280 lines
8.0 KiB
Ucode
280 lines
8.0 KiB
Ucode
|
/**
|
||
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
||
|
*
|
||
|
* Base class for handling recorded gameplay events that need to be written
|
||
|
*/
|
||
|
class GameplayEventsWriterBase extends GameplayEvents
|
||
|
native;
|
||
|
|
||
|
`define INCLUDE_GAME_STATS(dummy)
|
||
|
`include(Engine\Classes\GameStats.uci);
|
||
|
`undefine(INCLUDE_GAME_STATS)
|
||
|
|
||
|
/** Reference to the game (set by StartLogging/EndLogging) */
|
||
|
var const GameInfo Game;
|
||
|
|
||
|
/** Returns whether or not a logging session has been started */
|
||
|
function bool IsSessionInProgress()
|
||
|
{
|
||
|
return CurrentSessionInfo.bGameplaySessionInProgress;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Start timer for heartbeat polling
|
||
|
* @param HeartbeatDelta - polling frequency in seconds
|
||
|
*/
|
||
|
event StartPolling(float HearbeatDelta)
|
||
|
{
|
||
|
local WorldInfo WI;
|
||
|
WI = class'WorldInfo'.static.GetWorldInfo();
|
||
|
if (WI != None &&
|
||
|
WI.Game != None)
|
||
|
{
|
||
|
WI.Game.SetTimer(HearbeatDelta,true,nameof(Poll),self);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Stop timer for heartbeat polling
|
||
|
*/
|
||
|
event StopPolling()
|
||
|
{
|
||
|
local WorldInfo WI;
|
||
|
WI = class'WorldInfo'.static.GetWorldInfo();
|
||
|
if (WI != None &&
|
||
|
WI.Game != None)
|
||
|
{
|
||
|
WI.Game.ClearTimer(nameof(Poll),self);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Heartbeat function to record various stats (player location, etc) */
|
||
|
function Poll()
|
||
|
{
|
||
|
local WorldInfo WI;
|
||
|
WI = class'WorldInfo'.static.GetWorldInfo();
|
||
|
if (WI.Pauser == None)
|
||
|
{
|
||
|
//Get a sample of where everyone is at the moment
|
||
|
if (WI.Game != None &&
|
||
|
!WI.Game.bWaitingToStartMatch)
|
||
|
{
|
||
|
LogAllPlayerPositionsEvent(`PlayerStatId(LOCATION_POLL));
|
||
|
WI.Game.GameEventsPoll();
|
||
|
}
|
||
|
|
||
|
LogSystemPollEvents();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get the Id for the gametype the game is using
|
||
|
* @return Id related to the game specific game type being played
|
||
|
*/
|
||
|
event int GetGameTypeId()
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get the playlist id the game is using
|
||
|
* @return Id related to the game specific playlist id in use
|
||
|
*/
|
||
|
event int GetPlaylistId()
|
||
|
{
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Mark a new session, clear existing events, etc
|
||
|
*
|
||
|
* @param HeartbeatDelta - polling frequency (0 turns it off)
|
||
|
*/
|
||
|
function StartLogging(optional float HeartbeatDelta);
|
||
|
|
||
|
/**
|
||
|
* Resets the session, clearing all event data, but keeps the session ID/Timestamp intact
|
||
|
* @param HeartbeatDelta - polling frequency (0 turns it off)
|
||
|
*/
|
||
|
function ResetLogging(optional float HeartbeatDelta);
|
||
|
|
||
|
/**
|
||
|
* Mark the end of a logging session
|
||
|
* closes file, stops polling, etc
|
||
|
*/
|
||
|
function EndLogging();
|
||
|
|
||
|
/**
|
||
|
* Logs an int base game event
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Value the value associated with the event
|
||
|
*/
|
||
|
function LogGameIntEvent(int EventId, int Value);
|
||
|
|
||
|
/**
|
||
|
* Logs a string based game event
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Value the value associated with the event
|
||
|
*/
|
||
|
function LogGameStringEvent(int EventId, string Value);
|
||
|
|
||
|
/**
|
||
|
* Logs a float based game event
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Value the value associated with the event
|
||
|
*/
|
||
|
function LogGameFloatEvent(int EventId, float Value);
|
||
|
|
||
|
/**
|
||
|
* Logs a position based game event
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Position the position of the event
|
||
|
* @param Value the value associated with the event
|
||
|
*/
|
||
|
function LogGamePositionEvent(int EventId, const out vector Position, float Value);
|
||
|
|
||
|
/**
|
||
|
* Logs a int based team event
|
||
|
*
|
||
|
* @param EventId - the event being logged
|
||
|
* @param Team - the team associated with this event
|
||
|
* @param Value - the value associated with the event
|
||
|
*/
|
||
|
function LogTeamIntEvent(int EventId, TeamInfo Team, int Value);
|
||
|
|
||
|
/**
|
||
|
* Logs a float based team event
|
||
|
*
|
||
|
* @param EventId - the event being logged
|
||
|
* @param Team - the team associated with this event
|
||
|
* @param Value - the value associated with the event
|
||
|
*/
|
||
|
function LogTeamFloatEvent(int EventId, TeamInfo Team, float Value);
