Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose: interface for game servers to steam stats and achievements
  4. //
  5. //=============================================================================
  6. #ifndef ISTEAMGAMESERVERSTATS_H
  7. #define ISTEAMGAMESERVERSTATS_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include "isteamclient.h"
  12. //-----------------------------------------------------------------------------
  13. // Purpose: Functions for authenticating users via Steam to play on a game server
  14. //-----------------------------------------------------------------------------
  15. class ISteamGameServerStats
  16. {
  17. public:
  18. // downloads stats for the user
  19. // returns a GSStatsReceived_t callback when completed
  20. // if the user has no stats, GSStatsReceived_t.m_eResult will be set to k_EResultFail
  21. // these stats will only be auto-updated for clients playing on the server. For other
  22. // users you'll need to call RequestUserStats() again to refresh any data
  23. virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
  24. // requests stat information for a user, usable after a successful call to RequestUserStats()
  25. virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
  26. virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
  27. virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
  28. // Set / update stats and achievements.
  29. // Note: These updates will work only on stats game servers are allowed to edit and only for
  30. // game servers that have been declared as officially controlled by the game creators.
  31. // Set the IP range of your official servers on the Steamworks page
  32. virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0;
  33. virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) = 0;
  34. virtual bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
  35. virtual bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
  36. virtual bool ClearUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0;
  37. // Store the current data on the server, will get a GSStatsStored_t callback when set.
  38. //
  39. // If the callback has a result of k_EResultInvalidParam, one or more stats
  40. // uploaded has been rejected, either because they broke constraints
  41. // or were out of date. In this case the server sends back updated values.
  42. // The stats should be re-iterated to keep in sync.
  43. virtual SteamAPICall_t StoreUserStats( CSteamID steamIDUser ) = 0;
  44. };
  45. #define STEAMGAMESERVERSTATS_INTERFACE_VERSION "SteamGameServerStats001"
  46. // callbacks
  47. #if defined( VALVE_CALLBACK_PACK_SMALL )
  48. #pragma pack( push, 4 )
  49. #elif defined( VALVE_CALLBACK_PACK_LARGE )
  50. #pragma pack( push, 8 )
  51. #else
  52. #error isteamclient.h must be included
  53. #endif
  54. //-----------------------------------------------------------------------------
  55. // Purpose: called when the latests stats and achievements have been received
  56. // from the server
  57. //-----------------------------------------------------------------------------
  58. struct GSStatsReceived_t
  59. {
  60. enum { k_iCallback = k_iSteamGameServerStatsCallbacks };
  61. EResult m_eResult; // Success / error fetching the stats
  62. CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
  63. };
  64. //-----------------------------------------------------------------------------
  65. // Purpose: result of a request to store the user stats for a game
  66. //-----------------------------------------------------------------------------
  67. struct GSStatsStored_t
  68. {
  69. enum { k_iCallback = k_iSteamGameServerStatsCallbacks + 1 };
  70. EResult m_eResult; // success / error
  71. CSteamID m_steamIDUser; // The user for whom the stats were stored
  72. };
  73. //-----------------------------------------------------------------------------
  74. // Purpose: Callback indicating that a user's stats have been unloaded.
  75. // Call RequestUserStats again to access stats for this user
  76. //-----------------------------------------------------------------------------
  77. struct GSStatsUnloaded_t
  78. {
  79. enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
  80. CSteamID m_steamIDUser; // User whose stats have been unloaded
  81. };
  82. #pragma pack( pop )
  83. #endif // ISTEAMGAMESERVERSTATS_H