feat(stats): coins, bricks and smashes counted by the server as live did

The passport totals for coins, bricks and enemies came from the client's
ModifyPlayerZoneStatistic, which live's client sent for its per-zone counts;
live's server counted the totals itself and told the client
(UpdatePlayerStatistic). Now:

- CurrencyCollected (the amount gained) right after every SetCurrency that
  raised the coins (pickups, missions, achievements, selling, activities);
  none for losses. Captures: 15,815 pickups + mission/achievement/vendor/
  activity gains, all with the stat; no loss had one.
- BricksCollected (the count) after every add to the bricks inventory the
  client is told about (captures: 999 of 1,010, pickups and relocations).
- The kill counts go to the killer right after Die, before the loot:
  EnemiesSmashed when the DestructibleComponent's isnpc is set, else
  SmashablesSmashed for a smashable (captures: 2,766 NPC kills and 538
  smashables; faction or AI don't decide it, e.g. the Banana Cluster has AI
  and counted as a smashable). Neither while racing. Before, every kill was
  a SmashablesSmashed.
- ModifyPlayerZoneStatistic from the client only updates the zone counts,
  so nothing is counted twice.

Check in game: pick up coins, sell an item, finish a mission, pick up
bricks, smash a stromling and a crate; each passport number goes up by the
right amount at once and stays the same after relogging (no double counts).
The per-zone statistics still go up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 02:17:48 -05:00
parent 752f079100
commit 1f29e9604a
9 changed files with 107 additions and 10 deletions

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@@ -10,6 +10,7 @@
#include <chrono>
#include "Entity.h"
#include "EntityManager.h"
#include "CharacterComponent.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "MissionMessages.h"
@@ -595,6 +596,7 @@ void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) {
}
EconomyLedger::RecordCoins(m_ID, newCoins - m_Coins, lootSource);
const auto gained = newCoins > m_Coins ? static_cast<uint64_t>(newCoins - m_Coins) : 0;
m_Coins = newCoins;
auto* entity = Game::entityManager->GetEntity(m_ObjectID);
@@ -607,6 +609,10 @@ void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) {
setCurrency.sourceTradeID = 0;
setCurrency.sourceType = lootSource;
setCurrency.SendToClient(entity->GetSystemAddress());
// Live followed every coin gain with CurrencyCollected (the amount gained); losses had none
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (gained > 0 && characterComponent) characterComponent->UpdatePlayerStatistic(CurrencyCollected, gained);
}
bool Character::HasBeenToWorld(LWOMAPID mapID) const {

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@@ -438,6 +438,7 @@ void Entity::Initialize() {
comp->SetDeathBehavior(destCompData[0].death_behavior);
comp->SetIsSmashable(comp->GetIsSmashable() || destCompData[0].isSmashable);
comp->SetIsNPC(destCompData[0].isnpc);
comp->SetLootMatrixID(destCompData[0].LootMatrixIndex);
comp->SetCurrencyIndex(destCompData[0].CurrencyIndex);
@@ -1473,13 +1474,6 @@ void Entity::Kill(Entity* murderer, const eKillType killType) {
characterComponent->UpdatePlayerStatistic(TimesSmashed);
}
// Track a player smashing something else
if (murderer != nullptr) {
auto* murdererCharacterComponent = murderer->GetComponent<CharacterComponent>();
if (murdererCharacterComponent != nullptr) {
murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed);
}
}
}
void Entity::AddDieCallback(const std::function<void()>& callback) {

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@@ -606,6 +606,10 @@ void CharacterComponent::TrackArmorDelta(int32_t armor) {
}
}
void CharacterComponent::TrackItemsAdded(eInventoryType inventoryType, uint32_t count) {
if (inventoryType == eInventoryType::BRICKS && count > 0) UpdatePlayerStatistic(BricksCollected, count);
}
void CharacterComponent::TrackQuickBuildComplete() {
UpdatePlayerStatistic(QuickBuildsCompleted);
@@ -670,14 +674,13 @@ void CharacterComponent::SendPlayerStatistic(StatisticID updateID, uint64_t upda
void CharacterComponent::HandleZoneStatisticsUpdate(LWOMAPID zoneID, const std::u16string& name, int32_t value) {
auto zoneStatistics = &GetZoneStatisticsForMap(zoneID);
// The client's per-zone counts; the passport totals are the server's (UpdatePlayerStatistic), so they aren't
// counted twice
if (name == u"BricksCollected") {
m_BricksCollected += value;
zoneStatistics->m_BricksCollected += value;
} else if (name == u"CoinsCollected") {
m_CurrencyCollected += value;
zoneStatistics->m_CoinsCollected += value;
} else if (name == u"EnemiesSmashed") {
m_EnemiesSmashed += value;
zoneStatistics->m_EnemiesSmashed += value;
}
}

