CnC_Remastered_Collection

Command and Conquer: Red Alert
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isteamuserstats.cs (26944B)


      1 // This file is provided under The MIT License as part of Steamworks.NET.
      2 // Copyright (c) 2013-2019 Riley Labrecque
      3 // Please see the included LICENSE.txt for additional information.
      4 
      5 // This file is automatically generated.
      6 // Changes to this file will be reverted when you update Steamworks.NET
      7 
      8 #if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH
      9 	#define DISABLESTEAMWORKS
     10 #endif
     11 
     12 #if !DISABLESTEAMWORKS
     13 
     14 using System.Runtime.InteropServices;
     15 using IntPtr = System.IntPtr;
     16 
     17 namespace Steamworks {
     18 	public static class SteamUserStats {
     19 		/// <summary>
     20 		/// <para> Ask the server to send down this user's data and achievements for this game</para>
     21 		/// </summary>
     22 		public static bool RequestCurrentStats() {
     23 			InteropHelp.TestIfAvailableClient();
     24 			return NativeMethods.ISteamUserStats_RequestCurrentStats(CSteamAPIContext.GetSteamUserStats());
     25 		}
     26 
     27 		/// <summary>
     28 		/// <para> Data accessors</para>
     29 		/// </summary>
     30 		public static bool GetStat(string pchName, out int pData) {
     31 			InteropHelp.TestIfAvailableClient();
     32 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     33 				return NativeMethods.ISteamUserStats_GetStat(CSteamAPIContext.GetSteamUserStats(), pchName2, out pData);
     34 			}
     35 		}
     36 
     37 		public static bool GetStat(string pchName, out float pData) {
     38 			InteropHelp.TestIfAvailableClient();
     39 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     40 				return NativeMethods.ISteamUserStats_GetStat0(CSteamAPIContext.GetSteamUserStats(), pchName2, out pData);
     41 			}
     42 		}
     43 
     44 		/// <summary>
     45 		/// <para> Set / update data</para>
     46 		/// </summary>
     47 		public static bool SetStat(string pchName, int nData) {
     48 			InteropHelp.TestIfAvailableClient();
     49 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     50 				return NativeMethods.ISteamUserStats_SetStat(CSteamAPIContext.GetSteamUserStats(), pchName2, nData);
     51 			}
     52 		}
     53 
     54 		public static bool SetStat(string pchName, float fData) {
     55 			InteropHelp.TestIfAvailableClient();
     56 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     57 				return NativeMethods.ISteamUserStats_SetStat0(CSteamAPIContext.GetSteamUserStats(), pchName2, fData);
     58 			}
     59 		}
     60 
     61 		public static bool UpdateAvgRateStat(string pchName, float flCountThisSession, double dSessionLength) {
     62 			InteropHelp.TestIfAvailableClient();
     63 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     64 				return NativeMethods.ISteamUserStats_UpdateAvgRateStat(CSteamAPIContext.GetSteamUserStats(), pchName2, flCountThisSession, dSessionLength);
     65 			}
     66 		}
     67 
     68 		/// <summary>
     69 		/// <para> Achievement flag accessors</para>
     70 		/// </summary>
     71 		public static bool GetAchievement(string pchName, out bool pbAchieved) {
     72 			InteropHelp.TestIfAvailableClient();
     73 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     74 				return NativeMethods.ISteamUserStats_GetAchievement(CSteamAPIContext.GetSteamUserStats(), pchName2, out pbAchieved);
     75 			}
     76 		}
     77 
     78 		public static bool SetAchievement(string pchName) {
     79 			InteropHelp.TestIfAvailableClient();
     80 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     81 				return NativeMethods.ISteamUserStats_SetAchievement(CSteamAPIContext.GetSteamUserStats(), pchName2);
     82 			}
     83 		}
     84 
     85 		public static bool ClearAchievement(string pchName) {
     86 			InteropHelp.TestIfAvailableClient();
     87 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
     88 				return NativeMethods.ISteamUserStats_ClearAchievement(CSteamAPIContext.GetSteamUserStats(), pchName2);
     89 			}
     90 		}
     91 
     92 		/// <summary>
     93 		/// <para> Get the achievement status, and the time it was unlocked if unlocked.</para>
     94 		/// <para> If the return value is true, but the unlock time is zero, that means it was unlocked before Steam</para>
     95 		/// <para> began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.</para>
     96 		/// </summary>
     97 		public static bool GetAchievementAndUnlockTime(string pchName, out bool pbAchieved, out uint punUnlockTime) {
     98 			InteropHelp.TestIfAvailableClient();
