//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef GAMESTATS_H #define GAMESTATS_H #ifdef _WIN32 #pragma once #endif #include "tier1/utldict.h" #include "tier1/utlbuffer.h" #include "igamesystem.h" const int GAMESTATS_VERSION = 1; enum StatSendType_t { STATSEND_LEVELSHUTDOWN, STATSEND_APPSHUTDOWN }; struct StatsBufferRecord_t { float m_flFrameRate; // fps float m_flServerPing; // client ping to server }; #define STATS_WINDOW_SIZE ( 60 * 10 ) // # of records to hold #define STATS_RECORD_INTERVAL 1 // # of seconds between data grabs. 2 * 300 = every 10 minutes class CGameStats; void UpdatePerfStats( void ); void SetGameStatsHandler( CGameStats *pGameStats ); class CBasePlayer; class CPropVehicleDriveable; class CTakeDamageInfo; #ifdef GAME_DLL #define GAMESTATS_STANDARD_NOT_SAVED 0xFEEDBEEF enum GameStatsVersions_t { GAMESTATS_FILE_VERSION_OLD = 001, GAMESTATS_FILE_VERSION_OLD2, GAMESTATS_FILE_VERSION_OLD3, GAMESTATS_FILE_VERSION_OLD4, GAMESTATS_FILE_VERSION_OLD5, GAMESTATS_FILE_VERSION }; struct BasicGameStatsRecord_t { }; struct BasicGameStats_t { }; #endif // GAME_DLL class CBaseGameStats { public: CBaseGameStats() { } // override this to declare what format you want to send. New products should use new format. virtual bool UseOldFormat() { #ifdef GAME_DLL return true; // servers by default send old format for backward compat #else return false; // clients never used old format so no backward compat issues, they use new format by default #endif } // Implement this if you support new format gamestats. // Return true if you added data to KeyValues, false if you have no data to report virtual bool AddDataForSend( KeyValues *pKV, StatSendType_t sendType ) { return false; } // These methods used for new format gamestats only and control when data gets sent. virtual bool ShouldSendDataOnLevelShutdown() { // by default, servers send data at every level change and clients don't #ifdef GAME_DLL return true; #else return false; #endif } virtual bool ShouldSendDataOnAppShutdown() { // by default, clients send data at app shutdown and servers don't #ifdef GAME_DLL return false; #else return true; #endif } virtual void Event_Init( void ) { } virtual void Event_Shutdown( void ) { } virtual void Event_MapChange( const char *szOldMapName, const char *szNewMapName ) { } virtual void Event_LevelInit( void ) { } virtual void Event_LevelShutdown( float flElapsed ) { } virtual void Event_SaveGame( void ) { } virtual void Event_LoadGame( void ) { } void StatsLog( char const *fmt, ... ) { } // This is the first call made, so that we can "subclass" the CBaseGameStats based on gamedir as needed (e.g., ep2 vs. episodic) virtual CBaseGameStats *OnInit( CBaseGameStats *pCurrentGameStats, char const *gamedir ) { return pCurrentGameStats; } // Frees up data from gamestats and resets it to a clean state. virtual void Clear( void ) { } virtual bool StatTrackingEnabledForMod( void ) { return false; } //Override this to turn on the system. Stat tracking is disabled by default and will always be disabled at the user's request static bool StatTrackingAllowed( void ) { } //query whether stat tracking is possible and warranted by the user virtual bool HaveValidData( void ) { return true; } // whether we currently have an interesting enough data set to upload. Called at upload time { } if false, data is not uploaded. virtual bool ShouldTrackStandardStats( void ) { return true; } //exactly what was tracked for EP1 release //Get mod specific strings used for tracking, defaults should work fine for most cases virtual const char *GetStatSaveFileName( void ) { return ""; } virtual const char *GetStatUploadRegistryKeyName( void ) { return ""; } const char *GetUserPseudoUniqueID( void ) { } virtual bool UserPlayedAllTheMaps( void ) { return false; } //be sure to override this to determine user completion time #ifdef GAME_DLL virtual void Event_PlayerKilled( CBasePlayer *pPlayer, const CTakeDamageInfo &info ) { } virtual void Event_PlayerConnected( CBasePlayer *pBasePlayer ) { } virtual void Event_PlayerDisconnected( CBasePlayer *pBasePlayer ) { } virtual