Padmiss support (#1771)

* Add support for folder based MemoryCard usage
* Add support for the padmiss.com network by saving scores to individual files.
This commit is contained in:
electromuis
2019-01-19 08:07:13 -08:00
committed by Colby Klein
parent d395028bd4
commit 021d494157
9 changed files with 496 additions and 90 deletions
+231 -47
View File
@@ -1,4 +1,4 @@
#include "global.h"
#include "global.h"
#include "StatsManager.h"
#include "RageFileManager.h"
#include "GameState.h"
@@ -13,11 +13,18 @@
#include "XmlFile.h"
#include "CryptManager.h"
#include "XmlFileUtil.h"
#include "Song.h"
#include "RageFileDriverMemory.h"
#include "NotesWriterSM.h"
#include "PlayerOptions.h"
#include "PlayerState.h"
#include "Player.h"
StatsManager* STATSMAN = NULL; // global object accessible from anywhere in the program
void AddPlayerStatsToProfile( Profile *pProfile, const StageStats &ss, PlayerNumber pn );
XNode* MakeRecentScoreNode( const StageStats &ss, Trail *pTrail, const PlayerStageStats &pss, MultiPlayer mp );
Preference<bool> g_PadmissEnabled("MemoryCardPadmissEnabled", false);
StatsManager::StatsManager()
{
@@ -42,7 +49,7 @@ void StatsManager::Reset()
m_CurStageStats.Init();
m_vPlayedStageStats.clear();
m_AccumPlayedStageStats.Init();
CalcAccumPlayedStageStats();
}
@@ -65,7 +72,7 @@ static StageStats AccumPlayedStageStats( const vector<StageStats>& vss )
/* Scale radar percentages back down to roughly 0..1. Don't scale RadarCategory_TapsAndHolds
* and the rest, which are counters. */
// FIXME: Weight each song by the number of stages it took to account for
// FIXME: Weight each song by the number of stages it took to account for
// long, marathon.
FOREACH_EnabledPlayer( p )
{
@@ -123,7 +130,7 @@ void AddPlayerStatsToProfile( Profile *pProfile, const StageStats &ss, PlayerNum
int iMeter = clamp( pSteps->GetMeter(), 0, MAX_METER );
pProfile->m_iNumSongsPlayedByMeter[iMeter] ++;
}
pProfile->m_iTotalDancePoints += ss.m_player[pn].m_iActualDancePoints;
if( ss.m_Stage == Stage_Extra1 || ss.m_Stage == Stage_Extra2 )
@@ -227,6 +234,10 @@ void StatsManager::CommitStatsToProfiles( const StageStats *pSS )
LOG->Trace("Adding stats to player profile...");
AddPlayerStatsToProfile( pPlayerProfile, *pSS, pn );
}
// No marathons etc for now...
if ( g_PadmissEnabled.Get() && pSS->m_playMode == PLAY_MODE_REGULAR )
SavePadmissScore( pSS, pn );
}
}
@@ -234,53 +245,226 @@ void StatsManager::CommitStatsToProfiles( const StageStats *pSS )
// in it just accumulate uselessly, wasting several seconds when finishing
// a song. So this pref disables it. -Kyz
if(!PREFSMAN->m_DisableUploadDir)
SaveUploadFile( pSS );
//FileCopy( "Data/TempTestGroups.xml", "Save/Upload/data.xml" );
}
void StatsManager::SaveUploadFile( const StageStats *pSS )
{
// Save recent scores
auto_ptr<XNode> xml( new XNode("Stats") );
xml->AppendChild( "MachineGuid", PROFILEMAN->GetMachineProfile()->m_sGuid );
XNode *recent = NULL;
if( GAMESTATE->IsCourseMode() )
recent = xml->AppendChild( new XNode("RecentCourseScores") );
else
recent = xml->AppendChild( new XNode("RecentSongScores") );
if(!GAMESTATE->m_bMultiplayer)
{
// Save recent scores
auto_ptr<XNode> xml( new XNode("Stats") );
xml->AppendChild( "MachineGuid", PROFILEMAN->GetMachineProfile()->m_sGuid );
XNode *recent = NULL;
if( GAMESTATE->IsCourseMode() )
recent = xml->AppendChild( new XNode("RecentCourseScores") );
else
recent = xml->AppendChild( new XNode("RecentSongScores") );
