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625 lines
18 KiB
C++
625 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: game stat gathering
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_stats.h"
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#include "tf_shareddefs.h"
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#include "tf_team.h"
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#include "tf_player.h"
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#include "utlbuffer.h"
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#include "filesystem.h"
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#include "igamesystem.h"
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#include "textstatsmgr.h"
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#include "info_act.h"
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static ConVar tf_stats( "tf_stats", "0", 0, "Enable stat gathering for TF2." );
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//-----------------------------------------------------------------------------
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// Collect stats every N seconds
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//-----------------------------------------------------------------------------
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#define TF_STATS_COLLECTION_TIME 1
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#define TF_STAT_FILE "tf_stat_total"
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#define TF_TEAM_STAT_FILE "tf_stat_team"
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#define TF_PLAYER_STAT_FILE "tf_stat_class"
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static char s_pStatFile[MAX_PATH];
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static char s_pTeamStatFile[MAX_PATH];
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static char s_pPlayerStatFile[MAX_PATH];
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//-----------------------------------------------------------------------------
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// Strings assocaited with the stats
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//-----------------------------------------------------------------------------
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static const char *s_pStatStrings[TF_STAT_COUNT] =
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{
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"Ferry Control", // TF_STAT_FERRY_CONTROL
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"Resource Chunks Spawned", // TF_STAT_RESOURCE_CHUNKS_SPAWNED,
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"Resource Gems Spawned", // TF_STAT_RESOURCE_PROCESSED_CHUNKS_SPAWNED,
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"Resource Chunks Retired", // TF_STAT_RESOURCE_CHUNKS_RETIRED,
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};
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// These are the strings for the team stats above TFCLASS_CLASS_COUNT.
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static const char *s_pNonClassTeamStatStrings[TF_TEAM_STAT_COUNT-TFCLASS_CLASS_COUNT] =
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{
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"Player Count", // TF_TEAM_STAT_PLAYER_COUNT,
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"Resources Collected", // TF_TEAM_STAT_RESOURCES_COLLECTED,
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"Resources Harvested", // TF_TEAM_STAT_RESOURCES_HARVESTED,
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"Chunks Dropped", // TF_TEAM_STAT_RESOURCE_CHUNKS_DROPPED,
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"Chunks Collected", // TF_TEAM_STAT_RESOURCE_CHUNKS_COLLECTED,
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"Kill Count", // TF_TEAM_STAT_KILL_COUNT,
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"Destroyed Objects", // TF_TEAM_STAT_DESTROYED_OBJECT_COUNT,
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"Ferry Control Time", // TF_TEAM_STAT_FERRY_CONTROL_TIME,
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};
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// These are initialized in the first call to GetTeamStatString().
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static const char *s_pTeamStatStrings[TF_TEAM_STAT_COUNT];
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static bool s_bTeamStatStringsInitted = false;
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static const char *s_pPlayerStatStrings[TF_PLAYER_STAT_COUNT] =
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{
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"Player Count", // TF_PLAYER_STAT_PLAYER_COUNT
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"Player Seconds", // TF_PLAYER_STAT_PLAYER_SECONDS
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"Seconds At Least One Existed", // TF_PLAYER_STAT_EXISTING_SECONDS
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"Resources Acquired", // TF_PLAYER_STAT_RESOURCES_ACQUIRED
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"Resources Acquired From Chunks", // TF_PLAYER_STAT_RESOURCES_ACQUIRED_FROM_CHUNKS
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"Resources Carried", // TF_PLAYER_STAT_RESOURCES_CARRIED,
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"Resources Spent", // TF_PLAYER_STAT_RESOURCES_SPENT,
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"Object Value", // TF_PLAYER_STAT_CURRENT_OBJECT_VALUE
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"Objects Owned", // TF_PLAYER_STAT_OBJECT_COUNT,
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"Kill Count", // TF_PLAYER_STAT_KILL_COUNT,
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"Objects Destroyed", // TF_PLAYER_STAT_DESTROYED_OBJECT_COUNT,
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"Health Given", // TF_PLAYER_STAT_HEALTH_GIVEN,
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"Animation Idle Time", // TF_PLAYER_STAT_ANIMATION_IDLE,
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"Animation Walk Time", // TF_PLAYER_STAT_ANIMATION_WALKING,
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"Animation Run Time", // TF_PLAYER_STAT_ANIMATION_RUNNING,
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"Animation Crouch Time",// TF_PLAYER_STAT_ANIMATION_CROUCHING,
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"Animation Jump Time", // TF_PLAYER_STAT_ANIMATION_JUMPING,
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"Animation Other Time", // TF_PLAYER_STAT_ANIMATION_OTHER,
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};
