//====== Copyright © 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()
	virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
	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
	virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0;
	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	// or were out of date.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
