Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_GAMESTATS_SHARED_H
#define TF_GAMESTATS_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "tier1/utlvector.h"
#include "tier1/utldict.h"
#include "shareddefs.h"
#include "tf_shareddefs.h"
//=============================================================================
//
// TF Game Stats Enums
//
// NOTE: You may add to the end, but do not insert to this list!
//
enum TFStatType_t
{
TFSTAT_UNDEFINED = 0,
TFSTAT_SHOTS_HIT,
TFSTAT_SHOTS_FIRED,
TFSTAT_KILLS,
TFSTAT_DEATHS,
TFSTAT_DAMAGE,
TFSTAT_CAPTURES,
TFSTAT_DEFENSES,
TFSTAT_DOMINATIONS,
TFSTAT_REVENGE,
TFSTAT_POINTSSCORED,
TFSTAT_BUILDINGSDESTROYED,
TFSTAT_HEADSHOTS,
TFSTAT_PLAYTIME,
TFSTAT_HEALING,
TFSTAT_INVULNS,
TFSTAT_KILLASSISTS,
TFSTAT_BACKSTABS,
TFSTAT_HEALTHLEACHED,
TFSTAT_BUILDINGSBUILT,
TFSTAT_MAXSENTRYKILLS,
TFSTAT_TELEPORTS,
TFSTAT_FIREDAMAGE,
TFSTAT_BONUS_POINTS,
TFSTAT_BLASTDAMAGE,
TFSTAT_DAMAGETAKEN,
TFSTAT_HEALTHKITS,
TFSTAT_AMMOKITS,
TFSTAT_CLASSCHANGES,
TFSTAT_CRITS,
TFSTAT_SUICIDES,
TFSTAT_CURRENCY_COLLECTED,
TFSTAT_DAMAGE_ASSIST,
TFSTAT_HEALING_ASSIST,
TFSTAT_DAMAGE_BOSS,
TFSTAT_DAMAGE_BLOCKED,
TFSTAT_DAMAGE_RANGED,
TFSTAT_DAMAGE_RANGED_CRIT_RANDOM,
TFSTAT_DAMAGE_RANGED_CRIT_BOOSTED,
TFSTAT_REVIVED,
TFSTAT_THROWABLEHIT,
TFSTAT_THROWABLEKILL,
TFSTAT_KILLSTREAK_MAX,
TFSTAT_KILLS_RUNECARRIER,
TFSTAT_FLAGRETURNS,
TFSTAT_TOTAL
};
#define TFSTAT_FIRST (TFSTAT_UNDEFINED+1)
#define TFSTAT_LAST (TFSTAT_TOTAL-1)
extern const char *s_pStatStrings[ TFSTAT_TOTAL ];
enum TFMapStatType_t
{
TFMAPSTAT_UNDEFINED = 0,
TFMAPSTAT_PLAYTIME,
TFMAPSTAT_TOTAL
};
#define TFMAPSTAT_FIRST (TFMAPSTAT_UNDEFINED+1)
#define TFMAPSTAT_LAST (TFMAPSTAT_TOTAL-1)
extern const char *s_pMapStatStrings[ TFMAPSTAT_TOTAL ];
enum TFRoundEndReason_t
{
RE_ROUND_END,
RE_CLIENT_DISCONNECT,
RE_CLIENT_QUIT,
RE_SERVER_MAP_CHANGE,
RE_SERVER_SHUTDOWN,
RE_TIME_LIMIT,
RE_WIN_LIMIT,
RE_WIN_DIFF_LIMIT,
RE_ROUND_LIMIT,
RE_NEXT_LEVEL_CVAR,
MAX_ROUND_END_REASON
};
extern const char *g_aRoundEndReasons[MAX_ROUND_END_REASON];
//=============================================================================
//
// TF Player Round Stats
//
struct RoundStats_t
{
int m_iStat[TFSTAT_TOTAL];
RoundStats_t() { Reset(); };
inline int Get( int i ) const
{
AssertMsg( i >= TFSTAT_UNDEFINED && i < TFSTAT_TOTAL, "Stat index out of range!" );
return m_iStat[ i ];
}
inline void Set( int i, int nValue )
{
AssertMsg( i >= TFSTAT_UNDEFINED && i < TFSTAT_TOTAL, "Stat index out of range!" );
m_iStat[ i ] = nValue;
}
void Reset()
{
for ( int i = 0; i < ARRAYSIZE( m_iStat ); i++ )
{
m_iStat[i] = 0;
}
};
void AccumulateRound( const RoundStats_t &other )
{
for ( int i = 0; i < ARRAYSIZE( m_iStat ); i++ )
{
m_iStat[i] += other.m_iStat[i];
}
};
};
struct RoundMapStats_t
{
int m_iStat[ TFMAPSTAT_TOTAL ];
RoundMapStats_t() { Reset(); };
inline int Get( int i ) const
{
AssertMsg( i >= TFMAPSTAT_UNDEFINED && i < TFMAPSTAT_TOTAL, "Map stat index out of range!" );
return m_iStat[ i ];
}
inline void Set( int i, int nValue )
{
