using Microsoft.EntityFrameworkCore; using SharedLibraryCore; using SharedLibraryCore.Configuration; using SharedLibraryCore.Database.Models; using SharedLibraryCore.Interfaces; using System.Linq; using System.Threading.Tasks; using Data.Abstractions; using Data.Models.Client.Stats; namespace IW4MAdmin.Plugins.Stats.Commands { public class ResetStats : Command { private readonly IDatabaseContextFactory _contextFactory; public ResetStats(CommandConfiguration config, ITranslationLookup translationLookup, IDatabaseContextFactory contextFactory) : base(config, translationLookup) { Name = "resetstats"; Description = translationLookup["PLUGINS_STATS_COMMANDS_RESET_DESC"]; Alias = "rs"; Permission = EFClient.Permission.User; RequiresTarget = false; AllowImpersonation = true; _contextFactory = contextFactory; } public override async Task ExecuteAsync(GameEvent gameEvent) { if (gameEvent.Origin.ClientNumber >= 0) { var serverId = Helpers.StatManager.GetIdForServer(gameEvent.Owner); await using var context = _contextFactory.CreateContext(); var clientStats = await context.Set() .Where(s => s.ClientId == gameEvent.Origin.ClientId) .Where(s => s.ServerId == serverId) .FirstOrDefaultAsync(); // want to prevent resetting stats before they've gotten any kills if (clientStats != null) { clientStats.Deaths = 0; clientStats.Kills = 0; clientStats.SPM = 0.0; clientStats.Skill = 0.0; clientStats.TimePlayed = 0; // todo: make this more dynamic clientStats.EloRating = 200.0; await context.SaveChangesAsync(); } // reset the cached version Plugin.Manager.ResetStats(gameEvent.Origin); gameEvent.Origin.Tell(_translationLookup["PLUGINS_STATS_COMMANDS_RESET_SUCCESS"]); } else { gameEvent.Origin.Tell(_translationLookup["PLUGINS_STATS_COMMANDS_RESET_FAIL"]); } } } }