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// ==================================================================== // Class: Engine.GameStats // Parent: Engine.Info // // the GameStats object is used to send individual stat events to the // stats server. Each game should spawn a GameStats object if it // wishes to have stat logging. // // ==================================================================== class GameStats extends Info Native Config; var FileLog TempLog; var GameReplicationInfo GRI; var bool bShowBots; var string Tab; /** create local stat logs */ var globalconfig bool bLocalLog; /** filename to use, check GetLogFilename() for replacements */ var globalconfig string LogFileName; native final function string GetStatsIdentifier( Controller C ); native final function string GetMapFileName(); // Returns the name of the current map ///////////////////////////////////// // GameStats interface function Init() { if (bLocalLog) { TempLog = spawn(class 'FileLog'); if (TempLog != None) { TempLog.OpenLog(GetLogFilename()); } else { Warn("Could not create output file"); } } } function Shutdown() { if (TempLog!=None) TempLog.Destroy(); } function Logf(string LogString) { if (TempLog!=None) TempLog.Logf(LogString); } ///////////////////////////////////// // Internals event PostBeginPlay() { Super.PostBeginPlay(); Tab = Chr(9); Init(); } event Destroyed() { Shutdown(); Super.Destroyed(); } function string TimeStamp() { local string seconds; seconds = string(Level.TimeSeconds); // Remove the centiseconds if( InStr(seconds,".") != -1 ) seconds = Left( seconds, InStr(seconds,".") ); return seconds; } function string Header() { return TimeStamp()$Tab; } function String FullTimeDate() // Date/Time in MYSQL format { return Level.Year$"-"$Level.Month$"-"$Level.Day$" "$Level.Hour$":"$Level.Minute$":"$Level.Second; } function String TimeZone() // Timezone (offset) of game server's local time to GTM, e.g. -4 or +5 { return "0"; // FIXME Jack - currently pretending GMT } function String MapName() { local string mapname; mapname = GetMapFileName(); // Remove the file name extention .ut2 if( InStr(mapname,".ut2") != -1 ) mapname = Left( mapname, InStr(mapname,".ut2") ); ReplaceText(mapname, tab, "_"); return mapname; } // Stat Logging functions function NewGame() { local string out, tmp; local string ngTitle, ngAuthor, ngGameGameName; local int i; local mutator MyMutie; local GameRules MyRules; ngTitle = Level.Title; // Making local copies ngAuthor = Level.Author; ngGameGameName = Level.Game.GameName; ReplaceText(ngTitle, tab, "_"); // Replacing tabs with _ ReplaceText(ngAuthor, tab, "_"); ReplaceText(ngGameGameName, tab, "_"); GRI = Level.Game.GameReplicationInfo; out = Header()$"NG"$Tab; // "NewGame" out $= FullTimeDate()$Tab; // Game server's local time out $= TimeZone()$Tab; // Game server's time zone (offset to GMT) out $= MapName()$Tab; // Map file name without map extention .ut2 out $= ngTitle$Tab; out $= ngAuthor$Tab; out $= Level.Game.Class$Tab; out $= ngGameGameName; tmp = ""; i = 0; foreach AllActors(class'Mutator',MyMutie) { if (tmp != "") tmp $= "|" $ MyMutie.Class; else tmp $= MyMutie.Class; i++; } foreach AllActors(class'GameRules',MyRules) { if (tmp!="") tmp $= "|"$MyRules.Class; else tmp $= MyRules.Class; i++; } if (i>0) { ReplaceText(tmp, tab, "_"); out $= Tab $ "Mutators=" $ tmp; } Logf(out); } function ServerInfo() { local string out, flags; local string siServerName, siAdminName, siAdminEmail; local GameInfo.ServerResponseLine ServerState; local int i; siServerName = GRI.ServerName; // Making local copies siAdminName = GRI.AdminName; siAdminEmail = GRI.AdminEmail; ReplaceText(siServerName, tab, "_"); ReplaceText(siAdminName, tab, "_"); ReplaceText(siAdminEmail, tab, "_"); out = Header() $ "SI" $ Tab; // "SeverInfo" out $= siServerName $ Tab; // Server name out $= TimeZone()$Tab; // Timezone out $= siAdminName$Tab; // Admin name out $= siAdminEmail$Tab; // Admin email out $= Tab; // IP:port (filled in by Master Server) flags = ""; // Server flag / key combos Level.Game.GetServerDetails( ServerState ); for( i=0;i<ServerState.ServerInfo.Length;i++ ) flags $= "\\"$ServerState.ServerInfo[i].Key$"\\"$ServerState.ServerInfo[i].Value; ReplaceText(flags, tab, "_"); out $= flags; Logf(out); } function StartGame() { Logf( Header()$"SG" ); // "StartGame" } // Send stats for the end of the game function EndGame(string Reason) { local string out; local int i,j; local array<PlayerReplicationInfo> PRIs; local PlayerReplicationInfo PRI,t; out = Header()$"EG"$Tab$Reason; // "EndGame" // Quick