d0b2a6940d
[ScreenOptionsMasterPrefs] Reset Judge and Life values to the ones in SM4 [ScreenNetEvaluation] add Score, Grade, PlayerOptions params to UpdateNetEvalStats message [PlayerState] add GetHealthState Lua binding small cleanup in statsman
468 lines
14 KiB
C++
468 lines
14 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 "Foreach.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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StatsManager* STATSMAN = NULL; // global object accessable from anywhere in the program
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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 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_pStyle = vss[0].m_pStyle;
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ssreturn.m_playMode = vss[0].m_playMode;
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}
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FOREACH_CONST( StageStats, vss, ss )
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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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vector<StageStats> vssToCount;
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// Show stats only for the latest 3 normal songs + passed extra stages
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int PassedRegularSongsLeft = 3;
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for( int i = (int)m_vPlayedStageStats.size()-1; i >= 0; --i )
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{
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const StageStats &ss = m_vPlayedStageStats[i];
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if( !ss.OnePassed() )
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continue;
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if( ss.m_Stage != Stage_Extra1 && ss.m_Stage != Stage_Extra2 )
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{
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if( PassedRegularSongsLeft == 0 )
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break;
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--PassedRegularSongsLeft;
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}
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vssToCount.push_back( ss );
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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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CHECKPOINT;
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StyleID sID;
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sID.FromStyle( ss.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 = 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 = NULL;
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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 = (int)truncf(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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CHECKPOINT;
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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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CHECKPOINT;
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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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AddPlayerStatsToProfile( pMachineProfile, *pSS, pn );
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if( pPlayerProfile )
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AddPlayerStatsToProfile( pPlayerProfile, *pSS, pn );
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CHECKPOINT;
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}
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}
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// Save recent scores
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{
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auto_ptr<XNode> xml( new XNode("Stats") );
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xml->AppendChild( "MachineGuid", PROFILEMAN->GetMachineProfile()->m_sGuid );
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XNode *recent = NULL;
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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->m_MasterPlayerNumber], 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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sDate.Replace(":","-");
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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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//FileCopy( "Data/TempTestGroups.xml", "Save/Upload/data.xml" );
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}
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void StatsManager::UnjoinPlayer( PlayerNumber pn )
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{
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/* A player has been unjoined. Clear his data from m_vPlayedStageStats, and
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* purge any m_vPlayedStageStats that no longer have any player data because
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* all of the players that were playing at the time have been unjoined. */
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FOREACH( StageStats, m_vPlayedStageStats, ss )
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ss->m_player[pn] = PlayerStageStats();
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for( int i = 0; i < (int) m_vPlayedStageStats.size(); ++i )
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{
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StageStats &ss = m_vPlayedStageStats[i];
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bool bIsActive = false;
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FOREACH_PlayerNumber( p )
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if( ss.m_player[p].m_bJoined )
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bIsActive = true;
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FOREACH_MultiPlayer( mp )
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if( ss.m_multiPlayer[mp].m_bJoined )
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bIsActive = true;
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if( bIsActive )
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continue;
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m_vPlayedStageStats.erase( m_vPlayedStageStats.begin()+i );
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--i;
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}
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}
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void StatsManager::GetStepsInUse( set<Steps*> &apInUseOut ) const
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{
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for( int i = 0; i < (int) m_vPlayedStageStats.size(); ++i )
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{
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FOREACH_PlayerNumber( pn )
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{
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const PlayerStageStats &pss = m_vPlayedStageStats[i].m_player[pn];
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apInUseOut.insert( pss.m_vpPossibleSteps.begin(), pss.m_vpPossibleSteps.end() );
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}
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FOREACH_MultiPlayer( mp )
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{
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const PlayerStageStats &pss = m_vPlayedStageStats[i].m_multiPlayer[mp];
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apInUseOut.insert( pss.m_vpPossibleSteps.begin(), pss.m_vpPossibleSteps.end() );
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}
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}
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}
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// lua start
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#include "LuaBinding.h"
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class LunaStatsManager: public Luna<StatsManager>
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{
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public:
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static int GetCurStageStats( T* p, lua_State *L ) { p->m_CurStageStats.PushSelf(L); return 1; }
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static int GetPlayedStageStats( T* p, lua_State *L )
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{
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int iAgo = IArg(1);
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int iIndex = p->m_vPlayedStageStats.size() - iAgo;
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if( iIndex < 0 || iIndex >= (int) p->m_vPlayedStageStats.size() )
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return 0;
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p->m_vPlayedStageStats[iIndex].PushSelf(L);
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return 1;
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}
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static int Reset( T* p, lua_State *L ) { p->Reset(); return 0; }
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static int GetAccumPlayedStageStats( T* p, lua_State *L ) { p->GetAccumPlayedStageStats().PushSelf(L); return 1; }
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static int GetFinalGrade( T* p, lua_State *L )
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{
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PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
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if( !GAMESTATE->IsHumanPlayer(pn) )
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lua_pushnumber( L, Grade_NoData );
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else
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{
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StageStats stats;
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p->GetFinalEvalStageStats( stats );
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lua_pushnumber( L, stats.m_player[pn].GetGrade() );
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}
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return 1;
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}
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static int GetStagesPlayed( T* p, lua_State *L ) { lua_pushnumber( L, p->m_vPlayedStageStats.size() ); return 1; }
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static int GetBestGrade( T* p, lua_State *L )
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{
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Grade g = NUM_Grade;
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FOREACH_EnabledPlayer( pn )
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g = min( g, STATSMAN->m_CurStageStats.m_player[pn].GetGrade() );
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lua_pushnumber( L, g );
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return 1;
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}
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static int GetWorstGrade( T* p, lua_State *L )
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{
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Grade g = Grade_Tier01;
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FOREACH_EnabledPlayer( pn )
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g = max( g, STATSMAN->m_CurStageStats.m_player[pn].GetGrade() );
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lua_pushnumber( L, g );
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return 1;
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}
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static int GetBestFinalGrade( T* p, lua_State *L )
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{
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Grade top_grade = Grade_Failed;
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StageStats stats;
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p->GetFinalEvalStageStats( stats );
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FOREACH_HumanPlayer( p )
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{
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// If this player failed any stage, then their final grade is an F.
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bool bPlayerFailedOneStage = false;
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FOREACH_CONST( StageStats, STATSMAN->m_vPlayedStageStats, ss )
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{
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if( ss->m_player[p].m_bFailed )
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{
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bPlayerFailedOneStage = true;
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break;
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}
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}
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if( bPlayerFailedOneStage )
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continue;
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top_grade = min( top_grade, stats.m_player[p].GetGrade() );
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}
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Enum::Push( L, top_grade );
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return 1;
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}
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LunaStatsManager()
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{
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ADD_METHOD( GetCurStageStats );
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ADD_METHOD( GetPlayedStageStats );
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ADD_METHOD( GetAccumPlayedStageStats );
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ADD_METHOD( Reset );
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ADD_METHOD( GetFinalGrade );
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ADD_METHOD( GetStagesPlayed );
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ADD_METHOD( GetBestGrade );
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ADD_METHOD( GetWorstGrade );
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ADD_METHOD( GetBestFinalGrade );
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}
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};
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LUA_REGISTER_CLASS( StatsManager )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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