     99 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    100 				return NativeMethods.ISteamUserStats_GetAchievementAndUnlockTime(CSteamAPIContext.GetSteamUserStats(), pchName2, out pbAchieved, out punUnlockTime);
    101 			}
    102 		}
    103 
    104 		/// <summary>
    105 		/// <para> Store the current data on the server, will get a callback when set</para>
    106 		/// <para> And one callback for every new achievement</para>
    107 		/// <para> If the callback has a result of k_EResultInvalidParam, one or more stats</para>
    108 		/// <para> uploaded has been rejected, either because they broke constraints</para>
    109 		/// <para> or were out of date. In this case the server sends back updated values.</para>
    110 		/// <para> The stats should be re-iterated to keep in sync.</para>
    111 		/// </summary>
    112 		public static bool StoreStats() {
    113 			InteropHelp.TestIfAvailableClient();
    114 			return NativeMethods.ISteamUserStats_StoreStats(CSteamAPIContext.GetSteamUserStats());
    115 		}
    116 
    117 		/// <summary>
    118 		/// <para> Achievement / GroupAchievement metadata</para>
    119 		/// <para> Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.</para>
    120 		/// <para> A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback</para>
    121 		/// <para> which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the</para>
    122 		/// <para> specified achievement.</para>
    123 		/// </summary>
    124 		public static int GetAchievementIcon(string pchName) {
    125 			InteropHelp.TestIfAvailableClient();
    126 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    127 				return NativeMethods.ISteamUserStats_GetAchievementIcon(CSteamAPIContext.GetSteamUserStats(), pchName2);
    128 			}
    129 		}
    130 
    131 		/// <summary>
    132 		/// <para> Get general attributes for an achievement. Accepts the following keys:</para>
    133 		/// <para> - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)</para>
    134 		/// <para> - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)</para>
    135 		/// </summary>
    136 		public static string GetAchievementDisplayAttribute(string pchName, string pchKey) {
    137 			InteropHelp.TestIfAvailableClient();
    138 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName))
    139 			using (var pchKey2 = new InteropHelp.UTF8StringHandle(pchKey)) {
    140 				return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetAchievementDisplayAttribute(CSteamAPIContext.GetSteamUserStats(), pchName2, pchKey2));
    141 			}
    142 		}
    143 
    144 		/// <summary>
    145 		/// <para> Achievement progress - triggers an AchievementProgress callback, that is all.</para>
    146 		/// <para> Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.</para>
    147 		/// </summary>
    148 		public static bool IndicateAchievementProgress(string pchName, uint nCurProgress, uint nMaxProgress) {
    149 			InteropHelp.TestIfAvailableClient();
    150 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    151 				return NativeMethods.ISteamUserStats_IndicateAchievementProgress(CSteamAPIContext.GetSteamUserStats(), pchName2, nCurProgress, nMaxProgress);
    152 			}
    153 		}
    154 
    155 		/// <summary>
    156 		/// <para> Used for iterating achievements. In general games should not need these functions because they should have a</para>
    157 		/// <para> list of existing achievements compiled into them</para>
    158 		/// </summary>
    159 		public static uint GetNumAchievements() {
    160 			InteropHelp.TestIfAvailableClient();
    161 			return NativeMethods.ISteamUserStats_GetNumAchievements(CSteamAPIContext.GetSteamUserStats());
    162 		}
    163 
    164 		/// <summary>
    165 		/// <para> Get achievement name iAchievement in [0,GetNumAchievements)</para>
    166 		/// </summary>
    167 		public static string GetAchievementName(uint iAchievement) {
    168 			InteropHelp.TestIfAvailableClient();
    169 			return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetAchievementName(CSteamAPIContext.GetSteamUserStats(), iAchievement));
    170 		}
    171 
    172 		/// <summary>
    173 		/// <para> Friends stats &amp; achievements</para>
    174 		/// <para> downloads stats for the user</para>
    175 		/// <para> returns a UserStatsReceived_t received when completed</para>
    176 		/// <para> if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail</para>
    177 		/// <para> these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data</para>
    178 		/// </summary>
    179 		public static SteamAPICall_t RequestUserStats(CSteamID steamIDUser) {
    180 			InteropHelp.TestIfAvailableClient();
