cstrike15_src/game/shared/portal/portal_gamestats_shared.h
2025-06-04 03:22:50 +02:00

267 lines
8.9 KiB
C++

//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// Purpose: Contains everything needed to create different gamestats tracking
// systems.
//
//===============================================================================
#if !defined( PORTAL_GAMESTATS_SHARED_H ) && !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
#define PORTAL_GAMESTATS_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "tier1/utlvector.h"
#include "tier1/utldict.h"
#include "shareddefs.h"
#include "fmtstr.h"
#include "steamworks_gamestats.h"
//=============================================================================
//
// Helper functions for creating key values
//
void AddDataToKV( KeyValues* pKV, const char* name, int data );
void AddDataToKV( KeyValues* pKV, const char* name, uint64 data );
void AddDataToKV( KeyValues* pKV, const char* name, float data );
void AddDataToKV( KeyValues* pKV, const char* name, bool data );
void AddDataToKV( KeyValues* pKV, const char* name, const char* data );
void AddDataToKV( KeyValues* pKV, const char* name, const Color& data );
void AddDataToKV( KeyValues* pKV, const char* name, short data );
void AddDataToKV( KeyValues* pKV, const char* name, unsigned data );
void AddDataToKV( KeyValues* pKV, const char* name, const Vector& data );
void AddPositionDataToKV( KeyValues* pKV, const char* name, const Vector &data );
//=============================================================================
//=============================================================================
//
// Helper functions for creating key values from arrays
//
void AddArrayDataToKV( KeyValues* pKV, const char* name, const short *data, unsigned size );
void AddArrayDataToKV( KeyValues* pKV, const char* name, const byte *data, unsigned size );
void AddArrayDataToKV( KeyValues* pKV, const char* name, const unsigned *data, unsigned size );
void AddStringDataToKV( KeyValues* pKV, const char* name, const char *data );
//=============================================================================
// Macros to ease the creation of SendData method for stats structs/classes
#define BEGIN_STAT_TABLE( tableName ) \
static const char* GetStatTableName( void ) { return tableName; } \
void BuildGamestatDataTable( KeyValues* pKV ) \
{ \
pKV->SetName( GetStatTableName() );
#define REGISTER_STAT( varName ) \
AddDataToKV(pKV, #varName, varName);
#define REGISTER_STAT_NAMED( varName, dbName ) \
AddDataToKV(pKV, dbName, varName);
#define REGISTER_STAT_POSITION( varName ) \
AddPositionDataToKV(pKV, #varName, varName);
#define REGISTER_STAT_POSITION_NAMED( varName, dbName ) \
AddPositionDataToKV(pKV, dbName, varName);
#define REGISTER_STAT_ARRAY( varName ) \
AddArrayDataToKV( pKV, #varName, varName, ARRAYSIZE( varName ) );
#define REGISTER_STAT_ARRAY_NAMED( varName, dbName ) \
AddArrayDataToKV( pKV, dbName, varName, ARRAYSIZE( varName ) );
#define REGISTER_STAT_STRING( varName ) \
AddStringDataToKV( pKV, #varName, varName );
#define REGISTER_STAT_STRING_NAMED( varName, dbName ) \
AddStringDataToKV( pKV, dbName, varName );
#define AUTO_STAT_TABLE_KEY() \
pKV->SetInt( "TimeSubmitted", GetUniqueIDForStatTable( *this ) );
#define END_STAT_TABLE() \
pKV->SetUint64( "TimeSubmitted", ::BaseStatData::TimeSubmitted ); \
GetSteamWorksSGameStatsUploader().AddStatsForUpload( pKV ); \
}
//-----------------------------------------------------------------------------
// Purpose: Templatized class for getting unique ID's for stat tables that need
// to be submitted multiple times per-session.
//-----------------------------------------------------------------------------
template < typename T >
class UniqueStatID_t
{
public:
static unsigned GetNext( void )
{
return ++s_nLastID;
}
static void Reset( void )
{
s_nLastID = 0;
}
private:
static unsigned s_nLastID;
};
template < typename T >
unsigned UniqueStatID_t< T >::s_nLastID = 0;
template < typename T >
unsigned GetUniqueIDForStatTable( const T &table )
{
return UniqueStatID_t< T >::GetNext();
}
//=============================================================================
//
// An interface for tracking gamestats.
