995f0ea8c1
These ones aren't a std::string method. Doing this helps the RString to std::string migration.
643 lines
22 KiB
C++
643 lines
22 KiB
C++
#include "global.h"
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#include "StatsManager.h"
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#include "RageFileManager.h"
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#include "GameState.h"
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#include "ProfileManager.h"
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#include "Profile.h"
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#include "PrefsManager.h"
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#include "Steps.h"
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#include "StyleUtil.h"
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#include "LuaManager.h"
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#include "Profile.h"
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#include "XmlFile.h"
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#include "CryptManager.h"
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#include "XmlFileUtil.h"
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#include "Song.h"
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#include "RageFileDriverMemory.h"
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#include "NotesWriterSM.h"
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#include "PlayerOptions.h"
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#include "PlayerState.h"
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#include "Player.h"
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#include <cmath>
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#include <cstddef>
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#include <vector>
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StatsManager* STATSMAN = nullptr; // global object accessible from anywhere in the program
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void AddPlayerStatsToProfile( Profile *pProfile, const StageStats &ss, PlayerNumber pn );
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XNode* MakeRecentScoreNode( const StageStats &ss, Trail *pTrail, const PlayerStageStats &pss, MultiPlayer mp );
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Preference<bool> g_PadmissEnabled("MemoryCardPadmissEnabled", false);
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StatsManager::StatsManager()
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{
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// Register with Lua.
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{
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Lua *L = LUA->Get();
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lua_pushstring( L, "STATSMAN" );
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this->PushSelf( L );
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lua_settable(L, LUA_GLOBALSINDEX);
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LUA->Release( L );
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}
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}
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StatsManager::~StatsManager()
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{
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// Unregister with Lua.
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LUA->UnsetGlobal( "STATSMAN" );
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}
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void StatsManager::Reset()
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{
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m_CurStageStats.Init();
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m_vPlayedStageStats.clear();
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m_AccumPlayedStageStats.Init();
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CalcAccumPlayedStageStats();
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}
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static StageStats AccumPlayedStageStats( const std::vector<StageStats>& vss )
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{
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StageStats ssreturn;
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if( !vss.empty() )
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{
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ssreturn.m_playMode = vss[0].m_playMode;
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}
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for (StageStats const &ss :vss)
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ssreturn.AddStats( ss );
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unsigned uNumSongs = ssreturn.m_vpPlayedSongs.size();
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if( uNumSongs == 0 )
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return ssreturn; // don't divide by 0 below
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/* Scale radar percentages back down to roughly 0..1. Don't scale RadarCategory_TapsAndHolds
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* and the rest, which are counters. */
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// FIXME: Weight each song by the number of stages it took to account for
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// long, marathon.
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FOREACH_EnabledPlayer( p )
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{
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for( int r = 0; r < RadarCategory_TapsAndHolds; r++)
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{
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ssreturn.m_player[p].m_radarPossible[r] /= uNumSongs;
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ssreturn.m_player[p].m_radarActual[r] /= uNumSongs;
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}
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}
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FOREACH_EnabledMultiPlayer( p )
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{
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for( int r = 0; r < RadarCategory_TapsAndHolds; r++)
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{
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ssreturn.m_multiPlayer[p].m_radarPossible[r] /= uNumSongs;
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ssreturn.m_multiPlayer[p].m_radarActual[r] /= uNumSongs;
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}
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}
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return ssreturn;
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}
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void StatsManager::GetFinalEvalStageStats( StageStats& statsOut ) const
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{