    181 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_RequestUserStats(CSteamAPIContext.GetSteamUserStats(), steamIDUser);
    182 		}
    183 
    184 		/// <summary>
    185 		/// <para> requests stat information for a user, usable after a successful call to RequestUserStats()</para>
    186 		/// </summary>
    187 		public static bool GetUserStat(CSteamID steamIDUser, string pchName, out int pData) {
    188 			InteropHelp.TestIfAvailableClient();
    189 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    190 				return NativeMethods.ISteamUserStats_GetUserStat(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pData);
    191 			}
    192 		}
    193 
    194 		public static bool GetUserStat(CSteamID steamIDUser, string pchName, out float pData) {
    195 			InteropHelp.TestIfAvailableClient();
    196 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    197 				return NativeMethods.ISteamUserStats_GetUserStat0(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pData);
    198 			}
    199 		}
    200 
    201 		public static bool GetUserAchievement(CSteamID steamIDUser, string pchName, out bool pbAchieved) {
    202 			InteropHelp.TestIfAvailableClient();
    203 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    204 				return NativeMethods.ISteamUserStats_GetUserAchievement(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pbAchieved);
    205 			}
    206 		}
    207 
    208 		/// <summary>
    209 		/// <para> See notes for GetAchievementAndUnlockTime above</para>
    210 		/// </summary>
    211 		public static bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, string pchName, out bool pbAchieved, out uint punUnlockTime) {
    212 			InteropHelp.TestIfAvailableClient();
    213 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    214 				return NativeMethods.ISteamUserStats_GetUserAchievementAndUnlockTime(CSteamAPIContext.GetSteamUserStats(), steamIDUser, pchName2, out pbAchieved, out punUnlockTime);
    215 			}
    216 		}
    217 
    218 		/// <summary>
    219 		/// <para> Reset stats</para>
    220 		/// </summary>
    221 		public static bool ResetAllStats(bool bAchievementsToo) {
    222 			InteropHelp.TestIfAvailableClient();
    223 			return NativeMethods.ISteamUserStats_ResetAllStats(CSteamAPIContext.GetSteamUserStats(), bAchievementsToo);
    224 		}
    225 
    226 		/// <summary>
    227 		/// <para> Leaderboard functions</para>
    228 		/// <para> asks the Steam back-end for a leaderboard by name, and will create it if it's not yet</para>
    229 		/// <para> This call is asynchronous, with the result returned in LeaderboardFindResult_t</para>
    230 		/// </summary>
    231 		public static SteamAPICall_t FindOrCreateLeaderboard(string pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) {
    232 			InteropHelp.TestIfAvailableClient();
    233 			using (var pchLeaderboardName2 = new InteropHelp.UTF8StringHandle(pchLeaderboardName)) {
    234 				return (SteamAPICall_t)NativeMethods.ISteamUserStats_FindOrCreateLeaderboard(CSteamAPIContext.GetSteamUserStats(), pchLeaderboardName2, eLeaderboardSortMethod, eLeaderboardDisplayType);
    235 			}
    236 		}
    237 
    238 		/// <summary>
    239 		/// <para> as above, but won't create the leaderboard if it's not found</para>
    240 		/// <para> This call is asynchronous, with the result returned in LeaderboardFindResult_t</para>
    241 		/// </summary>
    242 		public static SteamAPICall_t FindLeaderboard(string pchLeaderboardName) {
    243 			InteropHelp.TestIfAvailableClient();
    244 			using (var pchLeaderboardName2 = new InteropHelp.UTF8StringHandle(pchLeaderboardName)) {
    245 				return (SteamAPICall_t)NativeMethods.ISteamUserStats_FindLeaderboard(CSteamAPIContext.GetSteamUserStats(), pchLeaderboardName2);
    246 			}
    247 		}
    248 
    249 		/// <summary>
    250 		/// <para> returns the name of a leaderboard</para>
    251 		/// </summary>
    252 		public static string GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) {
    253 			InteropHelp.TestIfAvailableClient();
    254 			return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetLeaderboardName(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard));
    255 		}
    256 
    257 		/// <summary>
    258 		/// <para> returns the total number of entries in a leaderboard, as of the last request</para>
    259 		/// </summary>
    260 		public static int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard) {
    261 			InteropHelp.TestIfAvailableClient();
    262 			return NativeMethods.ISteamUserStats_GetLeaderboardEntryCount(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard);
    263 		}
    264 
    265 		/// <summary>
