mirror of
https://github.com/nillerusr/source-engine.git
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194 lines
5.4 KiB
C++
194 lines
5.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Uploads gamestats via the SteamWorks API.
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//
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//=============================================================================//
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#ifndef STEAMWORKS_GAMESTATS_H
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#define STEAMWORKS_GAMESTATS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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#include "GameEventListener.h"
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#include "steam/steam_api.h"
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#include "utlvector.h"
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#ifndef _X360
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#include "steam/isteamgamestats.h"
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#endif
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// Container to hold all the KeyValue stats to send only if the convar "steamworks_immediate_upload" is set to 0.
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// Otherwise, the stats are uploaded as they are received.
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typedef CUtlVector< KeyValues* > KeyValueStatList;
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struct ClientServerSession_t
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{
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uint64 m_ServerSessionID;
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RTime32 m_ConnectTime;
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RTime32 m_DisconnectTime;
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void Reset()
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{
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m_ServerSessionID = 0;
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m_ConnectTime = 0;
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m_DisconnectTime = 0;
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}
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};
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//used to drive most of the game stat event handlers as well as track basic stats under the hood of CBaseGameStats
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class CSteamWorksGameStatsUploader : public CAutoGameSystemPerFrame, public CGameEventListener
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{
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public:
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#ifdef CLIENT_DLL
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// Called before rendering
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virtual void PreRender() {}
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// Gets called each frame
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virtual void Update( float frametime ) {}
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// Called after rendering
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virtual void PostRender() {}
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void AddClientPerfData( KeyValues *pKV );
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void SetServerSessionID( uint64 serverID );
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int GetFriendCountInGame();
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#ifndef NO_STEAM
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STEAM_CALLBACK_MANUAL( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoIssued, GameStatsSessionIssued_t, m_CallbackSteamSessionInfoIssued );
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STEAM_CALLBACK_MANUAL( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoClosed, GameStatsSessionClosed_t, m_CallbackSteamSessionInfoClosed );
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#endif
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#endif
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#ifdef GAME_DLL
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#ifndef NO_STEAM
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STEAM_GAMESERVER_CALLBACK( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoIssued, GameStatsSessionIssued_t, m_CallbackSteamSessionInfoIssued );
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STEAM_GAMESERVER_CALLBACK( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoClosed, GameStatsSessionClosed_t, m_CallbackSteamSessionInfoClosed );
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#endif
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#endif
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// Called each frame before entities think
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virtual void FrameUpdatePreEntityThink() {}
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// called after entities think
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virtual void FrameUpdatePostEntityThink();
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virtual void PreClientUpdate() {}
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void StartSession();
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void EndSession();
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void WriteSessionRow();
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#ifdef GAME_DLL
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void WriteHostsRow();
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#endif
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#ifdef CLIENT_DLL
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void ClientDisconnect();
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void ClearServerSessionID() { m_ServerSessionID = 0 ;}
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int GetNumServerConnects() { return m_iServerConnectCount; }
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#endif
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bool IsCollectingDetails() { return m_bCollectingDetails; }
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bool IsCollectingAnyData() { return m_bCollectingAny; }
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CSteamWorksGameStatsUploader();
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// Init, shutdown
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// return true on success. false to abort DLL init!
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virtual bool Init();
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virtual void PostInit() {}
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virtual void Shutdown() {}
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// Level init, shutdown
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virtual void LevelInitPreEntity() {}
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virtual void LevelInitPostEntity() {}
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virtual void LevelShutdown();
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virtual void OnSave() {}
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virtual void OnRestore() {}
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virtual void SafeRemoveIfDesired() {}
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virtual bool IsPerFrame() { return true; }
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virtual void FireGameEvent( IGameEvent *event );
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EResult AddStatsForUpload( KeyValues *pKV, bool bSendImmediately=true );
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time_t GetTimeSinceEpoch();
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void FlushStats();
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uint32 GetServerIP() { return m_iServerIP; }
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const char* GetHostName() { return m_pzHostName; }
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bool IsPassworded() { return m_bPassword; }
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RTime32 GetStartTime() { return m_StartTime; }
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RTime32 GetEndTime() { return m_EndTime; }
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#ifdef CLIENT_DLL
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uint64 GetServerSessionID() { return m_ServerSessionID; }
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#endif
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uint64 GetSessionID() { return m_SessionID; }
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void ClearSessionID();
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private:
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void UploadCvars();
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void Reset();
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bool VerifyInterface();
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int GetHumanCountInGame();
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EResult RequestSessionID();
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bool AccessToSteamAPI();
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EResult WriteIntToTable( const int value, uint64 iTableID, const char *pzRow );
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EResult WriteInt64ToTable( const uint64 value, uint64 iTableID, const char *pzRow );
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EResult WriteFloatToTable( const float value, uint64 iTableID, const char *pzRow );
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EResult WriteStringToTable( const char *pzValue, uint64 iTableID, const char *pzRow );
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EResult WriteOptionalFloatToTable( KeyValues *pKV, const char* keyName, uint64 iTableID, const char *pzRow);
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EResult WriteOptionalIntToTable( KeyValues *pKV, const char* keyName, uint64 iTableID, const char *pzRow );
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ISteamGameStats* GetInterface( void );
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EResult ParseKeyValuesAndSendStats( KeyValues *pKV, bool bIncludeClientsServerSessionID = true );
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void ServerAddressToInt();
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ISteamGameStats* m_SteamWorksInterface;
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uint64 m_UserID;
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uint32 m_iAppID;
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uint32 m_iServerIP;
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int m_nClientJoinMethod;
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char m_pzServerIP[MAX_PATH];
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char m_pzMapStart[MAX_PATH];
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char m_pzHostName[MAX_PATH];
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RTime32 m_StartTime;
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RTime32 m_EndTime;
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int m_HumanCntInGame;
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int m_FriendCntInGame;
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bool m_bPassword;
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// Session IDs
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uint64 m_SessionID;
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bool m_SessionIDRequestUnsent;
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bool m_SessionIDRequestPending;
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bool m_bCollectingAny;
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bool m_bCollectingDetails;
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#ifdef CLIENT_DLL
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uint64 m_ServerSessionID;
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#endif
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bool m_ServiceTicking;
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float m_LastServiceTick;
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bool m_UploadedStats;
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KeyValueStatList m_StatsToSend;
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ClientServerSession_t m_ActiveSession;
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int m_iServerConnectCount;
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};
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CSteamWorksGameStatsUploader& GetSteamWorksSGameStatsUploader();
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#endif // STEAMWORKS_GAMESTATS_H
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