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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: module for gathering performance stats for upload so that we can
//  monitor performance regressions and improvements
//
//=====================================================================================//


#include "cbase.h"
#include "statgather.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"


#define STATS_WINDOW_SIZE ( 60 * 10 )						// # of records to hold
#define STATS_RECORD_INTERVAL 1								// # of seconds between data grabs. 2 * 300 = every 10 minutes


struct StatsBufferRecord_t
{
	float m_flFrameRate;									// fps

};

const int PERFDATA_LEVEL = 1;
const int PERFDATA_SHUTDOWN = 2;

class CStatsRecorder : public CAutoGameSystem
{

	StatsBufferRecord_t m_StatsBuffer[STATS_WINDOW_SIZE];
	bool m_bBufferFull;
	float m_flLastRealTime;
	float m_flLastSampleTime;

	template<class T> T AverageStat( T StatsBufferRecord_t::*field ) const
	{
		T sum = 0;
		for( int i = 0; i < STATS_WINDOW_SIZE; i++ )
			sum += m_StatsBuffer[i].*field;
		return sum / STATS_WINDOW_SIZE;
	}

	template<class T> T MaxStat( T StatsBufferRecord_t::*field ) const
	{
		T maxsofar = -16000000;
		for( int i = 0; i < STATS_WINDOW_SIZE; i++ )
			maxsofar = MAX( maxsofar, m_StatsBuffer[i].*field );
		return maxsofar;
	}

	template<class T> T MinStat( T StatsBufferRecord_t::*field ) const
	{
		T minsofar = 16000000;
		for( int i = 0; i < STATS_WINDOW_SIZE; i++ )
			minsofar = MIN( minsofar, m_StatsBuffer[i].*field );
		return minsofar;
	}

	inline void AdvanceIndex( void )
	{
		m_nWriteIndex++;
		if ( m_nWriteIndex == STATS_WINDOW_SIZE )
		{
			m_nWriteIndex = 0;
			m_bBufferFull = true;
		}
	}

	void LevelInitPreEntity() 
	{
		m_flTimeLevelStart = gpGlobals->curtime;
	}

	void LevelShutdownPreEntity() 
	{
		float flLevelTime = gpGlobals->curtime - m_flTimeLevelStart;
		m_flTotalTimeInLevels += flLevelTime;
		m_iNumLevels ++;
		UploadPerfData( PERFDATA_LEVEL );
	}

	void Shutdown()
	{
		UploadPerfData( PERFDATA_SHUTDOWN );
	}

public:
	int m_nWriteIndex;
	float m_flTimeLevelStart;
	float m_flTotalTimeInLevels;
	int m_iNumLevels;
	CStatsRecorder( void )
	{
		m_bBufferFull = false;
		m_nWriteIndex = 0;
		m_flLastRealTime = -1;
		m_flLastSampleTime = -1;
		m_flTimeLevelStart = 0;
		m_flTotalTimeInLevels = 0;
		m_iNumLevels = 0;
	}

	char const *GetPerfStatsString( int iType );
	void UploadPerfData( int iType );
	void UpdatePerfStats( void );
};

char s_cPerfString[2048];

static inline char const *SafeString( char const *pStr )
{
	return ( pStr ) ? pStr : "?";
}

// get the string record for sending to the server. Contains perf data and hardware/software
// info. Returns NULL if there isn't a good record to send (i.e. not enough data yet).
// A successful Get() resets the stats
char const *CStatsRecorder::GetPerfStatsString( int iType )
{
	switch ( iType )
	{
	case PERFDATA_LEVEL:
	{
		if ( ! m_bBufferFull )
			return NULL;

		float flAverageFrameRate = AverageStat( &StatsBufferRecord_t::m_flFrameRate );
		float flMinFrameRate = MinStat( &StatsBufferRecord_t::m_flFrameRate );
		float flMaxFrameRate = MaxStat( &StatsBufferRecord_t::m_flFrameRate );

		const CPUInformation &cpu = GetCPUInformation();
		MaterialAdapterInfo_t gpu;
		materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), gpu );

