mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2025-03-07 02:50:19 +03:00
356 lines
13 KiB
C#
356 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Facepunch.Steamworks.Callbacks;
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using SteamNative;
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using Result = SteamNative.Result;
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namespace Facepunch.Steamworks
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{
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public class Leaderboard : IDisposable
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{
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/// <summary>
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/// Type of leaderboard request
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/// </summary>
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public enum RequestType
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{
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/// <summary>
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/// Query everyone and everything
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/// </summary>
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Global = LeaderboardDataRequest.Global,
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/// <summary>
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/// Query entries near to this user's rank
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/// </summary>
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GlobalAroundUser = LeaderboardDataRequest.GlobalAroundUser,
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/// <summary>
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/// Only show friends of this user
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/// </summary>
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Friends = LeaderboardDataRequest.Friends
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}
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private static readonly int[] subEntriesBuffer = new int[512];
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internal ulong BoardId;
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internal Client client;
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private readonly Queue<Action> _onCreated = new Queue<Action>();
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/// <summary>
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/// The results from the last query. Can be null.
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/// </summary>
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public Entry[] Results;
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internal Leaderboard( Client c )
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{
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client = c;
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}
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/// <summary>
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/// The name of this board, as retrieved from Steam
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/// </summary>
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public string Name { get; private set; }
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/// <summary>
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/// The total number of entries on this board
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/// </summary>
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public int TotalEntries { get; private set; }
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/// <summary>
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/// Returns true if this board is valid, ie, we've received
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/// a positive response from Steam about it.
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/// </summary>
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public bool IsValid => BoardId != 0;
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/// <summary>
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/// Returns true if we asked steam about this board but it returned
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/// an error.
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/// </summary>
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public bool IsError { get; private set; }
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/// <summary>
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/// Returns true if we're querying scores
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/// </summary>
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public bool IsQuerying { get; private set; }
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public void Dispose()
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{
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client = null;
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}
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private void DispatchOnCreatedCallbacks()
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{
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while ( _onCreated.Count > 0 )
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{
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_onCreated.Dequeue()();
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}
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}
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private bool DeferOnCreated( Action onValid, FailureCallback onFailure = null )
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{
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if ( IsValid || IsError ) return false;
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_onCreated.Enqueue( () =>
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{
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if ( IsValid ) onValid();
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else onFailure?.Invoke( Callbacks.Result.Fail );
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} );
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return true;
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}
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/// <summary>
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/// Called when the leaderboard information is successfully recieved from Steam
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/// </summary>
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public Action OnBoardInformation;
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internal void OnBoardCreated( LeaderboardFindResult_t result, bool error )
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{
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Console.WriteLine( $"result.LeaderboardFound: {result.LeaderboardFound}" );
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Console.WriteLine( $"result.SteamLeaderboard: {result.SteamLeaderboard}" );
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if ( error || ( result.LeaderboardFound == 0 ) )
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{
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IsError = true;
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}
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else
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{
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BoardId = result.SteamLeaderboard;
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if ( IsValid )
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{
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Name = client.native.userstats.GetLeaderboardName( BoardId );
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TotalEntries = client.native.userstats.GetLeaderboardEntryCount( BoardId );
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OnBoardInformation?.Invoke();
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}
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}
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DispatchOnCreatedCallbacks();
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}
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/// <summary>
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/// Add a score to this leaderboard.
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/// Subscores are totally optional, and can be used for other game defined data such as laps etc.. although
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/// they have no bearing on sorting at all
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/// If onlyIfBeatsOldScore is true, the score will only be updated if it beats the existing score, else it will always
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/// be updated. Beating the existing score is subjective - and depends on how your leaderboard was set up as to whether
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/// that means higher or lower.
