Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1721 lines
56 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CS game stats
//
// $NoKeywords: $
//=============================================================================//
// Some tricky business here - we don't want to include the precompiled header for the statreader
// and trying to #ifdef it out does funky things like ignoring the #endif. Define our header file
// separately and include it based on the switch
#include "cbase.h"
#include <tier0/platform.h>
#include "cs_gamerules.h"
#include "cs_gamestats.h"
#include "weapon_csbase.h"
#include "props.h"
#include "cs_achievement_constants.h"
#include "../../shared/cstrike/weapon_c4.h"
#include <time.h>
#include "filesystem.h"
#include "bot_util.h"
#include "cdll_int.h"
#include "steamworks_gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
float g_flGameStatsUpdateTime = 0.0f;
short g_iTerroristVictories[CS_NUM_LEVELS];
short g_iCounterTVictories[CS_NUM_LEVELS];
short g_iWeaponPurchases[WEAPON_MAX];
short g_iAutoBuyPurchases = 0;
short g_iReBuyPurchases = 0;
short g_iAutoBuyM4A1Purchases = 0;
short g_iAutoBuyAK47Purchases = 0;
short g_iAutoBuyFamasPurchases = 0;
short g_iAutoBuyGalilPurchases = 0;
short g_iAutoBuyVestHelmPurchases = 0;
short g_iAutoBuyVestPurchases = 0;
struct PropModelStats_t
{
const char* szPropModelName;
CSStatType_t statType;
} PropModelStatsTableInit[] =
{
{ "models/props/cs_office/computer_caseb.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/computer_monitor.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/phone.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/projector.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/TV_plasma.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/computer_keyboard.mdl", CSSTAT_PROPSBROKEN_OFFICEELECTRONICS },
{ "models/props/cs_office/radio.mdl", CSSTAT_PROPSBROKEN_OFFICERADIO },
{ "models/props/cs_office/trash_can.mdl", CSSTAT_PROPSBROKEN_OFFICEJUNK },
{ "models/props/cs_office/file_box.mdl", CSSTAT_PROPSBROKEN_OFFICEJUNK },
{ "models/props_junk/watermelon01.mdl", CSSTAT_PROPSBROKEN_ITALY_MELON },
// models/props/de_inferno/claypot01.mdl
// models/props/de_inferno/claypot02.mdl
// models/props/de_dust/grainbasket01c.mdl
// models/props_junk/wood_crate001a.mdl
// models/props/cs_office/file_box_p1.mdl
};
struct ServerStats_t
{
int achievementId;
int statId;
int roundRequirement;
int matchRequirement;
const char* mapFilter;
bool IsMet(int roundStat, int matchStat)
{
return roundStat >= roundRequirement && matchStat >= matchRequirement;
}
} ServerStatBasedAchievements[] =
{
{ CSBreakWindows, CSSTAT_NUM_BROKEN_WINDOWS, AchievementConsts::BreakWindowsInOfficeRound_Windows, 0, "cs_office" },
{ CSBreakProps, CSSTAT_PROPSBROKEN_ALL, AchievementConsts::BreakPropsInRound_Props, 0, NULL },
{ CSUnstoppableForce, CSSTAT_KILLS, AchievementConsts::UnstoppableForce_Kills, 0, NULL },
{ CSHeadshotsInRound, CSSTAT_KILLS_HEADSHOT, AchievementConsts::HeadshotsInRound_Kills, 0, NULL },
{ CSDominationOverkillsMatch, CSSTAT_DOMINATION_OVERKILLS, 0, 10, NULL },
};
//=============================================================================
// HPE_BEGIN:
// [Forrest] Allow nemesis/revenge to be turned off for a server
//=============================================================================
static void SvNoNemesisChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
{
ConVarRef var( pConVar );
if ( var.IsValid() && var.GetBool() )
{
// Clear all nemesis relationships.
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
{
CCSPlayer *pTemp = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pTemp )
{
pTemp->RemoveNemesisRelationships();
}
}
}
}
ConVar sv_nonemesis( "sv_nonemesis", "0", 0, "Disable nemesis and revenge.", SvNoNemesisChangeCallback );
//=============================================================================
// HPE_END
//=============================================================================
int GetCSLevelIndex( const char *pLevelName )
{
for ( int i = 0; MapName_StatId_Table[i].statWinsId != CSSTAT_UNDEFINED; i ++ )
{
if ( Q_strcmp( pLevelName, MapName_StatId_Table[i].szMapName ) == 0 )
return i;
}
return -1;
}
ConVar sv_debugroundstats( "sv_debugroundstats", "0", 0, "A temporary variable that will print extra information about stats upload which may be useful in debugging any problems." );
//=============================================================================
// HPE_BEGIN:
// [menglish] Addition of CCS_GameStats class
//=============================================================================
CCSGameStats CCS_GameStats;
CCSGameStats::StatContainerList_t* CCSGameStats::s_StatLists = new CCSGameStats::StatContainerList_t();
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : -
//-----------------------------------------------------------------------------
CCSGameStats::CCSGameStats()
{
gamestats = this;
Clear();
m_fDisseminationTimerLow = m_fDisseminationTimerHigh = 0.0f;
// create table for mapping prop models to stats
for ( int i = 0; i < ARRAYSIZE(PropModelStatsTableInit); ++i)
{
m_PropStatTable.Insert(PropModelStatsTableInit[i].szPropModelName, PropModelStatsTableInit[i].statType);
}
m_numberOfRoundsForDirectAverages = 0;
m_numberOfTerroristEntriesForDirectAverages = 0;
m_numberOfCounterTerroristEntriesForDirectAverages = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
// Input : -
//-----------------------------------------------------------------------------
CCSGameStats::~CCSGameStats()
{
Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Clear out game stats
// Input : -
//-----------------------------------------------------------------------------
void CCSGameStats::Clear( void )
{
m_PlayerSnipedPosition.Purge();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSGameStats::Init( void )
{
ListenForGameEvent( "round_start" );
ListenForGameEvent( "round_end" );
ListenForGameEvent( "break_prop" );
ListenForGameEvent( "player_decal");
ListenForGameEvent( "hegrenade_detonate");
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::PostInit( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::LevelShutdownPreClearSteamAPIContext( void )
{
// If we have any unsent round stats we better send them now or we'll lose them
UploadRoundStats();