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static const char *GetStatString( int stat )
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{
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if (stat < TF_STAT_FIRST_OBJECT_BUILT)
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return s_pStatStrings[stat];
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static char s_TempBuf[256];
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Q_snprintf( s_TempBuf, sizeof( s_TempBuf ), "%s Count Built", GetObjectInfo( stat - TF_STAT_FIRST_OBJECT_BUILT )->m_pClassName );
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return s_TempBuf;
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}
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static const char *GetTeamStatString( int stat )
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{
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if ( !s_bTeamStatStringsInitted )
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{
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s_bTeamStatStringsInitted = true;
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// Go through and fill in the strings.
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for ( int i=0; i < TFCLASS_CLASS_COUNT; i++ )
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s_pTeamStatStrings[i] = GetTFClassInfo( i )->m_pClassName;
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for ( i=TFCLASS_CLASS_COUNT; i < TF_TEAM_STAT_COUNT; i++ )
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s_pTeamStatStrings[i] = s_pNonClassTeamStatStrings[i - TFCLASS_CLASS_COUNT];
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}
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return s_pTeamStatStrings[stat];
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}
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static const char *GetPlayerStatString( int stat )
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{
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return s_pPlayerStatStrings[stat];
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}
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//-----------------------------------------------------------------------------
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// Implementation of the TF stats class
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//-----------------------------------------------------------------------------
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class CTFStats : public CAutoGameSystem, public ITFStats
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{
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public:
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CTFStats();
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// Inherited from IAutoServerSystem
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virtual void LevelInitPreEntity();
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virtual void FrameUpdatePostEntityThink( );
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// Clear out the stats + their history
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void ResetStats();
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void IncrementStat( TFStatId_t stat, int nIncrement );
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void SetStat( TFStatId_t stat, int nAmount );
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void IncrementTeamStat( int nTeam, TFTeamStatId_t stat, int nIncrement );
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void SetTeamStat( int nTeam, TFTeamStatId_t stat, int nAmount );
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void IncrementPlayerStat( CBaseEntity *pPlayer, TFPlayerStatId_t stat, int nIncrement );
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void ClearPlayerStat( int nTeam, TFPlayerStatId_t stat );
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// We need to be ticked once a frame
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void FrameUpdate( );
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private:
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struct Stat_t
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{
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int m_nCount;
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};
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typedef const char * (*StatNameFunc_t)( int stat );
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// Collects frame-based stats
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void CollectFrameStats( );
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void CollectStats( );
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int GetStat( TFStatId_t stat ) const { return m_Stats[stat].m_nCount; }
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int GetTeamStat( int nTeam, TFTeamStatId_t stat ) const { return m_TeamStats[nTeam][stat].m_nCount; }
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void WriteHeader( CUtlBuffer &buf, const char *pPrefix, int nCount, StatNameFunc_t func, bool bTerminate = true );
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void WriteStatLine( CUtlBuffer &buf, int nCount, Stat_t *pStats, bool bTerminate = true );
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void WriteAvgStatLine( CUtlBuffer &buf );
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void WriteStats();
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void WriteTeamStats();
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void WritePlayerStats( );
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void EraseFile( const char *pFileName );
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void AppendToFile( const char *pFileName, CUtlBuffer &buf );
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void ComputeFileNames();
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void ClearStats();
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// Compute class-based stats from the player stats
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int ComputeClassStats( int nTeam, TFClass classType, Stat_t *pStats );
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bool m_bWrittenHeader;
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int m_nLastWriteTime;
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Stat_t m_Stats[TF_STAT_COUNT];
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Stat_t m_TeamStats[MAX_TF_TEAMS][TF_TEAM_STAT_COUNT];
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Stat_t m_ClassStats[MAX_TF_TEAMS][TFCLASS_CLASS_COUNT][TF_PLAYER_STAT_COUNT];