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/// </summary>
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public bool AddScore( bool onlyIfBeatsOldScore, int score, params int[] subscores )
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{
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if ( IsError ) return false;
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if ( !IsValid ) return DeferOnCreated( () => AddScore( onlyIfBeatsOldScore, score, subscores ) );
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var flags = LeaderboardUploadScoreMethod.ForceUpdate;
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if ( onlyIfBeatsOldScore ) flags = LeaderboardUploadScoreMethod.KeepBest;
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client.native.userstats.UploadLeaderboardScore( BoardId, flags, score, subscores, subscores.Length );
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return true;
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}
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/// <summary>
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/// Callback invoked by <see cref="AddScore(bool, int, int[], AddScoreCallback, FailureCallback)"/> when score submission
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/// is complete.
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/// </summary>
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/// <param name="result">If successful, information about the new entry</param>
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public delegate void AddScoreCallback( AddScoreResult result );
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/// <summary>
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/// Information about a newly submitted score.
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/// </summary>
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public struct AddScoreResult
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{
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public int Score;
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public bool ScoreChanged;
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public int GlobalRankNew;
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public int GlobalRankPrevious;
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}
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/// <summary>
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/// Add a score to this leaderboard.
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/// Subscores are totally optional, and can be used for other game defined data such as laps etc.. although
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/// they have no bearing on sorting at all
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/// If onlyIfBeatsOldScore is true, the score will only be updated if it beats the existing score, else it will always
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/// be updated.
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/// Information about the newly submitted score is passed to the optional <paramref name="onSuccess"/>.
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/// </summary>
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public bool AddScore( bool onlyIfBeatsOldScore, int score, int[] subscores = null, AddScoreCallback onSuccess = null, FailureCallback onFailure = null )
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{
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if ( IsError ) return false;
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if ( !IsValid ) return DeferOnCreated( () => AddScore( onlyIfBeatsOldScore, score, subscores, onSuccess, onFailure ), onFailure );
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if ( subscores == null ) subscores = new int[0];
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var flags = LeaderboardUploadScoreMethod.ForceUpdate;
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if ( onlyIfBeatsOldScore ) flags = LeaderboardUploadScoreMethod.KeepBest;
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client.native.userstats.UploadLeaderboardScore( BoardId, flags, score, subscores, subscores.Length, ( result, error ) =>
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{
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if ( !error && result.Success != 0 )
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{
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onSuccess?.Invoke( new AddScoreResult
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{
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Score = result.Score,
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ScoreChanged = result.ScoreChanged != 0,
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GlobalRankNew = result.GlobalRankNew,
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GlobalRankPrevious = result.GlobalRankPrevious
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} );
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}
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else
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{
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onFailure?.Invoke( error ? Callbacks.Result.IOFailure : Callbacks.Result.Fail );
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}
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} );
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return true;
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}
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/// <summary>
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/// Callback invoked by <see cref="Leaderboard.AttachRemoteFile"/> when file attachment is complete.
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/// </summary>
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public delegate void AttachRemoteFileCallback();
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/// <summary>
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/// Attempt to attach a <see cref="RemoteStorage"/> file to the current user's leaderboard entry.
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/// Can be useful for storing replays along with scores.
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/// </summary>
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/// <returns>True if the file attachment process has started</returns>
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public bool AttachRemoteFile( RemoteFile file, AttachRemoteFileCallback onSuccess = null, FailureCallback onFailure = null )
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{
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if ( IsError ) return false;
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if ( !IsValid ) return DeferOnCreated( () => AttachRemoteFile( file, onSuccess, onFailure ), onFailure );
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if ( file.IsShared )
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{
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var handle = client.native.userstats.AttachLeaderboardUGC( BoardId, file.UGCHandle, ( result, error ) =>
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{
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if ( !error && result.Result == Result.OK )
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{
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onSuccess?.Invoke();
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}
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else
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{
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onFailure?.Invoke( result.Result == 0 ? Callbacks.Result.IOFailure : (Callbacks.Result) result.Result );
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}
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} );
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return handle.IsValid;
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}
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file.Share( () =>
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{
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if ( !file.IsShared || !AttachRemoteFile( file, onSuccess, onFailure ) )
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{
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onFailure?.Invoke( Callbacks.Result.Fail );
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}
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}, onFailure );
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return true;
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}
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/// <summary>
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/// Fetch a subset of scores. The scores end up in Results.
