339 lines
10 KiB
Ucode
339 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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* Streams gameplay events recorded during a session to disk
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*/
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class GameplayEventsWriter extends GameplayEventsWriterBase
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native;
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`include(Engine\Classes\GameStats.uci);
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cpptext
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{
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/**
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* Turns a controller into a player index, possibly adding new information to the player array
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* @param TeamInfo - TeamInfo class to resolve an index for
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* @return Index of the team in the team metadata array
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*/
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virtual INT ResolveTeamIndex(class ATeamInfo *TeamInfo);
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/** Turns a weapon class into an index, possibly adding new information to the array **/
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INT ResolveWeaponClassIndex(UClass* WeaponClass);
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/** Turns a damage class into an index, possibly adding new information to the array **/
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INT ResolveDamageClassIndex(UClass* DamageClass);
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/** Turns a projectile class into an index, possibly adding new information to the array **/
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INT ResolveProjectileClassIndex(UClass* ProjectileClass);
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/** Turns a pawn class into an index, possibly adding new information to the array **/
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INT ResolvePawnIndex(UClass* PawnClass);
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/**
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* Turns an actor into an index
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* @param Actor the actor to find in the array
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* @return the index in the array for that actor
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*/
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INT ResolveActorIndex(AActor* Actor);
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/**
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* Turns an sound cue into an index
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*
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* @param Cue the sound cue to find in the array
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*
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* @return the index in the array for that sound cue
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*/
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INT ResolveSoundCueIndex(USoundCue* Cue);
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};
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/** Turns a controller into a player index, possibly adding new information to the player array **/
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function native int ResolvePlayerIndex(Controller Player);
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/**
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* Creates the archive that we are going to write to
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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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native function bool OpenStatsFile(string Filename);
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/**
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* Closes and deletes the archive that was being written to
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* clearing all data stored within
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*/
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native function CloseStatsFile();
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/** Serialize the contents of the file header */
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native protected function bool SerializeHeader();
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/** Serialize the contents of the file footer */
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native protected function bool SerializeFooter();
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/**
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* Mark a new session, clear existing events, etc
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*
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* @param HeartbeatDelta - polling frequency (0 turns it off)
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*/
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native function StartLogging(optional float HeartbeatDelta);
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/**
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* Resets the session, clearing all event data, but keeps the session ID/Timestamp intact
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* @param HeartbeatDelta - polling frequency (0 turns it off)
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*/
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native function ResetLogging(optional float HeartbeatDelta);
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/**
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* Mark the end of a logging session
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* closes file, stops polling, etc
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*/
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native function EndLogging();
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/**
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* Logs an int base game event
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*
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* @param EventId the event being logged
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* @param Value the value associated with the event
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*/
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native function LogGameIntEvent(int EventId, int Value);
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/**
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* Logs a string based game event
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*
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* @param EventId the event being logged
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* @param Value the value associated with the event
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*/
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native function LogGameStringEvent(int EventId, string Value);
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/**
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* Logs a float based game event
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*
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* @param EventId the event being logged
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* @param Value the value associated with the event
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*/
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native function LogGameFloatEvent(int EventId, float Value);
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/**
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* Logs a position based game event
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*
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* @param EventId the event being logged
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* @param Position the position of the event
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* @param Value the value associated with the event
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*/
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native function LogGamePositionEvent(int EventId, const out vector Position, float Value);
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/**
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* Logs a int based team event
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*
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* @param EventId - the event being logged
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* @param Team - the team associated with this event
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* @param Value - the value associated with the event
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*/
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native function LogTeamIntEvent(int EventId, TeamInfo Team, int Value);
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/**
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* Logs a float based team event
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*
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* @param EventId - the event being logged
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* @param Team - the team associated with this event
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* @param Value - the value associated with the event
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*/
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native function LogTeamFloatEvent(int EventId, TeamInfo Team, float Value);
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/**
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* Logs a string based team event
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*
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* @param EventId - the event being logged
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* @param Team - the team associated with this event
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* @param Value - the value associated with the event
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*/
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native function LogTeamStringEvent(int EventId, TeamInfo Team, string Value);
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/**
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* Logs an event with an integer value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param Value the value for this event
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*/
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native function LogPlayerIntEvent(int EventId, Controller Player, int Value);
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/**
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* Logs an event with an float value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param Value the value for this event
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*/
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native function LogPlayerFloatEvent(int EventId, Controller Player, float Value);
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/**
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* Logs an event with an string value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param EventString the value for this event
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*/
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native function LogPlayerStringEvent(int EventId, Controller Player, string EventString);
