using System; 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; using SharedLibrary.Commands; using SharedLibrary.Configuration; using StatsPlugin.Config; namespace StatsPlugin.Helpers { public class StatManager { private ConcurrentDictionary Servers; private ConcurrentDictionary ContextThreads; private ILogger Log; private IManager Manager; public StatManager(IManager mgr) { Servers = new ConcurrentDictionary(); ContextThreads = new ConcurrentDictionary(); Log = mgr.GetLogger(); Manager = mgr; } ~StatManager() { Servers.Clear(); Log = null; Servers = null; } /// /// Add a server to the StatManager server pool /// /// public void AddServer(Server sv) { try { int serverId = sv.GetHashCode(); var statsSvc = new ThreadSafeStatsService(); ContextThreads.TryAdd(serverId, statsSvc); // 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(); Servers.TryAdd(serverId, new ServerStats(server, serverStats)); } catch (Exception e) { Log.WriteError($"Could not add server to ServerStats - {e.Message}"); } } /// /// Add Player to the player stats /// /// Player to add/retrieve stats for /// EFClientStatistic of specified player public async Task AddPlayer(Player pl) { Log.WriteInfo($"Adding {pl} to stats"); int serverId = pl.CurrentServer.GetHashCode(); if (!Servers.ContainsKey(serverId)) { Log.WriteError($"[Stats::AddPlayer] Server with id {serverId} could not be found"); return null; } var playerStats = Servers[serverId].PlayerStats; var statsSvc = ContextThreads[serverId]; // get the client's stats from the database if it exists, otherwise create and attach a new one // if this fails we want to throw an exception var clientStats = statsSvc.ClientStatSvc.Find(c => c.ClientId == pl.ClientId && c.ServerId == serverId).FirstOrDefault(); if (clientStats == null) { clientStats = new EFClientStatistics() { Active = true, ClientId = pl.ClientId, Deaths = 0, Kills = 0, ServerId = serverId, Skill = 0.0, SPM = 0.0, HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType().Select(hl => new EFHitLocationCount() { Active = true, HitCount = 0, Location = hl }) .ToList() }; clientStats = statsSvc.ClientStatSvc.Insert(clientStats); await statsSvc.ClientStatSvc.SaveChangesAsync(); } // migration for previous existing stats else if (clientStats.HitLocations.Count == 0) { clientStats.HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType().Select(hl => new EFHitLocationCount() { Active = true, HitCount = 0, Location = hl }) .ToList(); await statsSvc.ClientStatSvc.SaveChangesAsync(); } // set these on connecting clientStats.LastActive = DateTime.UtcNow; clientStats.LastStatCalculation = DateTime.UtcNow; clientStats.SessionScore = pl.Score; if (playerStats.ContainsKey(pl.ClientId)) { Log.WriteWarning($"Duplicate ClientId in stats {pl.ClientId} vs {playerStats[pl.ClientId].ClientId}"); playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue); } playerStats.TryAdd(pl.ClientId, clientStats); var detectionStats = Servers[serverId].PlayerDetections; if (detectionStats.ContainsKey(pl.ClientId)) detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue); detectionStats.TryAdd(pl.ClientId, new Cheat.Detection(Log)); return clientStats; } /// /// Perform stat updates for disconnecting client /// /// Disconnecting client /// public async Task RemovePlayer(Player pl) { Log.WriteInfo($"Removing {pl} from stats"); int serverId = pl.CurrentServer.GetHashCode(); var playerStats = Servers[serverId].PlayerStats; var detectionStats = Servers[serverId].PlayerDetections; var serverStats = Servers[serverId].ServerStatistics; var statsSvc = ContextThreads[serverId]; if (!playerStats.ContainsKey(pl.ClientId)) { Log.WriteWarning($"Client disconnecting not in stats {pl}"); return; } // get individual client's stats var clientStats = playerStats[pl.ClientId]; // sync their score clientStats.SessionScore = pl.Score; // remove the client from the stats dictionary as they're leaving playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue); detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue2); // 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; await statsSvc.ServerStatsSvc.SaveChangesAsync(); } /// /// Process stats for kill event /// /// public async Task AddScriptKill(Player attacker, Player victim, int serverId, string map, string hitLoc, string type, string damage, string weapon, string killOrigin, string deathOrigin, string viewAngles, string offset, string isKillstreakKill, string Ads) { var statsSvc = ContextThreads[serverId]; var kill = new EFClientKill() { Active = true, AttackerId = attacker.ClientId, VictimId = victim.ClientId, ServerId = serverId, Map = ParseEnum.Get(map, typeof(IW4Info.MapName)), DeathOrigin = Vector3.Parse(deathOrigin), KillOrigin = Vector3.Parse(killOrigin), DeathType = ParseEnum.Get(type, typeof(IW4Info.MeansOfDeath)), Damage = Int32.Parse(damage), HitLoc = ParseEnum.Get(hitLoc, typeof(IW4Info.HitLocation)), Weapon = ParseEnum.Get(weapon, typeof(IW4Info.WeaponName)), ViewAngles = Vector3.Parse(viewAngles).FixIW4Angles(), TimeOffset = Int64.Parse(offset), When = DateTime.UtcNow, IsKillstreakKill = isKillstreakKill[0] != '0', AdsPercent = float.Parse(Ads) }; if (kill.DeathType == IW4Info.MeansOfDeath.MOD_SUICIDE && kill.Damage == 100000) { // suicide by switching teams so let's not count it against them return; } await AddStandardKill(attacker, victim); if (kill.IsKillstreakKill) { return; } var playerDetection = Servers[serverId].PlayerDetections[attacker.ClientId]; var playerStats = Servers[serverId].PlayerStats[attacker.ClientId]; // increment their hit count if (kill.DeathType == IW4Info.MeansOfDeath.MOD_PISTOL_BULLET || kill.DeathType == IW4Info.MeansOfDeath.MOD_RIFLE_BULLET || kill.DeathType == IW4Info.MeansOfDeath.MOD_HEAD_SHOT) { playerStats.HitLocations.Single(hl => hl.Location == kill.HitLoc).HitCount += 1; await statsSvc.ClientStatSvc.SaveChangesAsync(); } statsSvc.KillStatsSvc.Insert(kill); await statsSvc.KillStatsSvc.SaveChangesAsync(); if (Plugin.Config.Configuration().EnableAntiCheat) { async Task executePenalty(Cheat.DetectionPenaltyResult penalty) { switch (penalty.ClientPenalty) { case Penalty.PenaltyType.Ban: await attacker.Ban("You appear to be cheating", new Player() { ClientId = 1 }); break; case Penalty.PenaltyType.Flag: if (attacker.Level != Player.Permission.User) break; var flagCmd = new CFlag(); await flagCmd.ExecuteAsync(new Event(Event.GType.Flag, $"{(int)penalty.Bone}-{Math.Round(penalty.RatioAmount, 2).ToString()}@{penalty.KillCount}", new Player() { ClientId = 1, Level = Player.Permission.Console, ClientNumber = -1, CurrentServer = attacker.CurrentServer }, attacker, attacker.CurrentServer)); break; } } await executePenalty(playerDetection.ProcessKill(kill)); await executePenalty(playerDetection.ProcessTotalRatio(playerStats)); } } public async Task AddStandardKill(Player attacker, Player victim) { int serverId = attacker.CurrentServer.GetHashCode(); EFClientStatistics attackerStats = null; try { attackerStats = Servers[serverId].PlayerStats[attacker.ClientId]; } catch (KeyNotFoundException) { Log.WriteError($"[Stats::AddStandardKill] kill attacker ClientId is invalid {attacker.ClientId}-{attacker}"); return; } EFClientStatistics victimStats = null; try { victimStats = Servers[serverId].PlayerStats[victim.ClientId]; } catch (KeyNotFoundException) { Log.WriteError($"[Stats::AddStandardKill] kill victim ClientId is invalid {victim.ClientId}-{victim}"); return; } // update the total stats Servers[serverId].ServerStatistics.TotalKills += 1; attackerStats.SessionScore = attacker.Score; victimStats.SessionScore = victim.Score; // calculate for the clients CalculateKill(attackerStats, victimStats); // show encouragement/discouragement string streakMessage = (attackerStats.ClientId != victimStats.ClientId) ? StreakMessage.MessageOnStreak(attackerStats.KillStreak, attackerStats.DeathStreak) : StreakMessage.MessageOnStreak(-1, -1); if (streakMessage != string.Empty) await attacker.Tell(streakMessage); // immediately write changes in debug //#if DEBUG var statsSvc = ContextThreads[serverId]; statsSvc.ClientStatSvc.SaveChanges(); //statsSvc.ServerStatsSvc.SaveChanges(); //#endif } /// /// Performs the incrementation of kills and deaths for client statistics /// /// Stats of the attacker /// Stats of the victim 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; } /// /// Update the client stats (skill etc) /// /// Client statistics /// 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 = clientStats.SessionScore; 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 int totalPlayTime = (clientStats.TimePlayed == 0) ? (int)(DateTime.UtcNow - clientStats.LastActive).TotalSeconds : clientStats.TimePlayed + (int)(DateTime.UtcNow - clientStats.LastActive).TotalSeconds; 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 void ResetKillstreaks(int serverId) { var serverStats = Servers[serverId]; foreach (var stat in serverStats.PlayerStats.Values) { stat.KillStreak = 0; stat.DeathStreak = 0; } } public void ResetStats(int clientId, int serverId) { var stats = Servers[serverId].PlayerStats[clientId]; stats.Kills = 0; stats.Deaths = 0; stats.SPM = 0; stats.Skill = 0; } 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(); } } }