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