
+ if (pchName == nullptr) return false;
+ std::lock_guard lock(global_mutex);
+
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return item["name"].get() == pchName;
+ });
+ auto ach = user_achievements.find(pchName);
+ if (it != defined_achievements.end() && ach != user_achievements.end()) {
+ if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"];
+ return true;
+ }
+ }
+ catch (...) {}
+
+ if (pbAchieved != nullptr)*pbAchieved = false;
+
+ return false;
+}
+
+bool Steam_User_Stats::SetAchievement(const char* pchName)
+{
+ PRINT_DEBUG("SetAchievement %s\n", pchName);
+ if (pchName == nullptr) return false;
+
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return item["name"].get() == pchName;
+ });
+ if (it != defined_achievements.end()) {
+ if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) {
+ user_achievements[pchName]["earned"] = true;
+ user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count();
+ get_steam_client()->steam_overlay->AddAchievementNotification(it.value());
+ }
+ return true;
+ }
+ }
+ catch (...) {}
+
+ return false;
+}
+
+bool Steam_User_Stats::ClearAchievement(const char* pchName)
+{
+ PRINT_DEBUG("ClearAchievement %s\n", pchName);
+ if (pchName == nullptr) return false;
+ std::lock_guard lock(global_mutex);
+
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return static_cast(item["name"]) == pchName;
+ });
+ if (it != defined_achievements.end()) {
+ user_achievements[pchName]["earned"] = false;
+ user_achievements[pchName]["earned_time"] = static_cast(0);
+ return true;
+ }
+ }
+ catch (...) {}
+
+ 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 Steam_User_Stats::GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime)
+{
+ PRINT_DEBUG("GetAchievementAndUnlockTime\n");
+ if (pchName == nullptr) return false;
+ std::lock_guard lock(global_mutex);
+
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return static_cast(item["name"]) == pchName;
+ });
+ auto ach = user_achievements.find(pchName);
+ if (it != defined_achievements.end() && ach != user_achievements.end()) {
+ if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"];
+ if (punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"];
+ return true;
+ }
+ }
+ catch (...) {}
+
+ if (pbAchieved != nullptr) *pbAchieved = false;
+ if (punUnlockTime != nullptr) *punUnlockTime = 0;
+ 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 Steam_User_Stats::StoreStats()
+{
+ PRINT_DEBUG("StoreStats\n");
+ std::lock_guard lock(global_mutex);
+
+ save_achievements();
+
+ 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 Steam_User_Stats::GetAchievementIcon(const char* pchName)
+{
+ PRINT_DEBUG("GetAchievementIcon\n");
+ if (pchName == nullptr) return 0;
+ std::lock_guard lock(global_mutex);
+
+ 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* Steam_User_Stats::GetAchievementDisplayAttribute(const char* pchName, const char* pchKey)
+{
+ PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey);
+ if (pchName == nullptr) return "";
+ if (pchKey == nullptr) return "";
+
+ std::lock_guard lock(global_mutex);
+
+ if (strcmp(pchKey, "name") == 0) {
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return static_cast(item["name"]) == pchName;
+ });
+ if (it != defined_achievements.end()) {
+ return it.value()["displayName"].get_ptr()->c_str();
+ }
+ }
+ catch (...) {}
+ }
+
+ if (strcmp(pchKey, "desc") == 0) {
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return static_cast(item["name"]) == pchName;
+ });
+ if (it != defined_achievements.end()) {
+ return it.value()["description"].get_ptr()->c_str();
+ }
+ }
+ catch (...) {}
+ }
+
+ if (strcmp(pchKey, "hidden") == 0) {
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return static_cast(item["name"]) == pchName;
+ });
+ if (it != defined_achievements.end()) {
+ return it.value()["hidden"].get_ptr()->c_str();
+ }
+ }
+ catch (...) {}
+ }
+
+ 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 Steam_User_Stats::IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress)
+{
+ PRINT_DEBUG("IndicateAchievementProgress\n");
+ if (pchName == nullptr) return false;
+ std::lock_guard lock(global_mutex);
+
+ try {
+ auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
+ return static_cast(item["name"]) == pchName;
+ });
+ auto ach = user_achievements.find(pchName);
+ if (it != defined_achievements.end()) {
+ bool achieved = false;
+ if (ach != user_achievements.end()) {
+ bool achieved = ach->value("earned", false);
+ }
+
+ UserAchievementStored_t data = {};
+ data.m_nGameID = settings->get_local_game_id().ToUint64();
+ data.m_bGroupAchievement = false;
+ strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax);
+
+ if (achieved) {
+ data.m_nCurProgress = 0;
+ data.m_nMaxProgress = 0;
+ }
+ else {
+ user_achievements[pchName]["progress"] = nCurProgress;
+ user_achievements[pchName]["max_progress"] = nMaxProgress;
+ data.m_nCurProgress = nCurProgress;
+ data.m_nMaxProgress = nMaxProgress;
+ }
+
+ save_achievements();
+ callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
+ return true;
+ }
+ }
+ catch (...) {}
+
+ return false;
+}
+
+
