272 lines
10 KiB
Ucode
272 lines
10 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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* Base class for generating reports from the game stats data
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*/
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class GameStatsReport extends Object
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abstract
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config(Editor)
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native(GameStats);
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enum EReportType
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{
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RT_SingleSession, // Single session recorded
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RT_Game // All sessions related (all data under a single GUID)
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};
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/** Basic key value pair structure for XML output */
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struct native MetaKeyValuePair
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{
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var init string Tag;
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var init string Key;
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var init string Value;
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structcpptext
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{
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FMetaKeyValuePair()
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{}
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FMetaKeyValuePair(EEventParm)
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{
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appMemzero(this, sizeof(FMetaKeyValuePair));
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}
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FMetaKeyValuePair(const FString& InTag) : Tag(InTag) {}
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}
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};
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/** Basic XML container, contains key value pairs and other sub categories */
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struct native Category
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{
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var init string Tag;
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var init string Header;
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var int id;
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var init array<MetaKeyValuePair> KeyValuePairs;
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var init array<Category> SubCategories;
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structcpptext
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{
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FCategory()
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{}
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FCategory(EEventParm)
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{
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appMemzero(this, sizeof(FCategory));
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}
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FCategory(const FString& InTag, const FString& InHeader) : Tag(InTag), Header(InHeader), Id(INDEX_NONE) {}
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}
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};
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/** Heatmap queries to generate for this report */
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struct native HeatmapQuery
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{
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/** Name to call this heatmap */
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var string HeatmapName;
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/** Events to include in the query */
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var array<int> EventIDs;
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/** Filename for the query output */
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var string ImageFilename;
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};
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/** Copy of the session info */
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var GameSessionInformation SessionInfo;
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/** Instance of the game state */
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var transient GameStateObject GameState;
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/** Instance of the file reader */
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var transient GameplayEventsReader StatsFileReader;
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/** Game stats aggregator */
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var transient GameStatsAggregator Aggregator;
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/** Events to post in the special "highlights" sections of the report */
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var array<int> HighlightEvents;
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/** EventIDs to display as columns for game stats */
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var array<int> GameStatsColumns;
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/** EventIDs to display as columns for team stats */
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var array<int> TeamStatsColumns;
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/** EventIDs to display as columns for player stats */
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var array<int> PlayerStatsColumns;
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/** EventIDs to display as columns for weapon stats */
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var array<int> WeaponStatsColumns;
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/** EventIDs to display as columns for damage stats */
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var array<int> DamageStatsColumns;
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/** EventIDs to display as columns for projectile stats */
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var array<int> ProjectileStatsColumns;
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/** EventIDs to display as columns for pawn stats */
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var array<int> PawnStatsColumns;
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/** Base URL for report location */
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var config string ReportBaseURL;
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cpptext
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{
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/** Output the entire report in XML */
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virtual void WriteReport(FArchive& Ar);
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/**
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* Write the session header information to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteSessionHeader(FArchive& Ar, INT IndentCount);
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/**
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* Write the any image reference information to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteImageMetadata(FArchive& Ar, INT IndentCount);
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/**
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* Write the session metadata to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteMetadata(FArchive& Ar, INT IndentCount);
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/**
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* Write the game stats data to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteGameValues(FArchive& Ar, INT IndentCount);
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/**
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* Write the team stats data to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteTeamValues(FArchive& Ar, INT IndentCount);
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/**
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* Fill out the information for a single team
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* @param Team - XML object to fill in with data
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* @param TeamIndex - team currently being written out
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*/
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virtual void WriteTeamValue(FCategory& Team, INT TeamIndex);
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/**
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* Write the player stats data to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WritePlayerValues(FArchive& Ar, INT IndentCount);
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/**
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* Fill out the information for a single player
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* @param Player - XML object to fill in with data
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* @param PlayerIndex - player currently being written out
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*/
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virtual void WritePlayerValue(FCategory& Player, INT PlayerIndex);
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/**
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* Write the weapon stats data to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteWeaponValues(FArchive& Ar, INT IndentCount);
