412 lines
14 KiB
Ucode
412 lines
14 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* Streams gameplay events recorded during a session to disk
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*/
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class GameStatsDatabase extends Object
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native(GameStats)
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config(Editor);
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`if(`__TW_ )
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/** Date Filters */
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enum GameStatsDateFilters
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{
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GSDF_Today,
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GSDF_Last3Days,
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GSDF_LastWeek,
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GSDF_LastYear
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};
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`else
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/** Date Filters */
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enum GameStatsDateFilters
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{
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GSDF_Today,
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GSDF_Last3Days,
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GSDF_LastWeek
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};
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`endif //__TW_
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/** Cached mapping of all files found on editor load to the maps they represent */
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var const private native transient MultiMap_Mirror MapNameToFilenameMapping{TMultiMap<FString, FString>};
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/** All events in the database */
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var const private native transient array<pointer> AllEvents{FIGameStatEntry};
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/** Mapping of all session query indices by session ID */
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var const private native transient Map_Mirror AllSessions{TMap<FString, struct FGameSessionEntry>};
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/** Mapping of session id to local filename */
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var const private native transient Map_Mirror SessionFilenamesBySessionID{TMap<FString, FString>};
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/** Mapping of session metadata by session id */
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var const private native transient Map_Mirror SessionInfoBySessionID{TMap<FString, struct FGameSessionInformation>};
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/** Mapping of recorded player metadata by session id */
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var const private native transient Map_Mirror PlayerListBySessionID{TMap<FString, TArray<struct FPlayerInformation> >};
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/** Mapping of recorded team metadata by session id */
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var const private native transient Map_Mirror TeamListBySessionID{TMap<FString, TArray<struct FTeamInformation> >};
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/** Mapping of recorded event metadata by session id */
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var const private native transient Map_Mirror SupportedEventsBySessionID{TMap<FString, TArray<struct FGameplayEventMetaData> >};
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/** Mapping of recorded weapon class metadata by session id */
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var const private native transient Map_Mirror WeaponClassesBySessionID{TMap<FString, TArray<struct FWeaponClassEventData> >};
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/** Mapping of recorded damage class metadata by session id */
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var const private native transient Map_Mirror DamageClassesBySessionID{TMap<FString, TArray<struct FDamageClassEventData> >};
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/** Mapping of recorded projectile class metadata by session id */
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var const private native transient Map_Mirror ProjectileClassesBySessionID{TMap<FString, TArray<struct FProjectileClassEventData> >};
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/** Mapping of recorded pawn class metadata by session id */
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var const private native transient Map_Mirror PawnClassesBySessionID{TMap<FString, TArray<struct FPawnClassEventData> >};
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/** Unique gametypes found in the database */
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var const transient array<string> AllGameTypes;
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/** REMOTE IMPLEMENTATION **/
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/** Pointer to the remote database interface */
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var const private native transient pointer RemoteDB{struct FGameStatsRemoteDB};
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/** Name of the class responsible for parsing stats file on disk */
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var config string GameStatsFileReaderClassname;
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/** Name of the class responsible for game state while parsing the stats file */
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var config string GameStateClassname;
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/** Representation of some session/value pair for database queries */
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struct native SessionIndexPair
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{
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/** The session this index is relevant for */
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var init string SessionId;
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/** The index we're searching for */
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var int Index;
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structcpptext
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{
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FSessionIndexPair(EEventParm)
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{
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appMemzero(this, sizeof(FSessionIndexPair));
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}
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FSessionIndexPair(const FString& InSessionId, const INT InIndex)
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: SessionId(InSessionId), Index(InIndex) {}
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}
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};
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/** The struct containing the current notion of a game stats database query */
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struct native GameStatsSearchQuery
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{
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/** Min time in query */
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var int StartTime;
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/** Max time in query */
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var int EndTime;
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/** Array of relevant session IDs */
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var array<string> SessionIDs;
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/** Array of relevant event IDs */
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var array<int> EventIDs;
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/** Array of relevant team indices */
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var array<SessionIndexPair> TeamIndices;
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/** Array of relevant player indices */
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var array<SessionIndexPair> PlayerIndices;
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structcpptext
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{
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/** Constructors */
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FGameStatsSearchQuery() {}
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FGameStatsSearchQuery(EEventParm)
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{
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appMemzero(this, sizeof(FGameStatsSearchQuery));
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}
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enum SearchQueryTypes
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{
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ALL_PLAYERS = INDEX_NONE,
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ALL_TEAMS = INDEX_NONE,
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ALL_EVENTS = INDEX_NONE,
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};
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}
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};
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/** Organizational notion of a stats session */
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struct native GameSessionEntry
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{
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/** Mapping of session ID to events recorded */
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var const init transient array<int> AllEvents;
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/** Any event that isn't specific to a player or team */