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};
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//-----------------------------------------------------------------------------
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// Accessor method
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//-----------------------------------------------------------------------------
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static CTFStats s_TFStats;
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ITFStats *TFStats()
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{
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return &s_TFStats;
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}
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CTFStats::CTFStats()
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{
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ResetStats();
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}
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//-----------------------------------------------------------------------------
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// Clear out the stats + their history
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//-----------------------------------------------------------------------------
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void CTFStats::ClearStats()
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{
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int i;
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for (i = 0; i < TF_STAT_COUNT; ++i)
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{
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SetStat( (TFStatId_t)i, 0 );
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}
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for (i = 0; i < MAX_TF_TEAMS; ++i)
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{
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for (int j = 0; j < TF_TEAM_STAT_COUNT; ++j)
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{
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SetTeamStat(i, (TFTeamStatId_t)j, 0);
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}
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}
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for (int nTeam = 0; nTeam < MAX_TF_TEAMS; ++nTeam)
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{
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for (i = 0; i < TFCLASS_CLASS_COUNT; ++i)
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{
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for (int j = 0; j < TF_PLAYER_STAT_COUNT; ++j)
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{
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m_ClassStats[nTeam][i][(TFPlayerStatId_t)j].m_nCount = 0;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Clear out the stats + their history
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//-----------------------------------------------------------------------------
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void CTFStats::ResetStats()
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{
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ClearStats();
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m_bWrittenHeader = false;
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m_nLastWriteTime = -9999;
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}
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//-----------------------------------------------------------------------------
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// Inherited from IAutoServerSystem
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//-----------------------------------------------------------------------------
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void CTFStats::LevelInitPreEntity()
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{
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ResetStats();
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}
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//-----------------------------------------------------------------------------
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// Update stats...
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//-----------------------------------------------------------------------------
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void CTFStats::IncrementStat( TFStatId_t stat, int nIncrement )
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{
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m_Stats[stat].m_nCount += nIncrement;
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}
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void CTFStats::SetStat( TFStatId_t stat, int nAmount )
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{
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m_Stats[stat].m_nCount = nAmount;
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}
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void CTFStats::IncrementTeamStat( int nTeam, TFTeamStatId_t stat, int nIncrement )
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{
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m_TeamStats[nTeam][stat].m_nCount += nIncrement;
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}
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void CTFStats::SetTeamStat( int nTeam, TFTeamStatId_t stat, int nAmount )
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{
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m_TeamStats[nTeam][stat].m_nCount = nAmount;
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}
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void CTFStats::IncrementPlayerStat( CBaseEntity *pEntity, TFPlayerStatId_t stat, int nIncrement )
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{
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if (!pEntity->IsPlayer())
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return;
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CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>(pEntity);
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int nTeam = pTFPlayer->GetTeamNumber();
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CPlayerClass *pPlayerClass = pTFPlayer->GetPlayerClass();
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int nClass = pPlayerClass ? pPlayerClass->GetTFClass() : TFCLASS_UNDECIDED;
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m_ClassStats[nTeam][nClass][stat].m_nCount += nIncrement;
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}