GetSteamWorksSGameStatsUploader().EndSession();
}
extern double g_rowCommitTime;
extern double g_rowWriteTime;
void CCSGameStats::UploadRoundStats( void )
{
CFastTimer totalTimer, purchasesAndDeathsStatTimer, weaponsStatBuildTimer, weaponsStatSubmitTimer, submitTimer, cleanupTimer;
// Prevent uploading empty data
if ( !m_bInRound )
return;
if ( sv_noroundstats.GetBool() )
{
if ( sv_debugroundstats.GetBool() )
{
Msg( "sv_noroundstats is enabled. Not uploading round stats.\n" );
}
m_MarketPurchases.PurgeAndDeleteElements();
m_WeaponData.PurgeAndDeleteElements();
m_DeathData.PurgeAndDeleteElements();
return;
}
m_bInRound = false;
KeyValues *pKV = new KeyValues( "basedata" );
if ( !pKV )
return;
totalTimer.Start();
purchasesAndDeathsStatTimer.Start();
const char *pzMapName = gpGlobals->mapname.ToCStr();
pKV->SetString( "MapID", pzMapName );
for ( int k=0 ; k < m_MarketPurchases.Count() ; ++k )
SubmitStat( m_MarketPurchases[ k ] );
for ( int k=0 ; k < m_DeathData.Count() ; ++k )
SubmitStat( m_DeathData[ k ] );
purchasesAndDeathsStatTimer.End();
weaponsStatBuildTimer.Start();
// Now add the weapon stats that HPE collected
for (int iWeapon = 0; iWeapon < WEAPON_MAX; ++iWeapon)
{
CCSWeaponInfo* pInfo = GetWeaponInfo( (CSWeaponID)iWeapon );
if ( !pInfo )
continue;
const char* pWeaponName = pInfo->szClassName;
if ( !pWeaponName || !pWeaponName[0] || ( m_weaponStats[iWeapon][0].shots == 0 && m_weaponStats[iWeapon][1].shots == 0 ) )
continue;
m_WeaponData.AddToTail( new SCSSWeaponData( pWeaponName, m_weaponStats[iWeapon][0] ) );
// Now add the bot data if we're collecting detailled data
if ( GetSteamWorksSGameStatsUploader().IsCollectingDetails() )
{
char pWeaponNameModified[64];
V_snprintf( pWeaponNameModified, ARRAYSIZE(pWeaponNameModified), "%s_bot", pWeaponName );
m_WeaponData.AddToTail( new SCSSWeaponData( pWeaponNameModified, m_weaponStats[iWeapon][1] ) );
}
}
weaponsStatBuildTimer.End();
weaponsStatSubmitTimer.Start();
for ( int k=0 ; k < m_WeaponData.Count() ; ++k )
SubmitStat( m_WeaponData[ k ] );
weaponsStatSubmitTimer.End();
// Perform the actual submission
submitTimer.Start();
SubmitGameStats( pKV );
submitTimer.End();
int iPurchases, iDeathData, iWeaponData;
int listCount = s_StatLists->Count();
iPurchases = m_MarketPurchases.Count();
iDeathData = m_DeathData.Count();
iWeaponData = m_WeaponData.Count();
// Clear out the per round stats
cleanupTimer.Start();
m_MarketPurchases.Purge();
m_WeaponData.Purge();
m_DeathData.Purge();
pKV->deleteThis();
cleanupTimer.End();
totalTimer.End();
if ( sv_debugroundstats.GetBool() )
{
Msg( "**** ROUND STAT DEBUG ****\n" );
Msg( "UploadRoundStats completed. %.3f msec. Breakdown:\n a: %.3f msec\n b: %.3f msec\n c: %.3f msec\n d: %.3f msec\n e: %.3f msec\n objects: %d %d %d %d\n commit: %.3fms\n write: %.3fms.\n\n",
totalTimer.GetDuration().GetMillisecondsF(),
purchasesAndDeathsStatTimer.GetDuration().GetMillisecondsF(),
weaponsStatBuildTimer.GetDuration().GetMillisecondsF(),
weaponsStatSubmitTimer.GetDuration().GetMillisecondsF(),
submitTimer.GetDuration().GetMillisecondsF(),
cleanupTimer.GetDuration().GetMillisecondsF(),
iPurchases, iDeathData, iWeaponData, listCount,
g_rowCommitTime, g_rowWriteTime);
}
}
#ifdef _DEBUG
CON_COMMAND ( teststats, "Test command" )
{
CFastTimer totalTimer;
double uploadTime = 0.0f;
g_rowCommitTime = 0.0f;
g_rowWriteTime = 0.0f;
for( int i = 0; i < 1000; i++ )
{
KeyValues *pKV = new KeyValues( "basedata" );
if ( !pKV )
return;
pKV->SetName( "foobartest" );
pKV->SetUint64( "test1", 1234 );
pKV->SetUint64( "test2", 1234 );
pKV->SetUint64( "test3", 1234 );
pKV->SetUint64( "test4", 1234 );
pKV->SetString( "test5", "TEST1234567890TEST1234567890TEST!");
/*pKV->SetString( "test6", "TEST1234567890TEST1234567890TEST!");
pKV->SetString( "test7", "TEST1234567890TEST1234567890TEST!");
pKV->SetString( "test8", "TEST1234567890TEST1234567890TEST!");
pKV->SetString( "test9", "TEST1234567890TEST1234567890TEST!");*/
totalTimer.Start();
GetSteamWorksSGameStatsUploader().AddStatsForUpload( pKV, args.ArgC() == 1 );
totalTimer.End();
uploadTime += totalTimer.GetDuration().GetMillisecondsF();
}
Msg( "teststats took %.3f msec commit: %.3fms write: %.3fms.\n", uploadTime, g_rowCommitTime, g_rowWriteTime );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::SubmitGameStats( KeyValues *pKV )
{
int listCount = s_StatLists->Count();
for( int i=0; i < listCount; ++i )
{
// Create a master key value that has stats everybody should share (map name, session ID, etc)
(*s_StatLists)[i]->SendData(pKV);
(*s_StatLists)[i]->Clear();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_ShotFired( CBasePlayer *pPlayer, CBaseCombatWeapon* pWeapon )
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pWeapon);
//=============================================================================
// HPE_BEGIN:
// [dwenger] adding tracking for weapon used fun fact
//=============================================================================
if ( pCSPlayer )
{
// [dwenger] Update the player's tracking of which weapon type they fired
pCSPlayer->PlayerUsedFirearm( pWeapon );
//=============================================================================
// HPE_END
//=============================================================================
IncrementStat( pCSPlayer, CSSTAT_SHOTS_FIRED, 1 );
// Increment the individual weapon
if( pCSWeapon )
{
CSWeaponID weaponId = pCSWeapon->GetWeaponID();
for (int i = 0; WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED; ++i)
{
if ( WeaponName_StatId_Table[i].weaponId == weaponId )
{
IncrementStat( pCSPlayer, WeaponName_StatId_Table[i].shotStatId, 1 );
break;
}
}
int iType = pCSPlayer->IsBot();
++m_weaponStats[weaponId][iType].shots;
}
}
}
void CCSGameStats::Event_ShotHit( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
IncrementStat( pCSPlayer, CSSTAT_SHOTS_HIT, 1 );
CBaseEntity *pInflictor = info.GetInflictor();
if ( pInflictor )
{
if ( pInflictor == pPlayer )
{
if ( pPlayer->GetActiveWeapon() )
{
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pPlayer->GetActiveWeapon());
if (pCSWeapon)
{
CSWeaponID weaponId = pCSWeapon->GetWeaponID();
for (int i = 0; WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED; ++i)
{
if ( WeaponName_StatId_Table[i].weaponId == weaponId )
{
IncrementStat( pCSPlayer, WeaponName_StatId_Table[i].hitStatId, 1 );