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var const transient array<int> GameEvents;
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/** Mapping of player index to events recorded */
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var const native transient MultiMap_Mirror EventsByPlayer{TMultiMap<INT, INT>};
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/** Mapping of round index to events recorded */
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var const native transient MultiMap_Mirror EventsByRound{TMultiMap<INT, INT>};
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/** Mapping of event index to events of that type */
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var const native transient MultiMap_Mirror EventsByType{TMultiMap<INT, INT>};
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/** Mapping of team index to events recorded */
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var const native transient MultiMap_Mirror EventsByTeam{TMultiMap<INT, INT>};
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structcpptext
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{
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/** Constructors */
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FGameSessionEntry() {}
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FGameSessionEntry(EEventParm)
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{
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appMemzero(this, sizeof(FGameSessionEntry));
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}
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/* Clear out all contained data */
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void Empty()
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{
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AllEvents.Empty();
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GameEvents.Empty();
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EventsByPlayer.Empty();
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EventsByRound.Empty();
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EventsByType.Empty();
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EventsByTeam.Empty();
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}
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}
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};
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/** Base implementation of a "database" entry */
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struct native IGameStatEntry
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{
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structcpptext
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{
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FIGameStatEntry() {}
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FIGameStatEntry(const struct FGameEventHeader& GameEvent);
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FIGameStatEntry(class FDataBaseRecordSet* RecordSet);
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/**
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* Every entry type must handle/accept the visitor interface
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* @param Visitor - Interface class wanting access to the entry
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*/
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virtual void Accept(class IGameStatsDatabaseVisitor* Visitor)
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{
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ensureMsg(0, TEXT("Game stats database entry type didn't implement Accept function!"));
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}
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}
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/** VTbl placeholder */
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var native const noexport pointer Vtbl_IGameStatEntry;
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/** Basic components of a game stat entry in the db */
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var init string EventName;
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var int EventID;
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var float EventTime;
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};
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/** Implementation of a query result set */
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struct native GameStatsRecordSet
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{
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var init array<int> LocalRecordSet;
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var init native array<pointer> RemoteRecordSet{FIGameStatEntry};
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structcpptext
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{
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INT GetNumResults() { return LocalRecordSet.Num() + RemoteRecordSet.Num(); }
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}
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};
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cpptext
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{
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public:
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/** @return TRUE if this database is able to access a remote database */
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UBOOL HasRemoteConnection() { return RemoteDB != NULL; }
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/**
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* Query this database
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* @param SearchQuery - the query to run on the database
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* @param Events - out array of indices of relevant events in the database
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* @return the number of results found for this query
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*/
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virtual INT QueryDatabase(const struct FGameStatsSearchQuery& Query, struct FGameStatsRecordSet& RecordSet);
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/**
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* Allows a visitor interface access to every database entry of interest
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* @param SessionID - session we're interested in
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* @param EventIndices - all events the visitor wants access to
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* @param Visitor - the visitor interface that will be accessing the data
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* @return TRUE if the visitor got what it needed from the visit, FALSE otherwise
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*/
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virtual UBOOL VisitEntries(const struct FGameStatsRecordSet& RecordSet, class IGameStatsDatabaseVisitor* Visitor);
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/**
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* Fill in database structures for a given sessionID if necessary
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* @param SessionID - session to cache data for
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*/
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virtual void PopulateSessionData(const FString& SessionID);
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protected:
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/*
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* Get all events associated with a given session
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* @param SessionID - session we're interested in
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* @param Events - array of indices related to relevant session events
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*/
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virtual INT GetEventsBySessionID(const FString& SessionID, TArray<INT>& Events);
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/*
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* Get all game events associated with a given session (neither player nor team)
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* @param SessionID - session we're interested in
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* @param Events - array of indices related to relevant game events
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*/
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virtual INT GetGameEventsBySession(const FString& SessionID, TArray<INT>& Events);
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/*
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* Get all events associated with a given team
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* @param SessionID - session we're interested in
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* @param TeamIndex - the team to return the events for (INDEX_NONE is all teams)
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* @param Events - array of indices related to relevant team events
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*/
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virtual INT GetEventsByTeam(const FString& SessionID, INT TeamIndex, TArray<INT>& Events);
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/*
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* Get all events associated with a given player
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* @param SessionID - session we're interested in
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* @param PlayerIndex - the player to return the events for (INDEX_NONE is all players)
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* @param Events - array of indices related to relevant player events
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*/