AssertMsg( i >= TFMAPSTAT_UNDEFINED && i < TFMAPSTAT_TOTAL, "Map stat index out of range!" );
m_iStat[ i ] = nValue;
}
void Reset()
{
for ( int i = 0; i < ARRAYSIZE( m_iStat ); i++ )
{
m_iStat[i] = 0;
}
};
void AccumulateRound( const RoundMapStats_t &other )
{
for ( int i = 0; i < ARRAYSIZE( m_iStat ); i++ )
{
m_iStat[i] += other.m_iStat[i];
}
};
};
enum TFGameStatsVersions_t
{
TF_GAMESTATS_FILE_VERSION = 006,
TF_GAMESTATS_MAGIC = 0xDEADBEEF
};
enum TFGameStatsLumpIds_t
{
TFSTATS_LUMP_VERSION = 1,
TFSTATS_LUMP_MAPHEADER,
TFSTATS_LUMP_MAPDEATH,
TFSTATS_LUMP_MAPDAMAGE,
TFSTATS_LUMP_CLASS,
TFSTATS_LUMP_WEAPON,
TFSTATS_LUMP_ENDTAG,
MAX_LUMP_COUNT
};
struct TF_Gamestats_Version_t
{
int m_iMagic; // always TF_GAMESTATS_MAGIC
int m_iVersion;
};
struct TF_Gamestats_ClassStats_t
{
static const unsigned short LumpId = TFSTATS_LUMP_CLASS; // Lump ids.
int iSpawns; // total # of spawns of this class
int iTotalTime; // aggregate player time in seconds in this class
int iScore; // total # of points scored by this class
int iKills; // total # of kills by this class
int iDeaths; // total # of deaths by this class
int iAssists; // total # of assists by this class
int iCaptures; // total # of captures by this class
int iClassChanges; // total # of times someone changed to this class
void Accumulate( TF_Gamestats_ClassStats_t &other )
{
iSpawns += other.iSpawns;
iTotalTime += other.iTotalTime;
iScore += other.iScore;
iKills += other.iKills;
iDeaths += other.iDeaths;
iAssists += other.iAssists;
iCaptures += other.iCaptures;
iClassChanges += other.iClassChanges;
}
};
struct TF_Gamestats_WeaponStats_t
{
static const unsigned short LumpId = TFSTATS_LUMP_WEAPON; // Lump ids.
int iShotsFired;
int iCritShotsFired;
int iHits;
int iTotalDamage;
int iHitsWithKnownDistance;
int64 iTotalDistance;
void Accumulate( TF_Gamestats_WeaponStats_t &other )
{
iShotsFired += other.iShotsFired;
iCritShotsFired += other.iCritShotsFired;
iHits += other.iHits;
iTotalDamage += other.iTotalDamage;
iHitsWithKnownDistance += other.iHitsWithKnownDistance;
iTotalDistance += other.iTotalDistance;
}
};
//=============================================================================
//
// TF Game Level Stats Data
//
struct TF_Gamestats_LevelStats_t
{
public:
TF_Gamestats_LevelStats_t();
~TF_Gamestats_LevelStats_t();
TF_Gamestats_LevelStats_t( const TF_Gamestats_LevelStats_t &stats );
// Level start and end
void Init( const char *pszMapName, int nMapVersion, int nIPAddr, short nPort, float flStartTime );
void Shutdown( float flEndTime );
void Accumulate( TF_Gamestats_LevelStats_t *pOther )
{
m_Header.Accumulate( pOther->m_Header );
//m_aPlayerDeaths.AddVectorToTail( pOther->m_aPlayerDeaths );
//m_aPlayerDamage.AddVectorToTail( pOther->m_aPlayerDamage );
int i;
for ( i = 0; i < ARRAYSIZE( m_aClassStats ); i++ )
{
m_aClassStats[i].Accumulate( pOther->m_aClassStats[i] );
}
for ( i = 0; i < ARRAYSIZE( m_aWeaponStats ); i++ )
{
m_aWeaponStats[i].Accumulate( pOther->m_aWeaponStats[i] );
}
}
public:
// Level header data.
