|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dod_playerstats.h"
#include "hud_macros.h"
const char *g_pszShortTeamNames[2] = { "US", "Ger" };
const char *g_pszClassNames[NUM_DOD_PLAYERCLASSES] = { "Rifleman", "Assault", "Support", "Sniper", "MG", "Rocket" };
const char *g_pszStatNames[DODSTAT_MAX] = { "iPlayTime", "iRoundsWon", "iRoundsLost", "iKills", "iDeaths", "iCaptures", "iBlocks", "iBombsPlanted", "iBombsDefused", "iDominations", "iRevenges", "iShotsHit", "iShotsFired", "iHeadshots" };
int iValidWeaponStatBitMask = ( (1<<DODSTAT_KILLS ) | (1<<DODSTAT_SHOTS_HIT) | (1<<DODSTAT_SHOTS_FIRED) | (1<<DODSTAT_HEADSHOTS) ); int iValidPlayerStatBitMask = 0xFFFF & ~( (1<<DODSTAT_SHOTS_HIT) | (1<<DODSTAT_SHOTS_FIRED) | (1<<DODSTAT_HEADSHOTS) );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &msg -
//-----------------------------------------------------------------------------
void __MsgFunc_DODPlayerStatsUpdate( bf_read &msg ) { g_DODPlayerStats.MsgFunc_DODPlayerStatsUpdate( msg ); }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDODPlayerStats::CDODPlayerStats() { m_flTimeNextForceUpload = 0; }
//-----------------------------------------------------------------------------
// Purpose: called at init time after all systems are init'd. We have to
// do this in PostInit because the Steam app ID is not available earlier
//-----------------------------------------------------------------------------
void CDODPlayerStats::PostInit() { SetNextForceUploadTime();
ListenForGameEvent( "player_stats_updated" ); ListenForGameEvent( "user_data_downloaded" );
HOOK_MESSAGE( DODPlayerStatsUpdate ); }
//-----------------------------------------------------------------------------
// Purpose: called at level shutdown
//-----------------------------------------------------------------------------
void CDODPlayerStats::LevelShutdownPreEntity() { // upload user stats to Steam on every map change or when we quit
UploadStats(); }
//-----------------------------------------------------------------------------
// Purpose: called when the stats have changed in-game
//-----------------------------------------------------------------------------
void CDODPlayerStats::FireGameEvent( IGameEvent *event ) { const char *pEventName = event->GetName();
if ( FStrEq( pEventName, "user_data_downloaded" ) ) { // Store our stat data
Assert( steamapicontext->SteamUserStats() ); if ( !steamapicontext->SteamUserStats() ) return;
CGameID gameID( engine->GetAppID() );
// reset everything
Q_memset( &m_PlayerStats, 0, sizeof(m_PlayerStats) ); Q_memset( &m_WeaponStats, 0, sizeof(m_WeaponStats) );
// read playerclass stats
for ( int iTeam=0;iTeam<2;iTeam++ ) { for ( int iClass=0;iClass<NUM_DOD_PLAYERCLASSES;iClass++ ) { for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ ) { if ( iValidPlayerStatBitMask & (1<<iStat) ) { char szStatName[256]; int iData;
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s.%s", g_pszShortTeamNames[iTeam], g_pszClassNames[iClass], g_pszStatNames[iStat] );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) ) { // use Steam's value
m_PlayerStats[iTeam][iClass].m_iStat[iStat] = iData; } } } } }
// read weapon stats
for ( int iWeapon=WEAPON_NONE+1;iWeapon<WEAPON_MAX;iWeapon++ ) { for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ ) { if ( iValidWeaponStatBitMask & (1<<iStat) ) { char szStatName[256]; int iData;
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s", s_WeaponAliasInfo[iWeapon], g_pszStatNames[iStat] );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) ) { // use Steam's value
m_WeaponStats[iWeapon].m_iStat[iStat] = iData; } } } }
IGameEvent * event = gameeventmanager->CreateEvent( "player_stats_updated" ); if ( event ) { event->SetBool( "forceupload", false ); gameeventmanager->FireEventClientSide( event ); } } }
void CDODPlayerStats::MsgFunc_DODPlayerStatsUpdate( bf_read &msg ) { dod_stat_accumulator_t playerStats; Q_memset( &playerStats, 0, sizeof(playerStats) );
// get the fixed-size information
int iClass = msg.ReadByte(); int iTeam = msg.ReadByte();
int iPlayerStatBits = msg.ReadLong();
Assert( iClass >= 0 && iClass <= 5 ); if ( iClass < 0 || iClass > 5 ) return;
// the bitfield indicates which stats are contained in the message. Set the stats appropriately.