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virtual INT GetEventsByPlayer(const FString& SessionID, INT PlayerIndex, TArray<INT>& Events);
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/*
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* Get all events associated with a given round
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* @param SessionID - session we're interested in
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* @param RoundNumber - the round to return events for (INDEX_NONE is all rounds)
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* @param Events - array of indices related to relevant round events
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*/
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virtual INT GetEventsByRound(const FString& SessionID, INT RoundNumber, TArray<INT>& Events);
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/*
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* Get all events associated with a given event ID
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* @param SessionID - session we're interested in
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* @param EventID - the event of interest (INDEX_NONE is all events)
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* @param Events - array of indices related to relevant events
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*/
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virtual INT GetEventsByID(const FString& SessionID, INT EventID, TArray<INT>& Events);
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/** Searches the stats directory for relevant data files and populates the database */
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virtual void LoadLocalData(const FString& MapName, GameStatsDateFilters DateFilter);
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/** Connects to the remote database and populates the db with data */
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virtual void LoadRemoteData(const FString& MapName, GameStatsDateFilters DateFilter);
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/**
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* Open a game stats file for reading
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* @param Filename - name of the file that will be open for serialization
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* @return TRUE if successful, else FALSE
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*/
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virtual UBOOL OpenStatsFile(const FString& Filename);
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};
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/*
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* Initialize the database session for a given map
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* @param MapName - database will be populated with data relevant to this map
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*/
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native function Init(const string MapName, GameStatsDateFilters DateFilter);
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/*
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* Iterate over all valid files in the stats directory and create a mapping of map name to filename
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*/
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native function CacheLocalFilenames();
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/*
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* Get the gametypes in the database
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* @param GameTypes - array of all gametypes in the database
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*/
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native function GetGameTypes(out array<string> GameTypes);
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/*
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* Get the session ids in the database
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* @param DateFilter - Date enum to filter by
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* @param GameTypeFilter - GameClass name or "ANY"
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* @param SessionIDs - array of all sessions in the database
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*/
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native function GetSessionIDs(GameStatsDateFilters DateFilter, const string GameTypeFilter, out array<string> SessionIDs);
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/*
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* Is the session ID found in a local file or in the remote database
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* @param SessionID - session of interest
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* @return TRUE if this data is from a file on disk, FALSE if remote database
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*/
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native function bool IsSessionIDLocal(const string SessionID);
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/**
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* Get a list of the players by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of players
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*/
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native function GetSessionInfoBySessionID(const string SessionID, out GameSessionInformation OutSessionInfo);
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/**
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* Get a list of the players by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of players
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*/
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native function GetPlayersListBySessionID(const string SessionID, out array<PlayerInformation> OutPlayerList);
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/**
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* Get a list of the teams by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of teams
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*/
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native function GetTeamListBySessionID(const string SessionID, out array<TeamInformation> OutTeamList);
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/**
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* Get a list of the recorded events by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of events
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*/
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native function GetEventsListBySessionID(const string SessionID, out array<GameplayEventMetaData> OutGameplayEvents);
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/**
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* Get a list of the recorded weapons by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of weapons
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*/
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native function GetWeaponListBySessionID(const string SessionID, out array<WeaponClassEventData> OutWeaponList);
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/**
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* Get a list of the recorded damage types by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of damage types
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*/
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native function GetDamageListBySessionID(const string SessionID, out array<DamageClassEventData> OutDamageList);
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/**
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* Get a list of the recorded projectiles by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of projectiles
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*/
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native function GetProjectileListBySessionID(const string SessionID, out array<ProjectileClassEventData> OutProjectileList);
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/**
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* Get a list of the recorded pawn types by session ID
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* @param SessionID - session ID to get the list for
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* @param PlayerList - output array of pawn types
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*/
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native function GetPawnListBySessionID(const string SessionID, out array<PawnClassEventData> OutPawnList);
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/*
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* Get the total count of events of a given type
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* @param SessionID - session we're interested in
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* @param EventID - the event to return the count for
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*/
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native function int GetEventCountByType(const string SessionID, int EventID);
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/*
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* Empty all tables in the database
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*/
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native function ClearDatabase();
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/*
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* Upload a given session ID to the master database
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* @SessionID - session ID to upload
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* @return TRUE if successful, FALSE for any error condition
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*/
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native function bool UploadSession(const string SessionID);
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