break;
}
}
}
}
}
}
}
void CCSGameStats::Event_PlayerKilled( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
IncrementStat( pCSPlayer, CSSTAT_DEATHS, 1 );
}
void CCSGameStats::Event_PlayerSprayedDecal( CCSPlayer* pPlayer )
{
IncrementStat( pPlayer, CSSTAT_DECAL_SPRAYS, 1 );
}
void CCSGameStats::Event_PlayerKilled_PreWeaponDrop( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
CCSPlayer *pAttacker = ToCSPlayer( info.GetAttacker() );
bool victimZoomed = ( pCSPlayer->GetFOV() != pCSPlayer->GetDefaultFOV() );
if (victimZoomed)
{
IncrementStat(pAttacker, CSSTAT_KILLS_AGAINST_ZOOMED_SNIPER, 1);
}
//Check for knife fight
if (pAttacker && pCSPlayer && pAttacker == info.GetInflictor() && pAttacker->GetTeamNumber() != pCSPlayer->GetTeamNumber())
{
CWeaponCSBase* attackerWeapon = pAttacker->GetActiveCSWeapon();
CWeaponCSBase* victimWeapon = pCSPlayer->GetActiveCSWeapon();
if (attackerWeapon && victimWeapon)
{
CSWeaponID attackerWeaponID = attackerWeapon->GetWeaponID();
CSWeaponID victimWeaponID = victimWeapon->GetWeaponID();
if (attackerWeaponID == WEAPON_KNIFE && victimWeaponID == WEAPON_KNIFE)
{
IncrementStat(pAttacker, CSSTAT_KILLS_KNIFE_FIGHT, 1);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_BombPlanted( CCSPlayer* pPlayer)
{
IncrementStat( pPlayer, CSSTAT_NUM_BOMBS_PLANTED, 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_BombDefused( CCSPlayer* pPlayer)
{
IncrementStat( pPlayer, CSSTAT_NUM_BOMBS_DEFUSED, 1 );
IncrementStat( pPlayer, CSSTAT_OBJECTIVES_COMPLETED, 1 );
if( pPlayer && pPlayer->HasDefuser() )
{
IncrementStat( pPlayer, CSSTAT_BOMBS_DEFUSED_WITHKIT, 1 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Increment terrorist team stat
//-----------------------------------------------------------------------------
void CCSGameStats::Event_BombExploded( CCSPlayer* pPlayer )
{
IncrementStat( pPlayer, CSSTAT_OBJECTIVES_COMPLETED, 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_HostageRescued( CCSPlayer* pPlayer)
{
IncrementStat( pPlayer, CSSTAT_NUM_HOSTAGES_RESCUED, 1 );
}
//-----------------------------------------------------------------------------
// Purpose: Increment counter-terrorist team stat
//-----------------------------------------------------------------------------
void CCSGameStats::Event_AllHostagesRescued()
{
IncrementTeamStat( TEAM_CT, CSSTAT_OBJECTIVES_COMPLETED, 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_WindowShattered( CBasePlayer *pPlayer)
{
Assert( pPlayer );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
IncrementStat( pCSPlayer, CSSTAT_NUM_BROKEN_WINDOWS, 1 );
}
void CCSGameStats::Event_BreakProp( CCSPlayer* pPlayer, CBreakableProp *pProp )
{
if (!pPlayer)
return;
DevMsg("Player %s broke a %s (%i)\n", pPlayer->GetPlayerName(), pProp->GetModelName().ToCStr(), pProp->entindex());
int iIndex = m_PropStatTable.Find(pProp->GetModelName().ToCStr());
if (m_PropStatTable.IsValidIndex(iIndex))
{
IncrementStat(pPlayer, m_PropStatTable[iIndex], 1);
}
IncrementStat(pPlayer, CSSTAT_PROPSBROKEN_ALL, 1);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::UpdatePlayerRoundStats(int winner)
{
int mapIndex = GetCSLevelIndex(gpGlobals->mapname.ToCStr());
CSStatType_t mapStatWinIndex = CSSTAT_UNDEFINED, mapStatRoundIndex = CSSTAT_UNDEFINED;
if ( mapIndex != -1 )
{
mapStatWinIndex = MapName_StatId_Table[mapIndex].statWinsId;
mapStatRoundIndex = MapName_StatId_Table[mapIndex].statRoundsId;
}
// increment the team specific stats
IncrementTeamStat( winner, CSSTAT_ROUNDS_WON, 1 );
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
{
IncrementTeamStat( winner, mapStatWinIndex, 1 );
}
if ( CSGameRules()->IsPistolRound() )
{
IncrementTeamStat( winner, CSSTAT_PISTOLROUNDS_WON, 1 );
}
IncrementTeamStat( TEAM_TERRORIST, CSSTAT_ROUNDS_PLAYED, 1 );
IncrementTeamStat( TEAM_CT, CSSTAT_ROUNDS_PLAYED, 1 );
IncrementTeamStat( TEAM_TERRORIST, mapStatRoundIndex, 1 );
IncrementTeamStat( TEAM_CT, mapStatRoundIndex, 1 );
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->IsConnected() )
{
if ( winner == TEAM_CT )
{
IncrementStat( pPlayer, CSSTAT_CT_ROUNDS_WON, 1, true );
}
else if ( winner == TEAM_TERRORIST )
{
IncrementStat( pPlayer, CSSTAT_T_ROUNDS_WON, 1, true );
}
if ( winner == TEAM_CT || winner == TEAM_TERRORIST )
{
// Increment the win stats if this player is on the winning team
if ( pPlayer->GetTeamNumber() == winner )
{
IncrementStat( pPlayer, CSSTAT_ROUNDS_WON, 1, true );
if ( CSGameRules()->IsPistolRound() )
{
IncrementStat( pPlayer, CSSTAT_PISTOLROUNDS_WON, 1, true );
}
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
{
IncrementStat( pPlayer, mapStatWinIndex, 1, true );
}
}
IncrementStat( pPlayer, CSSTAT_ROUNDS_PLAYED, 1 );
if ( mapStatWinIndex != CSSTAT_UNDEFINED )
{
IncrementStat( pPlayer, mapStatRoundIndex, 1, true );
}
// set the play time for the round
IncrementStat( pPlayer, CSSTAT_PLAYTIME, (int)CSGameRules()->GetRoundElapsedTime(), true );
}
}
}
// send a stats update to all players
for ( int iPlayerIndex = 1; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->IsConnected())
{
SendStatsToPlayer(pPlayer, CSSTAT_PRIORITY_ENDROUND);
}
}
}
void CCSGameStats::SendRollingStatsAveragesToAllPlayers()
{
//The most stats we can send at once is the max message size minus the header, divided by the total size of each stat.
const int maxStatsPerMessage = (MAX_USER_MSG_DATA - sizeof(CSStatType_t)) / (3 * sizeof(float));
const int numMessagesNeeded = ((CSSTAT_MAX - CSSTAT_FIRST) / maxStatsPerMessage) + 1;
for (int batchIndex = 0 ; batchIndex < numMessagesNeeded ; ++batchIndex)
{
int firstStatInThisBatch = (batchIndex * maxStatsPerMessage) + CSSTAT_FIRST;
int lastMessageInThisBatch = firstStatInThisBatch + maxStatsPerMessage - 1;
CRecipientFilter filter;
filter.AddAllPlayers();
UserMessageBegin( filter, "MatchStatsUpdate" );
WRITE_SHORT(firstStatInThisBatch);
for ( int iStat = firstStatInThisBatch; iStat < CSSTAT_MAX && iStat <= lastMessageInThisBatch; ++iStat )
{
WRITE_FLOAT(m_rollingTStatAverages.m_fStat[iStat]);
WRITE_FLOAT(m_rollingCTStatAverages.m_fStat[iStat]);
WRITE_FLOAT(m_rollingPlayerStatAverages.m_fStat[iStat]);
}
MessageEnd();
}
}
void CCSGameStats::SendDirectStatsAveragesToAllPlayers()
{
//The most stats we can send at once is the max message size minus the header, divided by the total size of each stat.
