253 lines
7.9 KiB
C++
253 lines
7.9 KiB
C++
//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======//
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//
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// Purpose: Uploads gamestats via the SteamWorks API. Server version.
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//
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//=============================================================================//
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#ifndef STEAMWORKS_GAMESTATS_SERVER_H
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#define STEAMWORKS_GAMESTATS_SERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "steamworks_gamestats.h"
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//used to drive most of the game stat event handlers as well as track basic stats under the hood of CBaseGameStats
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class CSteamWorksGameStatsServer : public CSteamWorksGameStatsUploader
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{
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DECLARE_CLASS( CSteamWorksGameStatsServer, CSteamWorksGameStatsUploader )
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public:
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CSteamWorksGameStatsServer();
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void WriteSessionRow();
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protected:
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virtual EGameStatsAccountType GetGameStatsAccountType();
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// called before a row is committed, allows derived classes to add sessionIDs, etc.
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virtual void AddSessionIDsToTable( int iTableID );
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};
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CSteamWorksGameStatsServer& GetSteamWorksGameStatsServer();
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// Macros to ease the creation of SendData method for stats structs/classes
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#define BEGIN_STAT_TABLE( tableName ) \
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static const char* GetStatTableName( void ) { return tableName; } \
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void BuildGamestatDataTable( KeyValues* pKV ) \
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{ \
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pKV->SetName( GetStatTableName() );
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#define REGISTER_STAT( varName ) \
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AddDataToKV(pKV, #varName, varName);
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#define REGISTER_STAT_NAMED( varName, dbName ) \
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AddDataToKV(pKV, dbName, varName);
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#define REGISTER_STAT_POSITION( varName ) \
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AddPositionDataToKV(pKV, #varName, varName);
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#define REGISTER_STAT_POSITION_NAMED( varName, dbName ) \
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AddPositionDataToKV(pKV, dbName, varName);
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#define REGISTER_STAT_ARRAY( varName ) \
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AddArrayDataToKV( pKV, #varName, varName, ARRAYSIZE( varName ) );
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#define REGISTER_STAT_ARRAY_NAMED( varName, dbName ) \
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AddArrayDataToKV( pKV, dbName, varName, ARRAYSIZE( varName ) );
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#define REGISTER_STAT_STRING( varName ) \
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AddStringDataToKV( pKV, #varName, varName );
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#define REGISTER_STAT_STRING_NAMED( varName, dbName ) \
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AddStringDataToKV( pKV, dbName, varName );
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#define AUTO_STAT_TABLE_KEY() \
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pKV->SetInt( "TimeSubmitted", GetUniqueIDForStatTable( *this ) );
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#define END_STAT_TABLE() \
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pKV->SetUint64( ::BaseStatData::m_bUseGlobalData ? "TimeSubmitted" : "SessionTime", ::BaseStatData::TimeSubmitted ); \
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GetSteamWorksGameStatsServer().AddStatsForUpload( pKV ); \
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}
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//-----------------------------------------------------------------------------
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// Purpose: Templatized class for getting unique ID's for stat tables that need
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// to be submitted multiple times per-session.
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//-----------------------------------------------------------------------------
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template < typename T >
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class UniqueStatID_t
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{
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public:
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static unsigned GetNext( void )
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{
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return ++s_nLastID;
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}
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static void Reset( void )
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{
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s_nLastID = 0;
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}
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private:
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static unsigned s_nLastID;
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};
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template < typename T >
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unsigned UniqueStatID_t< T >::s_nLastID = 0;
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template < typename T >
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unsigned GetUniqueIDForStatTable( const T &table )
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{
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return UniqueStatID_t< T >::GetNext();
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}
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//=============================================================================
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//
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// An interface for tracking gamestats.
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//
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class IGameStatTracker
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{
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public:
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//-----------------------------------------------------------------------------
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// Templatized methods to track a per-mission stat.
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// The stat is copied, then deleted after it's sent to the SQL server.
