IW4M-Admin/Plugins/SimpleStats/Helpers/StatManager.cs

390 lines
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C#
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using System;
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using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using SharedLibrary;
using SharedLibrary.Helpers;
using SharedLibrary.Interfaces;
using SharedLibrary.Objects;
using SharedLibrary.Services;
using StatsPlugin.Models;
namespace StatsPlugin.Helpers
{
public class StatManager
{
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private ConcurrentDictionary<int, ServerStats> Servers;
private ConcurrentDictionary<int, ThreadSafeStatsService> ContextThreads;
private ConcurrentDictionary<int, StreakMessage> StreakMessages;
private ILogger Log;
private IManager Manager;
public StatManager(IManager mgr)
{
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Servers = new ConcurrentDictionary<int, ServerStats>();
ContextThreads = new ConcurrentDictionary<int, ThreadSafeStatsService>();
StreakMessages = new ConcurrentDictionary<int, StreakMessage>();
Log = mgr.GetLogger();
Manager = mgr;
}
~StatManager()
{
Servers.Clear();
Log = null;
Servers = null;
}
/// <summary>
/// Add a server to the StatManager server pool
/// </summary>
/// <param name="sv"></param>
public void AddServer(Server sv)
{
try
{
int serverId = sv.GetHashCode();
var statsSvc = new ThreadSafeStatsService();
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ContextThreads.TryAdd(serverId, statsSvc);
StreakMessages.TryAdd(serverId, new StreakMessage(sv));
// get the server from the database if it exists, otherwise create and insert a new one
var server = statsSvc.ServerSvc.Find(c => c.ServerId == serverId).FirstOrDefault();
if (server == null)
{
server = new EFServer()
{
Port = sv.GetPort(),
Active = true,
ServerId = serverId
};
statsSvc.ServerSvc.Insert(server);
}
// this doesn't need to be async as it's during initialization
statsSvc.ServerSvc.SaveChanges();
// check to see if the stats have ever been initialized
InitializeServerStats(sv);
statsSvc.ServerStatsSvc.SaveChanges();
var serverStats = statsSvc.ServerStatsSvc.Find(c => c.ServerId == serverId).FirstOrDefault();
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Servers.TryAdd(serverId, new ServerStats(server, serverStats));
}
catch (Exception e)
{
Log.WriteWarning($"Could not add server to ServerStats - {e.Message}");
}
}
/// <summary>
/// Add Player to the player stats
/// </summary>
/// <param name="pl">Player to add/retrieve stats for</param>
/// <returns>EFClientStatistic of specified player</returns>
public EFClientStatistics AddPlayer(Player pl)
{
int serverId = pl.CurrentServer.GetHashCode();
var playerStats = Servers[serverId].PlayerStats;
var statsSvc = ContextThreads[serverId];
// get the client's stats from the database if it exists, otherwise create and attach a new one
// if this fails we want to throw an exception
var clientStats = statsSvc.ClientStatSvc.Find(c => c.ClientId == pl.ClientId && c.ServerId == serverId).FirstOrDefault();
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if (clientStats == null)
{
clientStats = new EFClientStatistics()
{
Active = true,
ClientId = pl.ClientId,
Deaths = 0,
Kills = 0,
ServerId = serverId,
Skill = 0.0,
SPM = 0.0,
};
clientStats = statsSvc.ClientStatSvc.Insert(clientStats);
}
// set these on connecting
clientStats.LastActive = DateTime.UtcNow;
clientStats.LastStatCalculation = DateTime.UtcNow;
lock (playerStats)
{
if (playerStats.ContainsKey(pl.ClientNumber))
{
Log.WriteWarning($"Duplicate clientnumber in stats {pl.ClientId} vs {playerStats[pl.ClientNumber].ClientId}");
playerStats.Remove(pl.ClientNumber);
}
playerStats.Add(pl.ClientNumber, clientStats);
}
var detectionStats = Servers[serverId].PlayerDetections;
lock (detectionStats)
{
if (detectionStats.ContainsKey(pl.ClientNumber))
detectionStats.Remove(pl.ClientNumber);
detectionStats.Add(pl.ClientNumber, new Cheat.Detection(Log));
}
return clientStats;
}
/// <summary>
/// Perform stat updates for disconnecting client
/// </summary>
/// <param name="pl">Disconnecting client</param>
/// <returns></returns>
public async Task RemovePlayer(Player pl)
{
int serverId = pl.CurrentServer.GetHashCode();
var playerStats = Servers[serverId].PlayerStats;
var detectionStats = Servers[serverId].PlayerDetections;
var serverStats = Servers[serverId].ServerStatistics;
var statsSvc = ContextThreads[serverId];
// get individual client's stats
var clientStats = playerStats[pl.ClientNumber];
// remove the client from the stats dictionary as they're leaving
lock (playerStats)
playerStats.Remove(pl.ClientNumber);
lock (detectionStats)
detectionStats.Remove(pl.ClientNumber);
// sync their stats before they leave
UpdateStats(clientStats);
// todo: should this be saved every disconnect?