const int maxStatsPerMessage = (MAX_USER_MSG_DATA - sizeof(CSStatType_t)) / (3 * sizeof(float));
const int numMessagesNeeded = ((CSSTAT_MAX - CSSTAT_FIRST) / maxStatsPerMessage) + 1;
for (int batchIndex = 0 ; batchIndex < numMessagesNeeded ; ++batchIndex)
{
int firstStatInThisBatch = (batchIndex * maxStatsPerMessage) + CSSTAT_FIRST;
int lastMessageInThisBatch = firstStatInThisBatch + maxStatsPerMessage - 1;
CRecipientFilter filter;
filter.AddAllPlayers();
UserMessageBegin( filter, "MatchStatsUpdate" );
WRITE_SHORT(firstStatInThisBatch);
for ( int iStat = firstStatInThisBatch; iStat < CSSTAT_MAX && iStat <= lastMessageInThisBatch; ++iStat )
{
WRITE_FLOAT(m_directTStatAverages.m_fStat[iStat]);
WRITE_FLOAT(m_directCTStatAverages.m_fStat[iStat]);
WRITE_FLOAT(m_directPlayerStatAverages.m_fStat[iStat]);
}
MessageEnd();
}
}
void CCSGameStats::ComputeRollingStatAverages()
{
int numPlayers = 0;
int numCTs = 0;
int numTs = 0;
RoundStatsRollingAverage_t currentRoundTStatsAverage;
RoundStatsRollingAverage_t currentRoundCTStatsAverage;
RoundStatsRollingAverage_t currentRoundPlayerStatsAverage;
currentRoundTStatsAverage.Reset();
currentRoundCTStatsAverage.Reset();
currentRoundPlayerStatsAverage.Reset();
//for ( int iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
{
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->IsConnected())
{
StatsCollection_t &roundStats = m_aPlayerStats[pPlayer->entindex()].statsCurrentRound;
int teamNumber = pPlayer->GetTeamNumber();
if (teamNumber == TEAM_CT)
{
numCTs++;
numPlayers++;
currentRoundCTStatsAverage += roundStats;
currentRoundPlayerStatsAverage += roundStats;
}
else if (teamNumber == TEAM_TERRORIST)
{
numTs++;
numPlayers++;
currentRoundTStatsAverage += roundStats;
currentRoundPlayerStatsAverage += roundStats;
}
}
}
if (numTs > 0)
{
currentRoundTStatsAverage /= numTs;
}
if (numCTs > 0)
{
currentRoundCTStatsAverage /= numCTs;
}
if (numPlayers > 0)
{
currentRoundPlayerStatsAverage /= numPlayers;
}
m_rollingTStatAverages.RollDataSetIntoAverage(currentRoundTStatsAverage);
m_rollingCTStatAverages.RollDataSetIntoAverage(currentRoundCTStatsAverage);
m_rollingPlayerStatAverages.RollDataSetIntoAverage(currentRoundPlayerStatsAverage);
}
}
void CCSGameStats::ComputeDirectStatAverages()
{
m_numberOfRoundsForDirectAverages++;
m_directCTStatAverages.Reset();
m_directTStatAverages.Reset();
m_directPlayerStatAverages.Reset();
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->IsConnected())
{
StatsCollection_t &matchStats = m_aPlayerStats[pPlayer->entindex()].statsCurrentMatch;
int teamNumber = pPlayer->GetTeamNumber();
if (teamNumber == TEAM_CT)
{
m_numberOfCounterTerroristEntriesForDirectAverages++;
m_directCTStatAverages += matchStats;
m_directPlayerStatAverages += matchStats;
}
else if (teamNumber == TEAM_TERRORIST)
{
m_numberOfTerroristEntriesForDirectAverages++;
m_directTStatAverages += matchStats;
m_directPlayerStatAverages += matchStats;
}
}
}
if (m_numberOfTerroristEntriesForDirectAverages > 0)
{
m_directTStatAverages /= m_numberOfTerroristEntriesForDirectAverages;
m_directTStatAverages *= m_numberOfRoundsForDirectAverages;
}
if (m_numberOfCounterTerroristEntriesForDirectAverages > 0)
{
m_directCTStatAverages /= m_numberOfCounterTerroristEntriesForDirectAverages;
m_directCTStatAverages *= m_numberOfRoundsForDirectAverages;
}
int numPlayers = m_numberOfCounterTerroristEntriesForDirectAverages + m_numberOfTerroristEntriesForDirectAverages;
if (numPlayers > 0)
{
m_directPlayerStatAverages /= numPlayers;
m_directPlayerStatAverages *= m_numberOfRoundsForDirectAverages;
}
}
//-----------------------------------------------------------------------------
// Purpose: Log accumulated weapon usage and performance data
//-----------------------------------------------------------------------------
void CCSGameStats::DumpMatchWeaponMetrics()
{
//// generate a filename
//time_t t = time( NULL );
//struct tm *now = localtime( &t );
//if ( !now )
// return;
//int year = now->tm_year + 1900;
//int month = now->tm_mon + 1;
//int day = now->tm_mday;
//int hour = now->tm_hour;
//int minute = now->tm_min;
//int second = now->tm_sec;
//char filename[ 128 ];
//Q_snprintf( filename, sizeof(filename), "wm_%4d%02d%02d_%02d%02d%02d_%s.csv",
// year, month, day, hour, minute, second, gpGlobals->mapname.ToCStr());
//FileHandle_t hLogFile = filesystem->Open( filename, "wt" );
//if ( hLogFile == FILESYSTEM_INVALID_HANDLE )
// return;
//filesystem->FPrintf(hLogFile, "%s\n", "WeaponId, Mode, Cost, Bullets, CycleTime, TotalShots, TotalHits, TotalDamage, TotalKills");
//for (int iWeapon = 0; iWeapon < WEAPON_MAX; ++iWeapon)
//{
// CCSWeaponInfo* pInfo = GetWeaponInfo( (CSWeaponID)iWeapon );
// if ( !pInfo )
// continue;
// const char* pWeaponName = pInfo->szClassName;
// if ( !pWeaponName )
// continue;
// if ( V_strncmp(pWeaponName, "weapon_", 7) == 0 )
// pWeaponName += 7;
// for ( int iMode = 0; iMode < WeaponMode_MAX; ++iMode)
// {
// filesystem->FPrintf(hLogFile, "%s, %d, %d, %d, %f, %d, %d, %d, %d\n",
// pWeaponName,
// iMode,
// pInfo->GetWeaponPrice(),
// pInfo->m_iBullets,
// pInfo->m_flCycleTime,
// m_weaponStats[iWeapon][iMode].shots,
// m_weaponStats[iWeapon][iMode].hits,
// m_weaponStats[iWeapon][iMode].damage,
// m_weaponStats[iWeapon][iMode].kills);
// }
//}
//filesystem->FPrintf(hLogFile, "\n");
//filesystem->FPrintf(hLogFile, "weapon_accuracy_model, %d\n", weapon_accuracy_model.GetInt());
//filesystem->FPrintf(hLogFile, "bot_difficulty, %d\n", cv_bot_difficulty.GetInt());
//g_pFullFileSystem->Close(hLogFile);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerConnected( CBasePlayer *pPlayer )
{
ResetPlayerStats( ToCSPlayer( pPlayer ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerDisconnected( CBasePlayer *pPlayer )
{
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
if ( !pCSPlayer )
return;
ResetPlayerStats( pCSPlayer );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerKilledOther( CBasePlayer *pAttacker, CBaseEntity *pVictim, const CTakeDamageInfo &info )
{
// This also gets called when the victim is a building. That gets tracked separately as building destruction, don't count it here
if ( !pVictim->IsPlayer() )
return;
CBaseEntity *pInflictor = info.GetInflictor();
CCSPlayer *pPlayerAttacker = ToCSPlayer( pAttacker );
CCSPlayer *pPlayerVictim = ToCSPlayer( pVictim );
// keep track of how many times every player kills every other player
TrackKillStats( pPlayerAttacker, pPlayerVictim );
// Skip rest of stat reporting for friendly fire
if ( pPlayerAttacker->GetTeam() == pVictim->GetTeam() )
return;
CSWeaponID weaponId = WEAPON_NONE;
if ( pInflictor )
{
if ( pInflictor == pAttacker )
{
if ( pAttacker->GetActiveWeapon() )
{
CBaseCombatWeapon* weapon = pAttacker->GetActiveWeapon();
if (weapon)
{
CWeaponCSBase* pCSWeapon = static_cast<CWeaponCSBase*>(weapon);
weaponId = pCSWeapon->GetWeaponID();
CCSWeaponInfo *info = GetWeaponInfo(weaponId);
if (info && info->m_iTeam != TEAM_UNASSIGNED && pAttacker->GetTeamNumber() != info->m_iTeam )
{
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_ENEMY_WEAPON, 1);
}
}
}
}
else
{
//In the case of grenades, the inflictor is the spawned grenade entity.