int iStat = DODSTAT_FIRST; while ( iPlayerStatBits > 0 ) { if ( iPlayerStatBits & 1 ) { playerStats.m_iStat[iStat] = msg.ReadLong(); } iPlayerStatBits >>= 1; iStat++; }
int iNumWeapons = msg.ReadByte(); int i;
CUtlVector<weapon_stat_t> vecWeaponStats;
for ( i=0;i<iNumWeapons;i++ ) { weapon_stat_t weaponStat; Q_memset( &weaponStat, 0, sizeof(weaponStat) );
weaponStat.iWeaponID = msg.ReadByte();
vecWeaponStats.AddToTail( weaponStat ); }
for ( i=0;i<vecWeaponStats.Count();i++ ) { int iWeaponStatMask = msg.ReadLong();
int iStat = DODSTAT_FIRST; while ( iWeaponStatMask > 0 ) { if ( iWeaponStatMask & 1 ) { vecWeaponStats[i].stats.m_iStat[iStat] = msg.ReadLong(); } iWeaponStatMask >>= 1; iStat++; } }
// sanity check: the message should contain exactly the # of bytes we expect based on the bit field
Assert( !msg.IsOverflowed() ); Assert( 0 == msg.GetNumBytesLeft() ); // if byte count isn't correct, bail out and don't use this data, rather than risk polluting player stats with garbage
if ( msg.IsOverflowed() || ( 0 != msg.GetNumBytesLeft() ) ) return;
UpdateStats( iClass, iTeam, &playerStats, &vecWeaponStats ); }
//-----------------------------------------------------------------------------
// Purpose: Uploads stats for current Steam user to Steam
//-----------------------------------------------------------------------------
void CDODPlayerStats::UploadStats() { // only upload if Steam is running
if ( !steamapicontext->SteamUserStats() ) return;
CGameID gameID( engine->GetAppID() ); char szStatName[256];
// write playerclass stats
for ( int iTeam=0;iTeam<2;iTeam++ ) { for ( int iClass=0;iClass<NUM_DOD_PLAYERCLASSES;iClass++ ) { for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ ) { if ( iValidPlayerStatBitMask & (1<<iStat) ) { if ( m_PlayerStats[iTeam][iClass].m_bDirty[iStat] ) { Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s.%s", g_pszShortTeamNames[iTeam], g_pszClassNames[iClass], g_pszStatNames[iStat] );
steamapicontext->SteamUserStats()->SetStat( szStatName, m_PlayerStats[iTeam][iClass].m_iStat[iStat] ); } } } } }
// write weapon stats
for ( int iWeapon=WEAPON_NONE+1;iWeapon<WEAPON_MAX;iWeapon++ ) { for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ ) { if ( m_WeaponStats[iWeapon].m_bDirty[iStat] ) { if ( iValidWeaponStatBitMask & (1<<iStat) ) { Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s", s_WeaponAliasInfo[iWeapon], g_pszStatNames[iStat] );
steamapicontext->SteamUserStats()->SetStat( szStatName, m_WeaponStats[iWeapon].m_iStat[iStat] ); } } } }
SetNextForceUploadTime(); }
void CDODPlayerStats::UpdateStats( int iPlayerClass, int iTeam, dod_stat_accumulator_t *playerStats, CUtlVector<weapon_stat_t> *vecWeaponStats ) { Assert( iPlayerClass >= 0 && iPlayerClass < NUM_DOD_PLAYERCLASSES ); if ( iPlayerClass < 0 || iPlayerClass >= NUM_DOD_PLAYERCLASSES ) return;
// translate the team index into [0,1]
int iTeamIndex = ( iTeam == TEAM_ALLIES ) ? 0 : 1;
// upload this class' data
// add this stat update to our stored stats
for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ ) { if ( iValidPlayerStatBitMask & (1<<iStat) ) { if ( playerStats->m_iStat[iStat] > 0 ) { m_PlayerStats[iTeamIndex][iPlayerClass].m_iStat[iStat] += playerStats->m_iStat[iStat]; m_PlayerStats[iTeamIndex][iPlayerClass].m_bDirty[iStat] = true; } } }
int iWeaponStatCount = vecWeaponStats->Count();
for ( int i=0;i<iWeaponStatCount;i++ ) { int iWeaponID = vecWeaponStats->Element(i).iWeaponID;
for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ ) { if ( iValidWeaponStatBitMask & (1<<iStat) ) { int iValue = vecWeaponStats->Element(i).stats.m_iStat[iStat]; if ( iValue > 0 ) { m_WeaponStats[iWeaponID].m_iStat[iStat] += iValue; m_WeaponStats[iWeaponID].m_bDirty[iStat] = true; } } } }
// if we haven't uploaded stats in a long time, upload them
if ( ( gpGlobals->curtime >= m_flTimeNextForceUpload ) ) { UploadStats(); } }
//-----------------------------------------------------------------------------
// Purpose: sets the next time to force a stats upload at
//-----------------------------------------------------------------------------
void CDODPlayerStats::SetNextForceUploadTime() { // pick a time a while from now (an hour +/- 15 mins) to upload stats if we haven't gotten a map change by then
m_flTimeNextForceUpload = gpGlobals->curtime + ( 60 * RandomInt( 45, 75 ) ); }
CDODPlayerStats g_DODPlayerStats;
|