//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======// // // Purpose: Uploads gamestats via the SteamWorks API. // //=============================================================================// #if !defined( STEAMWORKS_GAMESTATS_H ) && !defined( _GAMECONSOLE ) #define STEAMWORKS_GAMESTATS_H #ifdef _WIN32 #pragma once #endif #include "igamesystem.h" #include "GameEventListener.h" #include "steam/steam_api.h" #include "utlvector.h" #include "../../public/tier1/fmtstr.h" #include "tier1/utlstring.h" #include "networkvar.h" #ifndef _GAMECONSOLE #include "steam/isteamgamestats.h" #endif // Container to hold all the KeyValue stats to send only if the convar "steamworks_immediate_upload" is set to 0. // Otherwise, the stats are uploaded as they are received. typedef CUtlVector< KeyValues* > KeyValueStatList; struct ClientServerSession_t { uint64 m_ServerSessionID; RTime32 m_ConnectTime; RTime32 m_DisconnectTime; // const char* m_pszGameType; void Reset() { m_ServerSessionID = 0; m_ConnectTime = 0; m_DisconnectTime = 0; } }; //used to drive most of the game stat event handlers as well as track basic stats under the hood of CBaseGameStats class CSteamWorksGameStatsUploader : public CAutoGameSystemPerFrame, public CGameEventListener { DECLARE_CLASS_NOBASE( CSteamWorksGameStatsUploader ) public: #ifndef NO_STEAM CCallResult m_CallbackSteamSessionInfoIssued; void Steam_OnSteamSessionInfoIssued( GameStatsSessionIssued_t *pResult, bool bError ); virtual void OnSteamSessionIssued( GameStatsSessionIssued_t *pResult, bool bError ); // virtual for child classes to be notified CCallResult m_CallbackSteamSessionInfoClosed; void Steam_OnSteamSessionInfoClosed( GameStatsSessionClosed_t *pResult, bool bError ); virtual void OnSteamSessionClosed( GameStatsSessionClosed_t *pResult, bool bError ); // virtual for child classes to be notified #endif // called after entities think #if defined ( GAME_DLL ) virtual void FrameUpdatePostEntityThink() OVERRIDE; #endif void StartSession(); void EndSession(); virtual void WriteSessionRow(); int GetNumServerConnects() { return m_iServerConnectCount; } bool IsCollectingDetails() { return m_bCollectingDetails; } bool IsCollectingAnyData() { return m_bCollectingAny; } CSteamWorksGameStatsUploader( const char *pszSystemName, const char *pszSessionConVarName ); virtual ~CSteamWorksGameStatsUploader(); // Init, shutdown // return true on success. false to abort DLL init! virtual bool Init() OVERRIDE; virtual bool IsPerFrame() OVERRIDE { return true; } virtual void FireGameEvent( IGameEvent *event ) OVERRIDE; EResult AddStatsForUpload( KeyValues *pKV, bool bSendImmediately=true ); time_t GetTimeSinceEpoch(); void FlushStats(); uint32 GetServerIP() { return m_iServerIP; } const char* GetHostName() { return m_pzHostName; } bool IsPassworded() { return m_bPassword; } RTime32 GetStartTime() { return m_StartTime; } RTime32 GetEndTime() { return m_EndTime; } uint64 GetSessionID( void ){ return m_SessionID; } void ClearSessionID(); void ResetServerState(); protected: virtual EGameStatsAccountType GetGameStatsAccountType() = 0; bool AccessToSteamAPI(); ISteamGameStats* GetInterface(); // called before a row is committed, allows derived classes to add sessionIDs, etc. virtual void AddSessionIDsToTable( int iTableID ) = 0; virtual void Reset(); void UploadCvars(); bool VerifyInterface(); EResult RequestSessionID(); EResult WriteIntToTable( const int value, uint64 iTableID, const char *pzRow ); EResult WriteInt64ToTable( const uint64 value, uint64 iTableID, const char *pzRow ); EResult WriteFloatToTable( const float value, uint64 iTableID, const char *pzRow ); EResult WriteStringToTable( const char *pzValue, uint64 iTableID, const char *pzRow ); EResult ParseKeyValuesAndSendStats( KeyValues *pKV ); void ServerAddressToInt(); ISteamGameStats* m_SteamWorksInterface; uint64 m_UserID; uint32 m_iAppID; uint32 m_iServerIP; char m_pzServerIP[MAX_PATH]; char m_pzMapStart[MAX_PATH]; char m_pzHostName[MAX_PATH]; RTime32 m_StartTime; RTime32 m_EndTime; bool m_bPassword; // Session IDs uint64 m_SessionID; bool m_SessionIDRequestUnsent; bool m_SessionIDRequestPending; bool m_bCollectingAny; bool m_bCollectingDetails; bool m_ServiceTicking; float m_LastServiceTick; bool m_UploadedStats; KeyValueStatList m_StatsToSend; ClientServerSession_t m_ActiveSession; int m_iServerConnectCount; CUtlString m_sSessionConVarName; ConVarRef* m_pSessionConVar; }; //============================================================================= // // Helper functions for creating key values // void AddDataToKV( KeyValues* pKV, const char* name, int data ); void AddDataToKV( KeyValues* pKV, const char* name, uint64 data ); void AddDataToKV( KeyValues* pKV, const char* name, float data ); void AddDataToKV( KeyValues* pKV, const char* name, bool data ); void AddDataToKV( KeyValues* pKV, const char* name, const char* data ); void AddDataToKV( KeyValues* pKV, const char* name, const Color& data ); void AddDataToKV( KeyValues* pKV, const char* name, short data ); void AddDataToKV( KeyValues* pKV, const char* name, unsigned data ); void AddDataToKV( KeyValues* pKV, const char* name, const Vector& data ); void AddPositionDataToKV( KeyValues* pKV, const char* name, const Vector &data ); //============================================================================= //============================================================================= // // Helper functions for creating key values from arrays // void AddArrayDataToKV( KeyValues* pKV, const char* name, const short *data, unsigned size ); void AddArrayDataToKV( KeyValues* pKV, const char* name, const byte *data, unsigned size ); void AddArrayDataToKV( KeyValues* pKV, const char* name, const unsigned *data, unsigned size ); void AddStringDataToKV( KeyValues* pKV, const char* name, const char *data ); //============================================================================= #endif // STEAMWORKS_GAMESTATS_H