mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
457 lines
16 KiB
C++
457 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef GAMESTATS_H
|
|
#define GAMESTATS_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "tier1/utldict.h"
|
|
#include "tier1/utlbuffer.h"
|
|
#include "igamesystem.h"
|
|
//#include "steamworks_gamestats.h"
|
|
|
|
const int GAMESTATS_VERSION = 1;
|
|
|
|
enum StatSendType_t
|
|
{
|
|
STATSEND_LEVELSHUTDOWN,
|
|
STATSEND_APPSHUTDOWN,
|
|
STATSEND_NOTENOUGHPLAYERS,
|
|
};
|
|
|
|
struct StatsBufferRecord_t
|
|
{
|
|
float m_flFrameRate; // fps
|
|
float m_flServerPing; // client ping to server
|
|
|
|
};
|
|
|
|
#define STATS_WINDOW_SIZE ( 60 * 10 ) // # of records to hold
|
|
#define STATS_RECORD_INTERVAL 1 // # of seconds between data grabs. 2 * 300 = every 10 minutes
|
|
|
|
class CGameStats;
|
|
|
|
void UpdatePerfStats( void );
|
|
void SetGameStatsHandler( CGameStats *pGameStats );
|
|
|
|
class CBasePlayer;
|
|
class CPropVehicleDriveable;
|
|
class CTakeDamageInfo;
|
|
|
|
#ifdef GAME_DLL
|
|
|
|
#define GAMESTATS_STANDARD_NOT_SAVED 0xFEEDBEEF
|
|
|
|
enum GameStatsVersions_t
|
|
{
|
|
GAMESTATS_FILE_VERSION_OLD = 001,
|
|
GAMESTATS_FILE_VERSION_OLD2,
|
|
GAMESTATS_FILE_VERSION_OLD3,
|
|
GAMESTATS_FILE_VERSION_OLD4,
|
|
GAMESTATS_FILE_VERSION_OLD5,
|
|
GAMESTATS_FILE_VERSION
|
|
};
|
|
|
|
struct BasicGameStatsRecord_t
|
|
{
|
|
public:
|
|
BasicGameStatsRecord_t() :
|
|
m_nCount( 0 ),
|
|
m_nSeconds( 0 ),
|
|
m_nCommentary( 0 ),
|
|
m_nHDR( 0 ),
|
|
m_nCaptions( 0 ),
|
|
m_bSteam( true ),
|
|
m_bCyberCafe( false ),
|
|
m_nDeaths( 0 )
|
|
{
|
|
Q_memset( m_nSkill, 0, sizeof( m_nSkill ) );
|
|
}
|
|
|
|
void Clear();
|
|
|
|
void SaveToBuffer( CUtlBuffer& buf );
|
|
bool ParseFromBuffer( CUtlBuffer& buf, int iBufferStatsVersion );
|
|
|
|
// Data
|
|
public:
|
|
int m_nCount;
|
|
int m_nSeconds;
|
|
|
|
int m_nCommentary;
|
|
int m_nHDR;
|
|
int m_nCaptions;
|
|
int m_nSkill[ 3 ];
|
|
bool m_bSteam;
|
|
bool m_bCyberCafe;
|
|
int m_nDeaths;
|
|
};
|
|
|
|
struct BasicGameStats_t
|
|
{
|
|
public:
|
|
BasicGameStats_t() :
|
|
m_nSecondsToCompleteGame( 0 ),
|
|
m_nHL2ChaptureUnlocked( 0 ),
|
|
m_bSteam( true ),
|
|
m_bCyberCafe( false ),
|
|
m_nDXLevel( 0 )
|
|
{
|
|
}
|
|
|
|
void Clear();
|
|
|
|
void SaveToBuffer( CUtlBuffer& buf );
|
|
bool ParseFromBuffer( CUtlBuffer& buf, int iBufferStatsVersion );
|
|
|
|
BasicGameStatsRecord_t *FindOrAddRecordForMap( char const *mapname );
|
|
|
|
// Data
|
|
public:
|
|
int m_nSecondsToCompleteGame; // 0 means they haven't finished playing yet
|
|
|
|
BasicGameStatsRecord_t m_Summary; // Summary record
|
|
CUtlDict< BasicGameStatsRecord_t, unsigned short > m_MapTotals;
|
|
bool m_bSteam;
|
|
bool m_bCyberCafe;
|
|
int m_nHL2ChaptureUnlocked;
|
|
int m_nDXLevel;
|
|
};
|
|
#endif // GAME_DLL
|
|
|
|
class CBaseGameStats
|
|
{
|
|
public:
|
|
CBaseGameStats();
|
|
|
|
// override this to declare what format you want to send. New products should use new format.
