//========= 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 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 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 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