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@@ -13,6 +13,7 @@
#include <set>
#include "Loot.h"
#include "StatisticID.h"
#include "eInventoryType.h"
#include <optional>
#include <chrono>
@@ -217,6 +218,12 @@ public:
*/
void TrackArmorDelta(int32_t armor);
/**
* Counts items added to the inventory the client was told about (AddItemToInventoryClientSync): live followed
* every add to the bricks inventory with BricksCollected (the count), whatever the source.
*/
void TrackItemsAdded(eInventoryType inventoryType, uint32_t count);
/**
* Handles completing a rebuild by updating the statistics
*/

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@@ -743,6 +743,16 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
die.lootOwnerID = source;
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
// Live told the killer right after Die, before the loot: EnemiesSmashed for an NPC, SmashablesSmashed for another
// smashable. Racing counts its own (RacingSmashablesSmashed).
if (owner && owner != m_Parent) {
auto* killerCharacter = owner->GetComponent<CharacterComponent>();
if (killerCharacter && !killerCharacter->GetIsRacing()) {
if (m_IsNPC) killerCharacter->UpdatePlayerStatistic(EnemiesSmashed);
else if (m_IsSmashable) killerCharacter->UpdatePlayerStatistic(SmashablesSmashed);
}
}
//NANI?!
if (!isPlayer) {
if (owner != nullptr) {

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@@ -225,6 +225,13 @@ public:
*/
bool GetIsSmashable() const { return m_IsSmashable; }
/**
* Whether this is an NPC (the DestructibleComponent's isnpc): live counted smashing one as EnemiesSmashed, other
* smashables as SmashablesSmashed
*/
void SetIsNPC(bool value) { m_IsNPC = value; }
bool GetIsNPC() const { return m_IsNPC; }
/**
* Returns the current is-dead value, this is mostly unused
* @return the current is-dead value, this is mostly unused
@@ -574,6 +581,8 @@ private:
*/
bool m_IsSmashable;
bool m_IsNPC = false;
/**
* Whether this entity is dead. Unused, here for serialization
*/

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@@ -345,6 +345,7 @@ ReceivedItem InventoryComponent::ReceiveItem(const LWOOBJID id, const LOT lot, c
addItem.newObjID = id;
addItem.showFlyingLoot = options.showFlyingLoot && !options.equip;
addItem.SendToClient(m_Parent->GetSystemAddress());
if (auto* characterComponent = m_Parent->GetComponent<CharacterComponent>()) characterComponent->TrackItemsAdded(inventoryType, count);
EconomyLedger::RecordItems(m_Parent, lot, count, static_cast<uint32_t>(lootSourceType));
Contraband::OnItemAdded(m_Parent, lot, count, lootSourceType, options.sourceInventory);
if (options.equip) {

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@@ -119,6 +119,7 @@ Item::Item(
addItem.newObjID = id;
addItem.showFlyingLoot = showFlyingLoot;
addItem.SendToClient(entity->GetSystemAddress());
if (auto* characterComponent = entity->GetComponent<CharacterComponent>()) characterComponent->TrackItemsAdded(inventory->GetType(), this->count);
if (isModMoveAndEquip) {
Equip();
@@ -206,6 +207,7 @@ void Item::SetCount(const uint32_t value, const bool silent, const bool disassem
addItem.newObjID = id;
addItem.showFlyingLoot = showFlyingLoot;
addItem.SendToClient(entity->GetSystemAddress());
if (auto* characterComponent = entity->GetComponent<CharacterComponent>()) characterComponent->TrackItemsAdded(inventory->GetType(), delta);
} else {
GameMessages::RemoveItemFromInventory removeItem;
removeItem.target = entity->GetObjectID();