|
|
virtual bool UseOldFormat()
|
|
{
|
|
#ifdef GAME_DLL
|
|
return true; // servers by default send old format for backward compat
|
|
#else
|
|
return false; // clients never used old format so no backward compat issues, they use new format by default
|
|
#endif
|
|
}
|
|
|
|
// Implement this if you support new format gamestats.
|
|
// Return true if you added data to KeyValues, false if you have no data to report
|
|
virtual bool AddDataForSend( KeyValues *pKV, StatSendType_t sendType ) { return false; }
|
|
|
|
// These methods used for new format gamestats only and control when data gets sent.
|
|
virtual bool ShouldSendDataOnLevelShutdown()
|
|
{
|
|
// by default, servers send data at every level change and clients don't
|
|
#ifdef GAME_DLL
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
virtual bool ShouldSendDataOnAppShutdown()
|
|
{
|
|
// by default, clients send data at app shutdown and servers don't
|
|
#ifdef GAME_DLL
|
|
return false;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
virtual void Event_Init( void );
|
|
virtual void Event_Shutdown( void );
|
|
virtual void Event_MapChange( const char *szOldMapName, const char *szNewMapName );
|
|
virtual void Event_LevelInit( void );
|
|
virtual void Event_LevelShutdown( float flElapsed );
|
|
virtual void Event_SaveGame( void );
|
|
virtual void Event_LoadGame( void );
|
|
|
|
void CollectData( StatSendType_t sendType );
|
|
void SendData();
|
|
|
|
void StatsLog( PRINTF_FORMAT_STRING char const *fmt, ... );
|
|
|
|
// This is the first call made, so that we can "subclass" the CBaseGameStats based on gamedir as needed (e.g., ep2 vs. episodic)
|
|
virtual CBaseGameStats *OnInit( CBaseGameStats *pCurrentGameStats, char const *gamedir ) { return pCurrentGameStats; }
|
|
|
|
// Frees up data from gamestats and resets it to a clean state.
|
|
virtual void Clear( void );
|
|
|
|
virtual bool StatTrackingEnabledForMod( void ) { return false; } //Override this to turn on the system. Stat tracking is disabled by default and will always be disabled at the user's request
|
|
static bool StatTrackingAllowed( void ); //query whether stat tracking is possible and warranted by the user
|
|
virtual bool HaveValidData( void ) { return true; } // whether we currently have an interesting enough data set to upload. Called at upload time; if false, data is not uploaded.