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/// </summary>
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/// <returns>Returns true if we have started the query</returns>
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public bool FetchScores( RequestType RequestType, int start, int end )
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{
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if ( !IsValid ) return false;
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if ( IsQuerying ) return false;
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client.native.userstats.DownloadLeaderboardEntries( BoardId, (LeaderboardDataRequest) RequestType, start, end, OnScores );
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Results = null;
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IsQuerying = true;
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return true;
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}
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private unsafe void ReadScores( LeaderboardScoresDownloaded_t result, List<Entry> dest )
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{
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for ( var i = 0; i < result.CEntryCount; i++ )
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fixed ( int* ptr = subEntriesBuffer )
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{
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var entry = new LeaderboardEntry_t();
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if ( client.native.userstats.GetDownloadedLeaderboardEntry( result.SteamLeaderboardEntries, i, ref entry, (IntPtr) ptr, subEntriesBuffer.Length ) )
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dest.Add( new Entry
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{
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GlobalRank = entry.GlobalRank,
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Score = entry.Score,
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SteamId = entry.SteamIDUser,
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SubScores = entry.CDetails == 0 ? null : subEntriesBuffer.Take( entry.CDetails ).ToArray(),
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Name = client.Friends.GetName( entry.SteamIDUser ),
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AttachedFile = (entry.UGC >> 32) == 0xffffffff ? null : new RemoteFile( client.RemoteStorage, entry.UGC )
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} );
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}
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}
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[ThreadStatic] private static List<Entry> _sEntryBuffer;
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/// <summary>
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/// Callback invoked by <see cref="FetchScores(RequestType, int, int, FetchScoresCallback, FailureCallback)"/> when
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/// a query is complete.
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/// </summary>
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public delegate void FetchScoresCallback( Entry[] results );
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/// <summary>
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/// Fetch a subset of scores. The scores are passed to <paramref name="onSuccess"/>.
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/// </summary>
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/// <returns>Returns true if we have started the query</returns>
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public bool FetchScores( RequestType RequestType, int start, int end, FetchScoresCallback onSuccess, FailureCallback onFailure = null )
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{
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if ( IsError ) return false;
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if ( !IsValid ) return DeferOnCreated( () => FetchScores( RequestType, start, end, onSuccess, onFailure ), onFailure );
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client.native.userstats.DownloadLeaderboardEntries( BoardId, (LeaderboardDataRequest) RequestType, start, end, ( result, error ) =>
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{
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if ( error )
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{
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onFailure?.Invoke( Callbacks.Result.IOFailure );
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}
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else
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{
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if ( _sEntryBuffer == null ) _sEntryBuffer = new List<Entry>();
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else _sEntryBuffer.Clear();
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ReadScores( result, _sEntryBuffer );
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onSuccess( _sEntryBuffer.ToArray() );
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}
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} );
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return true;
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}
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private void OnScores( LeaderboardScoresDownloaded_t result, bool error )
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{
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IsQuerying = false;
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if ( client == null ) return;
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if ( error ) return;
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var list = new List<Entry>();
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ReadScores( result, list );
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Results = list.ToArray();
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}
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/// <summary>
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/// A single entry in a leaderboard
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/// </summary>
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public struct Entry
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{
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public ulong SteamId;
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public int Score;
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public int[] SubScores;
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public int GlobalRank;
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public RemoteFile AttachedFile;
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/// <summary>
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/// Note that the player's name might not be immediately available.
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/// If that's the case you'll have to use Friends.GetName to find the name
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/// </summary>
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public string Name;
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}
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}
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}
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