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/**
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* Logs a spawn event for a player (team, class, etc)
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param PawnClass the pawn this player spawned with
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* @param Team the team the player is on
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*/
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native function LogPlayerSpawnEvent(int EventId, Controller Player, class<Pawn> PawnClass, int TeamID);
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/**
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* Logs when a player leaves/joins a session
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*
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* @param EventId the login/logout event for the player
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* @param Player the player that joined/left
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* @param PlayerName the name of the player in question
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* @param PlayerId the net id of the player in question
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* @param bSplitScreen whether the player is on splitscreen
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*/
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native function LogPlayerLoginChange(int EventId, Controller Player, string PlayerName, UniqueNetId PlayerId, bool bSplitScreen);
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/**
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* Logs the location of all players when this event occurred
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*
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* @param EventId the event being logged
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*/
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native function LogAllPlayerPositionsEvent(int EventId);
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/**
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* Logs a player killing and a player being killed
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*
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* @param EventId the event that should be written
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* @param KillType the additional information about a kill
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* @param Killer the player that did the killing
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* @param DmgType the damage type that was done
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* @param Dead the player that was killed
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*/
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native function LogPlayerKillDeath(int EventId, int KillType, Controller Killer, class<DamageType> DmgType, Controller Dead);
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/**
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* Logs a player to player event
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*
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* @param EventId the event that should be written
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* @param Player the player that triggered the event
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* @param Target the player that was the recipient
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*/
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native function LogPlayerPlayerEvent(int EventId, Controller Player, Controller Target);
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/**
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* Logs a weapon event with an integer value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param WeaponClass the weapon class associated with the event
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* @param Value the value for this event
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*/
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native function LogWeaponIntEvent(int EventId, Controller Player, class<Weapon> WeaponClass, int Value);
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/**
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* Logs damage with the amount that was done and to whom it was done
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param DmgType the damage type that was done
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* @param Target the player being damaged
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* @param Amount the amount of damage done
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*/
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native function LogDamageEvent(int EventId, Controller Player, class<DamageType> DmgType, Controller Target, int Amount);
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/**
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* Logs a projectile event with an integer value associated with it
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*
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* @param EventId the event being logged
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* @param Player the player that triggered the event
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* @param Proj the projectile class associated with the event
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* @param Value the value for this event
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*/
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native function LogProjectileIntEvent(int EventId, Controller Player, class<Projectile> Proj, int Value);
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/** Log various system properties like memory usage, network usage, etc. */
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native function LogSystemPollEvents();
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/** will return a generic param list entry that can then have params set on it before commiting to disk */
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native function GenericParamListStatEntry GetGenericParamListEntry();
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function RecordAIPathFail(Controller AI, coerce string reason, vector dest)
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{
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`if(`notdefined(FINAL_RELEASE))
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local GenericParamListStatEntry PLE;
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if( AI.Pawn != none )
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{
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PLE = GetGenericParamListEntry();
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PLE.AddInt('EventID',`GAMEEVENT_AI_PATH_FAILURE);
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PLE.AddString('Name',AI.Name);
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PLE.AddVector('BaseLocation',AI.Pawn.Location);
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PLE.AddString('Sprite',"Texture2D'EditorResources.BadPylon'");
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PLE.AddString('Text',reason);
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PLE.AddVector('LineStart',AI.Pawn.Location);
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PLE.AddVector('LineEnd',dest);
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PLE.AddVector('BoxLoc',dest);
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PLE.AddVector('BoxExtent',vect(5,5,5));
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PLE.AddInt('PlayerIndex',ResolvePlayerIndex(AI));
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PLE.CommitToDisk();
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}
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`endif
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}
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function int RecordCoverLinkFireLinks(CoverLink Link,Controller Player)
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{
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`if(`notdefined(FINAL_RELEASE))
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local GenericParamListStatEntry PLE;
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local int SlotIdx;
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local int FireLinkIdx;
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local vector SlotLoc;
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local vector DestLoc;
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local int Recorded;
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local CoverInfo DestInfo;
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for(SlotIdx=0;SlotIdx<Link.Slots.length;++SlotIdx)
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{
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SlotLoc = Link.GetSlotLocation(SlotIdx);
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for( FireLinkIdx = 0; FireLinkIdx < Link.Slots[SlotIdx].FireLinks.Length; ++FireLInkIdx )
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{
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if( Link.GetFireLinkTargetCoverInfo( SlotIdx, FireLinkIdx, DestInfo ) )
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{
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DestLoc = SlotLoc;
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if( DestInfo.Link != none )
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{
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DestLoc = DestInfo.Link.GetSlotLocation(DestInfo.SlotIdx);
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}
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PLE = GetGenericParamListEntry();
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PLE.AddInt('EventID',`GAMEEVENT_AI_FIRELINK);
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PLE.AddString('Name',Link.GetDebugString(SlotIdx));
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PLE.AddVector('BaseLocation',SlotLoc);
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PLE.AddVector('HeatmapPoint',SlotLoc);
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PLE.AddString('Sprite',"Texture2D'EditorResources.S_NavP'");
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PLE.AddString('Text',"DERP");
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PLE.AddVector('LineStart',SlotLoc);
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PLE.AddVector('LineEnd',DestLoc);
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PLE.AddVector('BoxLoc',SlotLoc);
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PLE.AddVector('BoxExtent',vect(5,5,5));
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PLE.AddInt('PlayerIndex',ResolvePlayerIndex(Player));
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++Recorded;
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PLE.CommitToDisk();
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}
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}
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}
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return Recorded;
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`else
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return 0;
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`endif
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}
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defaultproperties
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{
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}
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