|
|
|
|
virtual bool ShouldTrackStandardStats( void ) { return true; } //exactly what was tracked for EP1 release
|
|
|
|
//Get mod specific strings used for tracking, defaults should work fine for most cases
|
|
virtual const char *GetStatSaveFileName( void );
|
|
virtual const char *GetStatUploadRegistryKeyName( void );
|
|
const char *GetUserPseudoUniqueID( void );
|
|
|
|
virtual bool UserPlayedAllTheMaps( void ) { return false; } //be sure to override this to determine user completion time
|
|
|
|
#ifdef CLIENT_DLL
|
|
virtual void Event_AchievementProgress( int achievementID, const char* achievementName ) {}
|
|
#endif
|
|
|
|
#ifdef GAME_DLL
|
|
virtual void Event_PlayerKilled( CBasePlayer *pPlayer, const CTakeDamageInfo &info );
|
|
virtual void Event_PlayerConnected( CBasePlayer *pBasePlayer );
|
|
virtual void Event_PlayerDisconnected( CBasePlayer *pBasePlayer );
|
|
virtual void Event_PlayerDamage( CBasePlayer *pBasePlayer, const CTakeDamageInfo &info );
|
|
virtual void Event_PlayerKilledOther( CBasePlayer *pAttacker, CBaseEntity *pVictim, const CTakeDamageInfo &info );
|
|
virtual void Event_PlayerSuicide( CBasePlayer* pPlayer ) {}
|
|
virtual void Event_Credits();
|
|
virtual void Event_Commentary();
|
|
virtual void Event_CrateSmashed();
|
|
virtual void Event_Punted( CBaseEntity *pObject );
|
|
virtual void Event_PlayerTraveled( CBasePlayer *pBasePlayer, float distanceInInches, bool bInVehicle, bool bSprinting );
|
|
virtual void Event_WeaponFired( CBasePlayer *pShooter, bool bPrimary, char const *pchWeaponName );
|
|
virtual void Event_WeaponHit( CBasePlayer *pShooter, bool bPrimary, char const *pchWeaponName, const CTakeDamageInfo &info );
|
|
virtual void Event_FlippedVehicle( CBasePlayer *pDriver, CPropVehicleDriveable *pVehicle );
|
|
virtual void Event_PreSaveGameLoaded( char const *pSaveName, bool bInGame );
|
|
virtual void Event_PlayerEnteredGodMode( CBasePlayer *pBasePlayer );
|
|
virtual void Event_PlayerEnteredNoClip( CBasePlayer *pBasePlayer );
|
|
virtual void Event_DecrementPlayerEnteredNoClip( CBasePlayer *pBasePlayer );
|
|
virtual void Event_IncrementCountedStatistic( const Vector& vecAbsOrigin, char const *pchStatisticName, float flIncrementAmount );
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN
|
|
// [dwenger] Functions necessary for cs-specific stats
|
|
//=============================================================================
|
|
virtual void Event_WindowShattered( CBasePlayer *pPlayer );
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
//custom data to tack onto existing stats if you're not doing a complete overhaul
|
|
virtual void AppendCustomDataToSaveBuffer( CUtlBuffer &SaveBuffer ) { } //custom data you want thrown into the default save and upload path
|
|
virtual void LoadCustomDataFromBuffer( CUtlBuffer &LoadBuffer ) { }; //when loading the saved stats file, this will point to where you started saving data to the save buffer
|
|
|
|
virtual void LoadingEvent_PlayerIDDifferentThanLoadedStats( void ); //Only called if you use the base SaveToFileNOW() and LoadFromFile() functions. Used in case you want to keep/invalidate data that was just loaded.
|
|
|
|
virtual bool LoadFromFile( void ); //called just before Event_Init()
|
|
virtual bool SaveToFileNOW( bool bForceSyncWrite = false ); //saves buffers to their respective files now, returns success or failure
|
|
virtual bool UploadStatsFileNOW( void ); //uploads data to the CSER now, returns success or failure
