How to do leaderboards in Steamworks.NET?

ares_games picture ares_games · Jun 15, 2016 · Viewed 7k times · Source

I am trying to include leaderboards in my application (a game written in C#, using SteamWorks.NET and based on XNA).

Steam is initialized properly.

On gamestart I call:

SteamAPICall_t hSteamAPICall = SteamUserStats.FindLeaderboard("Most active beta testers");
leaderboard_BetaTesters_ResultFindLeaderboard = Callback<LeaderboardFindResult_t>.Create(OnLeaderboardFindResult_BetaTesters);

using

static private void OnLeaderboardFindResult_BetaTesters(LeaderboardFindResult_t pCallback)
{
// See if we encountered an error during the call
if (pCallback.m_bLeaderboardFound == 0)
  {
  Warning.Happened("Leaderboard could not be found / accessed");
  return;
  }
else
  {
  Write.Text("Steam leaderboad connected");
  }
  leaderboard_BetaTesters = pCallback.m_hSteamLeaderboard;
}

And in every Update() I call:

if (SystemLogic.SteamInitSuccessul()) SteamAPI.RunCallbacks();

However, OnLeaderboardFindResult_BetaTesters is never called. What am I doing wrong?

Answer

ICoso picture ICoso · Jul 15, 2016

I know is an old issue, but I've the same one just now.

I've the same issue when I tried to implement Steam leaderboards on Unity with Steamworks.NET. Finally I get it working from the original Steamworks C++ sample project. (The documentation for Steamworks.NET is really poor, like the original Steamworks c++ one, so you have to check the Steamworks c++ Sample Project to check how to use it)

You have a mistake, you have to use the "CallResult<>" class instead of the "Callback<>" one.

The following code allowed me to upload scores on Unity to a SteamLeaderboard:

using UnityEngine;
using Steamworks;
using System.Collections;
using System.Threading;

public class SteamLeaderboards : MonoBehaviour
{
    private const string s_leaderboardName = "StoryMode";
    private const ELeaderboardUploadScoreMethod s_leaderboardMethod = ELeaderboardUploadScoreMethod.k_ELeaderboardUploadScoreMethodKeepBest;

    private static SteamLeaderboard_t s_currentLeaderboard;
    private static bool s_initialized = false;
    private static CallResult<LeaderboardFindResult_t> m_findResult = new CallResult<LeaderboardFindResult_t>();
    private static CallResult<LeaderboardScoreUploaded_t> m_uploadResult = new CallResult<LeaderboardScoreUploaded_t>();


    public static void UpdateScore(int score)
    {
        if (!s_initialized)
        {
            UnityEngine.Debug.Log("Can't upload to the leaderboard because isn't loadded yet");
        }
        else
        {
            UnityEngine.Debug.Log("uploading score(" + score + ") to steam leaderboard(" + s_leaderboardName + ")");
            SteamAPICall_t hSteamAPICall = SteamUserStats.UploadLeaderboardScore(s_currentLeaderboard, s_leaderboardMethod, score, null, 0);
            m_uploadResult.Set(hSteamAPICall, OnLeaderboardUploadResult);
        }
    }

    public static void Init()
    {
        SteamAPICall_t hSteamAPICall = SteamUserStats.FindLeaderboard(s_leaderboardName);
        m_findResult.Set(hSteamAPICall, OnLeaderboardFindResult);
        InitTimer();
    }

    static private void OnLeaderboardFindResult(LeaderboardFindResult_t pCallback, bool failure)
    {
        UnityEngine.Debug.Log("STEAM LEADERBOARDS: Found - " + pCallback.m_bLeaderboardFound + " leaderboardID - " + pCallback.m_hSteamLeaderboard.m_SteamLeaderboard);
        s_currentLeaderboard = pCallback.m_hSteamLeaderboard;
        s_initialized = true;
    }

    static private void OnLeaderboardUploadResult(LeaderboardScoreUploaded_t pCallback, bool failure)
    {
        UnityEngine.Debug.Log("STEAM LEADERBOARDS: failure - " + failure + " Completed - " + pCallback.m_bSuccess + " NewScore: " + pCallback.m_nGlobalRankNew + " Score " + pCallback.m_nScore + " HasChanged - " + pCallback.m_bScoreChanged);
    }



    private static Timer timer1; 
    public static void InitTimer()
    {
        timer1 = new Timer(timer1_Tick, null,0,1000);
    }

    private static void timer1_Tick(object state)
    {
        SteamAPI.RunCallbacks(); 
    }
}

*I have edited several times this code without compile it, and maybe contains any syntax error, but the implementation should be fine

** Also remember this code has been used on Unity 4, but the Unity classes are used only for "console log" messages and for the last two methods "call each x miliseconds the SteamAPI.RunCallbacks() method"