if(!GAMESTATE->m_bMultiplayer)
FOREACH_HumanPlayer( p )
{
FOREACH_HumanPlayer( p )
{
if( pSS->m_player[p].m_HighScore.IsEmpty() )
continue;
recent->AppendChild( MakeRecentScoreNode( *pSS, GAMESTATE->m_pCurTrail[p], pSS->m_player[p], MultiPlayer_Invalid ) );
}
if( pSS->m_player[p].m_HighScore.IsEmpty() )
continue;
recent->AppendChild( MakeRecentScoreNode( *pSS, GAMESTATE->m_pCurTrail[p], pSS->m_player[p], MultiPlayer_Invalid ) );
}
else
}
else
{
FOREACH_EnabledMultiPlayer( mp )
{
FOREACH_EnabledMultiPlayer( mp )
{
if( pSS->m_multiPlayer[mp].m_HighScore.IsEmpty() )
continue;
recent->AppendChild( MakeRecentScoreNode( *pSS, GAMESTATE->m_pCurTrail[GAMESTATE->GetMasterPlayerNumber()], pSS->m_multiPlayer[mp], mp ) );
}
}
RString sDate = DateTime::GetNowDate().GetString();
sDate.Replace(":","-");
const RString UPLOAD_DIR = "/Save/Upload/";
RString sFileNameNoExtension = Profile::MakeUniqueFileNameNoExtension(UPLOAD_DIR, sDate + " " );
RString fn = UPLOAD_DIR + sFileNameNoExtension + ".xml";
bool bSaved = XmlFileUtil::SaveToFile( xml.get(), fn, "", false );
if( bSaved )
{
RString sStatsXmlSigFile = fn + SIGNATURE_APPEND;
CryptManager::SignFileToFile(fn, sStatsXmlSigFile);
if( pSS->m_multiPlayer[mp].m_HighScore.IsEmpty() )
continue;
recent->AppendChild( MakeRecentScoreNode( *pSS, GAMESTATE->m_pCurTrail[GAMESTATE->GetMasterPlayerNumber()], pSS->m_multiPlayer[mp], mp ) );
}
}
//FileCopy( "Data/TempTestGroups.xml", "Save/Upload/data.xml" );
RString sDate = DateTime::GetNowDate().GetString();
sDate.Replace(":","-");
const RString UPLOAD_DIR = "/Save/Upload/";
RString sFileNameNoExtension = Profile::MakeUniqueFileNameNoExtension(UPLOAD_DIR, sDate + " " );
RString fn = UPLOAD_DIR + sFileNameNoExtension + ".xml";
bool bSaved = XmlFileUtil::SaveToFile( xml.get(), fn, "", false );
if( bSaved )
{
RString sStatsXmlSigFile = fn + SIGNATURE_APPEND;
CryptManager::SignFileToFile(fn, sStatsXmlSigFile);
}
}
void StatsManager::SavePadmissScore( const StageStats *pSS, PlayerNumber pn )
{
const PlayerStageStats *playerStats = &pSS->m_player[ pn ];
auto_ptr<XNode> xml( new XNode("SongScore") );
RString sDate = DateTime::GetNowDate().GetString();
sDate.Replace(":","-");
XNode *taps = xml->AppendChild( "TapNoteScores" );
FOREACH_ENUM( TapNoteScore, tns )
if ( tns != TNS_None )
taps->AppendChild( TapNoteScoreToString( tns ), playerStats->m_iTapNoteScores[ tns ] );
XNode *radar_actual = xml->AppendChild( "RadarActual" );
radar_actual->AppendChild( playerStats->m_radarActual.CreateNode( true, false) );
XNode *radar_possible = xml->AppendChild( "RadarPossible" );
radar_possible->AppendChild( playerStats->m_radarPossible.CreateNode( true, false ) );
Profile *pp = PROFILEMAN->GetProfile( playerStats->m_player_number );
xml->AppendChild( "ScoreValue", playerStats->GetPercentDancePoints() );
xml->AppendChild( "PlayerNumber", playerStats->m_player_number );
xml->AppendChild( "PlayerName", pp->m_sDisplayName );
xml->AppendChild( "PlayerGuid", pp->m_sGuid );
Steps *steps = playerStats->m_vpPossibleSteps[0]; // XXX Courses and such
Song *song = steps->m_pSong;
steps->Decompress(); // Hashing won't work unless the steps are decompressed
XNode *stepdata = xml->AppendChild( "Steps" );
stepdata->AppendChild( "Hash", steps->GetHash() );
stepdata->AppendChild( "Meter", steps->GetMeter() );
stepdata->AppendChild( "StepArtist", steps->GetCredit() );