+// 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 Steam_User_Stats::GetNumAchievements()
+{
+ PRINT_DEBUG("GetNumAchievements\n");
+ std::lock_guard lock(global_mutex);
+ return defined_achievements.size();
+}
+
+// Get achievement name iAchievement in [0,GetNumAchievements)
+const char* Steam_User_Stats::GetAchievementName(uint32 iAchievement)
+{
+ PRINT_DEBUG("GetAchievementName\n");
+ try {
+ static std::string achievement_name;
+ achievement_name = defined_achievements[iAchievement]["name"].get();
+ return achievement_name.c_str();
+ }
+ catch (...) {}
+ 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 Steam_User_Stats::RequestUserStats(CSteamID steamIDUser)
+{
+ PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64());
+ std::lock_guard lock(global_mutex);
+
+ // Enable this to allow hot reload achievements status
+ //if (steamIDUser == settings->get_local_steam_id()) {
+ // load_achievements();
+ //}
+
+
+ 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 Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData)
+{
+ PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
+ if (pchName == nullptr) return false;
+
+ std::lock_guard lock(global_mutex);
+
+ if (steamIDUser == settings->get_local_steam_id()) {
+ GetStat(pchName, pData);
+ }
+ else {
+ *pData = 0;
+ }
+
+ return true;
+}
+
+bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData)
+{
+ PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
+ if (pchName == nullptr) return false;
+
+ std::lock_guard lock(global_mutex);
+
+ if (steamIDUser == settings->get_local_steam_id()) {
+ GetStat(pchName, pData);
+ }
+ else {
+ *pData = 0;
+ }
+
+ return true;
+}
+
+bool Steam_User_Stats::GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved)
+{
+ PRINT_DEBUG("GetUserAchievement %s\n", pchName);
+ if (pchName == nullptr) return false;
+ std::lock_guard lock(global_mutex);
+
+ if (steamIDUser == settings->get_local_steam_id()) {
+ return GetAchievement(pchName, pbAchieved);
+ }
+
+ return false;
+}
+
+// See notes for GetAchievementAndUnlockTime above
+bool Steam_User_Stats::GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime)
+{
+ PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName);
+ if (pchName == nullptr) return false;
+ std::lock_guard lock(global_mutex);
+
+ if (steamIDUser == settings->get_local_steam_id()) {
+ return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime);
+ }
+ return false;
+}
+
+
+// Reset stats
+bool Steam_User_Stats::ResetAllStats(bool bAchievementsToo)
+{
+ PRINT_DEBUG("ResetAllStats\n");
+ std::lock_guard lock(global_mutex);
+ //TODO
+ if (bAchievementsToo) {
+ std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) {
+ v["earned"] = false;
+ v["earned_time"] = 0;
+ });
+ }
+
+ 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 Steam_User_Stats::FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType)
+{
+ PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName);
+ std::lock_guard 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 Steam_User_Stats::FindLeaderboard(const char* pchLeaderboardName)
+{
+ PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName);
+ std::lock_guard lock(global_mutex);
+
+ auto settings_Leaderboards = settings->getLeaderboards();
+ if (settings_Leaderboards.count(pchLeaderboardName)) {
+ auto config = settings_Leaderboards[pchLeaderboardName];
+ return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type);
+ }
+ else if (settings->createUnknownLeaderboards()) {
+ return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric);
+ }
+ else {
+ 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));
+ }
+}
+
+
+// returns the name of a leaderboard
+const char* Steam_User_Stats::GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard)
+{
+ PRINT_DEBUG("GetLeaderboardName\n");
+ std::lock_guard 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 Steam_User_Stats::GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard)
+{
+ PRINT_DEBUG("GetLeaderboardEntryCount\n");
+ return 0;
+}
+
+
+// returns the sort method of the leaderboard
+ELeaderboardSortMethod Steam_User_Stats::GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard)
+{
+ PRINT_DEBUG("GetLeaderboardSortMethod\n");
+ std::lock_guard 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 Steam_User_Stats::GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard)
+{
+ PRINT_DEBUG("GetLeaderboardDisplayType\n");
+ std::lock_guard 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 Steam_User_Stats::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 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 Steam_User_Stats::DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard,
+ STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID * prgUsers, int cUsers)
+{
+ PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0);
+ std::lock_guard 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 Steam_User_Stats::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 Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount)
+{
+ PRINT_DEBUG("UploadLeaderboardScore\n");
