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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Uploads gamestats via the SteamWorks API.
//
//=============================================================================//
#ifndef STEAMWORKS_GAMESTATS_H
#define STEAMWORKS_GAMESTATS_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
#include "GameEventListener.h"
#include "steam/steam_api.h"
#include "utlvector.h"
#ifndef _X360
#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;
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 { public:
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender() {}
// Gets called each frame
virtual void Update( float frametime ) {}
// Called after rendering
virtual void PostRender() {}
void AddClientPerfData( KeyValues *pKV ); void SetServerSessionID( uint64 serverID ); int GetFriendCountInGame();
#ifndef NO_STEAM
STEAM_CALLBACK_MANUAL( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoIssued, GameStatsSessionIssued_t, m_CallbackSteamSessionInfoIssued ); STEAM_CALLBACK_MANUAL( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoClosed, GameStatsSessionClosed_t, m_CallbackSteamSessionInfoClosed ); #endif
#endif
#ifdef GAME_DLL
#ifndef NO_STEAM
STEAM_GAMESERVER_CALLBACK( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoIssued, GameStatsSessionIssued_t, m_CallbackSteamSessionInfoIssued ); STEAM_GAMESERVER_CALLBACK( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoClosed, GameStatsSessionClosed_t, m_CallbackSteamSessionInfoClosed ); #endif
#endif
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() {} // called after entities think
virtual void FrameUpdatePostEntityThink(); virtual void PreClientUpdate() {}
void StartSession(); void EndSession();
void WriteSessionRow();
#ifdef GAME_DLL
void WriteHostsRow(); #endif
#ifdef CLIENT_DLL
void ClientDisconnect(); void ClearServerSessionID() { m_ServerSessionID = 0 ;} int GetNumServerConnects() { return m_iServerConnectCount; } #endif
bool IsCollectingDetails() { return m_bCollectingDetails; } bool IsCollectingAnyData() { return m_bCollectingAny; }
CSteamWorksGameStatsUploader();
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init(); virtual void PostInit() {} virtual void Shutdown() {}
// Level init, shutdown
virtual void LevelInitPreEntity() {} virtual void LevelInitPostEntity() {} virtual void LevelShutdown();
virtual void OnSave() {} virtual void OnRestore() {} virtual void SafeRemoveIfDesired() {}
virtual bool IsPerFrame() { return true; }
virtual void FireGameEvent( IGameEvent *event ); 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; }
#ifdef CLIENT_DLL
uint64 GetServerSessionID() { return m_ServerSessionID; } #endif
uint64 GetSessionID() { return m_SessionID; } void ClearSessionID();
private: void UploadCvars(); void Reset(); bool VerifyInterface(); int GetHumanCountInGame();
EResult RequestSessionID();
bool AccessToSteamAPI(); 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 WriteOptionalFloatToTable( KeyValues *pKV, const char* keyName, uint64 iTableID, const char *pzRow); EResult WriteOptionalIntToTable( KeyValues *pKV, const char* keyName, uint64 iTableID, const char *pzRow );
ISteamGameStats* GetInterface( void ); EResult ParseKeyValuesAndSendStats( KeyValues *pKV, bool bIncludeClientsServerSessionID = true ); void ServerAddressToInt();
ISteamGameStats* m_SteamWorksInterface;
uint64 m_UserID; uint32 m_iAppID; uint32 m_iServerIP; int m_nClientJoinMethod; char m_pzServerIP[MAX_PATH]; char m_pzMapStart[MAX_PATH]; char m_pzHostName[MAX_PATH]; RTime32 m_StartTime; RTime32 m_EndTime; int m_HumanCntInGame; int m_FriendCntInGame; bool m_bPassword;
// Session IDs
uint64 m_SessionID; bool m_SessionIDRequestUnsent; bool m_SessionIDRequestPending; bool m_bCollectingAny; bool m_bCollectingDetails;
#ifdef CLIENT_DLL
uint64 m_ServerSessionID; #endif
bool m_ServiceTicking; float m_LastServiceTick;
bool m_UploadedStats;
KeyValueStatList m_StatsToSend;
ClientServerSession_t m_ActiveSession; int m_iServerConnectCount; };
CSteamWorksGameStatsUploader& GetSteamWorksSGameStatsUploader();
#endif // STEAMWORKS_GAMESTATS_H
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