stepdata->AppendChild( "StepsType", steps->m_StepsTypeStr );
RageFileObjMem f;
vector<Steps*> stepv;
stepv.push_back(steps);
NotesWriterSM::Write( f, *song, stepv );
stepdata->AppendChild( "StepData", f.GetString() );
XNode *songdata = xml->AppendChild( "SongData" );
songdata->AppendChild( "Title", song->m_sMainTitle );
songdata->AppendChild( "TitleTranslit", song->m_sMainTitleTranslit );
songdata->AppendChild( "SubTitle", song->m_sSubTitle );
songdata->AppendChild( "SubTitleTranslit", song->m_sSubTitleTranslit );
songdata->AppendChild( "Artist", song->m_sArtist );
songdata->AppendChild( "ArtistTranslit", song->m_sArtistTranslit );
songdata->AppendChild( "Duration", song->m_fMusicLengthSeconds );
const PlayerOptions &opts = GAMESTATE->m_pPlayerState[ pn ]->m_PlayerOptions.Get( ModsLevel_Preferred );
XNode *mods = xml->AppendChild( "Mods" );
mods->AppendChild( "MusicRate", pSS->m_fMusicRate );
#define ADD_BOOLEAN_OPTION( parent, name, opts ) \
if ( opts[ PlayerOptions::name ] ) \
parent->AppendChild( #name )
XNode *turns = mods->AppendChild( "Turns" );
ADD_BOOLEAN_OPTION( turns, TURN_MIRROR, opts.m_bTurns );
ADD_BOOLEAN_OPTION( turns, TURN_BACKWARDS, opts.m_bTurns );
ADD_BOOLEAN_OPTION( turns, TURN_LEFT, opts.m_bTurns );
ADD_BOOLEAN_OPTION( turns, TURN_RIGHT, opts.m_bTurns );
ADD_BOOLEAN_OPTION( turns, TURN_SHUFFLE, opts.m_bTurns );
ADD_BOOLEAN_OPTION( turns, TURN_SOFT_SHUFFLE, opts.m_bTurns );
ADD_BOOLEAN_OPTION( turns, TURN_SUPER_SHUFFLE, opts.m_bTurns );
XNode *transforms = mods->AppendChild( "Transforms" );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOHOLDS, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOROLLS, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOMINES, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_LITTLE, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_WIDE, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_BIG, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_QUICK, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_BMRIZE, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_SKIPPY, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_MINES, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_ATTACKMINES, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_ECHO, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_STOMP, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_PLANTED, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_FLOORED, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_TWISTER, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_HOLDROLLS, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOJUMPS, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOHANDS, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOLIFTS, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOFAKES, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOQUADS, opts.m_bTransforms );
ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOSTRETCH, opts.m_bTransforms );
#define ADD_FLOAT_OPTION( parent, name, opts ) \
do { \
float val = opts[ PlayerOptions::name ]; \
if ( val != 0.0f ) \
parent->AppendChild( #name, val ); \
} while (0)
XNode *accels = mods->AppendChild( "Accels" );
ADD_FLOAT_OPTION( accels, ACCEL_BOOST, opts.m_fAccels );
ADD_FLOAT_OPTION( accels, ACCEL_BRAKE, opts.m_fAccels );
ADD_FLOAT_OPTION( accels, ACCEL_WAVE, opts.m_fAccels );
ADD_FLOAT_OPTION( accels, ACCEL_EXPAND, opts.m_fAccels );