+ std::lock_guard 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 Steam_User_Stats::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 Steam_User_Stats::AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC)
+{
+ PRINT_DEBUG("AttachLeaderboardUGC\n");
+ std::lock_guard 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 Steam_User_Stats::GetNumberOfCurrentPlayers()
+{
+ PRINT_DEBUG("GetNumberOfCurrentPlayers\n");
+ std::lock_guard 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 Steam_User_Stats::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 Steam_User_Stats::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 Steam_User_Stats::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 Steam_User_Stats::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 Steam_User_Stats::RequestGlobalStats(int nHistoryDays)
+{
+ PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays);
+ std::lock_guard 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 Steam_User_Stats::GetGlobalStat(const char* pchStatName, int64 * pData)
+{
+ PRINT_DEBUG("GetGlobalStat %s\n", pchStatName);
+ return false;
+}
+
+bool Steam_User_Stats::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 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64 * pData, uint32 cubData)
+{
+ PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName);
+ return 0;
+}
+
+int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData)
+{
+ PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName);
+ return 0;
+}
diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h
index 7bc9e9e..291ab15 100644
--- a/dll/steam_user_stats.h
+++ b/dll/steam_user_stats.h
@@ -15,636 +15,252 @@
License along with the Goldberg Emulator; if not, see
. */
+#ifndef __INCLUDED_STEAM_USER_STATS_H__
+#define __INCLUDED_STEAM_USER_STATS_H__
+
#include "base.h"
+#include
+#include
+#include "../json/json.hpp"
+
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
+ 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;
+public:
+ static constexpr auto achievements_user_file = "achievements.json";
+
+private:
+
+ Local_Storage* local_storage;
+ Settings* settings;
+ SteamCallResults* callback_results;
+ class SteamCallBacks* callbacks;
std::vector leaderboards;
-unsigned int find_leaderboard(std::string name)
-{
- unsigned index = 1;
- for (auto &leaderboard : leaderboards) {
- if (leaderboard.name == name) return index;
- ++index;
- }
+ nlohmann::json defined_achievements;
+ nlohmann::json user_achievements;
- return 0;
-}
+ unsigned int find_leaderboard(std::string name);
+
+ void load_achievements_db();
+ void load_achievements();
+ void save_achievements();
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 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 lock(global_mutex);
- auto stats_config = settings->getStats();
- auto stats_data = stats_config.find(pchName);
- if (stats_data != stats_config.end()) {
- if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false;
- }
-
- int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData));
- if (read_data == sizeof(int32))
- return true;
-
- if (stats_data != stats_config.end()) {
- *pData = stats_data->second.default_value_int;
- 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 lock(global_mutex);
- auto stats_config = settings->getStats();
- auto stats_data = stats_config.find(pchName);
- if (stats_data != stats_config.end()) {
- if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false;
- }
-
- int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData));
- if (read_data == sizeof(float))
- return true;
-
- if (stats_data != stats_config.end()) {
- *pData = stats_data->second.default_value_float;
- return true;
- }
-
- return false;
-}
-
-
-// Set / update data
-bool SetStat( const char *pchName, int32 nData )
-{
- PRINT_DEBUG("SetStat int32 %s\n", pchName);
- if (!pchName) return false;
- std::lock_guard 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);
- if (!pchName) return false;
- std::lock_guard 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 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 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 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 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 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 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 lock(global_mutex);
-
- auto settings_Leaderboards = settings->getLeaderboards();
- if (settings_Leaderboards.count(pchLeaderboardName)) {
- auto config = settings_Leaderboards[pchLeaderboardName];
- return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type);
- } else if (settings->createUnknownLeaderboards()) {
- return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric);
- } else {
- 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));
- }
-}
-
-
-// returns the name of a leaderboard
-const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard )
-{
- PRINT_DEBUG("GetLeaderboardName\n");
- std::lock_guard 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 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 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 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 %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0);