|
|
|
|
static bool AppendLump( int nMaxLumpCount, CUtlBuffer &SaveBuffer, unsigned short iLump, unsigned short iLumpCount, size_t nSize, void *pData );
|
|
static bool GetLumpHeader( int nMaxLumpCount, CUtlBuffer &LoadBuffer, unsigned short &iLump, unsigned short &iLumpCount, bool bPermissive = false );
|
|
static void LoadLump( CUtlBuffer &LoadBuffer, unsigned short iLumpCount, size_t nSize, void *pData );
|
|
|
|
//default save behavior is to save on level shutdown, and game shutdown
|
|
virtual bool AutoSave_OnInit( void ) { return false; }
|
|
virtual bool AutoSave_OnShutdown( void ) { return true; }
|
|
virtual bool AutoSave_OnMapChange( void ) { return false; }
|
|
virtual bool AutoSave_OnLevelInit( void ) { return false; }
|
|
virtual bool AutoSave_OnLevelShutdown( void ) { return true; }
|
|
|
|
//default upload behavior is to upload on game shutdown
|
|
virtual bool AutoUpload_OnInit( void ) { return false; }
|
|
virtual bool AutoUpload_OnShutdown( void ) { return true; }
|
|
virtual bool AutoUpload_OnMapChange( void ) { return false; }
|
|
virtual bool AutoUpload_OnLevelInit( void ) { return false; }
|
|
virtual bool AutoUpload_OnLevelShutdown( void ) { return false; }
|
|
|
|
// Helper for builtin stuff
|
|
void SetSteamStatistic( bool bUsingSteam );
|
|
void SetCyberCafeStatistic( bool bIsCyberCafeUser );
|
|
void SetHDRStatistic( bool bHDREnabled );
|
|
void SetCaptionsStatistic( bool bClosedCaptionsEnabled );
|
|
void SetSkillStatistic( int iSkillSetting );
|
|
void SetDXLevelStatistic( int iDXLevel );
|
|
void SetHL2UnlockedChapterStatistic( void );
|
|
#endif // GAMEDLL
|
|
public:
|
|
#ifdef GAME_DLL
|
|
BasicGameStats_t m_BasicStats; //exposed in case you do a complete overhaul and still want to save it
|
|
#endif
|
|
bool m_bLogging : 1;
|
|
bool m_bLoggingToFile : 1;
|
|
};
|
|
|
|
#ifdef GAME_DLL
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &SaveBuffer -
|
|
// iLump -
|
|
// iLumpCount -
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CBaseGameStats::AppendLump( int nMaxLumpCount, CUtlBuffer &SaveBuffer, unsigned short iLump, unsigned short iLumpCount, size_t nSize, void *pData )
|
|
{
|
|
// Verify the lump index.
|
|
Assert( ( iLump > 0 ) && ( iLump < nMaxLumpCount ) );
|
|
|
|
if ( !( ( iLump > 0 ) && ( iLump < nMaxLumpCount ) ) )
|
|
return false;
|
|
|
|
// Check to see if we have any elements to save.
|
|
if ( iLumpCount <= 0 )
|
|
return false;
|
|
|
|
// Write the lump id and element count.
|
|
SaveBuffer.PutUnsignedShort( iLump );
|
|
SaveBuffer.PutUnsignedShort( iLumpCount );
|
|
|
|
size_t nTotalSize = iLumpCount * nSize;
|
|
SaveBuffer.Put( pData, nTotalSize );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &LoadBuffer -
|
|
// &iLump -
|
|
// &iLumpCount -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CBaseGameStats::GetLumpHeader( int nMaxLumpCount, CUtlBuffer &LoadBuffer, unsigned short &iLump, unsigned short &iLumpCount, bool bPermissive /*= false*/ )
|
|
{
|
|
// Get the lump id and element count.
|
|
iLump = LoadBuffer.GetUnsignedShort();
|
|
if ( !LoadBuffer.IsValid() )
|
|
{
|
|
// check for EOF
|
|
return false;
|
|
}
|
|
iLumpCount = LoadBuffer.GetUnsignedShort();
|
|
|
|
if ( bPermissive )
|
|
return true;
|
|
|
|
// Verify the lump index.
|
|
Assert( ( iLump > 0 ) && ( iLump < nMaxLumpCount ) );
|
|
if ( !( ( iLump > 0 ) && ( iLump < nMaxLumpCount ) ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check to see if we have any elements to save.
