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344 lines
9.3 KiB
344 lines
9.3 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "dod_playerstats.h"
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#include "hud_macros.h"
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const char *g_pszShortTeamNames[2] =
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{
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"US",
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"Ger"
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};
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const char *g_pszClassNames[NUM_DOD_PLAYERCLASSES] =
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{
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"Rifleman",
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"Assault",
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"Support",
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"Sniper",
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"MG",
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"Rocket"
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};
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const char *g_pszStatNames[DODSTAT_MAX] =
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{
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"iPlayTime",
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"iRoundsWon",
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"iRoundsLost",
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"iKills",
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"iDeaths",
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"iCaptures",
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"iBlocks",
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"iBombsPlanted",
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"iBombsDefused",
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"iDominations",
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"iRevenges",
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"iShotsHit",
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"iShotsFired",
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"iHeadshots"
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};
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int iValidWeaponStatBitMask = ( (1<<DODSTAT_KILLS ) | (1<<DODSTAT_SHOTS_HIT) | (1<<DODSTAT_SHOTS_FIRED) | (1<<DODSTAT_HEADSHOTS) );
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int iValidPlayerStatBitMask = 0xFFFF & ~( (1<<DODSTAT_SHOTS_HIT) | (1<<DODSTAT_SHOTS_FIRED) | (1<<DODSTAT_HEADSHOTS) );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &msg -
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//-----------------------------------------------------------------------------
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void __MsgFunc_DODPlayerStatsUpdate( bf_read &msg )
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{
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g_DODPlayerStats.MsgFunc_DODPlayerStatsUpdate( msg );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CDODPlayerStats::CDODPlayerStats()
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{
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m_flTimeNextForceUpload = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: called at init time after all systems are init'd. We have to
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// do this in PostInit because the Steam app ID is not available earlier
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//-----------------------------------------------------------------------------
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void CDODPlayerStats::PostInit()
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{
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SetNextForceUploadTime();
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ListenForGameEvent( "player_stats_updated" );
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ListenForGameEvent( "user_data_downloaded" );
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HOOK_MESSAGE( DODPlayerStatsUpdate );
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}
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//-----------------------------------------------------------------------------
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// Purpose: called at level shutdown
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//-----------------------------------------------------------------------------
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void CDODPlayerStats::LevelShutdownPreEntity()
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{
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// upload user stats to Steam on every map change or when we quit
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UploadStats();
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when the stats have changed in-game
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//-----------------------------------------------------------------------------
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void CDODPlayerStats::FireGameEvent( IGameEvent *event )
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{
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const char *pEventName = event->GetName();
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if ( FStrEq( pEventName, "user_data_downloaded" ) )
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{
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// Store our stat data
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Assert( steamapicontext->SteamUserStats() );
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if ( !steamapicontext->SteamUserStats() )
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return;
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CGameID gameID( engine->GetAppID() );
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// reset everything
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Q_memset( &m_PlayerStats, 0, sizeof(m_PlayerStats) );
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Q_memset( &m_WeaponStats, 0, sizeof(m_WeaponStats) );
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// read playerclass stats
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for ( int iTeam=0;iTeam<2;iTeam++ )
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{
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for ( int iClass=0;iClass<NUM_DOD_PLAYERCLASSES;iClass++ )
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{
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for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ )
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{
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if ( iValidPlayerStatBitMask & (1<<iStat) )
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{
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char szStatName[256];
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int iData;
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Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s.%s", g_pszShortTeamNames[iTeam], g_pszClassNames[iClass], g_pszStatNames[iStat] );
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if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
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{
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// use Steam's value
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m_PlayerStats[iTeam][iClass].m_iStat[iStat] = iData;
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}
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}
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}
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}
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}
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// read weapon stats
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for ( int iWeapon=WEAPON_NONE+1;iWeapon<WEAPON_MAX;iWeapon++ )
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{
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for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ )
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{
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if ( iValidWeaponStatBitMask & (1<<iStat) )
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{
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char szStatName[256];
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int iData;
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Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s", s_WeaponAliasInfo[iWeapon], g_pszStatNames[iStat] );
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if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
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{
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// use Steam's value
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m_WeaponStats[iWeapon].m_iStat[iStat] = iData;
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}
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}
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}
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}
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IGameEvent * event = gameeventmanager->CreateEvent( "player_stats_updated" );
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if ( event )
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{
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event->SetBool( "forceupload", false );
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gameeventmanager->FireEventClientSide( event );
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}
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}
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}
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void CDODPlayerStats::MsgFunc_DODPlayerStatsUpdate( bf_read &msg )
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{
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dod_stat_accumulator_t playerStats;
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Q_memset( &playerStats, 0, sizeof(playerStats) );
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// get the fixed-size information
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int iClass = msg.ReadByte();
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int iTeam = msg.ReadByte();
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int iPlayerStatBits = msg.ReadLong();
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Assert( iClass >= 0 && iClass <= 5 );
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if ( iClass < 0 || iClass > 5 )
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return;
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// the bitfield indicates which stats are contained in the message. Set the stats appropriately.
