//----------------------------------------------------------------------------- // Purpose: Our stats data was stored! //----------------------------------------------------------------------------- void CStatsAndAchievements::OnUserStatsStored( UserStatsStored_t *pCallback ) { // we may get callbacks for other games' stats arriving, ignore them if ( m_GameID.ToUint64() == pCallback->m_nGameID ) { if ( k_EResultOK == pCallback->m_eResult ) { OutputDebugString( "StoreStats - success\n" ); SaveUserStatsOnPS3(); } else if ( k_EResultInvalidParam == pCallback->m_eResult ) { // One or more stats we set broke a constraint. They've been reverted, // and we should re-iterate the values now to keep in sync. OutputDebugString( "StoreStats - some failed to validate\n" ); // Fake up a callback here so that we re-load the values. UserStatsReceived_t callback; callback.m_eResult = k_EResultOK; callback.m_nGameID = m_GameID.ToUint64(); OnUserStatsReceived( &callback ); } else { char buffer[128]; sprintf_safe( buffer, "StoreStats - failed, %d\n", pCallback->m_eResult ); buffer[ sizeof(buffer) - 1 ] = 0; OutputDebugString( buffer ); } } }
void CSteamStats::OnUserStatsStored( UserStatsStored_t *pCallback ) { // we may get callbacks for other games' stats arriving, ignore them if ( m_iAppID == pCallback->m_nGameID ) { if ( k_EResultOK == pCallback->m_eResult ) { sysLogPrintDebug("[STEAM stats] StoreStats - success\n" ); } else if ( k_EResultInvalidParam == pCallback->m_eResult ) { // One or more stats we set broke a constraint. They've been reverted, // and we should re-iterate the values now to keep in sync. sysLogPrintDebug("[STEAM stats] StoreStats - some failed to validate\n" ); // Fake up a callback here so that we re-load the values. UserStatsReceived_t callback; callback.m_eResult = k_EResultOK; callback.m_nGameID = m_iAppID; OnUserStatsReceived( &callback ); } else { char buffer[128]; _snprintf( buffer, 128, "StoreStats - failed, %d\n", pCallback->m_eResult ); sysLogPrintDebug("[STEAM stats] %s", buffer ); } } }