Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_steamstats.h"
#include "tf_hud_statpanel.h"
#include "achievementmgr.h"
#include "engine/imatchmaking.h"
#include "ipresence.h"
#include "../game/shared/tf/tf_shareddefs.h"
#include "../game/shared/tf/tf_gamestats_shared.h"
struct StatMap_t
{
const char *pszName;
int iStat;
int iLiveStat;
};
// subset of stats which we store in Steam
StatMap_t g_SteamStats[] = {
{ "iNumberOfKills", TFSTAT_KILLS, PROPERTY_KILLS, },
{ "iDamageDealt", TFSTAT_DAMAGE, PROPERTY_DAMAGE_DEALT, },
{ "iPlayTime", TFSTAT_PLAYTIME, PROPERTY_PLAY_TIME, },
{ "iPointCaptures", TFSTAT_CAPTURES, PROPERTY_POINT_CAPTURES, },
{ "iPointDefenses", TFSTAT_DEFENSES, PROPERTY_POINT_DEFENSES, },
{ "iDominations", TFSTAT_DOMINATIONS, PROPERTY_DOMINATIONS, },
{ "iRevenge", TFSTAT_REVENGE, PROPERTY_REVENGE, },
{ "iPointsScored", TFSTAT_POINTSSCORED, PROPERTY_POINTS_SCORED, },
{ "iBuildingsDestroyed", TFSTAT_BUILDINGSDESTROYED, PROPERTY_BUILDINGS_DESTROYED, },
{ "iNumInvulnerable", TFSTAT_INVULNS, PROPERTY_INVULNS, },
{ "iKillAssists", TFSTAT_KILLASSISTS, PROPERTY_KILL_ASSISTS, },
};
// class specific stats
StatMap_t g_SteamStats_Pyro[] = {
{ "iFireDamage", TFSTAT_FIREDAMAGE, -1, }, // Added post-XBox, isn't saved in Live
{ NULL, 0, 0, },
};
StatMap_t g_SteamStats_Demoman[] = {
{ "iBlastDamage", TFSTAT_BLASTDAMAGE, -1, }, // Added post-XBox, isn't saved in Live
{ NULL, 0, 0, },
};
StatMap_t g_SteamStats_Engineer[] = {
{ "iBuildingsBuilt", TFSTAT_BUILDINGSBUILT, PROPERTY_BUILDINGS_BUILT, },
{ "iSentryKills", TFSTAT_MAXSENTRYKILLS, PROPERTY_SENTRY_KILLS, },
{ "iNumTeleports", TFSTAT_TELEPORTS, PROPERTY_TELEPORTS, },
{ NULL, 0, 0, },
};
StatMap_t g_SteamStats_Medic[] = {
{ "iHealthPointsHealed", TFSTAT_HEALING, PROPERTY_HEALTH_POINTS_HEALED, },
{ NULL, 0, 0, },
};
StatMap_t g_SteamStats_Sniper[] = {
{ "iHeadshots", TFSTAT_HEADSHOTS, PROPERTY_HEADSHOTS, },
{ NULL, 0, 0, },
};
StatMap_t g_SteamStats_Spy[] = {
{ "iHeadshots", TFSTAT_HEADSHOTS, PROPERTY_HEADSHOTS, },
{ "iBackstabs", TFSTAT_BACKSTABS, PROPERTY_BACKSTABS, },
{ "iHealthPointsLeached", TFSTAT_HEALTHLEACHED, PROPERTY_HEALTH_POINTS_LEACHED, },
{ NULL, 0, 0, },
};
StatMap_t* g_SteamStats_Class[] = {
NULL, // Undefined
NULL, // Scout
g_SteamStats_Sniper, // Sniper
NULL, // Soldier
g_SteamStats_Demoman, // Demoman
g_SteamStats_Medic, // Medic
NULL, // Heavy
g_SteamStats_Pyro, // Pyro
g_SteamStats_Spy, // Spy
g_SteamStats_Engineer, // Engineer
};
// subset of map stats which we store in Steam
StatMap_t g_SteamMapStats[] = {
{ "iPlayTime", TFMAPSTAT_PLAYTIME, PROPERTY_PLAY_TIME, },
};
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFSteamStats::CTFSteamStats()
{
m_flTimeNextForceUpload = 0;
}
//-----------------------------------------------------------------------------
// Purpose: called at init time after all systems are init'd. We have to
// do this in PostInit because the Steam app ID is not available earlier
//-----------------------------------------------------------------------------
void CTFSteamStats::PostInit()
{
SetNextForceUploadTime();
ListenForGameEvent( "player_stats_updated" );
ListenForGameEvent( "user_data_downloaded" );
}
//-----------------------------------------------------------------------------
// Purpose: called at level shutdown
//-----------------------------------------------------------------------------
void CTFSteamStats::LevelShutdownPreEntity()
{
// upload user stats to Steam on every map change
UploadStats();
}
//-----------------------------------------------------------------------------
// Purpose: called when the stats have changed in-game
//-----------------------------------------------------------------------------