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/**
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* Write the damage stats data to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteDamageValues(FArchive& Ar, INT IndentCount);
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/**
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* Write the projectile stats data to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteProjectileValues(FArchive& Ar, INT IndentCount);
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/**
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* Write the pawn stats data to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WritePawnValues(FArchive& Ar, INT IndentCount);
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/**
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* Write anything game specific to XML
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* @param Ar - archive to write out
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* @param IndentCount - number of tabs to indent this information
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*/
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virtual void WriteGameSpecificValues(FArchive& Ar, INT IndentCount) {}
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/**
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* Get an URL related this report
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* @param ReportType - report type to generate
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* @return URL passed to a browser to view the report
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*/
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virtual FString GetReportURL(EReportType ReportType) { return TEXT(""); }
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/** @return the location of the file generated */
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virtual FString GetReportFilename(const FString& FileExt);
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/** @return list of heatmap queries to run on the database for this report */
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virtual void GetHeatmapQueries(TArray<FHeatmapQuery>& HeatmapQueries);
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/*
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* Get all the event columns to be displayed in the whole report
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* @param EventColumns - structure to add columns to
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*/
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virtual void GetAllEventColumns(TArray<INT>& EventColumns);
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/*
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* Get all the weapon events for a given time period (uses WeaponStatsColumns)
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* @param ParentCategory - XML container to fill with the data
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* @param TimePeriod - TimePeriod (0 game, 1+ round)
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* @param WeaponEvents - the aggregate events structure to get the data from
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* @param StatsReader - the file reader containing the weapon metadata
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*/
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void GetWeaponValuesForTimePeriod(FCategory& ParentCategory, INT TimePeriod, const struct FWeaponEvents& WeaponEvents, const class UGameplayEventsReader* StatsReader);
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/*
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* Get all the damage events for a given time period (uses DamageStatsColumns)
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* @param ParentCategory - XML container to fill with the data
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* @param TimePeriod - TimePeriod (0 game, 1+ round)
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* @param DamageEvents - the aggregate events structure to get the data from
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* @param StatsReader - the file reader containing the damage metadata
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*/
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void GetDamageValuesForTimePeriod(FCategory& ParentCategory, INT TimePeriod, const struct FDamageEvents& DamageEvents, const class UGameplayEventsReader* StatsReader);
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/*
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* Get all the projectile events for a given time period (uses ProjectileStatsColumns)
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* @param ParentCategory - XML container to fill with the data
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* @param TimePeriod - TimePeriod (0 game, 1+ round)
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* @param ProjectileEvents - the aggregate events structure to get the data from
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* @param StatsReader - the file reader containing the projectile metadata
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*/
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void GetProjectileValuesForTimePeriod(FCategory& ParentCategory, INT TimePeriod, const struct FProjectileEvents& ProjectileEvents, const class UGameplayEventsReader* StatsReader);
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/*
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* Get all the pawn events for a given time period (uses PawnStatsColumns)
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* @param ParentCategory - XML container to fill with the data
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* @param TimePeriod - TimePeriod (0 game, 1+ round)
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* @param PawnEvents - the aggregate events structure to get the data from
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* @param StatsReader - the file reader containing the pawn metadata
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*/
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void GetPawnValuesForTimePeriod(FCategory& ParentCategory, INT TimePeriod, const struct FPawnEvents& PawnEvents, const class UGameplayEventsReader* StatsReader);
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};
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defaultproperties
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{
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// Player events to highlight at top of report
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HighlightEvents.Add(GAMEEVENT_AGGREGATED_PLAYER_KILLS);
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HighlightEvents.Add(GAMEEVENT_AGGREGATED_PLAYER_DEATHS);
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HighlightEvents.Add(GAMEEVENT_AGGREGATED_PAWN_SPAWN);
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HighlightEvents.Add(GAMEEVENT_AGGREGATED_PLAYER_MATCH_WON);
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// Team stats to display
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TeamStatsColumns.Add(GAMEEVENT_AGGREGATED_TEAM_GAME_SCORE)
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TeamStatsColumns.Add(GAMEEVENT_AGGREGATED_TEAM_MATCH_WON)
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TeamStatsColumns.Add(GAMEEVENT_AGGREGATED_TEAM_ROUND_WON)
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TeamStatsColumns.Add(GAMEEVENT_AGGREGATED_TEAM_KILLS)
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TeamStatsColumns.Add(GAMEEVENT_AGGREGATED_TEAM_DEATHS)
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// Player stats to display
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PlayerStatsColumns.Add(GAMEEVENT_AGGREGATED_PLAYER_MATCH_WON)
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PlayerStatsColumns.Add(GAMEEVENT_AGGREGATED_PLAYER_ROUND_WON)
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PlayerStatsColumns.Add(GAMEEVENT_AGGREGATED_PLAYER_KILLS)
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PlayerStatsColumns.Add(GAMEEVENT_AGGREGATED_PLAYER_DEATHS)
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PlayerStatsColumns.Add(GAMEEVENT_AGGREGATED_PLAYER_TIMEALIVE)
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// Weapon stats to display
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WeaponStatsColumns.Add(GAMEEVENT_AGGREGATED_WEAPON_FIRED)
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// Damage stats to display
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DamageStatsColumns.Add(GAMEEVENT_AGGREGATED_DAMAGE_KILLS)
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DamageStatsColumns.Add(GAMEEVENT_AGGREGATED_DAMAGE_DEATHS)
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DamageStatsColumns.Add(GAMEEVENT_AGGREGATED_DAMAGE_DEALT_WEAPON_DAMAGE)
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DamageStatsColumns.Add(GAMEEVENT_AGGREGATED_DAMAGE_RECEIVED_WEAPON_DAMAGE)
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DamageStatsColumns.Add(GAMEEVENT_AGGREGATED_DAMAGE_DEALT_MELEE_DAMAGE)
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DamageStatsColumns.Add(GAMEEVENT_AGGREGATED_DAMAGE_RECEIVED_MELEE_DAMAGE)
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// Projectile stats to display
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// Pawn stats to display
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PawnStatsColumns.Add(GAMEEVENT_AGGREGATED_PAWN_SPAWN)
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}
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