    266 		/// <para> returns the sort method of the leaderboard</para>
    267 		/// </summary>
    268 		public static ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard) {
    269 			InteropHelp.TestIfAvailableClient();
    270 			return NativeMethods.ISteamUserStats_GetLeaderboardSortMethod(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard);
    271 		}
    272 
    273 		/// <summary>
    274 		/// <para> returns the display type of the leaderboard</para>
    275 		/// </summary>
    276 		public static ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard) {
    277 			InteropHelp.TestIfAvailableClient();
    278 			return NativeMethods.ISteamUserStats_GetLeaderboardDisplayType(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard);
    279 		}
    280 
    281 		/// <summary>
    282 		/// <para> Asks the Steam back-end for a set of rows in the leaderboard.</para>
    283 		/// <para> This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t</para>
    284 		/// <para> LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)</para>
    285 		/// <para> You can ask for more entries than exist, and it will return as many as do exist.</para>
    286 		/// <para> k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart &amp; nRangeEnd in the range [1, TotalEntries]</para>
    287 		/// <para> k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate</para>
    288 		/// <para>   e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after</para>
    289 		/// <para> k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user</para>
    290 		/// </summary>
    291 		public static SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) {
    292 			InteropHelp.TestIfAvailableClient();
    293 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_DownloadLeaderboardEntries(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd);
    294 		}
    295 
    296 		/// <summary>
    297 		/// <para> as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers</para>
    298 		/// <para> if a user doesn't have a leaderboard entry, they won't be included in the result</para>
    299 		/// <para> a max of 100 users can be downloaded at a time, with only one outstanding call at a time</para>
    300 		/// </summary>
    301 		public static SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, CSteamID[] prgUsers, int cUsers) {
    302 			InteropHelp.TestIfAvailableClient();
    303 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_DownloadLeaderboardEntriesForUsers(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, prgUsers, cUsers);
    304 		}
    305 
    306 		/// <summary>
    307 		/// <para> Returns data about a single leaderboard entry</para>
    308 		/// <para> use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries</para>
    309 		/// <para> e.g.</para>
    310 		/// <para>		void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )</para>
    311 		/// <para>		{</para>
    312 		/// <para>			for ( int index = 0; index &lt; pLeaderboardScoresDownloaded-&gt;m_cEntryCount; index++ )</para>
    313 		/// <para>			{</para>
    314 		/// <para>				LeaderboardEntry_t leaderboardEntry;</para>
    315 		/// <para>				int32 details[3];		// we know this is how many we've stored previously</para>
    316 		/// <para>				GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded-&gt;m_hSteamLeaderboardEntries, index, &amp;leaderboardEntry, details, 3 );</para>
    317 		/// <para>				assert( leaderboardEntry.m_cDetails == 3 );</para>
    318 		/// <para>				...</para>
    319 		/// <para>			}</para>
    320 		/// <para> once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid</para>
    321 		/// </summary>
    322 		public static bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, out LeaderboardEntry_t pLeaderboardEntry, int[] pDetails, int cDetailsMax) {
    323 			InteropHelp.TestIfAvailableClient();
    324 			return NativeMethods.ISteamUserStats_GetDownloadedLeaderboardEntry(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboardEntries, index, out pLeaderboardEntry, pDetails, cDetailsMax);
    325 		}
    326 
    327 		/// <summary>
    328 		/// <para> Uploads a user score to the Steam back-end.</para>
    329 		/// <para> This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t</para>
    330 		/// <para> Details are extra game-defined information regarding how the user got that score</para>
    331 		/// <para> pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list</para>
    332 		/// </summary>
    333 		public static SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int nScore, int[] pScoreDetails, int cScoreDetailsCount) {
    334 			InteropHelp.TestIfAvailableClient();