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void CTFStats::ClearPlayerStat( int nTeam, TFPlayerStatId_t stat )
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{
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for (int i = 0; i < TFCLASS_CLASS_COUNT; ++i)
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{
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m_ClassStats[nTeam][i][stat].m_nCount = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// We need to be ticked once a frame
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//-----------------------------------------------------------------------------
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void CTFStats::CollectFrameStats( )
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{
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// This collects a bunch of polled stats so we don't have to pollute
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// a bunch of code
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for (int i = 0; i < MAX_TF_TEAMS; ++i)
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{
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CTFTeam *pTeam = GetGlobalTFTeam(i);
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for (int j = pTeam->GetNumPlayers(); --j >= 0; )
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{
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>(pTeam->GetPlayer(j));
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if (!pPlayer)
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continue;
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int nTimeMS = 1000 * gpGlobals->frametime;
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switch( pPlayer->GetActivity() )
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{
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case ACT_IDLE:
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_ANIMATION_IDLE, nTimeMS );
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break;
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case ACT_WALK:
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_ANIMATION_WALKING, nTimeMS );
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break;
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case ACT_RUN:
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_ANIMATION_RUNNING, nTimeMS );
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break;
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case ACT_JUMP:
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_ANIMATION_JUMPING, nTimeMS );
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break;
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case ACT_CROUCHIDLE:
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_ANIMATION_CROUCHING, nTimeMS );
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break;
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default:
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_ANIMATION_OTHER, nTimeMS );
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break;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// We need to be ticked once a frame
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//-----------------------------------------------------------------------------
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void CTFStats::CollectStats( )
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{
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// This collects a bunch of polled stats so we don't have to pollute
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// a bunch of code
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bool bAtLeastOnePlayer = false;
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for (int i = 0; i < MAX_TF_TEAMS; ++i)
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{
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CTFTeam *pTeam = GetGlobalTFTeam(i);
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for ( int iClass=0; iClass < TFCLASS_CLASS_COUNT; iClass++ )
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{
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SetTeamStat( i, (TFTeamStatId_t)iClass, pTeam->GetNumOfClass( (TFClass)iClass ) );
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}
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SetTeamStat( i, TF_TEAM_STAT_PLAYER_COUNT, pTeam->GetNumPlayers() );
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if ( GetStat( TF_STAT_FERRY_CONTROL ) == i )
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{
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IncrementTeamStat( i, TF_TEAM_STAT_FERRY_CONTROL_TIME, TF_STATS_COLLECTION_TIME );
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}
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ClearPlayerStat( i, TF_PLAYER_STAT_OBJECT_COUNT );
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ClearPlayerStat( i, TF_PLAYER_STAT_RESOURCES_CARRIED );
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ClearPlayerStat( i, TF_PLAYER_STAT_CURRENT_OBJECT_VALUE );
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ClearPlayerStat( i, TF_PLAYER_STAT_PLAYER_COUNT );
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bool bClassEncountered[TFCLASS_CLASS_COUNT];
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memset( bClassEncountered, 0, TFCLASS_CLASS_COUNT * sizeof(bool) );
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for (int j = pTeam->GetNumPlayers(); --j >= 0; )
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{
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bAtLeastOnePlayer = true;
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>(pTeam->GetPlayer(j));
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_OBJECT_COUNT, pPlayer->GetObjectCount() );
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_RESOURCES_CARRIED, pPlayer->GetBankResources() );
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_PLAYER_COUNT, 1 );
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_PLAYER_SECONDS, 1 );
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CPlayerClass *pPlayerClass = pPlayer->GetPlayerClass();
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int nClass = pPlayerClass ? pPlayerClass->GetTFClass() : TFCLASS_UNDECIDED;
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if (!bClassEncountered[nClass])
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{
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_EXISTING_SECONDS, 1 );
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bClassEncountered[nClass] = true;
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}
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// Count up the cost of all current objects..