- std::lock_guard 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 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 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 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 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;
-}
+ Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks);
+
+ nlohmann::json const& GetAchievementsDb() const;
+
+ // Ask the server to send down this user's data and achievements for this game
+ STEAM_CALL_BACK(UserStatsReceived_t)
+ bool RequestCurrentStats();
+
+ // Data accessors
+ bool GetStat(const char* pchName, int32* pData);
+ bool GetStat(const char* pchName, float* pData);
+
+ // Set / update data
+ bool SetStat(const char* pchName, int32 nData);
+ bool SetStat(const char* pchName, float fData);
+ bool UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength);
+
+ // Achievement flag accessors
+ bool GetAchievement(const char* pchName, bool* pbAchieved);
+ bool SetAchievement(const char* pchName);
+ bool ClearAchievement(const char* pchName);
+
+
+ // 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);
+
+ // 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();
+
+ // 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);
+
+
+ // 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);
+
+ // 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);
+
+ // 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();
+
+ // Get achievement name iAchievement in [0,GetNumAchievements)
+ const char* GetAchievementName(uint32 iAchievement);
+
+ // 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);
+
+
+ // 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);
+
+ // See notes for GetAchievementAndUnlockTime above
+ bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime);
+
+ // Reset stats
+ bool ResetAllStats(bool bAchievementsToo);
+
+ // 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);
+
+ // 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);
+
+ // returns the name of a leaderboard
+ const char* GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard);
+
+ // returns the total number of entries in a leaderboard, as of the last request
+ int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard);
+
+ // returns the sort method of the leaderboard
+ ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard);
+
+ // returns the display type of the leaderboard
+ ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard);
+
+ // 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);
+
+ // 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);
+
+ // 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);
+
+ // 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);
+
+ SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32* pScoreDetails, int 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);
+
+ // 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();
+
+ // 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();
+
+ // 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);
+
+ // 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);
+
+ // Returns the percentage of users who have achieved the specified achievement.
+ bool GetAchievementAchievedPercent(const char* pchName, float* pflPercent);
+
+ // 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);
+
+ // Gets the lifetime totals for an aggregated stat
+ bool GetGlobalStat(const char* pchStatName, int64* pData);
+ bool GetGlobalStat(const char* pchStatName, double* pData);
+
+ // 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);
+ int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData);
};
+
+#endif//__INCLUDED_STEAM_USER_STATS_H__
diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp
index d6f3e90..7cb741f 100644
--- a/overlay_experimental/steam_overlay.cpp
+++ b/overlay_experimental/steam_overlay.cpp
@@ -213,7 +213,7 @@ void Steam_Overlay::ShowOverlay(bool state)
overlay_state_changed = true;
}
-void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string const& message)
+void Steam_Overlay::NotifyUser(friend_window_state& friend_state)
{
if (!(friend_state.window_state & window_state_show) || !show_overlay)
{
@@ -221,7 +221,6 @@ void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string co
#ifdef __WINDOWS__
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
#endif
- AddNotification(message);
}
}
@@ -239,7 +238,8 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
frd.window_state |= window_state_lobby_invite;
// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
frd.window_state &= ~window_state_rich_invite;
- NotifyUser(i->second, i->first.name() + " invited you to join a game");
+ AddInviteNotification(*i);
+ NotifyUser(i->second);
}
}
@@ -257,7 +257,8 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
frd.window_state |= window_state_rich_invite;
// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
frd.window_state &= ~window_state_lobby_invite;
- NotifyUser(i->second, i->first.name() + " invited you to join a game");
+ AddInviteNotification(*i);
+ NotifyUser(i->second);
}
}