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@@ -5,6 +5,8 @@
#include "CharacterComponent.h"
#include "Entity.h"
#include "PlayerMessages.h"
#include "DestroyableComponent.h"
#include "CDClientDatabase.h"
#include "dGameMessagesTests/GameMessageTestUtils.h"
// Live sent UpdatePlayerStatistic (1481) server -> client for the statistics the server counted (docs/CaptureUnknowns.md).
@@ -109,3 +111,66 @@ TEST_F(PlayerStatisticTest, MetersTraveledGoOutInBatches) {
ASSERT_EQ(statistics.size(), 1);
EXPECT_EQ(statistics[0].updateValue, 0);
}
TEST_F(PlayerStatisticTest, BricksAddedAreCollected) {
auto statistics = Statistics(Capture([&] { characterComponent->TrackItemsAdded(eInventoryType::BRICKS, 3); }));
ASSERT_EQ(statistics.size(), 1);
EXPECT_EQ(statistics[0].updateID, static_cast<int32_t>(BricksCollected));
EXPECT_EQ(statistics[0].updateValue, 3);
EXPECT_TRUE(Statistics(Capture([&] { characterComponent->TrackItemsAdded(eInventoryType::ITEMS, 1); })).empty());
}
TEST_F(PlayerStatisticTest, ZoneStatisticsFromTheClientLeaveThePassportTotalsAlone) {
// The client reports these per zone; the totals come from what the server sent (not counted twice)
characterComponent->HandleZoneStatisticsUpdate(1100, u"CoinsCollected", 10);
characterComponent->HandleZoneStatisticsUpdate(1100, u"BricksCollected", 2);
characterComponent->HandleZoneStatisticsUpdate(1100, u"EnemiesSmashed", 1);
EXPECT_EQ(characterComponent->StatisticsToString().substr(0, 10), "0;0;0;0;0;");
}
// Live: Die, then (to the killer) EnemiesSmashed for an NPC or SmashablesSmashed for another smashable, then the loot
TEST_F(PlayerStatisticTest, SmashingCountsEnemiesAndSmashables) {
// Smash finds the killer through the entity manager, which looks the new entity up in the CDClient
CDClientDatabase::Connect(":memory:");
CDClientDatabase::ExecuteDML("CREATE TABLE ComponentsRegistry (id INTEGER, component_type INTEGER, component_id INTEGER);");
ASSERT_NE(Game::entityManager->CreateEntity(info, nullptr, nullptr, true, 0x3FFFFFFFFFFELL), nullptr); // the zone control object loot asks
auto* killer = Game::entityManager->CreateEntity(info, nullptr, nullptr, false, PLAYER + 1);
ASSERT_NE(killer, nullptr);
auto* killerCharacter = killer->AddComponent<CharacterComponent>(-1, character.get(), ClientAddress());
killerCharacter->InitializeStatisticsFromString("");
LWOOBJID victimID = 0x3FFF000000000001LL;
const auto smash = [&](bool npc, bool smashable) {
auto* victim = Game::entityManager->CreateEntity(info, nullptr, nullptr, false, victimID++);
auto* destroyable = victim->AddComponent<DestroyableComponent>(-1);
destroyable->SetMaxHealth(10.0f);
destroyable->SetHealth(10);
destroyable->SetIsNPC(npc);
destroyable->SetIsSmashable(smashable);
return Capture([&] { destroyable->Smash(killer->GetObjectID()); });
};
for (const auto& [npc, smashable, expected] : { std::tuple{ true, true, EnemiesSmashed }, std::tuple{ false, true, SmashablesSmashed } }) {
const auto packets = smash(npc, smashable);
size_t die = packets.size(), statistic = packets.size();
for (size_t i = 0; i < packets.size(); i++) {
RakNet::BitStream bitStream(const_cast<uint8_t*>(packets[i].bytes.data()), packets[i].bytes.size(), false);
LWOOBJID target{};
MessageType::Game msgId{};
if (!GameMessages::NetGameMsg::ReadPacketHeader(bitStream, target, msgId)) continue;
if (msgId == MessageType::Game::DIE && die == packets.size()) die = i;
if (msgId == MessageType::Game::UPDATE_PLAYER_STATISTIC) statistic = i;
}
ASSERT_LT(die, packets.size());
ASSERT_LT(statistic, packets.size());
EXPECT_LT(die, statistic);
const auto statistics = Statistics({ packets[statistic] });
ASSERT_EQ(statistics.size(), 1);
EXPECT_EQ(statistics[0].target, killer->GetObjectID());
EXPECT_EQ(statistics[0].updateID, static_cast<int32_t>(expected));
}
// Neither an NPC nor smashable (e.g. a collectible spawner): nothing
EXPECT_TRUE(Statistics(smash(false, false)).empty());
killer->SetCharacter(nullptr);
}