|
|
if ( iLumpCount <= 0 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Loads 1 or more lumps of raw data
|
|
// Input : &LoadBuffer - buffer to be read from
|
|
// iLumpCount - # of lumps to read
|
|
// nSize - size of each lump
|
|
// pData - where to store the data
|
|
//-----------------------------------------------------------------------------
|
|
inline void CBaseGameStats::LoadLump( CUtlBuffer &LoadBuffer, unsigned short iLumpCount, size_t nSize, void *pData )
|
|
{
|
|
LoadBuffer.Get( pData, iLumpCount * nSize );
|
|
}
|
|
|
|
#endif // GAME_DLL
|
|
|
|
// Moving the extern out of the GAME_DLL block so that the client can access it
|
|
extern CBaseGameStats *gamestats; //starts out pointing at a singleton of the class above, overriding this in any constructor should work for replacing it
|
|
|
|
//used to drive most of the game stat event handlers as well as track basic stats under the hood of CBaseGameStats
|
|
class CBaseGameStats_Driver : public CAutoGameSystemPerFrame
|
|
{
|
|
public:
|
|
CBaseGameStats_Driver( void );
|
|
|
|
typedef CAutoGameSystemPerFrame BaseClass;
|
|
|
|
// IGameSystem overloads
|
|
virtual bool Init();
|
|
virtual void Shutdown();
|
|
|
|
// Level init, shutdown
|
|
virtual void LevelInitPreEntity();
|
|
virtual void LevelShutdownPreEntity();
|
|
virtual void LevelShutdownPreClearSteamAPIContext();
|
|
virtual void LevelShutdown();
|
|
// Called during game save
|
|
virtual void OnSave();
|
|
// Called during game restore, after the local player has connected and entities have been fully restored
|
|
virtual void OnRestore();
|
|
|
|
virtual void FrameUpdatePostEntityThink();
|
|
|
|
void PossibleMapChange( void );
|
|
|
|
void CollectData( StatSendType_t sendType );
|
|
void SendData();
|
|
void ResetData();
|
|
bool AddBaseDataForSend( KeyValues *pKV, StatSendType_t sendType );
|
|
|
|
StatsBufferRecord_t m_StatsBuffer[STATS_WINDOW_SIZE];
|
|
bool m_bBufferFull;
|
|
int m_nWriteIndex;
|
|
float m_flLastRealTime;
|
|
float m_flLastSampleTime;
|
|
float m_flTotalTimeInLevels;
|
|
int m_iNumLevels;
|
|
bool m_bDidVoiceChat; // Did the player use voice chat at ALL this map?
|
|
|
|
template<class T> T AverageStat( T StatsBufferRecord_t::*field ) const
|
|
{
|
|
T sum = 0;
|
|
for( int i = 0; i < STATS_WINDOW_SIZE; i++ )
|
|
sum += m_StatsBuffer[i].*field;
|
|
return sum / STATS_WINDOW_SIZE;
|
|
}
|
|
|
|
template<class T> T MaxStat( T StatsBufferRecord_t::*field ) const
|
|
{
|
|
T maxsofar = -16000000;
|
|
for( int i = 0; i < STATS_WINDOW_SIZE; i++ )
|
|
maxsofar = MAX( maxsofar, m_StatsBuffer[i].*field );
|
|
return maxsofar;
|
|
}
|
|
|
|
template<class T> T MinStat( T StatsBufferRecord_t::*field ) const
|
|
{
|
|
T minsofar = 16000000;
|
|
for( int i = 0; i < STATS_WINDOW_SIZE; i++ )
|
|
minsofar = MIN( minsofar, m_StatsBuffer[i].*field );
|
|
return minsofar;
|
|
}
|
|
|
|
inline void AdvanceIndex( void )
|
|
{
|
|
m_nWriteIndex++;
|
|
if ( m_nWriteIndex == STATS_WINDOW_SIZE )
|
|
{
|
|
m_nWriteIndex = 0;
|
|
m_bBufferFull = true;
|
|
}
|
|
}
|
|
|
|
void UpdatePerfStats( void );
|
|
|
|
CUtlString m_PrevMapName; //used to track "OnMapChange" events
|
|
int m_iLoadedVersion;
|
|
char m_szLoadedUserID[ 17 ]; // GUID
|
|
|
|
bool m_bEnabled; //false if incapable of uploading or the user doesn't want to enable stat tracking
|
|
bool m_bShuttingDown;
|
|
bool m_bInLevel;
|
|
bool m_bFirstLevel;
|
|
time_t m_tLastUpload;
|
|
|
|
float m_flLevelStartTime;
|
|
|
|
bool m_bStationary;
|
|
float m_flLastMovementTime;
|
|
CUserCmd m_LastUserCmd;
|
|
bool m_bGamePaused;
|
|
float m_flPauseStartTime;
|
|
|
|
CGamestatsData *m_pGamestatsData;
|
|
};
|
|
|
|
#endif // GAMESTATS_H
|