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//====== Copyright � 1996-2005, 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"
const int GAMESTATS_VERSION = 1;
enum StatSendType_t { STATSEND_LEVELSHUTDOWN, STATSEND_APPSHUTDOWN };
struct StatsBufferRecord_t { float m_flFrameRate; // fps
float m_flServerPing; // client ping to server
float m_flMainThreadTimeMS; // time in ms taken by the main thread
float m_flMainThreadWaitTimeMS; // time in ms the main thread is waiting for the render thread (cf EndFrame)
float m_flRenderThreadTimeMS; // time in ms taken by the render thread
float m_flRenderThreadWaitTimeMS; // time in ms waiting for the gpu (time spent in ForceHardwareSync)
bool operator< ( const StatsBufferRecord_t &a) const { return m_flFrameRate < a.m_flFrameRate; } };
class CFpsHistory { public: enum FpsEnum_t { FPS_120, FPS_90, FPS_60, FPS_45, FPS_30, FPS_20, FPS_10, FPS_LOW, FPS_BIN_COUNT };
enum HistoryBufSizeEnum_t { HISTORY_BUF_SIZE = 32 }; struct Rec_t { float m_flFps; float m_flCpuWait; };
CFpsHistory() { V_memset( this, 0, sizeof( *this ) ); }
uint8 Update( float flFps, float flCpuWait );
uint8 operator []( int i ) const { return m_History[ ( m_nNext + HISTORY_BUF_SIZE - 1 - i ) % HISTORY_BUF_SIZE ]; }
int m_nNext; uint8 m_History[ HISTORY_BUF_SIZE ];
};
class CFpsHistogram { public: enum FpsEnum_t { FPS_BIN_COUNT = CFpsHistory::FPS_BIN_COUNT };
CFpsHistogram() { Reset(); } void Reset() { V_memset( this, 0, sizeof( *this ) ); } void Update( uint8 nBin ) { m_nFps[ nBin & ( FPS_BIN_COUNT - 1 ) ]++; m_nCpuWaits[ nBin & ( FPS_BIN_COUNT - 1 ) ] += ( nBin >> 7 ); } int64 Encode()const; protected: uint32 m_nFps[ FPS_BIN_COUNT ]; uint32 m_nCpuWaits[ FPS_BIN_COUNT ]; };
class CFpsSelectiveHistogram: public CFpsHistogram { public: CFpsSelectiveHistogram() { m_nLookAhead = 0; m_nLookBack = 0; }
void Reset() { V_memset( this, 0, sizeof( *this ) ); }
void Fire( int nLookAhead, int nLookBack, const CFpsHistory &history ) { // get the prerecorded stats
if ( m_nLookAhead < nLookAhead ) { m_nLookAhead = nLookAhead; } int nCatchUp = MIN( nLookBack, m_nLookBack ); // exhaust back-stats buffer
for ( int i = 0; i < nCatchUp; ++i ) { CFpsHistogram::Update( history[ i ] ); }
m_nLookBack = 0; }
void Update( uint8 nBin ) { if ( m_nLookAhead > 0 ) { m_nLookAhead--; CFpsHistogram::Update( nBin ); } else { ++m_nLookBack; } } int GetInactiveCount() const { return m_nLookBack; } void ResetInactiveCount() { m_nLookBack = 0; }
protected: int m_nLookAhead; // this is how many more frames we need to collect statistics (stay active)
int m_nLookBack; // this is how many frames we skipped (did not collect statistics)
};
enum PerfStatsEventEnum_t { PERF_STATS_SMOKE, PERF_STATS_BULLET, PERF_STATS_PLAYER, PERF_STATS_PLAYER_SPAWN, PERF_STATS_EVENT_COUNT };
#define STATS_WINDOW_SIZE ( 60 * 10 ) // # of records to hold
#define STATS_TRAILING_WINDOW_SIZE ( 30 ) // # of records to hold in trailing window prior to stat recording
#define STATS_RECORD_INTERVAL 1 // # of seconds between data grabs. 2 * 300 = every 10 minutes
class CGameStats;
void UpdatePerfStats( void ); void FirePerfStatsEvent( PerfStatsEventEnum_t nEvent, int nLookAhead = CFpsHistory::HISTORY_BUF_SIZE, int nLookBack = CFpsHistory::HISTORY_BUF_SIZE ); 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_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_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 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 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_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 ); virtual void Event_WindowShattered( CBasePlayer *pPlayer );
//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 ); #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
extern CBaseGameStats *gamestats; //starts out pointing at a singleton of the class above, overriding this in any constructor should work for replacing it
#endif // GAMESTATS_H
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