//
class IGameStatTracker
{
public:
//-----------------------------------------------------------------------------
// Templatized methods to track a per-mission stat.
// The stat is copied, then deleted after it's sent to the SQL server.
//-----------------------------------------------------------------------------
template < typename T >
void SubmitStat( T& stat )
{
// Make a copy of the stat. All of the stat lists require pointers,
// so we need to protect against a stat allocated on the stack
T* pT = new T();
if( !pT )
return;
*pT = stat;
SubmitStat( pT );
}
//-----------------------------------------------------------------------------
// Templatized methods to track a per-mission stat (by pointer)
// The stat is deleted after it's sent to the SQL server
//-----------------------------------------------------------------------------
template < typename T >
void SubmitStat( T* pStat )
{
// Get the static stat table for this type and add the stat to it
GetStatTable<T>()->AddToTail( pStat );
}
//-----------------------------------------------------------------------------
// Add all stats to an existing key value file for submit.
//-----------------------------------------------------------------------------
virtual void SubmitGameStats( KeyValues *pKV ) = 0;
//-----------------------------------------------------------------------------
// Prints the memory usage of all of the stats being tracked
//-----------------------------------------------------------------------------
void PrintGamestatMemoryUsage( void );
protected:
//=============================================================================
//
// Used as a base interface to store a list of all templatized stat containers
//
class IStatContainer
{
public:
virtual void SendData( KeyValues *pKV ) = 0;
virtual void Clear( void ) = 0;
virtual void PrintMemoryUsage( void ) = 0;
};
// Defines a list of stat containers.
typedef CUtlVector< IStatContainer* > StatContainerList_t;
//-----------------------------------------------------------------------------
// Used to get a list of all stats containers being tracked by the deriving class
//-----------------------------------------------------------------------------
virtual StatContainerList_t* GetStatContainerList( void ) = 0;
private:
//=============================================================================
//
// Templatized list of stats submitted
//
template < typename T >
class CGameStatList : public IStatContainer, public CUtlVector< T* >
{
public:
//-----------------------------------------------------------------------------
// Get data ready to send to the SQL server
//-----------------------------------------------------------------------------
virtual void SendData( KeyValues *pKV )
{
//ASSERT( pKV != NULL );
// Duplicate the master KeyValue for each stat instance
for( int i=0; i < this->m_Size; ++i )
{
// Make a copy of the master key value and build the stat table
KeyValues *pKVCopy = this->operator [](i)->m_bUseGlobalData ? pKV->MakeCopy() : new KeyValues( "" );
this->operator [](i)->BuildGamestatDataTable( pKVCopy );
}
// Reset unique ID counter for the stat type
UniqueStatID_t< T >::Reset();
}
//-----------------------------------------------------------------------------
// Clear and delete every stat in this list
//-----------------------------------------------------------------------------
virtual void Clear( void )
{
this->PurgeAndDeleteElements();
}
//-----------------------------------------------------------------------------
// Print out details about this lists memory usage
//-----------------------------------------------------------------------------
virtual void PrintMemoryUsage( void )
{
if( this->m_Size == 0 )
return;
// Compute the memory used as the size of type times the list count
unsigned uMemoryUsed = this->m_Size * ( sizeof( T ) );
Msg( CFmtStr( " %d\tbytes used by %s table\n", uMemoryUsed, T::GetStatTableName() ) );
}
};
//-----------------------------------------------------------------------------
// Templatized method to get a single instance of a stat list per data type.
//-----------------------------------------------------------------------------
template < typename T >
CGameStatList< T >* GetStatTable( void )
{
static CGameStatList< T > *s_vecOfType = 0;
if( s_vecOfType == 0 )
{
s_vecOfType = new CGameStatList< T >();
GetStatContainerList()->AddToTail( s_vecOfType );
}
return s_vecOfType;
}
};
struct BaseStatData
{
BaseStatData()
{
TimeSubmitted = GetSteamWorksSGameStatsUploader().GetTimeSinceEpoch();
m_bUseGlobalData = true;
}
bool m_bUseGlobalData;
uint64 TimeSubmitted;
};
//=============================================================================
#endif // PORTAL_GAMESTATS_SHARED_H