struct LevelHeader_t
{
static const unsigned short LumpId = TFSTATS_LUMP_MAPHEADER; // Lump ids.
char m_szMapName[64]; // Name of the map.
int m_nMapRevision; // Version number for the map.
unsigned int m_nIPAddr; // IP Address of the server - 4 bytes stored as an int.
unsigned short m_nPort; // Port the server is using.
int m_iRoundsPlayed; // # of rounds played
int m_iTotalTime; // total # of seconds of all rounds
int m_iBlueWins; // # of blue team wins
int m_iRedWins; // # of red team wins
int m_iStalemates; // # of stalemates
int m_iBlueSuddenDeathWins; // # of blue team wins during sudden death
int m_iRedSuddenDeathWins; // # of red team wins during sudden death
int m_iLastCapChangedInRound[MAX_CONTROL_POINTS+1]; // # of times a round ended on each control point
void Accumulate( LevelHeader_t &other )
{
m_iRoundsPlayed += other.m_iRoundsPlayed;
m_iTotalTime += other.m_iTotalTime;
m_iBlueWins += other.m_iBlueWins;
m_iRedWins += other.m_iRedWins;
m_iStalemates += other.m_iStalemates;
m_iBlueSuddenDeathWins += other.m_iBlueSuddenDeathWins;
m_iRedSuddenDeathWins += other.m_iRedSuddenDeathWins;
for ( int i = 0; i <= MAX_CONTROL_POINTS; i++ )
{
m_iLastCapChangedInRound[i] += other.m_iLastCapChangedInRound[i];
}
}
};
// Player deaths.
struct PlayerDeathsLump_t
{
static const unsigned short LumpId = TFSTATS_LUMP_MAPDEATH; // Lump ids.
short nPosition[3]; // Position of death.
short iWeapon; // Weapon that killed the player.
unsigned short iDistance; // Distance the attacker was from the player.
byte iAttackClass; // Class that killed the player.
byte iTargetClass; // Class of the player killed.
};
// Player damage.
struct PlayerDamageLump_t
{
static const unsigned short LumpId = TFSTATS_LUMP_MAPDAMAGE; // Lump ids.
float fTime; // Time of the damage event
short nTargetPosition[3]; // Position of target.
short nAttackerPosition[3]; // Position of attacker.
short iDamage; // Total damage.
short iWeapon; // Weapon used.
byte iAttackClass; // Class of the attacker
byte iTargetClass; // Class of the target
byte iCrit; // was the shot a crit?
byte iKill; // did the shot kill the target?
};
// Data.
LevelHeader_t m_Header; // Level header.
// Disabling These Fields
//CUtlVector<PlayerDeathsLump_t> m_aPlayerDeaths; // Vector of player deaths.
//CUtlVector<PlayerDamageLump_t> m_aPlayerDamage; // Vector of player damage.
bool m_bIsRealServer;
TF_Gamestats_ClassStats_t m_aClassStats[TF_CLASS_COUNT_ALL]; // Vector of class data
TF_Gamestats_WeaponStats_t m_aWeaponStats[TF_WEAPON_COUNT]; // Vector of weapon data
// Temporary data.
bool m_bInitialized; // Has the map Map Stat Data been initialized.
time_t m_iMapStartTime;
time_t m_iRoundStartTime; // time_t version for steamworks stats
float m_flRoundStartTime;
int m_iPeakPlayerCount[TF_TEAM_COUNT];
};
struct TF_Gamestats_RoundStats_t
{
public:
TF_Gamestats_RoundStats_t();
~TF_Gamestats_RoundStats_t();
private:
TF_Gamestats_RoundStats_t( const TF_Gamestats_RoundStats_t &stats ) {}
public:
void Reset();
void ResetSummary();
struct RoundSummary_t
{
int iTeamQuit;
int iPoints;
int iBonusPoints;
int iKills;
int iDeaths;
int iSuicides;
int iAssists;
int iBuildingsBuilt;
int iBuildingsDestroyed;
int iHeadshots;
int iDominations;
int iRevenges;
int iInvulns;
int iTeleports;
int iDamageDone;
int iHealingDone;
int iCrits;
int iBackstabs;
int iThrowableHits;
int iThrowableKills;
};
RoundSummary_t m_Summary;
static time_t m_iRoundStartTime;
static int m_iNumRounds;
};
struct TF_Gamestats_KillStats_t
{
public:
TF_Gamestats_KillStats_t();
~TF_Gamestats_KillStats_t();
private:
TF_Gamestats_KillStats_t( const TF_Gamestats_KillStats_t &stats ) {}
public:
void Reset();
};
// Old style killstats matrix.
