Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "genericclassbased_replay.h"
#include "clientmode_shared.h"
#include "replay/ireplaymoviemanager.h"
#include "replay/ireplayfactory.h"
#include "replay/ireplayscreenshotmanager.h"
#include "replay/screenshot.h"
#include "replay/gamedefs.h"
#include <time.h>
//----------------------------------------------------------------------------------------
extern IReplayScreenshotManager *g_pReplayScreenshotManager;
//----------------------------------------------------------------------------------------
CGenericClassBasedReplay::CGenericClassBasedReplay()
: m_nPlayerTeam( 0 )
{
m_szKillerName[ 0 ] = 0;
m_nPlayerClass = REPLAY_CLASS_UNDEFINED;
m_nKillerClass = REPLAY_CLASS_UNDEFINED;
}
CGenericClassBasedReplay::~CGenericClassBasedReplay()
{
OnEndRecording();
m_vecKills.PurgeAndDeleteElements();
m_vecDominations.PurgeAndDeleteElements();
m_vecAssisterDominations.PurgeAndDeleteElements();
m_vecRevenges.PurgeAndDeleteElements();
m_vecAssisterRevenges.PurgeAndDeleteElements();
}
void CGenericClassBasedReplay::OnBeginRecording()
{
BaseClass::OnBeginRecording();
Assert( gameeventmanager );
ListenForGameEvent( "player_death" );
}
void CGenericClassBasedReplay::OnEndRecording()
{
if ( gameeventmanager )
{
gameeventmanager->RemoveListener( this );
}
BaseClass::OnEndRecording();
}
void CGenericClassBasedReplay::OnComplete()
{
BaseClass::OnComplete();
}
bool CGenericClassBasedReplay::ShouldAllowDelete() const
{
return g_pClientReplayContext->GetMovieManager()->GetNumMoviesDependentOnReplay( this ) == 0;
}
void CGenericClassBasedReplay::OnDelete()
{
BaseClass::OnDelete();
}
void CGenericClassBasedReplay::FireGameEvent( IGameEvent *pEvent )
{
}
void CGenericClassBasedReplay::Update()
{
BaseClass::Update();
// Record any new stats
RecordUpdatedStats();
// Setup next update
m_flNextUpdateTime = engine->Time() + .1f;
}
float CGenericClassBasedReplay::GetKillScreenshotDelay()
{
ConVarRef replay_screenshotkilldelay( "replay_screenshotkilldelay" );
return replay_screenshotkilldelay.IsValid() ? replay_screenshotkilldelay.GetFloat() : 0.5f;
}
void CGenericClassBasedReplay::RecordUpdatedStats()
{
// Get current stats
static RoundStats_t s_curStats;
if ( !GetCurrentStats( s_curStats ) )
return;
// Go through each stat and see if it's changed
for ( int i = 0; i < REPLAY_GAMESTATS_MAX; ++i )
{
const int nCurStat = s_curStats.Get( i );
const int nRefStat = m_refStats.Get( i );
if ( nCurStat != nRefStat )
{
// Calculate new stat based on reference
const int nLifeStat = nCurStat - nRefStat;
if ( nLifeStat != m_lifeStats.Get( i ) )
{
ConVarRef replay_debug( "replay_debug" );
if ( replay_debug.IsValid() && replay_debug.GetBool() )
{
Msg( "REPLAY: Player stat \"%s\" changed from %i to %i.\n", GetStatString( i ), nRefStat, nCurStat );
}
// Set the new stat
m_lifeStats.Set( i, nLifeStat );
}
}
}
}
bool CGenericClassBasedReplay::Read( KeyValues *pIn )
{
if ( !BaseClass::Read( pIn ) )
return false;
// Read player class
m_nPlayerClass = pIn->GetInt( "player_class" ); Assert( IsValidClass( m_nPlayerClass ) );
// Read player team
m_nPlayerTeam = pIn->GetInt( "player_team" ); Assert( IsValidTeam( m_nPlayerTeam ) );
// Read killer info
m_nKillerClass = pIn->GetInt( "killer_class" );
V_strcpy( m_szKillerName, pIn->GetString( "killer_name" ) );
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// Make sure vector is clear
Assert( GetKillCount() == 0 );
// Read all kill data and add the kills vector
KeyValues *pKills = pIn->FindKey( "kills" );
if ( pKills )
{
FOR_EACH_TRUE_SUBKEY( pKills, pKill )
{
// Create the kill data
AddKill(
pKill->GetString( "victim_name" ),
pKill->GetInt( "victim_class" )
);
}
}
AddKillStats( m_vecDominations , pIn, "dominations", REPLAY_GAMESTATS_DOMINATIONS );
AddKillStats( m_vecAssisterDominations, pIn, "assister_dominations", REPLAY_GAMESTATS_UNDEFINED );
AddKillStats( m_vecRevenges , pIn, "revenges", REPLAY_GAMESTATS_REVENGE );
AddKillStats( m_vecAssisterRevenges , pIn, "assister_revenges", REPLAY_GAMESTATS_UNDEFINED );
// Read stats by index
KeyValues *pStats = pIn->FindKey( "stats" );
if ( pStats )
{
for ( int i = 0; i < REPLAY_GAMESTATS_MAX; ++i )
{
char szStatKey[ 16 ];
V_snprintf( szStatKey, sizeof( szStatKey ), "%i", i );
m_lifeStats.Set( i, pStats->GetInt( szStatKey ) );
}
}
return true;
}
void CGenericClassBasedReplay::AddKillStats( CUtlVector< GenericStatInfo_t * > &vecKillStats, KeyValues *pIn, const char *pSubKeyName, int iStatIndex )
{
Assert( vecKillStats.Count() == 0 );
KeyValues *pSubKey = pIn->FindKey( pSubKeyName );
if ( pSubKey )
{
FOR_EACH_TRUE_SUBKEY( pSubKey, pCurKillStat )
{
GenericStatInfo_t *pNewKillStat = new GenericStatInfo_t;
pNewKillStat->m_nVictimFriendId = pCurKillStat->GetInt( "victim_friend_id" );
pNewKillStat->m_nAssisterFriendId = pCurKillStat->GetInt( "assister_friend_id" );
vecKillStats.AddToTail( pNewKillStat );
}
}
// Duplicate the data in the life stats
if ( iStatIndex > m_nStatUndefined )
{
m_lifeStats.Set( iStatIndex, vecKillStats.Count() );
}
}
void CGenericClassBasedReplay::Write( KeyValues *pOut )
{
BaseClass::Write( pOut );
// Write player class
pOut->SetInt( "player_class", m_nPlayerClass );
// Write player team
pOut->SetInt( "player_team", m_nPlayerTeam );
// Write killer info
pOut->SetInt( "killer_class", m_nKillerClass );
pOut->SetString( "killer_name", m_szKillerName );
// Write kills
KeyValues *pKills = new KeyValues( "kills" );
pOut->AddSubKey( pKills );
for ( int i = 0; i < GetKillCount(); ++i )
{
KillData_t *pCurKill = m_vecKills[ i ];
KeyValues *pKillOut = new KeyValues( "kill" );
pKills->AddSubKey( pKillOut );
// Write kill data
pKillOut->SetString( "victim_name", pCurKill->m_szPlayerName );
pKillOut->SetInt( "victim_class", pCurKill->m_nPlayerClass );
}
WriteKillStatVector( m_vecDominations , "dominations" , "domination" , pOut, 1 );
WriteKillStatVector( m_vecAssisterDominations, "assister_dominations", "assister_domination", pOut, 2 );
WriteKillStatVector( m_vecRevenges , "revenges" , "revenge" , pOut, 1 );
WriteKillStatVector( m_vecAssisterRevenges , "assister_revenges" , "assister_revenge" , pOut, 2 );
// Write non-zero stats by index
KeyValues *pStats = new KeyValues( "stats" );
pOut->AddSubKey( pStats );
for ( int i = 0; i < REPLAY_GAMESTATS_MAX; ++i )
{
const int nCurStat = m_lifeStats.Get( i );
if ( nCurStat )
{
char szStatKey[ 16 ];
V_snprintf( szStatKey, sizeof( szStatKey ), "%i", i );
pStats->SetInt( szStatKey, nCurStat );
}
}
}
void CGenericClassBasedReplay::WriteKillStatVector( CUtlVector< CGenericClassBasedReplay::GenericStatInfo_t * > const &vec, const char *pSubKeyName,
const char *pElementKeyName, KeyValues *pRootKey, int nNumMembersToWrite ) const
{
Assert( nNumMembersToWrite >= 1 );
// Write dominations
KeyValues *pSubKey = new KeyValues( pSubKeyName );
pRootKey->AddSubKey( pSubKey );
for ( int i = 0; i < vec.Count(); ++i )
{
GenericStatInfo_t *pSrcData = vec[ i ];
KeyValues *pCurSubKey = new KeyValues( pElementKeyName );
pSubKey->AddSubKey( pCurSubKey );
// Always write
pCurSubKey->SetInt( "victim_friend_id", pSrcData->m_nVictimFriendId );
if ( nNumMembersToWrite > 1 )
{
pCurSubKey->SetInt( "assister_friend_id", pSrcData->m_nAssisterFriendId );
}
}
}
void CGenericClassBasedReplay::AddKill( const char *pPlayerName, int nPlayerClass )
{
KillData_t *pNewKillData = new KillData_t;
V_strcpy( pNewKillData->m_szPlayerName , pPlayerName );
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pNewKillData->m_nPlayerClass = nPlayerClass;
ConVarRef replay_debug( "replay_debug" );
if ( replay_debug.IsValid() && replay_debug.GetBool() )
{
DevMsg( "\n\nRecorded kill: name=%s, class=%s (this=%i)\n\n", pPlayerName, GetPlayerClass( nPlayerClass ), (int)this );
}
m_vecKills.AddToTail( pNewKillData );
}
const char *CGenericClassBasedReplay::GetPlayerClass() const
{
return GetPlayerClass( m_nPlayerClass );
}
void CGenericClassBasedReplay::AddDomination( int nVictimID )
{
AddKillStatFromUserIds( m_vecDominations, nVictimID );
}
void CGenericClassBasedReplay::AddAssisterDomination( int nVictimID, int nAssiterID )
{
AddKillStatFromUserIds( m_vecAssisterDominations, nVictimID, nAssiterID );
}
void CGenericClassBasedReplay::AddRevenge( int nVictimID )
{
AddKillStatFromUserIds( m_vecRevenges, nVictimID );
}
void CGenericClassBasedReplay::AddAssisterRevenge( int nVictimID, int nAssiterID )
{
AddKillStatFromUserIds( m_vecAssisterRevenges, nVictimID, nAssiterID );
}
void CGenericClassBasedReplay::AddKillStatFromUserIds( CUtlVector< GenericStatInfo_t * > &vec, int nVictimId, int nAssisterId/*=0*/ )
{
uint32 nVictimFriendId;
if ( !GetFriendIdFromUserId( engine->GetPlayerForUserID( nVictimId ), nVictimFriendId ) )
return;
uint32 nAssisterFriendId = 0;
if ( nAssisterId && !GetFriendIdFromUserId( engine->GetPlayerForUserID( nAssisterId ), nAssisterFriendId ) )
return;
AddKillStatFromFriendIds( vec, nVictimFriendId, nAssisterFriendId );
}
void CGenericClassBasedReplay::AddKillStatFromFriendIds( CUtlVector< GenericStatInfo_t * > &vec, uint32 nVictimFriendId, uint32 nAssisterFriendId/*=0*/ )
{
GenericStatInfo_t *pNewKillStat = new GenericStatInfo_t;
pNewKillStat->m_nVictimFriendId = nVictimFriendId;
pNewKillStat->m_nAssisterFriendId = nAssisterFriendId;
vec.AddToTail( pNewKillStat );
}
bool CGenericClassBasedReplay::GetFriendIdFromUserId( int nPlayerIndex, uint32 &nFriendIdOut ) const
{
player_info_t pi;
if ( !steamapicontext->SteamFriends() ||
!steamapicontext->SteamUtils() ||
!engine->GetPlayerInfo( nPlayerIndex, &pi ) )
{
AssertMsg( 0, "REPLAY: Failed to add domination" );
nFriendIdOut = 0;
return false;
}
nFriendIdOut = pi.friendsID;
return true;
}
const char *CGenericClassBasedReplay::GetMaterialFriendlyPlayerClass() const
{
return GetPlayerClass();
}
const char *CGenericClassBasedReplay::GetKillerName() const
{
Assert( WasKilled() );
return m_szKillerName;
}
const char *CGenericClassBasedReplay::GetKillerClass() const
{
Assert( WasKilled() );
return GetPlayerClass( m_nKillerClass );
}
void CGenericClassBasedReplay::DumpGameSpecificData() const
{
DevMsg( " class: %s\n", GetPlayerClass() );
// Print kills
DevMsg( " %i kills:\n", GetKillCount() );
for ( int i = 0; i < GetKillCount(); ++i )
{
KillData_t *pCurKill = m_vecKills[ i ];
Msg( " kill %i: name=%s class=%s\n", i, pCurKill->m_szPlayerName, GetPlayerClass( pCurKill->m_nPlayerClass ) );
}
if ( !WasKilled() )
{
Msg( " No killer.\n" );
return;
}
// Print killer info
Msg( " killer: name=%s class=%s\n", m_szKillerName, GetPlayerClass( m_nKillerClass ) );
}
void CGenericClassBasedReplay::SetPlayerClass( int nPlayerClass )
{
//Assert( IsValidClass( nPlayerClass ) );
m_nPlayerClass = nPlayerClass;
// Setup reference stats if this is a valid class
if ( IsValidClass( nPlayerClass ) )
{
GetCurrentStats( m_refStats );
}
}
void CGenericClassBasedReplay::SetPlayerTeam( int nPlayerTeam )
{
m_nPlayerTeam = nPlayerTeam;
}
void CGenericClassBasedReplay::RecordPlayerDeath( const char *pKillerName, int nKillerClass )
{
V_strcpy( m_szKillerName, pKillerName );
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m_nKillerClass = nKillerClass;
}
//----------------------------------------------------------------------------------------
#endif