The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/steam/isteamgameserverstats.h

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//====== Copyright <EFBFBD> Valve Corporation, All rights reserved. =======
//
// Purpose: interface for game servers to steam stats and achievements
//
//=============================================================================
#ifndef ISTEAMGAMESERVERSTATS_H
#define ISTEAMGAMESERVERSTATS_H
#ifdef _WIN32
#pragma once
#endif
#include "steam_api_common.h"
//-----------------------------------------------------------------------------
// Purpose: Functions for authenticating users via Steam to play on a game server
//-----------------------------------------------------------------------------
class ISteamGameServerStats
{
public:
// downloads stats for the user
// returns a GSStatsReceived_t callback when completed
// if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
// these stats will only be auto-updated for clients playing on the server. For other
// users you'll need to call RequestUserStats() again to refresh any data
STEAM_CALL_RESULT( GSStatsReceived_t )
virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
// requests stat information for a user, usable after a successful call to RequestUserStats()
STEAM_FLAT_NAME( GetUserStatInt32 )
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
STEAM_FLAT_NAME( GetUserStatFloat )
virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
// Set / update stats and achievements.
// Note: These updates will work only on stats game servers are allowed to edit and only for
// game servers that have been declared as officially controlled by the game creators.
// Set the IP range of your official servers on the Steamworks page
STEAM_FLAT_NAME( SetUserStatInt32 )
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0;
STEAM_FLAT_NAME( SetUserStatFloat )
virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) = 0;
virtual bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
virtual bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
virtual bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
// Store the current data on the server, will get a GSStatsStored_t callback when set.
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
STEAM_CALL_RESULT( GSStatsStored_t )
virtual SteamAPICall_t StoreUserStats( CSteamID steamIDUser ) = 0;
};
#define STEAMGAMESERVERSTATS_INTERFACE_VERSION "SteamGameServerStats001"
// Global accessor
inline ISteamGameServerStats *SteamGameServerStats();
STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamGameServerStats *, SteamGameServerStats, STEAMGAMESERVERSTATS_INTERFACE_VERSION );
// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#endif
//-----------------------------------------------------------------------------
// Purpose: called when the latests stats and achievements have been received
// from the server
//-----------------------------------------------------------------------------
struct GSStatsReceived_t
{
enum { k_iCallback = k_iSteamGameServerStatsCallbacks };
EResult m_eResult; // Success / error fetching the stats
CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
};
//-----------------------------------------------------------------------------
// Purpose: result of a request to store the user stats for a game
//-----------------------------------------------------------------------------
struct GSStatsStored_t
{
enum { k_iCallback = k_iSteamGameServerStatsCallbacks + 1 };
EResult m_eResult; // success / error
CSteamID m_steamIDUser; // The user for whom the stats were stored
};
//-----------------------------------------------------------------------------
// Purpose: Callback indicating that a user's stats have been unloaded.
// Call RequestUserStats again to access stats for this user
//-----------------------------------------------------------------------------
struct GSStatsUnloaded_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
CSteamID m_steamIDUser; // User whose stats have been unloaded
};
#pragma pack( pop )
#endif // ISTEAMGAMESERVERSTATS_H