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statsOut.Init();
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std::vector<StageStats> vssToCount;
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for(size_t i= 0; i < m_vPlayedStageStats.size(); ++i)
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{
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vssToCount.push_back(m_vPlayedStageStats[i]);
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}
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statsOut = AccumPlayedStageStats( vssToCount );
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}
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void StatsManager::CalcAccumPlayedStageStats()
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{
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m_AccumPlayedStageStats = AccumPlayedStageStats( m_vPlayedStageStats );
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}
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/* This data is added to each player profile, and to the machine profile per-player. */
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void AddPlayerStatsToProfile( Profile *pProfile, const StageStats &ss, PlayerNumber pn )
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{
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ss.AssertValid( pn );
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StyleID sID;
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sID.FromStyle( ss.m_player[pn].m_pStyle );
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ASSERT( (int) ss.m_vpPlayedSongs.size() == ss.m_player[pn].m_iStepsPlayed );
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for( int i=0; i<ss.m_player[pn].m_iStepsPlayed; i++ )
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{
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Steps *pSteps = ss.m_player[pn].m_vpPossibleSteps[i];
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pProfile->m_iNumSongsPlayedByPlayMode[ss.m_playMode]++;
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pProfile->m_iNumSongsPlayedByStyle[sID] ++;
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pProfile->m_iNumSongsPlayedByDifficulty[pSteps->GetDifficulty()] ++;
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int iMeter = std::clamp( pSteps->GetMeter(), 0, MAX_METER );
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pProfile->m_iNumSongsPlayedByMeter[iMeter] ++;
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}
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pProfile->m_iTotalDancePoints += ss.m_player[pn].m_iActualDancePoints;
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if( ss.m_Stage == Stage_Extra1 || ss.m_Stage == Stage_Extra2 )
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{
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if( ss.m_player[pn].m_bFailed )
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++pProfile->m_iNumExtraStagesFailed;
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else
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++pProfile->m_iNumExtraStagesPassed;
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}
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// If you fail in a course, you passed all but the final song.
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// FIXME: Not true. If playing with 2 players, one player could have failed earlier.
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if( !ss.m_player[pn].m_bFailed )
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{
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pProfile->m_iNumStagesPassedByPlayMode[ss.m_playMode] ++;
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pProfile->m_iNumStagesPassedByGrade[ss.m_player[pn].GetGrade()] ++;
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}
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}
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XNode* MakeRecentScoreNode( const StageStats &ss, Trail *pTrail, const PlayerStageStats &pss, MultiPlayer mp )
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{
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XNode* pNode = nullptr;
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if( GAMESTATE->IsCourseMode() )
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{
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pNode = new XNode( "HighScoreForACourseAndTrail" );
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CourseID courseID;
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courseID.FromCourse(GAMESTATE->m_pCurCourse );
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pNode->AppendChild( courseID.CreateNode() );
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TrailID trailID;
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trailID.FromTrail( pTrail );
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pNode->AppendChild( trailID.CreateNode() );
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}
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else
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{
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pNode = new XNode( "HighScoreForASongAndSteps" );
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SongID songID;
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songID.FromSong( ss.m_vpPossibleSongs[0] );
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pNode->AppendChild( songID.CreateNode() );
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StepsID stepsID;
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stepsID.FromSteps( pss.m_vpPossibleSteps[0] );
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pNode->AppendChild( stepsID.CreateNode() );
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}
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XNode* pHighScore = pss.m_HighScore.CreateNode();
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pHighScore->AppendChild("Pad", mp);
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pHighScore->AppendChild("StageGuid", GAMESTATE->m_sStageGUID);
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pHighScore->AppendChild("Guid", CryptManager::GenerateRandomUUID());
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pNode->AppendChild( pHighScore );
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return pNode;
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}
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void StatsManager::CommitStatsToProfiles( const StageStats *pSS )
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{
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// Add step totals. Use radarActual, since the player might have failed part way
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// through the song, in which case we don't want to give credit for the rest of the
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// song.