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int nCost = 0;
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int pObjectCount[OBJ_LAST];
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memset( pObjectCount, 0, OBJ_LAST * sizeof(int) );
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for (int k = pPlayer->GetObjectCount(); --k >= 0; )
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{
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CBaseObject *pObject = pPlayer->GetObject(k);
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if (pObject)
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{
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int nType = pObject->GetType();
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nCost += CalculateObjectCost( nType, pObjectCount[nType], pPlayer->GetTeamNumber(), false );
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++pObjectCount[nType];
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}
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}
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IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_CURRENT_OBJECT_VALUE, nCost );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : char const
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//-----------------------------------------------------------------------------
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void CTFStats::ComputeFileNames()
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{
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Q_snprintf( s_pStatFile, sizeof( s_pStatFile ), "%s.txt", TF_STAT_FILE );
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Q_snprintf( s_pTeamStatFile, sizeof( s_pTeamStatFile ), "%s.txt", TF_TEAM_STAT_FILE );
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Q_snprintf( s_pPlayerStatFile, sizeof( s_pPlayerStatFile ), "%s.txt", TF_PLAYER_STAT_FILE );
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}
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//-----------------------------------------------------------------------------
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// File access.
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//-----------------------------------------------------------------------------
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void CTFStats::EraseFile( const char *pFileName )
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{
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filesystem->RemoveFile( pFileName, "GAME" );
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}
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void CTFStats::AppendToFile( const char *pFileName, CUtlBuffer &buf )
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{
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FileHandle_t fh = filesystem->Open( pFileName, "a", "LOGDIR" );
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if (fh != FILESYSTEM_INVALID_HANDLE)
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{
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filesystem->Write( buf.Base(), buf.TellPut(), fh );
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filesystem->Close( fh );
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}
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}
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//-----------------------------------------------------------------------------
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// Write out a header.
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//-----------------------------------------------------------------------------
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void CTFStats::WriteHeader( CUtlBuffer &buf, const char *pPrefix, int nCount, StatNameFunc_t func, bool bTerminate )
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{
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for (int i = 0; i < nCount-1; ++i)
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{
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buf.Printf("%s %s\t", pPrefix, func(i) );
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}
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buf.Printf( bTerminate ? "%s %s\n" : "%s %s\t", pPrefix, func(nCount-1) );
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}
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void CTFStats::WriteStatLine( CUtlBuffer &buf, int nCount, Stat_t *pStats, bool bTerminate )
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{
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for (int i = 0; i < nCount-1; ++i)
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{
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buf.Printf("%d\t", pStats[i].m_nCount );
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}
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buf.Printf( bTerminate ? "%d\n" : "%d\t", pStats[nCount-1].m_nCount );
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}
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void CTFStats::WriteAvgStatLine( CUtlBuffer &buf )
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{
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int nTeam, i, j;
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for ( nTeam = 0; nTeam < MAX_TF_TEAMS; ++nTeam )
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{
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for ( i = 0; i < TF_PLAYER_STAT_COUNT; ++i )
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{
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for ( j = 1; j < TFCLASS_CLASS_COUNT; ++j )
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{
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if (!GetTFClassInfo(j)->m_pCurrentlyActive)
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continue;
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buf.Printf("%d\t", m_ClassStats[nTeam][j][i].m_nCount);
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}
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}
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}
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// Blat out that last tab and replace with a \n
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buf.SeekPut( CUtlBuffer::SEEK_CURRENT, -1 );
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buf.Printf("\n");
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}
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//-----------------------------------------------------------------------------
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// Write out total stats...
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//-----------------------------------------------------------------------------
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void CTFStats::WriteStats()
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{
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CUtlBuffer buf( 0, 1024, CUtlBuffer::TEXT_BUFFER );
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if (!m_bWrittenHeader)
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{
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EraseFile( s_pStatFile );
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WriteHeader( buf, "", TF_STAT_COUNT, GetStatString );
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}
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WriteStatLine( buf, TF_STAT_COUNT, m_Stats );
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AppendToFile( s_pStatFile, buf );
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}
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//-----------------------------------------------------------------------------
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// Write out total stats...