struct KillStats_t
{
KillStats_t() { Reset(); }
void Reset()
{
Q_memset( iNumKilled, 0, sizeof( iNumKilled ) );
Q_memset( iNumKilledBy, 0, sizeof( iNumKilledBy ) );
Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) );
}
int iNumKilled[MAX_PLAYERS+1]; // how many times this player has killed every other player
int iNumKilledBy[MAX_PLAYERS+1]; // how many times this player has been killed by every other player
int iNumKilledByUnanswered[MAX_PLAYERS+1]; // how many unanswered kills this player has been dealt by every other player
};
//=============================================================================
// LoadoutStats
struct LoadoutStats_t
{
LoadoutStats_t() { Reset(); }
void Reset()
{
V_memset( iLoadoutItemDefIndices, INVALID_ITEM_DEF_INDEX, sizeof( iLoadoutItemDefIndices ) );
V_memset( iLoadoutItemQualities, AE_UNDEFINED, sizeof( iLoadoutItemQualities ) );
V_memset( iLoadoutItemStyles, 0, sizeof( iLoadoutItemStyles ) );
flStartTime = 0;
iClass = TF_CLASS_UNDEFINED;
}
void Set ( int iPlayerClass )
{
iClass = iPlayerClass;
flStartTime = gpGlobals->curtime;
}
void SetItemDef ( int iSlot, itemid_t iItemDef, entityquality_t iItemQuality, style_index_t iStyle )
{
iLoadoutItemDefIndices[iSlot] = iItemDef;
iLoadoutItemQualities[iSlot] = iItemQuality;
iLoadoutItemStyles[iSlot] = iStyle;
}
item_definition_index_t iLoadoutItemDefIndices[CLASS_LOADOUT_POSITION_COUNT];
entityquality_t iLoadoutItemQualities[CLASS_LOADOUT_POSITION_COUNT];
style_index_t iLoadoutItemStyles[CLASS_LOADOUT_POSITION_COUNT];
float flStartTime;
int iClass;
};
//=============================================================================
//
// TF Player Stats
//
struct PlayerStats_t
{
PlayerStats_t()
{
Reset();
};
void Reset()
{
statsCurrentLife.Reset();
statsCurrentRound.Reset();
statsAccumulated.Reset();
mapStatsCurrentLife.Reset();
mapStatsCurrentRound.Reset();
mapStatsAccumulated.Reset();
statsKills.Reset();
loadoutStats.Reset();
iConnectTime = 0;
iDisconnectTime = 0;
}
PlayerStats_t( const PlayerStats_t &other )
{
statsCurrentLife = other.statsCurrentLife;
statsCurrentRound = other.statsCurrentRound;
statsAccumulated = other.statsAccumulated;
mapStatsCurrentLife = other.mapStatsCurrentLife;
mapStatsCurrentRound = other.mapStatsCurrentRound;
mapStatsAccumulated = other.mapStatsAccumulated;
loadoutStats = other.loadoutStats;
iConnectTime = other.iConnectTime;
iDisconnectTime = other.iDisconnectTime;
}
RoundStats_t statsCurrentLife;
RoundStats_t statsCurrentRound;
RoundStats_t statsAccumulated;
RoundMapStats_t mapStatsCurrentLife;
RoundMapStats_t mapStatsCurrentRound;
RoundMapStats_t mapStatsAccumulated;
KillStats_t statsKills;
LoadoutStats_t loadoutStats;
int iConnectTime;
int iDisconnectTime;
};
// reported stats structure that contains all stats data uploaded from TF server to Steam. Note that this
// code is shared between TF server and processgamestats, which cracks the data file on the back end
struct TFReportedStats_t
{
TFReportedStats_t();
~TFReportedStats_t();
void Clear();
TF_Gamestats_LevelStats_t *FindOrAddMapStats( const char *szMapName );
#ifdef GAME_DLL
void AppendCustomDataToSaveBuffer( CUtlBuffer &SaveBuffer );
bool LoadCustomDataFromBuffer( CUtlBuffer &LoadBuffer );
#endif
bool m_bValidData;
TF_Gamestats_LevelStats_t *m_pCurrentGame;
CUtlDict<TF_Gamestats_LevelStats_t, unsigned short> m_dictMapStats;
};
struct ClassStats_t
{
int iPlayerClass; // which class these stats refer to
int iNumberOfRounds; // how many times player has played this class
RoundStats_t accumulated;
RoundStats_t max;
RoundStats_t currentRound;
RoundStats_t accumulatedMVM;
RoundStats_t maxMVM;
ClassStats_t()
{
iPlayerClass = TF_CLASS_UNDEFINED;
iNumberOfRounds = 0;
}