await statsSvc.ClientStatSvc.SaveChangesAsync();
// increment the total play time
serverStats.TotalPlayTime += (int)(DateTime.UtcNow - pl.LastConnection).TotalSeconds;
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await statsSvc.ServerStatsSvc.SaveChangesAsync();
}
/// <summary>
/// Process stats for kill event
/// </summary>
/// <returns></returns>
public async Task AddScriptKill(Player attacker, Player victim, int serverId, string map, string hitLoc, string type,
string damage, string weapon, string killOrigin, string deathOrigin)
{
await AddStandardKill(attacker, victim);
if (victim == null)
{
Log.WriteError($"[AddScriptKill] Victim is null");
return;
}
var statsSvc = ContextThreads[serverId];
var playerDetection = Servers[serverId].PlayerDetections[attacker.ClientNumber];
var kill = new EFClientKill()
{
Active = true,
AttackerId = attacker.ClientId,
VictimId = victim.ClientId,
ServerId = serverId,
Map = ParseEnum<IW4Info.MapName>.Get(map, typeof(IW4Info.MapName)),
DeathOrigin = Vector3.Parse(deathOrigin),
KillOrigin = Vector3.Parse(killOrigin),
DeathType = ParseEnum<IW4Info.MeansOfDeath>.Get(type, typeof(IW4Info.MeansOfDeath)),
Damage = Int32.Parse(damage),
HitLoc = ParseEnum<IW4Info.HitLocation>.Get(hitLoc, typeof(IW4Info.HitLocation)),
Weapon = ParseEnum<IW4Info.WeaponName>.Get(weapon, typeof(IW4Info.WeaponName))
};
playerDetection.ProcessKill(kill);
return;
statsSvc.KillStatsSvc.Insert(kill);
await statsSvc.KillStatsSvc.SaveChangesAsync();
}
public async Task AddStandardKill(Player attacker, Player victim)
{
int serverId = attacker.CurrentServer.GetHashCode();
var attackerStats = Servers[serverId].PlayerStats[attacker.ClientNumber];
if (victim == null)
{
Log.WriteError($"[AddStandardKill] Victim is null");
return;
}
var victimStats = Servers[serverId].PlayerStats[victim.ClientNumber];
// update the total stats
Servers[serverId].ServerStatistics.TotalKills += 1;
// calculate for the clients
CalculateKill(attackerStats, victimStats);
// show encouragement/discouragement
var streakMessageGen = StreakMessages[serverId];
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string streakMessage = (attackerStats.ClientId != victimStats.ClientId) ?
streakMessageGen.MessageOnStreak(attackerStats.KillStreak, attackerStats.DeathStreak) :
streakMessageGen.MessageOnStreak(-1, -1);
if (streakMessage != string.Empty)
await attacker.Tell(streakMessage);
// immediately write changes in debug
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//#if DEBUG
var statsSvc = ContextThreads[serverId];
statsSvc.ClientStatSvc.SaveChanges();
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//statsSvc.ServerStatsSvc.SaveChanges();
//#endif
}
/// <summary>
/// Performs the incrementation of kills and deaths for client statistics
/// </summary>
/// <param name="attackerStats">Stats of the attacker</param>
/// <param name="victimStats">Stats of the victim</param>
public void CalculateKill(EFClientStatistics attackerStats, EFClientStatistics victimStats)
{
bool suicide = attackerStats.ClientId == victimStats.ClientId;
// only update their kills if they didn't kill themselves
if (!suicide)
{
attackerStats.Kills += 1;
attackerStats.SessionKills += 1;
attackerStats.KillStreak += 1;
attackerStats.DeathStreak = 0;
}
victimStats.Deaths += 1;
victimStats.SessionDeaths += 1;
victimStats.DeathStreak += 1;
victimStats.KillStreak = 0;
// process the attacker's stats after the kills
UpdateStats(attackerStats);
// update after calculation
attackerStats.TimePlayed += (int)(DateTime.UtcNow - attackerStats.LastActive).TotalSeconds;
victimStats.TimePlayed += (int)(DateTime.UtcNow - victimStats.LastActive).TotalSeconds;
attackerStats.LastActive = DateTime.UtcNow;
victimStats.LastActive = DateTime.UtcNow;
}
/// <summary>
/// Update the client stats (skill etc)
/// </summary>
/// <param name="clientStats">Client statistics</param>
/// <returns></returns>
private EFClientStatistics UpdateStats(EFClientStatistics clientStats)
{
double timeSinceLastCalc = (DateTime.UtcNow - clientStats.LastStatCalculation).TotalSeconds / 60.0;
double timeSinceLastActive = (DateTime.UtcNow - clientStats.LastActive).TotalSeconds / 60.0;
// prevent NaN or inactive time lowering SPM
if (timeSinceLastCalc == 0 || timeSinceLastActive > 3)
return clientStats;
// calculate the players Score Per Minute for the current session
int currentScore = Manager.GetActiveClients()
.First(c => c.ClientId == clientStats.ClientId)
.Score;
double killSPM = currentScore / (timeSinceLastCalc * 60.0);
// calculate how much the KDR should weigh
// 1.637 is a Eddie-Generated number that weights the KDR nicely
double KDRWeight = Math.Round(Math.Pow(clientStats.KDR, 1.637 / Math.E), 3);
// if no SPM, weight is 1 else the weight ishe current session's spm / lifetime average score per minute
double SPMWeightAgainstAverage = (clientStats.SPM < 1) ? 1 : killSPM / clientStats.SPM;
// calculate the weight of the new play time against last 10 hours of gameplay
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int totalPlayTime = (clientStats.TimePlayed == 0) ?
(int)(DateTime.UtcNow - clientStats.LastActive).TotalSeconds :
clientStats.TimePlayed + (int)(DateTime.UtcNow - clientStats.LastActive).TotalSeconds;
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double SPMAgainstPlayWeight = timeSinceLastCalc / Math.Min(600, (totalPlayTime / 60.0));
// calculate the new weight against average times the weight against play time
clientStats.SPM = (killSPM * SPMAgainstPlayWeight) + (clientStats.SPM * (1 - SPMAgainstPlayWeight));
clientStats.SPM = Math.Round(clientStats.SPM, 3);
clientStats.Skill = Math.Round((clientStats.SPM * KDRWeight), 3);
clientStats.LastStatCalculation = DateTime.UtcNow;
clientStats.LastScore = currentScore;
return clientStats;
}
public void InitializeServerStats(Server sv)
{
int serverId = sv.GetHashCode();
var statsSvc = ContextThreads[serverId];
var serverStats = statsSvc.ServerStatsSvc.Find(s => s.ServerId == serverId).FirstOrDefault();
if (serverStats == null)
{
Log.WriteDebug($"Initializing server stats for {sv}");
// server stats have never been generated before
serverStats = new EFServerStatistics()
{
Active = true,
ServerId = serverId,
TotalKills = 0,
TotalPlayTime = 0,
};
var ieClientStats = statsSvc.ClientStatSvc.Find(cs => cs.ServerId == serverId);
// set these incase they've we've imported settings
serverStats.TotalKills = ieClientStats.Sum(cs => cs.Kills);
serverStats.TotalPlayTime = Manager.GetClientService().GetTotalPlayTime().Result;
statsSvc.ServerStatsSvc.Insert(serverStats);
}
}
public async Task AddMessageAsync(int clientId, int serverId, string message)
{
// the web users can have no account
if (clientId < 1)
return;
var messageSvc = ContextThreads[serverId].MessageSvc;
messageSvc.Insert(new EFClientMessage()
{
Active = true,
ClientId = clientId,
Message = message,
ServerId = serverId,
TimeSent = DateTime.UtcNow
});
await messageSvc.SaveChangesAsync();
}
public async Task Sync(Server sv)
{
int serverId = sv.GetHashCode();
var statsSvc = ContextThreads[serverId];
Log.WriteDebug("Syncing server stats");
await statsSvc.ServerStatsSvc.SaveChangesAsync();
Log.WriteDebug("Syncing client stats");
await statsSvc.ClientStatSvc.SaveChangesAsync();
Log.WriteDebug("Syncing kill stats");
await statsSvc.KillStatsSvc.SaveChangesAsync();
Log.WriteDebug("Syncing servers");
await statsSvc.ServerSvc.SaveChangesAsync();
}
}
}