149 lines
5.8 KiB
C#
149 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Steamworks.Data;
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namespace Steamworks
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{
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public class SteamServerStats : SteamServerClass<SteamServerStats>
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{
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internal static ISteamGameServerStats? Internal => Interface as ISteamGameServerStats;
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internal override bool InitializeInterface( bool server )
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{
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SetInterface( server, new ISteamGameServerStats( server ) );
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if ( Interface is null || Interface.Self == IntPtr.Zero ) return false;
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return true;
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}
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/// <summary>
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/// Downloads stats for the user.
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/// If the user has no stats, this will return <see cref="Result.Fail"/>.
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/// These stats will only be auto-updated for clients playing on the server.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to get stats for.</param>
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/// <returns>A task describing the progress and result of the download.</returns>
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public static async Task<Result> RequestUserStatsAsync( SteamId steamid )
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{
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if (Internal is null) { return Result.Fail; }
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var r = await Internal.RequestUserStats( steamid );
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if ( !r.HasValue ) return Result.Fail;
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return r.Value.Result;
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}
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/// <summary>
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/// Set the named stat for this user. Setting stats should follow the rules
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/// you defined in Steamworks.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to set stats for.</param>
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/// <param name="name">The name of the stat.</param>
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/// <param name="stat">The value of the stat.</param>
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public static bool SetInt( SteamId steamid, string name, int stat )
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{
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return Internal != null && Internal.SetUserStat( steamid, name, stat );
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}
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/// <summary>
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/// Set the named stat for this user. Setting stats should follow the rules
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/// you defined in Steamworks.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to set stats for.</param>
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/// <param name="name">The name of the stat.</param>
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/// <param name="stat">The value of the stat.</param>
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public static bool SetFloat( SteamId steamid, string name, float stat )
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{
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return Internal != null && Internal.SetUserStat( steamid, name, stat );
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}
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/// <summary>
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/// Get the named stat for this user. If getting the stat failed, will return
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/// <paramref name="defaultValue"/>. You should have called <see cref="RequestUserStatsAsync(SteamId)"/> for this SteamID - which downloads
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/// the stats from the backend. If you didn't call it this will always return <paramref name="defaultValue"/>.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to get stats for.</param>
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/// <param name="name">The name of the stat.</param>
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/// <param name="defaultValue">The value to return if the stats cannot be received.</param>
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public static int GetInt( SteamId steamid, string name, int defaultValue = 0 )
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{
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int data = defaultValue;
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if ( Internal is null || !Internal.GetUserStat( steamid, name, ref data ) )
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return defaultValue;
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return data;
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}
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/// <summary>
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/// Get the named stat for this user. If getting the stat failed, will return
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/// defaultValue. You should have called Refresh for this userid - which downloads
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/// the stats from the backend. If you didn't call it this will always return defaultValue.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to get stats for.</param>
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/// <param name="name">The name of the stat.</param>
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/// <param name="defaultValue">The value to return if the stats cannot be received.</param>
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public static float GetFloat( SteamId steamid, string name, float defaultValue = 0 )
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{
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float data = defaultValue;
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if ( Internal is null || !Internal.GetUserStat( steamid, name, ref data ) )
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return defaultValue;
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return data;
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}
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/// <summary>
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/// Unlocks the specified achievement for the specified user. Must have called <see cref="RequestUserStatsAsync(SteamId)"/> on a SteamID first.
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/// Remember to use <see cref="StoreUserStats(SteamId)"/> after use.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to unlock the achievement for.</param>
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/// <param name="name">The ID of the achievement.</param>
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public static bool SetAchievement( SteamId steamid, string name )
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{
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return Internal != null && Internal.SetUserAchievement( steamid, name );
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}
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/// <summary>
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/// Resets the unlock status of an achievement for the specified user. Must have called <see cref="RequestUserStatsAsync(SteamId)"/> on a SteamID first.
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/// Remember to use <see cref="StoreUserStats(SteamId)"/> after use.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to clear the achievement for.</param>
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/// <param name="name">The ID of the achievement.</param>
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public static bool ClearAchievement( SteamId steamid, string name )
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{
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return Internal != null && Internal.ClearUserAchievement( steamid, name );
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}
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/// <summary>
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/// Return <see langword="true"/> if available, exists and unlocked
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/// </summary>
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public static bool GetAchievement( SteamId steamid, string name )
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{
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bool achieved = false;
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if ( Internal is null || !Internal.GetUserAchievement( steamid, name, ref achieved ) )
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return false;
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return achieved;
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}
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/// <summary>
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/// Once you've set a stat change on a user you need to commit your changes.
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/// You can do that using this method. The callback will let you know if
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/// your action succeeded, but most of the time you can fire and forget.
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/// </summary>
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/// <param name="steamid">The SteamId of the user to store stats for.</param>
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/// <returns>A task describing the progress and result of the commit.</returns>
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public static async Task<Result> StoreUserStats( SteamId steamid )
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{
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if (Internal is null) { return Result.Fail; }
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var r = await Internal.StoreUserStats( steamid );
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if ( !r.HasValue ) return Result.Fail;
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return r.Value.Result;
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}
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}
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}
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