cascade sort. for (i=0;i<GRI.PRIArray.Length;i++) { PRI = GRI.PRIArray[i]; if ( !PRI.bOnlySpectator && !PRI.bBot ) { PRIs.Length = PRIs.Length+1; for (j=0;j<Pris.Length-1;j++) { if (PRIs[j].Score < PRI.Score || (PRIs[j].Score == PRI.Score && PRIs[j].Deaths > PRI.Deaths) ) { t = PRIs[j]; PRIs[j] = PRI; PRI = t; } } PRIs[j] = PRI; } } // Minimal scoreboard, shows Playernumbers in order of Score for (i=0;i<PRIs.Length;i++) out $= Tab$Controller(PRIs[i].Owner).PlayerNum; Logf(out); } // Connect Events get fired every time a player connects to a server function ConnectEvent(PlayerReplicationInfo Who) { local string out; if ( Who.bBot || Who.bOnlySpectator ) // Spectators should never show up in stats! return; // C 0 11d8944d9e138a5aa688d503e0e4c3e0 out = Header()$"C"$Tab$Controller(Who.Owner).PlayerNum$Tab; // Login identifier out $= GetStatsIdentifier(Controller(Who.Owner)); Logf(out); } // Connect Events get fired every time a player connects or leaves from a server function DisconnectEvent(PlayerReplicationInfo Who) { local string out; if ( Who.bBot || Who.bOnlySpectator ) // Spectators should never show up in stats! return; // D 0 out = Header()$"D"$Tab$Controller(Who.Owner).PlayerNum; //"Disconnect" Logf(out); } // Scoring Events occur when a player's score changes function ScoreEvent(PlayerReplicationInfo Who, float Points, string Desc) { if ( Who.bBot || Who.bOnlySpectator ) // Just to be totally safe Spectators sends nothing return; Logf( Header()$"S"$Tab$Controller(Who.Owner).PlayerNum$Tab$Points$Tab$Desc ); //"Score" } function TeamScoreEvent(int Team, float Points, string Desc) { Logf( Header()$"T"$Tab$Team$Tab$Points$Tab$Desc ); //"TeamScore" } // KillEvents occur when a player kills, is killed, suicides function KillEvent(string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage) { local string out; if ( Victim.bBot || Victim.bOnlySpectator || ((Killer != None) && Killer.bBot) ) return; out = Header()$Killtype$Tab; // KillerNumber and KillerDamagetype if (Killer!=None) { out $= Controller(Killer.Owner).PlayerNum$Tab; // KillerWeapon no longer used, using damagetype out $= GetItemName(string(Damage))$Tab; } else out $= "-1"$Tab$GetItemName(string(Damage))$Tab; // No PlayerNum -> -1, Environment "deaths" // VictimNumber and VictimWeapon out $= Controller(Victim.Owner).PlayerNum$Tab$GetItemName(string(Controller(Victim.Owner).GetLastWeapon())); // Type killers tracked as player event (redundant Typing, removed from kill line) if ( PlayerController(Victim.Owner)!= None && PlayerController(Victim.Owner).bIsTyping) { if ( PlayerController(Killer.Owner) != PlayerController(Victim.Owner) ) SpecialEvent(Killer, "type_kill"); // Killer killed typing victim } Logf(out); } // Special Events are everything else regarding the player function SpecialEvent(PlayerReplicationInfo Who, string Desc) { local string out; if (Who != None) { if ( Who.bBot || Who.bOnlySpectator ) // Avoid spectator suicide on console "type_kill" return; out = string(Controller(Who.Owner).PlayerNum); } else out = "-1"; Logf( Header()$"P"$Tab$out$Tab$Desc ); //"PSpecial" } // Special events regarding the game function GameEvent(string GEvent, string Desc, PlayerReplicationInfo Who) { local string out, geDesc; if (Who != None) { if ( Who.bBot || Who.bOnlySpectator ) // Specator could cause NameChange, TeamChange! No longer. return; out = string(Controller(Who.Owner).PlayerNum); } else out = "-1"; geDesc = Desc; ReplaceText(geDesc, tab, "_"); // geDesc, can be the nickname! Logf( Header()$"G"$Tab$GEvent$Tab$out$Tab$geDesc ); //"GSpecial" } /** return the filename to use for the log file. The following formatting rules are accepted: %P server port %Y year %M month %D day %H hour %I minute %S second %W day of the week */ function string GetLogFilename() { local string result; result = LogFileName; ReplaceText(result, "%P", string(Level.Game.GetServerPort())); ReplaceText(result, "%N", Level.Game.GameReplicationInfo.ServerName); ReplaceText(result, "%Y", Right("0000"$string(Level.Year), 4)); ReplaceText(result, "%M", Right("00"$string(Level.Month), 2)); ReplaceText(result, "%D", Right("00"$string(Level.Day), 2)); ReplaceText(result, "%H", Right("00"$string(Level.Hour), 2)); ReplaceText(result, "%I", Right("00"$string(Level.Minute), 2)); ReplaceText(result, "%W", Right("0"$string(Level.DayOfWeek), 1)); ReplaceText(result, "%S", Right("00"$string(Level.Second), 2)); return result; } defaultproperties { bLocalLog=false LogFileName="Stats_%P_%Y_%M_%D_%H_%I_%S" } |
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