Facepunch.Steamworks Wiki

Revision Difference

Leaderboards#563590

<cat>code.general</cat> <title>Leaderboards</title> # Creating a Leaderboard Creating a leaderboard is really easy. ``` using Steamworks; using Steamworks.Data; ... var leaderboard = await SteamUserStats.FindOrCreateLeaderboardAsync( "MyLeaderboard", LeaderboardSort.Ascending, LeaderboardDisplay.Numeric ); ``` Here you've created a leaderboard named "MyLeaderboard" which is sorted in ascending (highest first) and is number based (high score etc) rather than time based (fastest lap etc). # Getting a Leaderboard You can safely get a leaderboard with the same function. If you only want to get one that exists you can use: ``` var leaderboard = await SteamUserStats.FindLeaderboardAsync( "MyLeaderboard" ); ``` <note>FindLeaderboardAsync and FindOrCreateLeaderboardAsync return a nullable. If for whatever reason the board cannot be found - it'll be null. This means you should check it first via `leaderboard.HasValue` and then the real leaderboard is in `leaderboard.Value`.</note> # Submitting a Score ``` var result = await lb.SubmitScoreAsync( 576 ); ``` This function will only replace your last score if the new one is better. On success (`result.HasValue`) this function will return a <page>Data.LeaderboardUpdate</page>. You can force your score to be replace, even if it's worse, using: ``` var result = await lb.ReplaceScore( 576 ); ``` # Getting Scores ``` // Get top 20 scores var globalScores = await lb.Value.GetScoresAsync( 20 ); foreach ( var e in globalScores) LeaderboardEntry[] globalScores = await lb.Value.GetScoresAsync( 20 ); foreach ( LeaderboardEntry e in globalScores) { Console.WriteLine( $"{e.GlobalRank}: {e.Score} {e.User}" ); } // Get scores from friends var friendScores = await lb.Value.GetScoresFromFriendsAsync(); foreach ( var e in friendScores ) LeaderboardEntry[] friendScores = await lb.Value.GetScoresFromFriendsAsync(); foreach ( LeaderboardEntry e in friendScores ) { Console.WriteLine( $"{e.GlobalRank}: {e.Score} {e.User}" ); } // Get scores around current user var surroundScores = await lb.Value.GetScoresAroundUserAsync( -10, 10 ); foreach ( var e in surroundScores ) LeaderboardEntry[] surroundScores = await lb.Value.GetScoresAroundUserAsync( -10, 10 ); foreach ( LeaderboardEntry e in surroundScores ) { Console.WriteLine( $"{e.GlobalRank}: {e.Score} {e.User}" ); } ``` # Example ```csharp using System; using System.Threading.Tasks; using Steamworks; using Steamworks.Data; using UnityEngine; public static class SteamLeaderBoardSystem { /// <summary> /// This function will only replace your last score if the new one is better. /// </summary> /// <param name="leaderboard"></param> /// <param name="value"></param> /// <param name="details"></param> public static async Task SubmitLeaderboard(Steamworks.Data.Leaderboard leaderboard, int value, int[] details = null) { var leaderboardUpdate = await leaderboard.SubmitScoreAsync(value, details ?? Array.Empty<int>()); if (!leaderboardUpdate.HasValue) { Debug.LogError("leaderboardUpdate is null"); return; } Debug.Log(leaderboardUpdate.Value); } /// <summary> /// Force your score to be replaced /// </summary> /// <param name="leaderboard"></param> /// <param name="value"></param> /// <param name="details"></param> public static async Task ReplaceLeaderboard(Steamworks.Data.Leaderboard leaderboard, int value, int[] details = null) { var leaderboardUpdate = await leaderboard.ReplaceScore(value, details ?? Array.Empty<int>()); if (!leaderboardUpdate.HasValue) { Debug.LogError("leaderboardUpdate is null"); return; } Debug.Log(leaderboardUpdate.Value); } public static async Task<Steamworks.Data.Leaderboard?> GetLeaderBoards(string lbName) { try { return await FindOrCreateLeaderboardAsync(lbName); } catch (Exception e) { Debug.LogError(e); } return null; } private static async Task<Steamworks.Data.Leaderboard?> FindOrCreateLeaderboardAsync(string leaderboardName) { try { return await SteamUserStats.FindOrCreateLeaderboardAsync(leaderboardName, LeaderboardSort.Ascending, LeaderboardDisplay.Numeric); } catch (Exception e) { Debug.LogError(e); } return null; } } ``` # Example usage of the example above ```csharp public class SteamLeaderBoard : MonoBehaviour { private const string LeaderboardName = "MyLeaderboard"; private Steamworks.Data.Leaderboard _lb; private async void Awake() { try { var lb = await SteamLeaderBoardSystem.GetLeaderBoards(LeaderboardName); if (lb.HasValue) _lb = lb.Value; else Debug.LogError("leaderboard did not have value"); } catch (Exception e) { Debug.LogError($"Error loading leaderboards: {e.Message}"); // Optionally, you could handle the exception, e.g., retry logic or fallback behavior } } #region TEST [ContextMenu("ReplaceScoreTest")] private void ReplaceScoreTest() { var entry = new LeaderboardEntry(1234.1829f, 12345789); var entry = new LeaderboardScore(1234.1829f, 12345789); ReplaceSpeedScore(entry); } #endregion #region ReplaceScores private void ReplaceSpeedScore(LeaderboardEntry entry) private void ReplaceSpeedScore(LeaderboardScoreentry) { _ = SteamLeaderBoardSystem.ReplaceLeaderboard(_lb, entry.TimeI, entry.Details); } #endregion } // Struct to hold data for ease-of-use and re-use-ability public struct LeaderboardEntry⤶ public struct LeaderboardScore⤶ { public readonly int Score; public readonly int SomeOtherValue; public readonly int[] Details; public LeaderboardEntry(int score, int someOtherValue) public LeaderboardScore(int score, int someOtherValue) { Score = score; SomeOtherValue = someOtherValue; Details = new[] { someOtherValue }; } } ```