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int iStat = DODSTAT_FIRST;
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while ( iPlayerStatBits > 0 )
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{
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if ( iPlayerStatBits & 1 )
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{
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playerStats.m_iStat[iStat] = msg.ReadLong();
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}
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iPlayerStatBits >>= 1;
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iStat++;
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}
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int iNumWeapons = msg.ReadByte();
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int i;
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CUtlVector<weapon_stat_t> vecWeaponStats;
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for ( i=0;i<iNumWeapons;i++ )
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{
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weapon_stat_t weaponStat;
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Q_memset( &weaponStat, 0, sizeof(weaponStat) );
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weaponStat.iWeaponID = msg.ReadByte();
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vecWeaponStats.AddToTail( weaponStat );
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}
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for ( i=0;i<vecWeaponStats.Count();i++ )
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{
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int iWeaponStatMask = msg.ReadLong();
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int iStat = DODSTAT_FIRST;
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while ( iWeaponStatMask > 0 )
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{
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if ( iWeaponStatMask & 1 )
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{
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vecWeaponStats[i].stats.m_iStat[iStat] = msg.ReadLong();
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}
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iWeaponStatMask >>= 1;
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iStat++;
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}
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}
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// sanity check: the message should contain exactly the # of bytes we expect based on the bit field
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Assert( !msg.IsOverflowed() );
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Assert( 0 == msg.GetNumBytesLeft() );
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// if byte count isn't correct, bail out and don't use this data, rather than risk polluting player stats with garbage
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if ( msg.IsOverflowed() || ( 0 != msg.GetNumBytesLeft() ) )
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return;
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UpdateStats( iClass, iTeam, &playerStats, &vecWeaponStats );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Uploads stats for current Steam user to Steam
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//-----------------------------------------------------------------------------
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void CDODPlayerStats::UploadStats()
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{
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// only upload if Steam is running
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if ( !steamapicontext->SteamUserStats() )
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return;
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CGameID gameID( engine->GetAppID() );
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char szStatName[256];
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// write playerclass stats
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for ( int iTeam=0;iTeam<2;iTeam++ )
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{
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for ( int iClass=0;iClass<NUM_DOD_PLAYERCLASSES;iClass++ )
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{
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for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ )
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{
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if ( iValidPlayerStatBitMask & (1<<iStat) )
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{
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if ( m_PlayerStats[iTeam][iClass].m_bDirty[iStat] )
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{
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Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s.%s", g_pszShortTeamNames[iTeam], g_pszClassNames[iClass], g_pszStatNames[iStat] );
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steamapicontext->SteamUserStats()->SetStat( szStatName, m_PlayerStats[iTeam][iClass].m_iStat[iStat] );
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}
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}
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}
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}
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}
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// write weapon stats
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for ( int iWeapon=WEAPON_NONE+1;iWeapon<WEAPON_MAX;iWeapon++ )
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{
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for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ )
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{
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if ( m_WeaponStats[iWeapon].m_bDirty[iStat] )
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{
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if ( iValidWeaponStatBitMask & (1<<iStat) )
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{
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Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.%s", s_WeaponAliasInfo[iWeapon], g_pszStatNames[iStat] );
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steamapicontext->SteamUserStats()->SetStat( szStatName, m_WeaponStats[iWeapon].m_iStat[iStat] );
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}
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}
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}
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}
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SetNextForceUploadTime();
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}
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void CDODPlayerStats::UpdateStats( int iPlayerClass, int iTeam, dod_stat_accumulator_t *playerStats, CUtlVector<weapon_stat_t> *vecWeaponStats )
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{
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Assert( iPlayerClass >= 0 && iPlayerClass < NUM_DOD_PLAYERCLASSES );
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if ( iPlayerClass < 0 || iPlayerClass >= NUM_DOD_PLAYERCLASSES )
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return;
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// translate the team index into [0,1]
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int iTeamIndex = ( iTeam == TEAM_ALLIES ) ? 0 : 1;
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// upload this class' data
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// add this stat update to our stored stats
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for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ )
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{
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if ( iValidPlayerStatBitMask & (1<<iStat) )
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{
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if ( playerStats->m_iStat[iStat] > 0 )
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{
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m_PlayerStats[iTeamIndex][iPlayerClass].m_iStat[iStat] += playerStats->m_iStat[iStat];
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m_PlayerStats[iTeamIndex][iPlayerClass].m_bDirty[iStat] = true;
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}
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}
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}
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int iWeaponStatCount = vecWeaponStats->Count();
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for ( int i=0;i<iWeaponStatCount;i++ )
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{
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int iWeaponID = vecWeaponStats->Element(i).iWeaponID;
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for ( int iStat=0;iStat<DODSTAT_MAX;iStat++ )
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{
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if ( iValidWeaponStatBitMask & (1<<iStat) )
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{
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int iValue = vecWeaponStats->Element(i).stats.m_iStat[iStat];
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if ( iValue > 0 )
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{
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m_WeaponStats[iWeaponID].m_iStat[iStat] += iValue;
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m_WeaponStats[iWeaponID].m_bDirty[iStat] = true;
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}
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}
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}
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}
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// if we haven't uploaded stats in a long time, upload them
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if ( ( gpGlobals->curtime >= m_flTimeNextForceUpload ) )
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{
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UploadStats();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets the next time to force a stats upload at
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//-----------------------------------------------------------------------------
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void CDODPlayerStats::SetNextForceUploadTime()
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{
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// pick a time a while from now (an hour +/- 15 mins) to upload stats if we haven't gotten a map change by then
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m_flTimeNextForceUpload = gpGlobals->curtime + ( 60 * RandomInt( 45, 75 ) );
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}
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CDODPlayerStats g_DODPlayerStats;
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