|
||
|
|
||
|
/**
|
||
|
* Logs a string based team event
|
||
|
*
|
||
|
* @param EventId - the event being logged
|
||
|
* @param Team - the team associated with this event
|
||
|
* @param Value - the value associated with the event
|
||
|
*/
|
||
|
function LogTeamStringEvent(int EventId, TeamInfo Team, string Value);
|
||
|
|
||
|
/**
|
||
|
* Logs an event with an integer value associated with it
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param Value the value for this event
|
||
|
*/
|
||
|
function LogPlayerIntEvent(int EventId, Controller Player, int Value);
|
||
|
|
||
|
/**
|
||
|
* Logs an event with an float value associated with it
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param Value the value for this event
|
||
|
*/
|
||
|
function LogPlayerFloatEvent(int EventId, Controller Player, float Value);
|
||
|
|
||
|
/**
|
||
|
* Logs an event with an string value associated with it
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param EventString the value for this event
|
||
|
*/
|
||
|
function LogPlayerStringEvent(int EventId, Controller Player, string EventString);
|
||
|
|
||
|
/**
|
||
|
* Logs a spawn event for a player (team, class, etc)
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param PawnClass the pawn this player spawned with
|
||
|
* @param Team the team the player is on
|
||
|
*/
|
||
|
function LogPlayerSpawnEvent(int EventId, Controller Player, class<Pawn> PawnClass, int TeamID);
|
||
|
|
||
|
/**
|
||
|
* Logs when a player leaves/joins a session
|
||
|
*
|
||
|
* @param EventId the login/logout event for the player
|
||
|
* @param Player the player that joined/left
|
||
|
* @param PlayerName the name of the player in question
|
||
|
* @param PlayerId the net id of the player in question
|
||
|
* @param bSplitScreen whether the player is on splitscreen
|
||
|
*/
|
||
|
function LogPlayerLoginChange(int EventId, Controller Player, string PlayerName, UniqueNetId PlayerId, bool bSplitScreen);
|
||
|
|
||
|
/**
|
||
|
* Logs the location of all players when this event occurred
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
*/
|
||
|
function LogAllPlayerPositionsEvent(int EventId);
|
||
|
|
||
|
/**
|
||
|
* Logs a player killing and a player being killed
|
||
|
*
|
||
|
* @param EventId the event that should be written
|
||
|
* @param KillType the additional information about a kill
|
||
|
* @param Killer the player that did the killing
|
||
|
* @param DmgType the damage type that was done
|
||
|
* @param Dead the player that was killed
|
||
|
*/
|
||
|
function LogPlayerKillDeath(int EventId, int KillType, Controller Killer, class<DamageType> DmgType, Controller Dead);
|
||
|
|
||
|
/**
|
||
|
* Logs a player to player event
|
||
|
*
|
||
|
* @param EventId the event that should be written
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param Target the player that was the recipient
|
||
|
*/
|
||
|
function LogPlayerPlayerEvent(int EventId, Controller Player, Controller Target);
|
||
|
|
||
|
/**
|
||
|
* Logs a weapon event with an integer value associated with it
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param WeaponClass the weapon class associated with the event
|
||
|
* @param Value the value for this event
|
||
|
*/
|
||
|
function LogWeaponIntEvent(int EventId, Controller Player, class<Weapon> WeaponClass, int Value);
|
||
|
|
||
|
/**
|
||
|
* Logs damage with the amount that was done and to whom it was done
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param DmgType the damage type that was done
|
||
|
* @param Target the player being damaged
|
||
|
* @param Amount the amount of damage done
|
||
|
*/
|
||
|
function LogDamageEvent(int EventId, Controller Player, class<DamageType> DmgType, Controller Target, int Amount);
|
||
|
|
||
|
/**
|
||
|
* Logs a projectile event with an integer value associated with it
|
||
|
*
|
||
|
* @param EventId the event being logged
|
||
|
* @param Player the player that triggered the event
|
||
|
* @param Proj the projectile class associated with the event
|
||
|
* @param Value the value for this event
|
||
|
*/
|
||
|
function LogProjectileIntEvent(int EventId, Controller Player, class<Projectile> Proj, int Value);
|
||
|
|
||
|
/** Log various system properties like memory usage, network usage, etc. */
|
||
|
function LogSystemPollEvents();
|
||
|
|
||
|
/** AI pathfinding failure event */
|
||
|
function RecordAIPathFail(Controller AI, coerce string reason, vector dest);
|
||
|
|
||
|
/** Coverlink fire event */
|
||
|
function int RecordCoverLinkFireLinks(CoverLink Link,Controller Player);
|