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FOREACH_HumanPlayer( pn )
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{
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int iNumTapsAndHolds = (int) pSS->m_player[pn].m_radarActual[RadarCategory_TapsAndHolds];
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int iNumJumps = (int) pSS->m_player[pn].m_radarActual[RadarCategory_Jumps];
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int iNumHolds = (int) pSS->m_player[pn].m_radarActual[RadarCategory_Holds];
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int iNumRolls = (int) pSS->m_player[pn].m_radarActual[RadarCategory_Rolls];
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int iNumMines = (int) pSS->m_player[pn].m_radarActual[RadarCategory_Mines];
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int iNumHands = (int) pSS->m_player[pn].m_radarActual[RadarCategory_Hands];
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int iNumLifts = (int) pSS->m_player[pn].m_radarActual[RadarCategory_Lifts];
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float fCaloriesBurned = pSS->m_player[pn].m_fCaloriesBurned;
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PROFILEMAN->AddStepTotals( pn, iNumTapsAndHolds, iNumJumps, iNumHolds, iNumRolls, iNumMines, iNumHands, iNumLifts, fCaloriesBurned );
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}
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// Update profile stats
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Profile* pMachineProfile = PROFILEMAN->GetMachineProfile();
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int iGameplaySeconds = std::trunc(pSS->m_fGameplaySeconds);
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pMachineProfile->m_iTotalGameplaySeconds += iGameplaySeconds;
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pMachineProfile->m_iNumTotalSongsPlayed += pSS->m_vpPlayedSongs.size();
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if( !GAMESTATE->m_bMultiplayer ) // FIXME
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{
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FOREACH_HumanPlayer( pn )
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{
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Profile* pPlayerProfile = PROFILEMAN->GetProfile( pn );
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if( pPlayerProfile )
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{
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pPlayerProfile->m_iTotalGameplaySeconds += iGameplaySeconds;
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pPlayerProfile->m_iNumTotalSongsPlayed += pSS->m_vpPlayedSongs.size();
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}
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LOG->Trace("Adding stats to machine profile...");
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AddPlayerStatsToProfile( pMachineProfile, *pSS, pn );
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if( pPlayerProfile )
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{
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LOG->Trace("Adding stats to player profile...");
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AddPlayerStatsToProfile( pPlayerProfile, *pSS, pn );
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}
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// No marathons etc for now...
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if ( g_PadmissEnabled.Get() && pSS->m_playMode == PLAY_MODE_REGULAR )
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SavePadmissScore( pSS, pn );
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}
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}
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// Not sure what the Save/Upload folder was originally for, but the files
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// in it just accumulate uselessly, wasting several seconds when finishing
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// a song. So this pref disables it. -Kyz
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if(!PREFSMAN->m_DisableUploadDir)
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SaveUploadFile( pSS );
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//FileCopy( "Data/TempTestGroups.xml", "Save/Upload/data.xml" );
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}
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void StatsManager::SaveUploadFile( const StageStats *pSS )
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{
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// Save recent scores
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std::unique_ptr<XNode> xml( new XNode("Stats") );
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xml->AppendChild( "MachineGuid", PROFILEMAN->GetMachineProfile()->m_sGuid );
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XNode *recent = nullptr;
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if( GAMESTATE->IsCourseMode() )
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recent = xml->AppendChild( new XNode("RecentCourseScores") );
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else
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recent = xml->AppendChild( new XNode("RecentSongScores") );
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if(!GAMESTATE->m_bMultiplayer)
