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 };
}
}
```