if ( V_strcmp(pInflictor->m_iClassname.ToCStr(), "hegrenade_projectile") == 0 )
weaponId = WEAPON_HEGRENADE;
}
}
// update weapon stats
++m_weaponStats[weaponId][pPlayerAttacker->IsBot()].kills;
for (int i = 0; WeaponName_StatId_Table[i].killStatId != CSSTAT_UNDEFINED; ++i)
{
if ( WeaponName_StatId_Table[i].weaponId == weaponId )
{
IncrementStat( pPlayerAttacker, WeaponName_StatId_Table[i].killStatId, 1 );
break;
}
}
if (pPlayerVictim && pPlayerVictim->IsBlind())
{
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_ENEMY_BLINDED, 1 );
}
if (pPlayerVictim && pPlayerAttacker && pPlayerAttacker->IsBlindForAchievement())
{
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_WHILE_BLINDED, 1 );
}
// [sbodenbender] check for deaths near planted bomb for funfact
if (pPlayerVictim && pPlayerAttacker && pPlayerAttacker->GetTeamNumber() == TEAM_TERRORIST && CSGameRules()->m_bBombPlanted)
{
float bombCheckDistSq = AchievementConsts::KillEnemyNearBomb_MaxDistance * AchievementConsts::KillEnemyNearBomb_MaxDistance;
for ( int i=0; i < g_PlantedC4s.Count(); i++ )
{
CPlantedC4 *pC4 = g_PlantedC4s[i];
if ( pC4->IsBombActive() )
{
Vector bombPos = pC4->GetAbsOrigin();
Vector victimToBomb = pPlayerVictim->GetAbsOrigin() - bombPos;
Vector attackerToBomb = pPlayerAttacker->GetAbsOrigin() - bombPos;
if (victimToBomb.LengthSqr() < bombCheckDistSq || attackerToBomb.LengthSqr() < bombCheckDistSq)
{
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_WHILE_DEFENDING_BOMB, 1);
break; // you only get credit for one kill even if you happen to be by more than one bomb
}
}
}
}
//Increment stat if this is a headshot.
if (info.GetDamageType() & DMG_HEADSHOT)
{
IncrementStat( pPlayerAttacker, CSSTAT_KILLS_HEADSHOT, 1 );
}
IncrementStat( pPlayerAttacker, CSSTAT_KILLS, 1 );
// we don't have a simple way (yet) to check if the victim actually just achieved The Unstoppable Force, so we
// award this achievement simply if they've met the requirements and would have received it.
PlayerStats_t &victimStats = m_aPlayerStats[pVictim->entindex()];
if (victimStats.statsCurrentRound[CSSTAT_KILLS] >= AchievementConsts::UnstoppableForce_Kills)
{
pPlayerAttacker->AwardAchievement(CSImmovableObject);
}
CCSGameRules::TeamPlayerCounts playerCounts[TEAM_MAXCOUNT];
CSGameRules()->GetPlayerCounts(playerCounts);
int iAttackerTeamNumber = pPlayerAttacker->GetTeamNumber() ;
if (playerCounts[iAttackerTeamNumber].totalAlivePlayers == 1 && playerCounts[iAttackerTeamNumber].killedPlayers >= 2)
{
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_WHILE_LAST_PLAYER_ALIVE, 1);
}
//if they were damaged by more than one person that must mean that someone else did damage before the killer finished them off.
if (pPlayerVictim->GetNumEnemyDamagers() > 1)
{
IncrementStat(pPlayerAttacker, CSSTAT_KILLS_ENEMY_WOUNDED, 1);
}
// Let's check for the "Happy Camper" achievement where we snipe two players while standing in the same spot.
if ( pPlayerAttacker && !pPlayerAttacker->IsBot() && weaponId != WEAPON_NONE )
{
// Were we using a sniper rifle?
