using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace Facepunch.Steamworks.Data
{
public struct Leaderboard
{
internal SteamLeaderboard_t Id;
///
/// the name of a leaderboard
///
public string Name => SteamUserStats.Internal.GetLeaderboardName( Id );
public LeaderboardSort Sort => SteamUserStats.Internal.GetLeaderboardSortMethod( Id );
public LeaderboardDisplay Display => SteamUserStats.Internal.GetLeaderboardDisplayType( Id );
public int EntryCount => SteamUserStats.Internal.GetLeaderboardEntryCount(Id);
static int[] detailsBuffer = new int[64];
static int[] noDetails = Array.Empty();
///
/// Submit your score and replace your old score even if it was better
///
public async Task ReplaceScore( int score, int[] details = null )
{
if ( details == null ) details = noDetails;
var r = await SteamUserStats.Internal.UploadLeaderboardScore( Id, LeaderboardUploadScoreMethod.ForceUpdate, score, details, details.Length );
if ( !r.HasValue ) return null;
return LeaderboardUpdate.From( r.Value );
}
///
/// Submit your new score, but won't replace your high score if it's lower
///
public async Task SubmitScoreAsync( int score, int[] details = null )
{
if ( details == null ) details = noDetails;
var r = await SteamUserStats.Internal.UploadLeaderboardScore( Id, LeaderboardUploadScoreMethod.KeepBest, score, details, details.Length );
if ( !r.HasValue ) return null;
return LeaderboardUpdate.From( r.Value );
}
///
/// Attaches a piece of user generated content the user's entry on a leaderboard
///
public async Task AttachUgc( Ugc file )
{
var r = await SteamUserStats.Internal.AttachLeaderboardUGC( Id, file.Handle );
if ( !r.HasValue ) return Result.Fail;
return r.Value.Result;
}
///
/// Used to query for a sequential range of leaderboard entries by leaderboard Sort.
///
public async Task GetScoresAsync( int count, int offset = 1 )
{
if ( offset <= 0 ) throw new System.ArgumentException( "Should be 1+", nameof( offset ) );
var r = await SteamUserStats.Internal.DownloadLeaderboardEntries( Id, LeaderboardDataRequest.Global, offset, offset + count );
if ( !r.HasValue )
return null;
return await LeaderboardResultToEntries( r.Value );
}
///
/// Used to retrieve leaderboard entries relative a user's entry. If there are not enough entries in the leaderboard
/// before or after the user's entry, Steam will adjust the range to try to return the number of entries requested.
/// For example, if the user is #1 on the leaderboard and start is set to -2, end is set to 2, Steam will return the first
/// 5 entries in the leaderboard. If The current user has no entry, this will return null.
///
public async Task GetScoresAroundUserAsync( int start = -10, int end = 10 )
{
var r = await SteamUserStats.Internal.DownloadLeaderboardEntries( Id, LeaderboardDataRequest.GlobalAroundUser, start, end );
if ( !r.HasValue )
return null;
return await LeaderboardResultToEntries( r.Value );
}
///
/// Used to retrieve all leaderboard entries for friends of the current user
///
public async Task GetScoresFromFriendsAsync()
{
var r = await SteamUserStats.Internal.DownloadLeaderboardEntries( Id, LeaderboardDataRequest.Friends, 0, 0 );
if ( !r.HasValue )
return null;
return await LeaderboardResultToEntries( r.Value );
}
#region util
internal async Task LeaderboardResultToEntries( LeaderboardScoresDownloaded_t r )
{
if ( r.CEntryCount <= 0 )
return null;
var output = new LeaderboardEntry[r.CEntryCount];
var e = default( LeaderboardEntry_t );
for ( int i = 0; i < output.Length; i++ )
{
if ( SteamUserStats.Internal.GetDownloadedLeaderboardEntry( r.SteamLeaderboardEntries, i, ref e, detailsBuffer, detailsBuffer.Length ) )
{
output[i] = LeaderboardEntry.From( e, detailsBuffer );
}
}
await WaitForUserNames( output );
return output;
}
internal static async Task WaitForUserNames( LeaderboardEntry[] entries)
{
bool gotAll = false;
while ( !gotAll )
{
gotAll = true;
foreach ( var entry in entries )
{
if ( entry.User.Id == 0 ) continue;
if ( !SteamFriends.Internal.RequestUserInformation( entry.User.Id, true ) ) continue;
gotAll = false;
}
await Task.Delay( 1 );
}
}
#endregion
}
}