@@ -285,13 +286,14 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
friends.erase(it);
}
-void Steam_Overlay::AddNotification(std::string const& message)
+void Steam_Overlay::AddMessageNotification(std::string const& message)
{
int id = find_free_notification_id(notifications);
if (id != 0)
{
Notification notif;
notif.id = id;
+ notif.type = notification_type_message;
notif.message = message;
notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch());
notifications.emplace_back(notif);
@@ -300,6 +302,40 @@ void Steam_Overlay::AddNotification(std::string const& message)
PRINT_DEBUG("No more free id to create a notification window\n");
}
+void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
+{
+ int id = find_free_notification_id(notifications);
+ if (id != 0)
+ {
+ Notification notif;
+ notif.id = id;
+ notif.type = notification_type_achievement;
+ // Load achievement image
+ notif.message = ach["displayName"].get() + "\n" + ach["description"].get();
+ notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch());
+ notifications.emplace_back(notif);
+ }
+ else
+ PRINT_DEBUG("No more free id to create a notification window\n");
+}
+
+void Steam_Overlay::AddInviteNotification(std::pair& wnd_state)
+{
+ int id = find_free_notification_id(notifications);
+ if (id != 0)
+ {
+ Notification notif;
+ notif.id = id;
+ notif.type = notification_type_invite;
+ notif.frd = &wnd_state;
+ notif.message = wnd_state.first.name() + " invited you to join a game";
+ notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch());
+ notifications.emplace_back(notif);
+ }
+ else
+ PRINT_DEBUG("No more free id to create a notification window\n");
+}
+
bool Steam_Overlay::FriendHasLobby(uint64 friend_id)
{
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
@@ -341,13 +377,13 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta
// If we have the same appid, activate the invite/join buttons
if (settings->get_local_game_id().AppID() == frd.appid())
{
- if (IHaveLobby() && ImGui::Button("Invite"))
+ if (IHaveLobby() && ImGui::Button("Invite###PopupInvite"))
{
state.window_state |= window_state_invite;
has_friend_action.push(frd);
close_popup = true;
}
- if (FriendHasLobby(frd.id()) && ImGui::Button("Join"))
+ if (FriendHasLobby(frd.id()) && ImGui::Button("Join###PopupJoin"))
{
state.window_state |= window_state_join;
has_friend_action.push(frd);
@@ -499,9 +535,26 @@ void Steam_Overlay::BuildNotifications(int width, int height)
ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i ));
ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size ));
ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus |
- ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs);
+ ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration);
- ImGui::TextWrapped("%s", it->message.c_str());
+ switch (it->type)
+ {
+ case notification_type_achievement:
+ ImGui::TextWrapped("%s", it->message.c_str());
+ break;
+ case notification_type_invite:
+ {
+ ImGui::TextWrapped("%s", it->message.c_str());
+ if (ImGui::Button("Join"))
+ {
+ has_friend_action.push(it->frd->first);
+ it->start_time = std::chrono::seconds(0);
+ }
+ }
+ break;
+ case notification_type_message:
+ ImGui::TextWrapped("%s", it->message.c_str()); break;
+ }
ImGui::End();
@@ -619,7 +672,8 @@ void Steam_Overlay::Callback(Common_Message *msg)
friend_info->second.window_state |= window_state_need_attention;
}
- NotifyUser(friend_info->second, friend_info->first.name() + " says: " + steam_message.message());
+ AddMessageNotification(friend_info->first.name() + " says: " + steam_message.message());
+ NotifyUser(friend_info->second);
}
}
}
diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h
index d73b120..95f76c7 100644
--- a/overlay_experimental/steam_overlay.h
+++ b/overlay_experimental/steam_overlay.h
@@ -41,10 +41,17 @@ struct Friend_Less
}
};
+enum notification_type
+{
+ notification_type_message = 0,
+ notification_type_invite,
+ notification_type_achievement,
+};
+
struct Notification
{
static constexpr float width = 0.25;
- static constexpr float height = 4.0;
+ static constexpr float height = 5.0;
static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000);
static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000);
static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out;
@@ -55,8 +62,10 @@ struct Notification
static constexpr float max_alpha = 0.5f;
int id;
+ uint8 type;
std::chrono::seconds start_time;
std::string message;
+ std::pair* frd;
};
#ifndef NO_OVERLAY
@@ -97,7 +106,7 @@ class Steam_Overlay
bool FriendHasLobby(uint64 friend_id);
bool IHaveLobby();
- void NotifyUser(friend_window_state& friend_state, std::string const& message);
+ void NotifyUser(friend_window_state& friend_state);
// Right click on friend
void BuildContextMenu(Friend const& frd, friend_window_state &state);
@@ -136,7 +145,9 @@ public:
void FriendConnect(Friend _friend);
void FriendDisconnect(Friend _friend);
- void AddNotification(std::string const& message);
+ void AddMessageNotification(std::string const& message);
+ void AddAchievementNotification(nlohmann::json const& ach);
+ void AddInviteNotification(std::pair &wnd_state);
};
#else