bool bUsingSniper = ( weaponId == WEAPON_AWP ||
weaponId == WEAPON_SCOUT ||
weaponId == WEAPON_SG550 ||
weaponId == WEAPON_G3SG1 );
// If we're zoomed in
if ( bUsingSniper && pPlayerAttacker->GetFOV() != pPlayerAttacker->GetDefaultFOV() )
{
// Get our position
Vector position = pPlayerAttacker->GetAbsOrigin();
int userid = pPlayerAttacker->GetUserID();
bool bFoundPlayerEntry = false;
FOR_EACH_LL( m_PlayerSnipedPosition, iElement )
{
sHappyCamperSnipePosition *pSnipePosition = &m_PlayerSnipedPosition[iElement];
// We've found this player's entry. Next, check to see if they meet the achievement criteria
if ( userid == pSnipePosition->m_iUserID )
{
bFoundPlayerEntry = true;
Vector posDif = position - pSnipePosition->m_vPos;
// Give a small epsilon to account for floating point anomalies
if ( posDif.IsLengthLessThan( .01f) )
{
pPlayerAttacker->AwardAchievement( CSSnipeTwoFromSameSpot );
}
// Update their position
pSnipePosition->m_vPos = position;
break;
}
}
// No entry so add one
if ( !bFoundPlayerEntry )
{
m_PlayerSnipedPosition.AddToTail( sHappyCamperSnipePosition( userid, position ) );
}
}
}
}
void CCSGameStats::CalculateOverkill(CCSPlayer* pAttacker, CCSPlayer* pVictim)
{
//Count domination overkills - Do this before determining domination
if (pAttacker->GetTeam() != pVictim->GetTeam())
{
if (pAttacker->IsPlayerDominated(pVictim->entindex()))
{
IncrementStat( pAttacker, CSSTAT_DOMINATION_OVERKILLS, 1 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Steamworks Gamestats death tracking
//-----------------------------------------------------------------------------
void CCSGameStats::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
if ( !pVictim )
return;
m_DeathData.AddToTail( new SCSSDeathData( pVictim, info ) );
}
//-----------------------------------------------------------------------------
// Purpose: Stats event for giving damage to player
//-----------------------------------------------------------------------------
void CCSGameStats::Event_PlayerDamage( CBasePlayer *pBasePlayer, const CTakeDamageInfo &info )
{
CCSPlayer *pAttacker = ToCSPlayer( info.GetAttacker() );
if ( pAttacker && pAttacker->GetTeam() != pBasePlayer->GetTeam() )
{
CSWeaponMode weaponMode = Primary_Mode;
IncrementStat( pAttacker, CSSTAT_DAMAGE, info.GetDamage() );
if (pAttacker->m_bNightVisionOn)
{
IncrementStat( pAttacker, CSSTAT_NIGHTVISION_DAMAGE, info.GetDamage() );
}
const char *pWeaponName = NULL;
if ( info.GetInflictor() == info.GetAttacker() )
{
if ( pAttacker->GetActiveWeapon() )
{
CWeaponCSBase* pCSWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon());
if (pCSWeapon)
{
pWeaponName = pCSWeapon->GetClassname();
weaponMode = pCSWeapon->m_weaponMode;
}
}
}
// Need to determine the weapon name
else
{
pWeaponName = info.GetInflictor()->GetClassname();
}
// Unknown weapon?!?
if ( !pWeaponName )
return;
// Now update the damage this weapon has done
CSWeaponID weaponId = AliasToWeaponID( GetTranslatedWeaponAlias( pWeaponName ) );
for (int i = 0; WeaponName_StatId_Table[i].shotStatId != CSSTAT_UNDEFINED; ++i)
{
if ( weaponId == WeaponName_StatId_Table[i].weaponId )
{
int weaponId = WeaponName_StatId_Table[i].weaponId;
int iType = pAttacker->IsBot();
++m_weaponStats[weaponId][iType].hits;
m_weaponStats[weaponId][iType].damage += info.GetDamage();
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Stats event for giving money to player
//-----------------------------------------------------------------------------
void CCSGameStats::Event_MoneyEarned( CCSPlayer* pPlayer, int moneyEarned)
{
if ( pPlayer && moneyEarned > 0)
{
IncrementStat(pPlayer, CSSTAT_MONEY_EARNED, moneyEarned);
}
}
void CCSGameStats::Event_MoneySpent( CCSPlayer* pPlayer, int moneySpent, const char *pItemName )
{
if ( pPlayer && moneySpent > 0)
{
IncrementStat(pPlayer, CSSTAT_MONEY_SPENT, moneySpent);
if ( pItemName && !pPlayer->IsBot() )
{
CSteamID steamIDForBuyer;
pPlayer->GetSteamID( &steamIDForBuyer );
m_MarketPurchases.AddToTail( new SMarketPurchases( steamIDForBuyer.ConvertToUint64(), moneySpent, pItemName ) );
}
}
}
void CCSGameStats::Event_PlayerDonatedWeapon (CCSPlayer* pPlayer)
{
if (pPlayer)
{
IncrementStat(pPlayer, CSSTAT_WEAPONS_DONATED, 1);
}
}
void CCSGameStats::Event_MVPEarned( CCSPlayer* pPlayer )
{
if (pPlayer)
{
IncrementStat(pPlayer, CSSTAT_MVPS, 1);
}
}
void CCSGameStats::Event_KnifeUse( CCSPlayer* pPlayer, bool bStab, int iDamage )
{
if (pPlayer)
{
int weaponId = WEAPON_KNIFE;
int iType = pPlayer->IsBot();
IncrementStat( pPlayer, CSSTAT_SHOTS_KNIFE, 1 );
++m_weaponStats[weaponId][iType].shots;
if ( iDamage )
{
IncrementStat( pPlayer, CSSTAT_HITS_KNIFE, 1 );
++m_weaponStats[weaponId][iType].hits;
IncrementStat( pPlayer, CSSTAT_DAMAGE_KNIFE, iDamage );
m_weaponStats[weaponId][iType].damage += iDamage;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Event handler
//-----------------------------------------------------------------------------
void CCSGameStats::FireGameEvent( IGameEvent *event )
{
const char *pEventName = event->GetName();
if ( V_strcmp(pEventName, "round_start") == 0 )
{
m_PlayerSnipedPosition.Purge();
m_bInRound = true;
}
else if ( V_strcmp(pEventName, "round_end") == 0 )
{
const int reason = event->GetInt( "reason" );
if( reason == Game_Commencing )
{
ResetPlayerClassMatchStats();
}
else
{
UpdatePlayerRoundStats(event->GetInt("winner"));
ComputeDirectStatAverages();
SendDirectStatsAveragesToAllPlayers();
UploadRoundStats();
ResetWeaponStats();
}
return;
}
else if ( V_strcmp(pEventName, "break_prop") == 0 )
{
int userid = event->GetInt("userid", 0);
int entindex = event->GetInt("entindex", 0);
CBreakableProp* pProp = static_cast<CBreakableProp*>(CBaseEntity::Instance(entindex));
Event_BreakProp(ToCSPlayer(UTIL_PlayerByUserId(userid)), pProp);
}
else if ( V_strcmp(pEventName, "player_decal") == 0 )
{
int userid = event->GetInt("userid", 0);
Event_PlayerSprayedDecal(ToCSPlayer(UTIL_PlayerByUserId(userid)));
}
else if ( V_strcmp(pEventName, "hegrenade_detonate") == 0 )
{
int userid = event->GetInt("userid", 0);
IncrementStat( ToCSPlayer(UTIL_PlayerByUserId(userid)), CSSTAT_SHOTS_HEGRENADE, 1 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Return stats for the given player
//-----------------------------------------------------------------------------
const PlayerStats_t& CCSGameStats::FindPlayerStats( CBasePlayer *pPlayer ) const
{
return m_aPlayerStats[pPlayer->entindex()];
}
//-----------------------------------------------------------------------------
// Purpose: Return stats for the given team
//-----------------------------------------------------------------------------
const StatsCollection_t& CCSGameStats::GetTeamStats( int iTeamIndex ) const
{
int arrayIndex = iTeamIndex - FIRST_GAME_TEAM;
Assert( arrayIndex >= 0 && arrayIndex < TEAM_MAXCOUNT - FIRST_GAME_TEAM );
return m_aTeamStats[arrayIndex];
}
//-----------------------------------------------------------------------------
// Purpose: Resets the stats for each team
//-----------------------------------------------------------------------------
void CCSGameStats::ResetAllTeamStats()
{
for ( int i = 0; i < ARRAYSIZE(m_aTeamStats); ++i )
{
m_aTeamStats[i].Reset();
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets all stats (including round, match, accumulated and rolling averages
//-----------------------------------------------------------------------------
void CCSGameStats::ResetAllStats()
{
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
{
m_aPlayerStats[i].statsDelta.Reset();
m_aPlayerStats[i].statsCurrentRound.Reset();
m_aPlayerStats[i].statsCurrentMatch.Reset();
m_rollingCTStatAverages.Reset();
m_rollingTStatAverages.Reset();
m_rollingPlayerStatAverages.Reset();
m_numberOfRoundsForDirectAverages = 0;
m_numberOfTerroristEntriesForDirectAverages = 0;
m_numberOfCounterTerroristEntriesForDirectAverages = 0;
}
}
void CCSGameStats::ResetWeaponStats()
{
V_memset(m_weaponStats, 0, sizeof(m_weaponStats));
}
void CCSGameStats::IncrementTeamStat( int iTeamIndex, int iStatIndex, int iAmount )
{
int arrayIndex = iTeamIndex - TEAM_TERRORIST;
Assert( iStatIndex >= 0 && iStatIndex < CSSTAT_MAX );
if( arrayIndex >= 0 && arrayIndex < TEAM_MAXCOUNT - TEAM_TERRORIST )
{
m_aTeamStats[arrayIndex][iStatIndex] += iAmount;
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets all stats for this player
//-----------------------------------------------------------------------------
void CCSGameStats::ResetPlayerStats( CBasePlayer* pPlayer )
{
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
// reset the stats on this player
stats.Reset();
// reset the matrix of who killed whom with respect to this player
ResetKillHistory( pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose: Resets the kill history for this player
//-----------------------------------------------------------------------------
void CCSGameStats::ResetKillHistory( CBasePlayer* pPlayer )
{
int iPlayerIndex = pPlayer->entindex();
PlayerStats_t& statsPlayer = m_aPlayerStats[iPlayerIndex];
// for every other player, set all all the kills with respect to this player to 0
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
{
//reset their record of us.