void Event_PlayerDamage( CBasePlayer *pBasePlayer, const CTakeDamageInfo &info ) { } virtual void Event_PlayerKilledOther( CBasePlayer *pAttacker, CBaseEntity *pVictim, const CTakeDamageInfo &info ) { } virtual void Event_Credits() { } virtual void Event_Commentary() { } virtual void Event_CrateSmashed() { } virtual void Event_Punted( CBaseEntity *pObject ) { } virtual void Event_PlayerTraveled( CBasePlayer *pBasePlayer, float distanceInInches, bool bInVehicle, bool bSprinting ) { } virtual void Event_WeaponFired( CBasePlayer *pShooter, bool bPrimary, char const *pchWeaponName ) { } virtual void Event_WeaponHit( CBasePlayer *pShooter, bool bPrimary, char const *pchWeaponName, const CTakeDamageInfo &info ) { } virtual void Event_FlippedVehicle( CBasePlayer *pDriver, CPropVehicleDriveable *pVehicle ) { } virtual void Event_PreSaveGameLoaded( char const *pSaveName, bool bInGame ) { } virtual void Event_PlayerEnteredGodMode( CBasePlayer *pBasePlayer ) { } virtual void Event_PlayerEnteredNoClip( CBasePlayer *pBasePlayer ) { } virtual void Event_DecrementPlayerEnteredNoClip( CBasePlayer *pBasePlayer ) { } virtual void Event_IncrementCountedStatistic( const Vector& vecAbsOrigin, char const *pchStatisticName, float flIncrementAmount ) { } //custom data to tack onto existing stats if you're not doing a complete overhaul virtual void AppendCustomDataToSaveBuffer( CUtlBuffer &SaveBuffer ) { } //custom data you want thrown into the default save and upload path virtual void LoadCustomDataFromBuffer( CUtlBuffer &LoadBuffer ) { } //when loading the saved stats file, this will point to where you started saving data to the save buffer virtual void LoadingEvent_PlayerIDDifferentThanLoadedStats( void ) { } //Only called if you use the base SaveToFileNOW() and LoadFromFile() functions. Used in case you want to keep/invalidate data that was just loaded. virtual bool LoadFromFile( void ) { return false; } //called just before Event_Init() virtual bool SaveToFileNOW( bool bForceSyncWrite = false ) { return false; } //saves buffers to their respective files now, returns success or failure virtual bool UploadStatsFileNOW( void ) { return false; } //uploads data to the CSER now, returns success or failure static bool AppendLump( int nMaxLumpCount, CUtlBuffer &SaveBuffer, unsigned short iLump, unsigned short iLumpCount, size_t nSize, void *pData ) { return false; } static bool GetLumpHeader( int nMaxLumpCount, CUtlBuffer &LoadBuffer, unsigned short &iLump, unsigned short &iLumpCount, bool bPermissive = false ) { return false; } static void LoadLump( CUtlBuffer &LoadBuffer, unsigned short iLumpCount, size_t nSize, void *pData ) { } //default save behavior is to save on level shutdown, and game shutdown virtual bool AutoSave_OnInit( void ) { return false; } virtual bool AutoSave_OnShutdown( void ) { return true; } virtual bool AutoSave_OnMapChange( void ) { return false; } virtual bool AutoSave_OnLevelInit( void ) { return false; } virtual bool AutoSave_OnLevelShutdown( void ) { return true; } //default upload behavior is to upload on game shutdown virtual bool AutoUpload_OnInit( void ) { return false; } virtual bool AutoUpload_OnShutdown( void ) { return true; } virtual bool AutoUpload_OnMapChange( void ) { return false; } virtual bool AutoUpload_OnLevelInit( void ) { return false; } virtual bool AutoUpload_OnLevelShutdown( void ) { return false; } // Helper for builtin stuff void SetSteamStatistic( bool bUsingSteam ) { } void SetCyberCafeStatistic( bool bIsCyberCafeUser ) { } void SetHDRStatistic( bool bHDREnabled ) { } void SetCaptionsStatistic( bool bClosedCaptionsEnabled ) { } void SetSkillStatistic( int iSkillSetting ) { } void SetDXLevelStatistic( int iDXLevel ) { } #endif // GAMEDLL public: #ifdef GAME_DLL BasicGameStats_t m_BasicStats; //exposed in case you do a complete overhaul and still want to save it #endif bool m_bLogging : 1; bool m_bLoggingToFile : 1; }; extern CBaseGameStats *gamestats; //starts out pointing at a singleton of the class above, overriding this in any constructor should work for replacing it #endif // GAMESTATS_H