void AccumulateRound( const RoundStats_t &other )
{
iNumberOfRounds++;
accumulated.AccumulateRound( other );
currentRound = other;
}
void AccumulateMVMRound( const RoundStats_t &other )
{
iNumberOfRounds++;
accumulatedMVM.AccumulateRound( other );
currentRound = other;
}
};
struct MapStats_t
{
map_identifier_t iMapID; // which map these stats refer to
int iNumberOfRounds; // how many times player has played this map
RoundMapStats_t accumulated;
RoundMapStats_t currentRound;
MapStats_t()
{
iMapID = 0xFFFFFFFF;
iNumberOfRounds = 0;
}
void AccumulateRound( const RoundMapStats_t &other )
{
iNumberOfRounds++;
accumulated.AccumulateRound( other );
currentRound = other;
}
};
//=============================================================================
// Beta Map Stats
//=============================================================================
//=============================================================================
// Robot Destruction
struct RobotDestructionStats_t
{
RobotDestructionStats_t();
void Clear();
int GetRobotInteractionCount();
int GetRobotCoreInteractionCount();
int GetFlagInteractionCount();
// Robot Cores Collected
int iCoresCollectedByTeam[ TF_TEAM_COUNT ];
// Collected By What Class
int iCoreCollectedByClass[ TF_CLASS_COUNT ];
// Robots Killed By Type
// eRobotType::NUM_ROBOT_TYPES
int iBlueRobotsKilledByType[ 3 ];
int iRedRobotsKilledByType[ 3 ];
int iRobotsDamageFromClass[ TF_CLASS_COUNT ];
// Player Interaction
int iRobotInteraction[MAX_PLAYERS];
int iRobotCoreInteraction[MAX_PLAYERS];
int iFlagInteraction[MAX_PLAYERS];
};
//=============================================================================
// Cactus Canyon
//=============================================================================
// Passtime
struct PasstimeStats_t
{
PasstimeStats_t() { Clear(); }
void Clear();
void AddBallFracSample( float f );
void AddPassTravelDistSample( float f );
// To get comprehensive class stats, we need an event log instead of a summary.
// But for now this should cover what we need.
// These class stats were specifically requested by Travis@br, in addition to
// total kills by class. The total kills by class is tracked by TF already.
struct Classes_t
{
int nTotalScores;
int nTotalCarrySec;
} classes[TF_CLASS_COUNT_ALL];
struct RoundSummary_t
{
int nTotalPassesStarted;
int nTotalPassesFailed;
int nTotalPassesShotDown;
int nTotalPassesCompleted;
int nTotalPassesCompletedNearGoal;
int nTotalPassesIntercepted;
int nTotalPassesInterceptedNearGoal;
int nTotalPassRequests;
int nTotalTosses;
int nTotalTossesCompleted;
int nTotalTossesIntercepted;
int nTotalTossesInterceptedNearGoal;
int nTotalSteals;
int nTotalStealsNearGoal;
int nTotalBallSpawnShots;
int nTotalScores;
int nTotalRecoveries;
int nTotalCarrySec;
int nTotalWinningTeamBallCarrySec;
int nTotalLosingTeamBallCarrySec;
int nTotalThrowCancels;
int nTotalSpeedBoosts;
int nTotalJumpPads;
int nTotalCarrierSpeedBoosts;
int nTotalCarrierJumpPads;
int nTotalBallDeflects;
int nBallNeutralSec;
int nGoalType;
int nRoundEndReason;
int nRoundRemainingSec;
int nRoundMaxSec;
int nPlayersRedMax;
int nPlayersBlueMax;
int nScoreBlue;
int nScoreRed;
bool bStalemate;
bool bSuddenDeath;
bool bMeleeOnlySuddenDeath;
// histogram used to create min/max/mean/med/mode/stdev stats
uint32 nBallFracSampleCount;
uint32 arrBallFracHist[ 256 ];
uint32 nBallFracHistSum;
// sample set used to create min/max/mean/med/stdev stats
static const uint32 k_nMaxPassTravelDistSamples = 1024;
uint32 nPassTravelDistSampleCount;
uint16 arrPassTravelDistSamples[ k_nMaxPassTravelDistSamples ];
} summary;
};
const char* GetGameTypeID();
#ifdef CLIENT_DLL
MapStats_t &GetMapStats( map_identifier_t iMapID );
#endif
#endif // TF_GAMESTATS_SHARED_H