PlayerStats_t &statsOther = m_aPlayerStats[i];
statsOther.statsKills.iNumKilled[iPlayerIndex] = 0;
statsOther.statsKills.iNumKilledBy[iPlayerIndex] = 0;
statsOther.statsKills.iNumKilledByUnanswered[iPlayerIndex] = 0;
//reset our record of them
statsPlayer.statsKills.iNumKilled[i] = 0;
statsPlayer.statsKills.iNumKilledBy[i] = 0;
statsPlayer.statsKills.iNumKilledByUnanswered[i] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Resets per-round stats for all players
//-----------------------------------------------------------------------------
void CCSGameStats::ResetRoundStats()
{
for ( int i = 0; i < ARRAYSIZE( m_aPlayerStats ); i++ )
{
m_aPlayerStats[i].statsCurrentRound.Reset();
}
}
//-----------------------------------------------------------------------------
// Purpose: Increments specified stat for specified player by specified amount
//-----------------------------------------------------------------------------
void CCSGameStats::IncrementStat( CCSPlayer* pPlayer, CSStatType_t statId, int iDelta, bool bPlayerOnly /* = false */ )
{
if ( pPlayer )
{
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
stats.statsDelta[statId] += iDelta;
stats.statsCurrentRound[statId] += iDelta;
stats.statsCurrentMatch[statId] += iDelta;
// increment team stat
int teamIndex = pPlayer->GetTeamNumber() - FIRST_GAME_TEAM;
if ( !bPlayerOnly && teamIndex >= 0 && teamIndex < ARRAYSIZE(m_aTeamStats) )
{
m_aTeamStats[teamIndex][statId] += iDelta;
}
for (int i = 0; i < ARRAYSIZE(ServerStatBasedAchievements); ++i)
{
if (ServerStatBasedAchievements[i].statId == statId)
{
// skip this if there is a map filter and it doesn't match
if (ServerStatBasedAchievements[i].mapFilter != NULL && V_strcmp(gpGlobals->mapname.ToCStr(), ServerStatBasedAchievements[i].mapFilter) != 0)
continue;
bool bWasMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId] - iDelta, stats.statsCurrentMatch[statId] - iDelta);
bool bIsMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId], stats.statsCurrentMatch[statId]);
if (!bWasMet && bIsMet)
{
pPlayer->AwardAchievement(ServerStatBasedAchievements[i].achievementId);
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the specified stat for specified player to the specified amount
//-----------------------------------------------------------------------------
void CCSGameStats::SetStat( CCSPlayer *pPlayer, CSStatType_t statId, int iValue )
{
if (pPlayer)
{
int oldRoundValue, oldMatchValue;
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
oldRoundValue = stats.statsCurrentRound[statId];
oldMatchValue = stats.statsCurrentMatch[statId];
stats.statsDelta[statId] = iValue;
stats.statsCurrentRound[statId] = iValue;
stats.statsCurrentMatch[statId] = iValue;
for (int i = 0; i < ARRAYSIZE(ServerStatBasedAchievements); ++i)
{
if (ServerStatBasedAchievements[i].statId == statId)
{
// skip this if there is a map filter and it doesn't match
if (ServerStatBasedAchievements[i].mapFilter != NULL && V_strcmp(gpGlobals->mapname.ToCStr(), ServerStatBasedAchievements[i].mapFilter) != 0)
continue;
bool bWasMet = ServerStatBasedAchievements[i].IsMet(oldRoundValue, oldMatchValue);
bool bIsMet = ServerStatBasedAchievements[i].IsMet(stats.statsCurrentRound[statId], stats.statsCurrentMatch[statId]);
if (!bWasMet && bIsMet)
{
pPlayer->AwardAchievement(ServerStatBasedAchievements[i].achievementId);
}
}
}
}
}
void CCSGameStats::SendStatsToPlayer( CCSPlayer * pPlayer, int iMinStatPriority )
{
ASSERT(CSSTAT_MAX < 255); // if we add more than 255 stats, we'll need to update this protocol
if ( pPlayer && pPlayer->IsConnected())
{
StatsCollection_t &deltaStats = m_aPlayerStats[pPlayer->entindex()].statsDelta;
// check to see if we have any stats to actually send
byte iStatsToSend = 0;
for ( int iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
{
ASSERT(CSStatProperty_Table[iStat].statId == iStat);
if ( CSStatProperty_Table[iStat].statId != iStat )
{
Warning( "CSStatProperty_Table[iStat].statId != iStat, (%d)", CSStatProperty_Table[iStat].statId );
}
int iPriority = CSStatProperty_Table[iStat].flags & CSSTAT_PRIORITY_MASK;
if (deltaStats[iStat] != 0 && iPriority >= iMinStatPriority)
{
++iStatsToSend;
}
}
// nothing changed - bail out
if ( !iStatsToSend )
return;
CSingleUserRecipientFilter filter( pPlayer );
filter.MakeReliable();
UserMessageBegin( filter, "PlayerStatsUpdate" );
CRC32_t crc;
CRC32_Init( &crc );
// begin the CRC with a trivially hidden key value to discourage packet modification
const uint32 key = 0x82DA9F4C; // this key should match the key in cs_client_gamestats.cpp
CRC32_ProcessBuffer( &crc, &key, sizeof(key));
// if we make any change to the ordering of the stats or this message format, update this value
const byte version = 0x01;
CRC32_ProcessBuffer( &crc, &version, sizeof(version));
WRITE_BYTE(version);
CRC32_ProcessBuffer( &crc, &iStatsToSend, sizeof(iStatsToSend));
WRITE_BYTE(iStatsToSend);
for ( byte iStat = CSSTAT_FIRST; iStat < CSSTAT_MAX; ++iStat )
{
int iPriority = CSStatProperty_Table[iStat].flags & CSSTAT_PRIORITY_MASK;
if (deltaStats[iStat] != 0 && iPriority >= iMinStatPriority)
{
CRC32_ProcessBuffer( &crc, &iStat, sizeof(iStat));
WRITE_BYTE(iStat);
Assert(deltaStats[iStat] <= 0x7FFF && deltaStats[iStat] > 0); // make sure we aren't truncating bits
short delta = deltaStats[iStat];
CRC32_ProcessBuffer( &crc, &delta, sizeof(delta));
WRITE_SHORT( deltaStats[iStat]);
deltaStats[iStat] = 0;
--iStatsToSend;
}
}
Assert(iStatsToSend == 0);
CRC32_Final( &crc );
WRITE_LONG(crc);
MessageEnd();
}
}
//-----------------------------------------------------------------------------
// Purpose: Sends intermittent stats updates for stats that need to be updated during a round and/or life
//-----------------------------------------------------------------------------
void CCSGameStats::PreClientUpdate()
{
int iMinStatPriority = -1;
m_fDisseminationTimerHigh += gpGlobals->frametime;
m_fDisseminationTimerLow += gpGlobals->frametime;
if ( m_fDisseminationTimerHigh > cDisseminationTimeHigh)
{
iMinStatPriority = CSSTAT_PRIORITY_HIGH;
m_fDisseminationTimerHigh = 0.0f;
if ( m_fDisseminationTimerLow > cDisseminationTimeLow)
{
iMinStatPriority = CSSTAT_PRIORITY_LOW;
m_fDisseminationTimerLow = 0.0f;
}
}
else
return;
//The proper time has elapsed, now send the update to every player
for ( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(iPlayerIndex) );
SendStatsToPlayer(pPlayer, iMinStatPriority);
}
}
//-----------------------------------------------------------------------------
// Purpose: Updates the stats of who has killed whom
//-----------------------------------------------------------------------------
void CCSGameStats::TrackKillStats( CCSPlayer *pAttacker, CCSPlayer *pVictim )
{
int iPlayerIndexAttacker = pAttacker->entindex();
int iPlayerIndexVictim = pVictim->entindex();
PlayerStats_t &statsAttacker = m_aPlayerStats[iPlayerIndexAttacker];
PlayerStats_t &statsVictim = m_aPlayerStats[iPlayerIndexVictim];
statsVictim.statsKills.iNumKilledBy[iPlayerIndexAttacker]++;
statsVictim.statsKills.iNumKilledByUnanswered[iPlayerIndexAttacker]++;
statsAttacker.statsKills.iNumKilled[iPlayerIndexVictim]++;
statsAttacker.statsKills.iNumKilledByUnanswered[iPlayerIndexVictim] = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Determines if attacker and victim have gotten domination or revenge
//-----------------------------------------------------------------------------
void CCSGameStats::CalcDominationAndRevenge( CCSPlayer *pAttacker, CCSPlayer *pVictim, int *piDeathFlags )
{
//=============================================================================
// HPE_BEGIN:
// [Forrest] Allow nemesis/revenge to be turned off for a server
//=============================================================================
if ( sv_nonemesis.GetBool() )
{
return;
}
//=============================================================================
// HPE_END
//=============================================================================
//If there is no attacker, there is no domination or revenge
if( !pAttacker || !pVictim )
{
return;
}
if (pAttacker->GetTeam() == pVictim->GetTeam())
{
return;
}
int iPlayerIndexVictim = pVictim->entindex();
PlayerStats_t &statsVictim = m_aPlayerStats[iPlayerIndexVictim];
// calculate # of unanswered kills between killer & victim
// This is plus 1 as this function gets called before the stat is updated. That is done so that the domination
// and revenge will be calculated prior to the death message being sent to the clients
int attackerEntityIndex = pAttacker->entindex();
int iKillsUnanswered = statsVictim.statsKills.iNumKilledByUnanswered[attackerEntityIndex] + 1;
if ( CS_KILLS_FOR_DOMINATION == iKillsUnanswered )
{
// this is the Nth unanswered kill between killer and victim, killer is now dominating victim
*piDeathFlags |= ( CS_DEATH_DOMINATION );
}
else if ( pVictim->IsPlayerDominated( pAttacker->entindex() ) )
{
// the killer killed someone who was dominating him, gains revenge
*piDeathFlags |= ( CS_DEATH_REVENGE );
}
//Check the overkill on 1 player achievement
if (iKillsUnanswered == CS_KILLS_FOR_DOMINATION + AchievementConsts::ExtendedDomination_AdditionalKills)
{
pAttacker->AwardAchievement(CSExtendedDomination);
}
if (iKillsUnanswered == CS_KILLS_FOR_DOMINATION)
{
//this is the Nth unanswered kill between killer and victim, killer is now dominating victim
//set victim to be dominated by killer
pAttacker->SetPlayerDominated( pVictim, true );
//Check concurrent dominations achievement
int numConcurrentDominations = 0;
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
{
CCSPlayer *pPlayer= ToCSPlayer( UTIL_PlayerByIndex( i ) );
if (pPlayer && pAttacker->IsPlayerDominated(pPlayer->entindex()))
{
numConcurrentDominations++;
}
}
if (numConcurrentDominations >= AchievementConsts::ConcurrentDominations_MinDominations)
{
pAttacker->AwardAchievement(CSConcurrentDominations);
}
// record stats
Event_PlayerDominatedOther( pAttacker, pVictim );
}
else if ( pVictim->IsPlayerDominated( pAttacker->entindex() ) )
{
// the killer killed someone who was dominating him, gains revenge
// set victim to no longer be dominating the killer
pVictim->SetPlayerDominated( pAttacker, false );
// record stats
Event_PlayerRevenge( pAttacker );
}
}
void CCSGameStats::Event_PlayerDominatedOther( CCSPlayer *pAttacker, CCSPlayer* pVictim )
{
IncrementStat( pAttacker, CSSTAT_DOMINATIONS, 1 );
}
void CCSGameStats::Event_PlayerRevenge( CCSPlayer *pAttacker )
{
IncrementStat( pAttacker, CSSTAT_REVENGES, 1 );
}
void CCSGameStats::Event_PlayerAvengedTeammate( CCSPlayer* pAttacker, CCSPlayer* pAvengedPlayer )
{
if (pAttacker && pAvengedPlayer)
{
IGameEvent *event = gameeventmanager->CreateEvent( "player_avenged_teammate" );
if ( event )
{
event->SetInt( "avenger_id", pAttacker->GetUserID() );
event->SetInt( "avenged_player_id", pAvengedPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
}
}
void CCSGameStats::Event_LevelInit()
{
ResetAllTeamStats();
ResetWeaponStats();
CBaseGameStats::Event_LevelInit();
GetSteamWorksSGameStatsUploader().StartSession();
}
void CCSGameStats::Event_LevelShutdown( float fElapsed )
{
DumpMatchWeaponMetrics();
CBaseGameStats::Event_LevelShutdown(fElapsed);
}
// Reset any per match info that resides in the player class
void CCSGameStats::ResetPlayerClassMatchStats()
{
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
pPlayer->SetNumMVPs( 0 );
}
}
}