    335 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_UploadLeaderboardScore(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, eLeaderboardUploadScoreMethod, nScore, pScoreDetails, cScoreDetailsCount);
    336 		}
    337 
    338 		/// <summary>
    339 		/// <para> Attaches a piece of user generated content the user's entry on a leaderboard.</para>
    340 		/// <para> hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().</para>
    341 		/// <para> This call is asynchronous, with the result returned in LeaderboardUGCSet_t.</para>
    342 		/// </summary>
    343 		public static SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) {
    344 			InteropHelp.TestIfAvailableClient();
    345 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_AttachLeaderboardUGC(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, hUGC);
    346 		}
    347 
    348 		/// <summary>
    349 		/// <para> Retrieves the number of players currently playing your game (online + offline)</para>
    350 		/// <para> This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t</para>
    351 		/// </summary>
    352 		public static SteamAPICall_t GetNumberOfCurrentPlayers() {
    353 			InteropHelp.TestIfAvailableClient();
    354 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_GetNumberOfCurrentPlayers(CSteamAPIContext.GetSteamUserStats());
    355 		}
    356 
    357 		/// <summary>
    358 		/// <para> Requests that Steam fetch data on the percentage of players who have received each achievement</para>
    359 		/// <para> for the game globally.</para>
    360 		/// <para> This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.</para>
    361 		/// </summary>
    362 		public static SteamAPICall_t RequestGlobalAchievementPercentages() {
    363 			InteropHelp.TestIfAvailableClient();
    364 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_RequestGlobalAchievementPercentages(CSteamAPIContext.GetSteamUserStats());
    365 		}
    366 
    367 		/// <summary>
    368 		/// <para> Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch</para>
    369 		/// <para> the next most achieved afterwards.  Will return -1 if there is no data on achievement</para>
    370 		/// <para> percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).</para>
    371 		/// </summary>
    372 		public static int GetMostAchievedAchievementInfo(out string pchName, uint unNameBufLen, out float pflPercent, out bool pbAchieved) {
    373 			InteropHelp.TestIfAvailableClient();
    374 			IntPtr pchName2 = Marshal.AllocHGlobal((int)unNameBufLen);
    375 			int ret = NativeMethods.ISteamUserStats_GetMostAchievedAchievementInfo(CSteamAPIContext.GetSteamUserStats(), pchName2, unNameBufLen, out pflPercent, out pbAchieved);
    376 			pchName = ret != -1 ? InteropHelp.PtrToStringUTF8(pchName2) : null;
    377 			Marshal.FreeHGlobal(pchName2);
    378 			return ret;
    379 		}
    380 
    381 		/// <summary>
    382 		/// <para> Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another</para>
    383 		/// <para> GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last</para>
    384 		/// <para> achievement has been iterated.</para>
    385 		/// </summary>
    386 		public static int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, out string pchName, uint unNameBufLen, out float pflPercent, out bool pbAchieved) {
    387 			InteropHelp.TestIfAvailableClient();
    388 			IntPtr pchName2 = Marshal.AllocHGlobal((int)unNameBufLen);
    389 			int ret = NativeMethods.ISteamUserStats_GetNextMostAchievedAchievementInfo(CSteamAPIContext.GetSteamUserStats(), iIteratorPrevious, pchName2, unNameBufLen, out pflPercent, out pbAchieved);
    390 			pchName = ret != -1 ? InteropHelp.PtrToStringUTF8(pchName2) : null;
    391 			Marshal.FreeHGlobal(pchName2);
    392 			return ret;
    393 		}
    394 
    395 		/// <summary>
    396 		/// <para> Returns the percentage of users who have achieved the specified achievement.</para>
    397 		/// </summary>
    398 		public static bool GetAchievementAchievedPercent(string pchName, out float pflPercent) {
    399 			InteropHelp.TestIfAvailableClient();
    400 			using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) {
    401 				return NativeMethods.ISteamUserStats_GetAchievementAchievedPercent(CSteamAPIContext.GetSteamUserStats(), pchName2, out pflPercent);
    402 			}
    403 		}
    404 
    405 		/// <summary>
    406 		/// <para> Requests global stats data, which is available for stats marked as "aggregated".</para>
    407 		/// <para> This call is asynchronous, with the results returned in GlobalStatsReceived_t.</para>
    408 		/// <para> nHistoryDays specifies how many days of day-by-day history to retrieve in addition</para>
    409 		/// <para> to the overall totals. The limit is 60.</para>