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//-----------------------------------------------------------------------------
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template < typename T >
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void SubmitStat( T& stat )
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{
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// Make a copy of the stat. All of the stat lists require pointers,
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// so we need to protect against a stat allocated on the stack
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T* pT = new T();
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if( !pT )
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return;
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*pT = stat;
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SubmitStat( pT );
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}
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//-----------------------------------------------------------------------------
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// Templatized methods to track a per-mission stat (by pointer)
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// The stat is deleted after it's sent to the SQL server
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//-----------------------------------------------------------------------------
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template < typename T >
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void SubmitStat( T* pStat )
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{
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// Get the static stat table for this type and add the stat to it
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GetStatTable<T>()->AddToTail( pStat );
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}
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//-----------------------------------------------------------------------------
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// Add all stats to an existing key value file for submit.
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//-----------------------------------------------------------------------------
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virtual void SubmitGameStats( KeyValues *pKV ) = 0;
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//-----------------------------------------------------------------------------
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// Prints the memory usage of all of the stats being tracked
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//-----------------------------------------------------------------------------
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void PrintGamestatMemoryUsage( void );
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protected:
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//=============================================================================
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//
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// Used as a base interface to store a list of all templatized stat containers
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//
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class IStatContainer
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{
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public:
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virtual void SendData( KeyValues *pKV ) = 0;
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virtual void Clear( void ) = 0;
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virtual void PrintMemoryUsage( void ) = 0;
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};
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// Defines a list of stat containers.
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typedef CUtlVector< IStatContainer* > StatContainerList_t;
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//-----------------------------------------------------------------------------
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// Used to get a list of all stats containers being tracked by the deriving class
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//-----------------------------------------------------------------------------
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virtual StatContainerList_t* GetStatContainerList( void ) = 0;
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private:
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//=============================================================================
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//
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// Templatized list of stats submitted
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//
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template < typename T >
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class CGameStatList : public IStatContainer, public CUtlVector< T* >
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{
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public:
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//-----------------------------------------------------------------------------
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// Get data ready to send to the SQL server
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//-----------------------------------------------------------------------------
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virtual void SendData( KeyValues *pKV )
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{
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//ASSERT( pKV != NULL );
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// Duplicate the master KeyValue for each stat instance
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for( int i=0; i < this->m_Size; ++i )
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{
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// Make a copy of the master key value and build the stat table
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KeyValues *pKVCopy = this->operator [](i)->m_bUseGlobalData ? pKV->MakeCopy() : new KeyValues( "" );
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this->operator [](i)->BuildGamestatDataTable( pKVCopy );
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}
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// Reset unique ID counter for the stat type
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UniqueStatID_t< T >::Reset();
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}
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//-----------------------------------------------------------------------------
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// Clear and delete every stat in this list
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//-----------------------------------------------------------------------------
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virtual void Clear( void )
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{
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this->Purge();
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}
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//-----------------------------------------------------------------------------
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// Print out details about this lists memory usage
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//-----------------------------------------------------------------------------
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virtual void PrintMemoryUsage( void )
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{
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if( this->m_Size == 0 )
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return;
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// Compute the memory used as the size of type times the list count
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unsigned uMemoryUsed = this->m_Size * ( sizeof( T ) );
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Msg( " %d\tbytes used by %s table\n", uMemoryUsed, T::GetStatTableName() );
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}
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};
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//-----------------------------------------------------------------------------
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// Templatized method to get a single instance of a stat list per data type.
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//-----------------------------------------------------------------------------
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template < typename T >
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CGameStatList< T >* GetStatTable( void )
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{
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static CGameStatList< T > *s_vecOfType = 0;
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if( s_vecOfType == 0 )
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{
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s_vecOfType = new CGameStatList< T >();
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GetStatContainerList()->AddToTail( s_vecOfType );
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}
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return s_vecOfType;
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}
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};
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struct BaseStatData
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{
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BaseStatData( bool bUseGlobalData = true ) : m_bUseGlobalData( bUseGlobalData )
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{
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TimeSubmitted = GetSteamWorksGameStatsServer().GetTimeSinceEpoch();
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}
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bool m_bUseGlobalData;
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uint64 TimeSubmitted;
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};
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#endif // STEAMWORKS_GAMESTATS_SERVER_H
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