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{
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FOREACH_HumanPlayer( p )
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{
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if( pSS->m_player[p].m_HighScore.IsEmpty() )
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continue;
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recent->AppendChild( MakeRecentScoreNode( *pSS, GAMESTATE->m_pCurTrail[p], pSS->m_player[p], MultiPlayer_Invalid ) );
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}
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}
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else
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{
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FOREACH_EnabledMultiPlayer( mp )
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{
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if( pSS->m_multiPlayer[mp].m_HighScore.IsEmpty() )
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continue;
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recent->AppendChild( MakeRecentScoreNode( *pSS, GAMESTATE->m_pCurTrail[GAMESTATE->GetMasterPlayerNumber()], pSS->m_multiPlayer[mp], mp ) );
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}
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}
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RString sDate = DateTime::GetNowDate().GetString();
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Replace(sDate, ":", "-");
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const RString UPLOAD_DIR = "/Save/Upload/";
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RString sFileNameNoExtension = Profile::MakeUniqueFileNameNoExtension(UPLOAD_DIR, sDate + " " );
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RString fn = UPLOAD_DIR + sFileNameNoExtension + ".xml";
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bool bSaved = XmlFileUtil::SaveToFile( xml.get(), fn, "", false );
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if( bSaved )
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{
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RString sStatsXmlSigFile = fn + SIGNATURE_APPEND;
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CryptManager::SignFileToFile(fn, sStatsXmlSigFile);
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}
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}
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void StatsManager::SavePadmissScore( const StageStats *pSS, PlayerNumber pn )
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{
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const PlayerStageStats *playerStats = &pSS->m_player[ pn ];
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std::unique_ptr<XNode> xml( new XNode("SongScore") );
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RString sDate = DateTime::GetNowDate().GetString();
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Replace(sDate, ":", "-");
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XNode *taps = xml->AppendChild( "TapNoteScores" );
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FOREACH_ENUM( TapNoteScore, tns )
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if ( tns != TNS_None )
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taps->AppendChild( TapNoteScoreToString( tns ), playerStats->m_iTapNoteScores[ tns ] );
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XNode *radar_actual = xml->AppendChild( "RadarActual" );
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radar_actual->AppendChild( playerStats->m_radarActual.CreateNode( true, false) );
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XNode *radar_possible = xml->AppendChild( "RadarPossible" );
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radar_possible->AppendChild( playerStats->m_radarPossible.CreateNode( true, false ) );
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Profile *pp = PROFILEMAN->GetProfile( playerStats->m_player_number );
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xml->AppendChild( "ScoreValue", playerStats->GetPercentDancePoints() );
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xml->AppendChild( "PlayerNumber", playerStats->m_player_number );
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xml->AppendChild( "PlayerName", pp->m_sDisplayName );
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xml->AppendChild( "PlayerGuid", pp->m_sGuid );
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Steps *steps = playerStats->m_vpPossibleSteps[0]; // XXX Courses and such
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Song *song = steps->m_pSong;
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steps->Decompress(); // Hashing won't work unless the steps are decompressed
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XNode *stepdata = xml->AppendChild( "Steps" );
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stepdata->AppendChild( "Hash", steps->GetHash() );
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stepdata->AppendChild( "Meter", steps->GetMeter() );
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stepdata->AppendChild( "StepArtist", steps->GetCredit() );
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stepdata->AppendChild( "StepsType", steps->m_StepsTypeStr );