void CTFSteamStats::FireGameEvent( IGameEvent *event )
{
const char *pEventName = event->GetName();
if ( 0 == Q_strcmp( pEventName, "player_stats_updated" ) )
{
bool bForceUpload = event->GetBool( "forceupload" );
// if we haven't uploaded stats in a long time, upload them
if ( ( gpGlobals->curtime >= m_flTimeNextForceUpload ) || bForceUpload )
{
UploadStats();
}
}
else if ( 0 == Q_strcmp( pEventName, "user_data_downloaded" ) )
{
Assert( steamapicontext->SteamUserStats() );
if ( !steamapicontext->SteamUserStats() )
return;
CTFStatPanel *pStatPanel = GET_HUDELEMENT( CTFStatPanel );
Assert( pStatPanel );
for ( int iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ )
{
// Grab generic stats:
ClassStats_t &classStats = CTFStatPanel::GetClassStats( iClass );
for ( int iStat = 0; iStat < ARRAYSIZE( g_SteamStats ); iStat++ )
{
char szStatName[256];
int iData;
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.accumulated.m_iStat[g_SteamStats[iStat].iStat] = iData;
}
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.max.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.max.m_iStat[g_SteamStats[iStat].iStat] = iData;
}
// MVM Stats
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.accumulatedMVM.m_iStat[g_SteamStats[iStat].iStat] = iData;
}
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.max.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.maxMVM.m_iStat[g_SteamStats[iStat].iStat] = iData;
}
}
// Grab class specific stats:
StatMap_t* pClassStatMap = g_SteamStats_Class[iClass];
if ( pClassStatMap )
{
int iStat = 0;
do
{
char szStatName[256];
int iData;
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.accumulated.m_iStat[pClassStatMap[iStat].iStat] = iData;
}
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.max.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.max.m_iStat[pClassStatMap[iStat].iStat] = iData;
}
// MVM Stats
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.accumulatedMVM.m_iStat[pClassStatMap[iStat].iStat] = iData;
}
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.max.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
classStats.maxMVM.m_iStat[pClassStatMap[iStat].iStat] = iData;
}
iStat++;
}
while ( pClassStatMap[iStat].pszName );
}
}
for ( int i = 0; i < GetItemSchema()->GetMapCount(); i++ )
{
const MapDef_t* pMap = GetItemSchema()->GetMasterMapDefByIndex( i );
// Grab generic stats:
MapStats_t &mapStats = CTFStatPanel::GetMapStats( pMap->GetStatsIdentifier() );
for ( int iStat = 0; iStat < ARRAYSIZE( g_SteamMapStats ); iStat++ )
{
char szStatName[256];
int iData;
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.accum.%s", pMap->pszMapName, g_SteamMapStats[iStat].pszName );
if ( steamapicontext->SteamUserStats()->GetStat( szStatName, &iData ) )
{
mapStats.accumulated.m_iStat[g_SteamMapStats[iStat].iStat] = iData;
}
}
}
IGameEvent * pEvent = gameeventmanager->CreateEvent( "player_stats_updated" );
if ( pEvent )
{
pEvent->SetBool( "forceupload", false );
gameeventmanager->FireEventClientSide( pEvent );
}
pStatPanel->SetStatsChanged( true );
pStatPanel->UpdateStatSummaryPanel();
}
}
//-----------------------------------------------------------------------------
// Purpose: Uploads stats for current Steam user to Steam
//-----------------------------------------------------------------------------
void CTFSteamStats::UploadStats()
{
if ( IsX360() )
{
ReportLiveStats();
return;
}
// Only upload if Steam is running & the achievement manager exists.
if ( !steamapicontext->SteamUserStats() )
return;
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
// Stomp local steam context stats with those in the stat panel.
for ( int iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ )
{
// Set generic stats:
ClassStats_t &classStats = CTFStatPanel::GetClassStats( iClass );
for ( int iStat = 0; iStat < ARRAYSIZE( g_SteamStats ); iStat++ )
{
char szStatName[256];
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.accumulated.m_iStat[g_SteamStats[iStat].iStat] );
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.max.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.max.m_iStat[g_SteamStats[iStat].iStat] );
// MVM Stats
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.accumulatedMVM.m_iStat[g_SteamStats[iStat].iStat] );
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.max.%s", g_aPlayerClassNames_NonLocalized[iClass], g_SteamStats[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.maxMVM.m_iStat[g_SteamStats[iStat].iStat] );
}
// Set class specific stats:
StatMap_t* pClassStatMap = g_SteamStats_Class[iClass];
if ( pClassStatMap )
{
int iStat = 0;
do
{
char szStatName[256];
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.accumulated.m_iStat[pClassStatMap[iStat].iStat] );
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.max.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.max.m_iStat[pClassStatMap[iStat].iStat] );
// MVM Stats
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.accum.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.accumulatedMVM.m_iStat[pClassStatMap[iStat].iStat] );
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.mvm.max.%s", g_aPlayerClassNames_NonLocalized[iClass], pClassStatMap[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, classStats.maxMVM.m_iStat[pClassStatMap[iStat].iStat] );
iStat++;
}
while ( pClassStatMap[iStat].pszName );
}
}
// Stomp local steam context stats with those in the stat panel.
for ( int i = 0; i < GetItemSchema()->GetMapCount(); i++ )
{
const MapDef_t* pMap = GetItemSchema()->GetMasterMapDefByIndex( i );
// Set generic stats:
MapStats_t &mapStats = CTFStatPanel::GetMapStats( pMap->GetStatsIdentifier() );
for ( int iStat = 0; iStat < ARRAYSIZE( g_SteamMapStats ); iStat++ )
{
char szStatName[256];
Q_snprintf( szStatName, ARRAYSIZE( szStatName ), "%s.accum.%s", pMap->pszMapName, g_SteamMapStats[iStat].pszName );
steamapicontext->SteamUserStats()->SetStat( szStatName, mapStats.accumulated.m_iStat[g_SteamMapStats[iStat].iStat] );
}
}
// Send our local steam context stats to the server.
pAchievementMgr->UploadUserData();
SetNextForceUploadTime();
// Now everything should be sync'd up (stat panel, local steam context, remote steam depot).
}
//-----------------------------------------------------------------------------
// Purpose: Accumulate player stats and send them to matchmaking for reporting to Live
//-----------------------------------------------------------------------------
void CTFSteamStats::ReportLiveStats()
{
int statsTotals[ARRAYSIZE( g_SteamStats )];
Q_memset( &statsTotals, 0, sizeof( statsTotals ) );
for ( int iClass = TF_FIRST_NORMAL_CLASS; iClass <= TF_LAST_NORMAL_CLASS; iClass++ )
{
ClassStats_t &classStats = CTFStatPanel::GetClassStats( iClass );
for ( int iStat = 0; iStat < ARRAYSIZE( g_SteamStats ); iStat++ )
{
statsTotals[iStat] = MAX( statsTotals[iStat], classStats.max.m_iStat[g_SteamStats[iStat].iStat] );
}
}
// send the stats to matchmaking
for ( int i = 0; i < ARRAYSIZE( g_SteamStats ); ++i )
{
// Points scored is looked up by the stats reporting function
if ( g_SteamStats[i].iLiveStat == PROPERTY_POINTS_SCORED )
continue;
// If we hit this assert, we've added a new stat that Live won't know how to store
Assert( g_SteamStats[i].iLiveStat != -1 );
if ( g_SteamStats[i].iLiveStat != -1 )
{
presence->SetStat( g_SteamStats[i].iLiveStat, statsTotals[i], XUSER_DATA_TYPE_INT32 );
}
}
presence->UploadStats();
}
//-----------------------------------------------------------------------------
// Purpose: sets the next time to force a stats upload at
//-----------------------------------------------------------------------------
void CTFSteamStats::SetNextForceUploadTime()
{
// pick a time a while from now (an hour +/- 15 mins) to upload stats if we haven't gotten a map change by then
m_flTimeNextForceUpload = gpGlobals->curtime + ( 60 * RandomInt( 45, 75 ) );
}
CTFSteamStats g_TFSteamStats;