ADD_FLOAT_OPTION( accels, ACCEL_BOOMERANG, opts.m_fAccels );
XNode *effects = mods->AppendChild( "Effects" );
ADD_FLOAT_OPTION( effects, EFFECT_DRUNK, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_DIZZY, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_CONFUSION, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_MINI, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_TINY, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_FLIP, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_INVERT, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_TORNADO, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_TIPSY, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_BUMPY, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_BEAT, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_XMODE, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_TWIRL, opts.m_fEffects );
ADD_FLOAT_OPTION( effects, EFFECT_ROLL, opts.m_fEffects );
XNode *appearances = mods->AppendChild( "Appearances" );
ADD_FLOAT_OPTION( appearances, APPEARANCE_HIDDEN, opts.m_fAppearances );
ADD_FLOAT_OPTION( appearances, APPEARANCE_HIDDEN_OFFSET, opts.m_fAppearances );
ADD_FLOAT_OPTION( appearances, APPEARANCE_SUDDEN, opts.m_fAppearances );
ADD_FLOAT_OPTION( appearances, APPEARANCE_SUDDEN_OFFSET, opts.m_fAppearances );
ADD_FLOAT_OPTION( appearances, APPEARANCE_STEALTH, opts.m_fAppearances );
ADD_FLOAT_OPTION( appearances, APPEARANCE_BLINK, opts.m_fAppearances );
ADD_FLOAT_OPTION( appearances, APPEARANCE_RANDOMVANISH, opts.m_fAppearances );
XNode *scrolls = mods->AppendChild( "Scrolls" );
ADD_FLOAT_OPTION( scrolls, SCROLL_REVERSE, opts.m_fScrolls );
ADD_FLOAT_OPTION( scrolls, SCROLL_SPLIT, opts.m_fScrolls );
ADD_FLOAT_OPTION( scrolls, SCROLL_ALTERNATE, opts.m_fScrolls );
ADD_FLOAT_OPTION( scrolls, SCROLL_CROSS, opts.m_fScrolls );
ADD_FLOAT_OPTION( scrolls, SCROLL_CENTERED, opts.m_fScrolls );
mods->AppendChild( "NoteSkin", opts.m_sNoteSkin );
XNode *perspectives = mods->AppendChild( "Perspectives" );
perspectives->AppendChild( "Tilt", opts.m_fPerspectiveTilt );
perspectives->AppendChild( "Skew", opts.m_fSkew );
RString speedModType;
float speedModValue;
if ( opts.m_fTimeSpacing )
{
speedModType = "ConstantBPM";
speedModValue = opts.m_fScrollBPM;
}
else if ( opts.m_fMaxScrollBPM )
{
speedModType = "MaxBPM";
speedModValue = opts.m_fMaxScrollBPM;
}
else
{
speedModType = "Multiplier";
speedModValue = opts.m_fScrollSpeed;
}
mods->AppendChild( "ScrollSpeed", speedModValue )->AppendAttr( "Type", speedModType );
XNode *timingWindows = xml->AppendChild( "TimingWindows" );
FOREACH_ENUM( TimingWindow, tw )
timingWindows->AppendChild( TimingWindowToString( tw ), Player::GetWindowSeconds( tw ) );
RString dir = "/Save/Padmiss/";
RString fn = dir + Profile::MakeUniqueFileNameNoExtension( dir, sDate + " " ) + ".xml";
XmlFileUtil::SaveToFile( xml.get(), fn, "", true );
}
void StatsManager::UnjoinPlayer( PlayerNumber pn )
@@ -330,7 +514,7 @@ void StatsManager::GetStepsInUse( set<Steps*> &apInUseOut ) const
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the StatsManager. */
/** @brief Allow Lua to have access to the StatsManager. */
class LunaStatsManager: public Luna<StatsManager>
{
public:
@@ -438,7 +622,7 @@ LUA_REGISTER_CLASS( StatsManager )
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
@@ -448,7 +632,7 @@ LUA_REGISTER_CLASS( StatsManager )
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF