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

252 lines
10 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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
{
private Dictionary<int, ServerStats> Servers;
private ILogger Log;
private IManager Manager;
private GenericRepository<EFClientStatistics> ClientStatSvc;
private GenericRepository<EFServer> ServerSvc;
private GenericRepository<EFClientKill> KillSvc;
public StatManager(IManager mgr)
{
Servers = new Dictionary<int, ServerStats>();
Log = mgr.GetLogger();
Manager = mgr;
ClientStatSvc = new GenericRepository<EFClientStatistics>();
ServerSvc = new GenericRepository<EFServer>();
KillSvc = new GenericRepository<EFClientKill>();
}
~StatManager()
{
Servers.Clear();
Log.WriteInfo("Cleared StatManager servers");
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();
// get the server from the database if it exists, otherwise create and insert a new one
var server = ServerSvc.Find(c => c.ServerId == serverId).FirstOrDefault();
if (server == null)
{
server = new EFServer()
{
Port = sv.GetPort(),
Active = true,
ServerId = serverId
};
ServerSvc.Insert(server);
}
// this doesn't need to be async as it's during initialization
ServerSvc.SaveChanges();
Servers.Add(sv.GetHashCode(), new ServerStats(server));
}
catch (Exception e)
{
Log.WriteWarning($"Could not add server to ServerStats - {e.Message}");
}
}
/// <summary>
/// Add Player to the player stats
/// </summary>
/// <param name="pl">Player to add/retrieve stats for</param>
/// <returns>EFClientStatistic of specified player</returns>
public EFClientStatistics AddPlayer(Player pl)
{
int serverId = pl.CurrentServer.GetHashCode();
var playerStats = Servers[serverId].PlayerStats;
// get the client's stats from the database if it exists, otherwise create and attach a new one
// if this fails we want to throw an exception
var clientStats = ClientStatSvc.Find(c => c.ClientId == pl.ClientId && c.ServerId == serverId).FirstOrDefault();
if (clientStats == null)
{
clientStats = new EFClientStatistics()
{
Active = true,
ClientId = pl.ClientId,
Deaths = 0,
Kills = 0,
ServerId = serverId,
Skill = 0.0,
SPM = 0.0,
};
clientStats = ClientStatSvc.Insert(clientStats);
}
lock (playerStats)
{
if (playerStats.ContainsKey(pl.ClientNumber))
{
Log.WriteWarning($"Duplicate clientnumber in stats {pl.ClientId} vs {playerStats[pl.ClientNumber].ClientId}");
playerStats.Remove(pl.ClientNumber);
}
playerStats.Add(pl.ClientNumber, clientStats);
}
return clientStats;
}
public async Task RemovePlayer(Player pl)
{
int serverId = pl.CurrentServer.GetHashCode();
var playerStats = Servers[serverId].PlayerStats;
// 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);
// allow accessing certain properties
//clientStats.Client = pl;
// update skill
// clientStats = UpdateStats(clientStats);
// reset for EF cache
//clientStats.SessionDeaths = 0;
// clientStats.SessionKills = 0;
// prevent mismatched primary key
//clientStats.Client = null;
// update in database
//await ClientStatSvc.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)
{
AddStandardKill(attacker, victim);
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))
};
KillSvc.Insert(kill);
await KillSvc.SaveChangesAsync();
}
public void AddStandardKill(Player attacker, Player victim)
{
var attackerStats = Servers[attacker.CurrentServer.GetHashCode()].PlayerStats[attacker.ClientNumber];
// set to access total time
attackerStats.Client = attacker;
var victimStats = Servers[victim.CurrentServer.GetHashCode()].PlayerStats[victim.ClientNumber];
CalculateKill(attackerStats, victimStats);
}
/// <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)
{
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);
attackerStats.Client = null;
// immediately write changes in debug
#if DEBUG
ClientStatSvc.SaveChanges();
#endif
}
/// <summary>
/// Update the client stats (skill etc)
/// </summary>
/// <param name="clientStats">Client statistics</param>
/// <returns></returns>
private EFClientStatistics UpdateStats(EFClientStatistics clientStats)
{
// if it's their first kill we need to set the last kill as the time they joined
clientStats.LastStatCalculation = (clientStats.LastStatCalculation == DateTime.MinValue) ? DateTime.UtcNow : clientStats.LastStatCalculation;
double timeSinceLastCalc = (DateTime.UtcNow - clientStats.LastStatCalculation).TotalSeconds / 60.0;
// each 'session' is one minute
if (timeSinceLastCalc >= 1)
{
Log.WriteDebug($"Updated stats for {clientStats.ClientId} ({clientStats.SessionKills})");
// calculate the players Score Per Minute for the current session
// todo: score should be based on gamemode
double killSPM = clientStats.SessionKills * 100.0;
// 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
int totalConnectionTime = (clientStats.Client.TotalConnectionTime == 0) ?
(int)(DateTime.UtcNow - clientStats.Client.FirstConnection).TotalSeconds :
clientStats.Client.TotalConnectionTime + (int)(DateTime.UtcNow - clientStats.Client.LastConnection).TotalSeconds;
double SPMAgainstPlayWeight = timeSinceLastCalc / Math.Min(600, (totalConnectionTime / 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) / 10.0, 3);
clientStats.SessionKills = 0;
clientStats.SessionDeaths = 0;
clientStats.LastStatCalculation = DateTime.UtcNow;
}
return clientStats;
}
}
}