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RageFileObjMem f;
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std::vector<Steps*> stepv;
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stepv.push_back(steps);
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NotesWriterSM::Write( f, *song, stepv );
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stepdata->AppendChild( "StepData", f.GetString() );
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XNode *songdata = xml->AppendChild( "SongData" );
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songdata->AppendChild( "Title", song->m_sMainTitle );
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songdata->AppendChild( "TitleTranslit", song->m_sMainTitleTranslit );
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songdata->AppendChild( "SubTitle", song->m_sSubTitle );
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songdata->AppendChild( "SubTitleTranslit", song->m_sSubTitleTranslit );
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songdata->AppendChild( "Artist", song->m_sArtist );
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songdata->AppendChild( "ArtistTranslit", song->m_sArtistTranslit );
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songdata->AppendChild( "Duration", song->m_fMusicLengthSeconds );
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const PlayerOptions &opts = GAMESTATE->m_pPlayerState[ pn ]->m_PlayerOptions.Get( ModsLevel_Preferred );
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XNode *mods = xml->AppendChild( "Mods" );
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mods->AppendChild( "MusicRate", pSS->m_fMusicRate );
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#define ADD_BOOLEAN_OPTION( parent, name, opts ) \
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if ( opts[ PlayerOptions::name ] ) \
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parent->AppendChild( #name )
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XNode *turns = mods->AppendChild( "Turns" );
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ADD_BOOLEAN_OPTION( turns, TURN_MIRROR, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_LRMIRROR, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_UDMIRROR, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_BACKWARDS, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_LEFT, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_RIGHT, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_SHUFFLE, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_SOFT_SHUFFLE, opts.m_bTurns );
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ADD_BOOLEAN_OPTION( turns, TURN_SUPER_SHUFFLE, opts.m_bTurns );
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XNode *transforms = mods->AppendChild( "Transforms" );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOHOLDS, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOROLLS, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOMINES, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_LITTLE, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_WIDE, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_BIG, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_QUICK, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_BMRIZE, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_SKIPPY, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_MINES, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_ATTACKMINES, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_ECHO, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_STOMP, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_PLANTED, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_FLOORED, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_TWISTER, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_HOLDROLLS, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOJUMPS, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOHANDS, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOLIFTS, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOFAKES, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOQUADS, opts.m_bTransforms );
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ADD_BOOLEAN_OPTION( transforms, TRANSFORM_NOSTRETCH, opts.m_bTransforms );
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#define ADD_FLOAT_OPTION( parent, name, opts ) \
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do { \
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float val = opts[ PlayerOptions::name ]; \
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if ( val != 0.0f ) \
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parent->AppendChild( #name, val ); \
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} while (0)
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XNode *accels = mods->AppendChild( "Accels" );
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ADD_FLOAT_OPTION( accels, ACCEL_BOOST, opts.m_fAccels );
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ADD_FLOAT_OPTION( accels, ACCEL_BRAKE, opts.m_fAccels );
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ADD_FLOAT_OPTION( accels, ACCEL_WAVE, opts.m_fAccels );
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ADD_FLOAT_OPTION( accels, ACCEL_EXPAND, opts.m_fAccels );
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ADD_FLOAT_OPTION( accels, ACCEL_BOOMERANG, opts.m_fAccels );