		CMatRenderContextPtr pRenderContext( materials );
		int dest_width,dest_height;
		pRenderContext->GetRenderTargetDimensions( dest_width, dest_height );

		char szMap[MAX_PATH+1]="";
		Q_FileBase( engine->GetLevelName(), szMap, ARRAYSIZE( szMap ) );

		V_snprintf( s_cPerfString, sizeof( s_cPerfString ), 
			"PERFDATA:AvgFps=%4.2f MinFps=%4.2f MaxFps=%4.2f CPUID=\"%s\" CPUGhz=%2.2f "
			"NumCores=%d GPUDrv=\"%s\" "
			"GPUVendor=%d GPUDeviceID=%d "
			"GPUDriverVersion=\"%d.%d\" DxLvl=%d "
			"Width=%d Height=%d MapName=%s",
			flAverageFrameRate,
			flMinFrameRate,
			flMaxFrameRate,
			cpu.m_szProcessorID,
			cpu.m_Speed * ( 1.0 / 1.0e9 ),
			cpu.m_nPhysicalProcessors,
			SafeString( gpu.m_pDriverName ),
			gpu.m_VendorID,
			gpu.m_DeviceID,
			gpu.m_nDriverVersionHigh,
			gpu.m_nDriverVersionLow,
			g_pMaterialSystemHardwareConfig->GetDXSupportLevel(),
			dest_width, dest_height, szMap
			);
		// get rid of chars that we hate in vendor strings
		for( char *i = s_cPerfString; *i; i++ )
		{
			if ( ( i[0]=='\n' ) || ( i[0]=='\r' )  || ( i[0]==';' ) )
				i[0]=' ';
		}

		// clear buffer
		m_nWriteIndex = 0;
		m_bBufferFull = false;

		return s_cPerfString;
	}
	case PERFDATA_SHUTDOWN:
		V_snprintf( s_cPerfString, sizeof( s_cPerfString ), "PERFDATA:TotalLevelTime=%d NumLevels=%d",
			(int) m_flTotalTimeInLevels, m_iNumLevels );
		return s_cPerfString;

	default:
		Assert( false );
		return NULL;
	}
}

void CStatsRecorder::UpdatePerfStats( void )
{
	float flCurTime = Plat_FloatTime();
	if (
		( m_flLastSampleTime == -1 ) || 
		( flCurTime - m_flLastSampleTime >= STATS_RECORD_INTERVAL ) )
	{
		if ( ( m_flLastRealTime > 0 ) && ( flCurTime > m_flLastRealTime ) )
		{
			float flFrameRate = 1.0 / ( flCurTime - m_flLastRealTime );
			StatsBufferRecord_t &stat = m_StatsBuffer[m_nWriteIndex];
			stat.m_flFrameRate = flFrameRate;
			AdvanceIndex();
			m_flLastSampleTime = flCurTime;
		}
	}
	m_flLastRealTime = flCurTime;
}

static CStatsRecorder s_StatsRecorder;

void UpdatePerfStats( void )
{
	s_StatsRecorder.UpdatePerfStats();
}

static void ShowPerfStats( void )
{
	char const *pStr = s_StatsRecorder.GetPerfStatsString( PERFDATA_LEVEL );
	if ( pStr )
		Warning( "%s\n", pStr );
	else
		Warning( "%d records stored. buffer not full.\n", s_StatsRecorder.m_nWriteIndex );
}

static ConCommand perfstats( "cl_perfstats", ShowPerfStats, "Dump the perf monitoring string" );


// upload performance to steam, if we have any. This is a blocking call.
void CStatsRecorder::UploadPerfData( int iType )
{
	if( g_pClientGameStatsUploader )
	{
		char const *pPerfData = GetPerfStatsString( iType );

		if ( pPerfData )
		{
			g_pClientGameStatsUploader->UploadGameStats( "",
														 1,
														 1 + strlen( pPerfData ),
														 pPerfData );
		}
	}	
}