1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Uploads gamestats via the SteamWorks API.
//
//=============================================================================//
#ifndef STEAMWORKS_GAMESTATS_H
#define STEAMWORKS_GAMESTATS_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
#include "GameEventListener.h"
#include "steam/steam_api.h"
#include "utlvector.h"
#ifndef _X360
#include "steam/isteamgamestats.h"
#endif
// Container to hold all the KeyValue stats to send only if the convar "steamworks_immediate_upload" is set to 0.
// Otherwise, the stats are uploaded as they are received.
typedef CUtlVector< KeyValues* > KeyValueStatList;
struct ClientServerSession_t
{
uint64 m_ServerSessionID;
RTime32 m_ConnectTime;
RTime32 m_DisconnectTime;
void Reset()
{
m_ServerSessionID = 0;
m_ConnectTime = 0;
m_DisconnectTime = 0;
}
};
//used to drive most of the game stat event handlers as well as track basic stats under the hood of CBaseGameStats
class CSteamWorksGameStatsUploader : public CAutoGameSystemPerFrame, public CGameEventListener
{
public:
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender() {}
// Gets called each frame
virtual void Update( float frametime ) {}
// Called after rendering
virtual void PostRender() {}
void AddClientPerfData( KeyValues *pKV );
void SetServerSessionID( uint64 serverID );
int GetFriendCountInGame();
#ifndef NO_STEAM
STEAM_CALLBACK_MANUAL( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoIssued, GameStatsSessionIssued_t, m_CallbackSteamSessionInfoIssued );
STEAM_CALLBACK_MANUAL( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoClosed, GameStatsSessionClosed_t, m_CallbackSteamSessionInfoClosed );
#endif
#endif
#ifdef GAME_DLL
#ifndef NO_STEAM
STEAM_GAMESERVER_CALLBACK( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoIssued, GameStatsSessionIssued_t, m_CallbackSteamSessionInfoIssued );
STEAM_GAMESERVER_CALLBACK( CSteamWorksGameStatsUploader, Steam_OnSteamSessionInfoClosed, GameStatsSessionClosed_t, m_CallbackSteamSessionInfoClosed );
#endif
#endif
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() {}
// called after entities think
virtual void FrameUpdatePostEntityThink();
virtual void PreClientUpdate() {}
void StartSession();
void EndSession();
void WriteSessionRow();
#ifdef GAME_DLL
void WriteHostsRow();
#endif
#ifdef CLIENT_DLL
void ClientDisconnect();
void ClearServerSessionID() { m_ServerSessionID = 0 ;}
int GetNumServerConnects() { return m_iServerConnectCount; }
#endif
bool IsCollectingDetails() { return m_bCollectingDetails; }
bool IsCollectingAnyData() { return m_bCollectingAny; }
CSteamWorksGameStatsUploader();
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init();
virtual void PostInit() {}
virtual void Shutdown() {}
// Level init, shutdown
virtual void LevelInitPreEntity() {}
virtual void LevelInitPostEntity() {}
virtual void LevelShutdown();
virtual void OnSave() {}
virtual void OnRestore() {}
virtual void SafeRemoveIfDesired() {}
virtual bool IsPerFrame() { return true; }
virtual void FireGameEvent( IGameEvent *event );
EResult AddStatsForUpload( KeyValues *pKV, bool bSendImmediately=true );
time_t GetTimeSinceEpoch();
void FlushStats();
uint32 GetServerIP() { return m_iServerIP; }
const char* GetHostName() { return m_pzHostName; }
bool IsPassworded() { return m_bPassword; }
RTime32 GetStartTime() { return m_StartTime; }
RTime32 GetEndTime() { return m_EndTime; }
#ifdef CLIENT_DLL
uint64 GetServerSessionID() { return m_ServerSessionID; }
#endif
uint64 GetSessionID() { return m_SessionID; }
void ClearSessionID();
private:
void UploadCvars();
void Reset();
bool VerifyInterface();
int GetHumanCountInGame();
EResult RequestSessionID();
bool AccessToSteamAPI();
EResult WriteIntToTable( const int value, uint64 iTableID, const char *pzRow );
EResult WriteInt64ToTable( const uint64 value, uint64 iTableID, const char *pzRow );
EResult WriteFloatToTable( const float value, uint64 iTableID, const char *pzRow );
EResult WriteStringToTable( const char *pzValue, uint64 iTableID, const char *pzRow );
EResult WriteOptionalFloatToTable( KeyValues *pKV, const char* keyName, uint64 iTableID, const char *pzRow);
EResult WriteOptionalIntToTable( KeyValues *pKV, const char* keyName, uint64 iTableID, const char *pzRow );
ISteamGameStats* GetInterface( void );
EResult ParseKeyValuesAndSendStats( KeyValues *pKV, bool bIncludeClientsServerSessionID = true );
void ServerAddressToInt();
ISteamGameStats* m_SteamWorksInterface;
uint64 m_UserID;
uint32 m_iAppID;
uint32 m_iServerIP;
int m_nClientJoinMethod;
char m_pzServerIP[MAX_PATH];
char m_pzMapStart[MAX_PATH];
char m_pzHostName[MAX_PATH];
RTime32 m_StartTime;
RTime32 m_EndTime;
int m_HumanCntInGame;
int m_FriendCntInGame;
bool m_bPassword;
// Session IDs
uint64 m_SessionID;
bool m_SessionIDRequestUnsent;
bool m_SessionIDRequestPending;
bool m_bCollectingAny;
bool m_bCollectingDetails;
#ifdef CLIENT_DLL
uint64 m_ServerSessionID;
#endif
bool m_ServiceTicking;
float m_LastServiceTick;
bool m_UploadedStats;
KeyValueStatList m_StatsToSend;
ClientServerSession_t m_ActiveSession;
int m_iServerConnectCount;
};
CSteamWorksGameStatsUploader& GetSteamWorksSGameStatsUploader();
#endif // STEAMWORKS_GAMESTATS_H
|