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//-----------------------------------------------------------------------------
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void CTFStats::WriteTeamStats()
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{
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CUtlBuffer buf( 0, 1024, CUtlBuffer::TEXT_BUFFER );
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int i,j;
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if (!m_bWrittenHeader)
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{
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EraseFile( s_pTeamStatFile );
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for ( i = 0; i < TF_TEAM_STAT_COUNT; ++i )
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{
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for ( j = 0; j < MAX_TF_TEAMS; ++j )
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{
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buf.Printf("Team %d %s\t", j, GetTeamStatString(i) );
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}
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}
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// Blat out that last tab and replace with a \n
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buf.SeekPut( CUtlBuffer::SEEK_CURRENT, -1 );
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buf.Printf("\n");
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}
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for ( i = 0; i < TF_TEAM_STAT_COUNT; ++i )
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{
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for ( j = 0; j < MAX_TF_TEAMS; ++j )
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{
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buf.Printf("%d\t", m_TeamStats[j][i].m_nCount );
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}
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}
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// Blat out that last tab and replace with a \n
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buf.SeekPut( CUtlBuffer::SEEK_CURRENT, -1 );
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buf.Printf("\n");
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|
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AppendToFile( s_pTeamStatFile, buf );
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}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Write out total stats...
|
|
//-----------------------------------------------------------------------------
|
|
void CTFStats::WritePlayerStats( )
|
|
{
|
|
CUtlBuffer buf( 0, 1024, CUtlBuffer::TEXT_BUFFER );
|
|
|
|
int i, j, nTeam;
|
|
if (!m_bWrittenHeader)
|
|
{
|
|
EraseFile( s_pPlayerStatFile );
|
|
for ( nTeam = 0; nTeam < MAX_TF_TEAMS; ++nTeam )
|
|
{
|
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for ( i = 0; i < TF_PLAYER_STAT_COUNT; ++i )
|
|
{
|
|
for ( j = 1; j < TFCLASS_CLASS_COUNT; ++j )
|
|
{
|
|
if (!GetTFClassInfo(j)->m_pCurrentlyActive)
|
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continue;
|
|
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|
buf.Printf("Team %d %s %s\t", nTeam, GetTFClassInfo( j )->m_pClassName, GetPlayerStatString(i) );
|
|
}
|
|
}
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|
}
|
|
|
|
// Blat out that last tab and replace with a \n
|
|
buf.SeekPut( CUtlBuffer::SEEK_CURRENT, -1 );
|
|
buf.Printf("\n");
|
|
}
|
|
|
|
WriteAvgStatLine( buf );
|
|
|
|
AppendToFile( s_pPlayerStatFile, buf );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// We need to be ticked once a frame
|
|
//-----------------------------------------------------------------------------
|
|
void CTFStats::FrameUpdatePostEntityThink( )
|
|
{
|
|
if (!tf_stats.GetBool())
|
|
return;
|
|
|
|
// Don't stat gather during waiting acts
|
|
if ( CurrentActIsAWaitingAct() )
|
|
return;
|
|
|
|
CollectFrameStats();
|
|
|
|
// NOTE: We could keep track of the history here if we wanted for later
|
|
// display when the map ends
|
|
|
|
// Record the history every so often
|
|
if (gpGlobals->curtime - m_nLastWriteTime < TF_STATS_COLLECTION_TIME)
|
|
return;
|
|
|
|
if (!m_bWrittenHeader)
|
|
{
|
|
ComputeFileNames();
|
|
}
|
|
|
|
CollectStats();
|
|
WriteStats();
|
|
WriteTeamStats();
|
|
WritePlayerStats();
|
|
ClearStats();
|
|
|
|
// By this point, we've written the header for each file
|
|
m_bWrittenHeader = true;
|
|
|
|
m_nLastWriteTime = gpGlobals->curtime;
|
|
}
|