    410 		/// </summary>
    411 		public static SteamAPICall_t RequestGlobalStats(int nHistoryDays) {
    412 			InteropHelp.TestIfAvailableClient();
    413 			return (SteamAPICall_t)NativeMethods.ISteamUserStats_RequestGlobalStats(CSteamAPIContext.GetSteamUserStats(), nHistoryDays);
    414 		}
    415 
    416 		/// <summary>
    417 		/// <para> Gets the lifetime totals for an aggregated stat</para>
    418 		/// </summary>
    419 		public static bool GetGlobalStat(string pchStatName, out long pData) {
    420 			InteropHelp.TestIfAvailableClient();
    421 			using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) {
    422 				return NativeMethods.ISteamUserStats_GetGlobalStat(CSteamAPIContext.GetSteamUserStats(), pchStatName2, out pData);
    423 			}
    424 		}
    425 
    426 		public static bool GetGlobalStat(string pchStatName, out double pData) {
    427 			InteropHelp.TestIfAvailableClient();
    428 			using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) {
    429 				return NativeMethods.ISteamUserStats_GetGlobalStat0(CSteamAPIContext.GetSteamUserStats(), pchStatName2, out pData);
    430 			}
    431 		}
    432 
    433 		/// <summary>
    434 		/// <para> Gets history for an aggregated stat. pData will be filled with daily values, starting with today.</para>
    435 		/// <para> So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,</para>
    436 		/// <para> etc. cubData is the size in bytes of the pubData buffer. Returns the number of</para>
    437 		/// <para> elements actually set.</para>
    438 		/// </summary>
    439 		public static int GetGlobalStatHistory(string pchStatName, long[] pData, uint cubData) {
    440 			InteropHelp.TestIfAvailableClient();
    441 			using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) {
    442 				return NativeMethods.ISteamUserStats_GetGlobalStatHistory(CSteamAPIContext.GetSteamUserStats(), pchStatName2, pData, cubData);
    443 			}
    444 		}
    445 
    446 		public static int GetGlobalStatHistory(string pchStatName, double[] pData, uint cubData) {
    447 			InteropHelp.TestIfAvailableClient();
    448 			using (var pchStatName2 = new InteropHelp.UTF8StringHandle(pchStatName)) {
    449 				return NativeMethods.ISteamUserStats_GetGlobalStatHistory0(CSteamAPIContext.GetSteamUserStats(), pchStatName2, pData, cubData);
    450 			}
    451 		}
    452 #if _PS3
    453 		/// <summary>
    454 		/// <para> Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t</para>
    455 		/// <para> callback.</para>
    456 		/// </summary>
    457 		public static bool InstallPS3Trophies() {
    458 			InteropHelp.TestIfAvailableClient();
    459 			return NativeMethods.ISteamUserStats_InstallPS3Trophies(CSteamAPIContext.GetSteamUserStats());
    460 		}
    461 
    462 		/// <summary>
    463 		/// <para> Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed</para>
    464 		/// <para> by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies().</para>
    465 		/// </summary>
    466 		public static ulong GetTrophySpaceRequiredBeforeInstall() {
    467 			InteropHelp.TestIfAvailableClient();
    468 			return NativeMethods.ISteamUserStats_GetTrophySpaceRequiredBeforeInstall(CSteamAPIContext.GetSteamUserStats());
    469 		}
    470 
    471 		/// <summary>
    472 		/// <para> On PS3, user stats &amp; achievement progress through Steam must be stored with the user's saved game data.</para>
    473 		/// <para> At startup, before calling RequestCurrentStats(), you must pass the user's stats data to Steam via this method.</para>
    474 		/// <para> If you do not have any user data, call this function with pvData = NULL and cubData = 0</para>
    475 		/// </summary>
    476 		public static bool SetUserStatsData(IntPtr pvData, uint cubData) {
    477 			InteropHelp.TestIfAvailableClient();
    478 			return NativeMethods.ISteamUserStats_SetUserStatsData(CSteamAPIContext.GetSteamUserStats(), pvData, cubData);
    479 		}
    480 
    481 		/// <summary>
    482 		/// <para> Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t &amp; UserStatsStored_t</para>
    483 		/// <para> callbacks, and store the data with the user's save game data. You can call this method with pvData = NULL and cubData = 0 to get the required</para>
    484 		/// <para> buffer size.</para>
    485 		/// </summary>
    486 		public static bool GetUserStatsData(IntPtr pvData, uint cubData, out uint pcubWritten) {
    487 			InteropHelp.TestIfAvailableClient();
    488 			return NativeMethods.ISteamUserStats_GetUserStatsData(CSteamAPIContext.GetSteamUserStats(), pvData, cubData, out pcubWritten);
    489 		}
    490 #endif
    491 	}
    492 }
    493 
    494 #endif // !DISABLESTEAMWORKS