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XNode *effects = mods->AppendChild( "Effects" );
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ADD_FLOAT_OPTION( effects, EFFECT_DRUNK, opts.m_fEffects );
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ADD_FLOAT_OPTION( effects, EFFECT_DIZZY, opts.m_fEffects );
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ADD_FLOAT_OPTION( effects, EFFECT_CONFUSION, opts.m_fEffects );
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ADD_FLOAT_OPTION( effects, EFFECT_MINI, opts.m_fEffects );
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ADD_FLOAT_OPTION( effects, EFFECT_TINY, opts.m_fEffects );
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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 )
|
|
{
|
|
/* A player has been unjoined. Clear his data from m_vPlayedStageStats, and
|
|
* purge any m_vPlayedStageStats that no longer have any player data because
|
|
* all of the players that were playing at the time have been unjoined. */
|
|
for(StageStats &ss : m_vPlayedStageStats)
|
|
ss.m_player[pn] = PlayerStageStats();
|
|
|
|
for( int i = 0; i < (int) m_vPlayedStageStats.size(); ++i )
|
|
{
|
|
StageStats &ss = m_vPlayedStageStats[i];
|
|
bool bIsActive = false;
|
|
FOREACH_PlayerNumber( p )
|
|
if( ss.m_player[p].m_bJoined )
|
|
bIsActive = true;
|
|
FOREACH_MultiPlayer( mp )
|
|
if( ss.m_multiPlayer[mp].m_bJoined )
|
|
bIsActive = true;
|
|
if( bIsActive )
|
|
continue;
|
|
|
|
m_vPlayedStageStats.erase( m_vPlayedStageStats.begin()+i );
|
|
--i;
|
|
}
|
|
}
|
|
|
|
void StatsManager::GetStepsInUse( std::set<Steps*> &apInUseOut ) const
|
|
{
|
|
for( int i = 0; i < (int) m_vPlayedStageStats.size(); ++i )
|
|
{
|
|
FOREACH_PlayerNumber( pn )
|
|
{
|
|
const PlayerStageStats &pss = m_vPlayedStageStats[i].m_player[pn];
|
|
apInUseOut.insert( pss.m_vpPossibleSteps.begin(), pss.m_vpPossibleSteps.end() );
|
|
}
|
|
|
|
FOREACH_MultiPlayer( mp )
|
|
{
|
|
const PlayerStageStats &pss = m_vPlayedStageStats[i].m_multiPlayer[mp];
|
|
apInUseOut.insert( pss.m_vpPossibleSteps.begin(), pss.m_vpPossibleSteps.end() );
|
|
}
|
|
}
|
|
}
|
|
|
|
// lua start
|
|
#include "LuaBinding.h"
|
|
|
|
/** @brief Allow Lua to have access to the StatsManager. */
|
|
class LunaStatsManager: public Luna<StatsManager>
|
|
{
|
|
public:
|
|
static int GetCurStageStats( T* p, lua_State *L ) { p->m_CurStageStats.PushSelf(L); return 1; }
|
|
static int GetPlayedStageStats( T* p, lua_State *L )
|
|
{
|
|
int iAgo = IArg(1);
|
|
int iIndex = p->m_vPlayedStageStats.size() - iAgo;
|
|
if( iIndex < 0 || iIndex >= (int) p->m_vPlayedStageStats.size() )
|
|
return 0;
|
|
|
|
p->m_vPlayedStageStats[iIndex].PushSelf(L);
|
|
return 1;
|
|
}
|
|
static int Reset( T* p, lua_State *L ) { p->Reset(); return 0; }
|
|
static int GetAccumPlayedStageStats( T* p, lua_State *L ) { p->GetAccumPlayedStageStats().PushSelf(L); return 1; }
|
|
static int GetFinalEvalStageStats( T* p, lua_State *L )
|
|
{
|
|
StageStats stats;
|
|
p->GetFinalEvalStageStats( stats );
|
|
stats.PushSelf(L);
|
|
return 1;
|
|
}
|
|
static int GetFinalGrade( T* p, lua_State *L )
|
|
{
|
|
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
|
|
|
|
if( !GAMESTATE->IsHumanPlayer(pn) )
|
|
lua_pushnumber( L, Grade_NoData );
|
|
else
|
|
{
|
|
StageStats stats;
|
|
p->GetFinalEvalStageStats( stats );
|
|
lua_pushnumber( L, stats.m_player[pn].GetGrade() );
|
|
}
|
|
return 1;
|
|
}
|
|
static int GetStagesPlayed( T* p, lua_State *L ) { lua_pushnumber( L, p->m_vPlayedStageStats.size() ); return 1; }
|
|
|
|
static int GetBestGrade( T* p, lua_State *L )
|
|
{
|
|
Grade g = NUM_Grade;
|
|
FOREACH_EnabledPlayer( pn )
|
|
g = std::min( g, STATSMAN->m_CurStageStats.m_player[pn].GetGrade() );
|
|
lua_pushnumber( L, g );
|
|
return 1;
|
|
}
|
|
|
|
static int GetWorstGrade( T* p, lua_State *L )
|
|
{
|
|
Grade g = Grade_Tier01;
|
|
FOREACH_EnabledPlayer( pn )
|
|
g = std::max( g, STATSMAN->m_CurStageStats.m_player[pn].GetGrade() );
|
|
lua_pushnumber( L, g );
|
|
return 1;
|
|
}
|
|
|
|
static int GetBestFinalGrade( T* t, lua_State *L )
|
|
{
|
|
Grade top_grade = Grade_Failed;
|
|
StageStats stats;
|
|
t->GetFinalEvalStageStats( stats );
|
|
FOREACH_HumanPlayer( p )
|
|
{
|
|
// If this player failed any stage, then their final grade is an F.
|
|
if (std::any_of(STATSMAN->m_vPlayedStageStats.begin(), STATSMAN->m_vPlayedStageStats.end(),
|
|
[&](StageStats const &ss) { return ss.m_player[p].m_bFailed; }))
|
|
continue;
|
|
|
|
top_grade = std::min( top_grade, stats.m_player[p].GetGrade() );
|
|
}
|
|
|
|
Enum::Push( L, top_grade );
|
|
return 1;
|
|
}
|
|
|
|
LunaStatsManager()
|
|
{
|
|
ADD_METHOD( GetCurStageStats );
|
|
ADD_METHOD( GetPlayedStageStats );
|
|
ADD_METHOD( GetAccumPlayedStageStats );
|
|
ADD_METHOD( GetFinalEvalStageStats );
|
|
ADD_METHOD( Reset );
|
|
ADD_METHOD( GetFinalGrade );
|
|
ADD_METHOD( GetStagesPlayed );
|
|
ADD_METHOD( GetBestGrade );
|
|
ADD_METHOD( GetWorstGrade );
|
|
ADD_METHOD( GetBestFinalGrade );
|
|
}
|
|
};
|
|
|
|
LUA_REGISTER_CLASS( StatsManager )
|
|
// lua end
|
|
|
|
|
|
/*
|
|
* (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
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
* whom the Software is furnished to do so, provided that the above
|
|
* 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
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|