using System; 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 { private Dictionary Servers; private Dictionary ContextThreads; private ILogger Log; private IManager Manager; public StatManager(IManager mgr) { Servers = new Dictionary(); ContextThreads = new Dictionary(); 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.Add(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.Add(serverId, new ServerStats(server, serverStats)); } catch (Exception e) { Log.WriteWarning($"Could not add server to ServerStats - {e.Message}"); } } /// /// Add Player to the player stats /// /// Player to add/retrieve stats for /// EFClientStatistic of specified player public EFClientStatistics AddPlayer(Player pl) { int serverId = pl.CurrentServer.GetHashCode(); var playerStats = Servers[serverId].PlayerStats; var statsSvc = ContextThreads[serverId]; // get the client's stats from the database if it exists, otherwise create and attach a new one // if this fails we want to throw an exception var clientStats = statsSvc.ClientStatSvc.Find(c => c.ClientId == pl.ClientId && c.ServerId == serverId).FirstOrDefault(); if (clientStats == null) { clientStats = new EFClientStatistics() { Active = true, ClientId = pl.ClientId, Deaths = 0, Kills = 0, ServerId = serverId, Skill = 0.0, SPM = 0.0, }; clientStats = statsSvc.ClientStatSvc.Insert(clientStats); } // set these on connecting clientStats.LastActive = DateTime.UtcNow; clientStats.LastStatCalculation = DateTime.UtcNow; lock (playerStats) { if (playerStats.ContainsKey(pl.ClientNumber)) { Log.WriteWarning($"Duplicate clientnumber in stats {pl.ClientId} vs {playerStats[pl.ClientNumber].ClientId}"); playerStats.Remove(pl.ClientNumber); } playerStats.Add(pl.ClientNumber, clientStats); } return clientStats; } /// /// Perform stat updates for disconnecting client /// /// Disconnecting client /// public async Task RemovePlayer(Player pl) { int serverId = pl.CurrentServer.GetHashCode(); var playerStats = Servers[serverId].PlayerStats; 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); // sync their stats before they leave clientStats.Client = pl; UpdateStats(clientStats); clientStats.Client = null; // todo: should this be saved every disconnect? await statsSvc.ClientStatSvc.SaveChangesAsync(); // increment the total play time serverStats.TotalPlayTime += (int)(DateTime.UtcNow - pl.LastConnection).TotalSeconds; } /// /// 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) { AddStandardKill(attacker, victim); 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)) }; statsSvc.KillStatsSvc.Insert(kill); await statsSvc.KillStatsSvc.SaveChangesAsync(); } public void AddStandardKill(Player attacker, Player victim) { int serverId = attacker.CurrentServer.GetHashCode(); var attackerStats = Servers[serverId].PlayerStats[attacker.ClientNumber]; // set to access total time played attackerStats.Client = attacker; var victimStats = Servers[serverId].PlayerStats[victim.ClientNumber]; // update the total stats Servers[serverId].ServerStatistics.TotalKills += 1; // calculate for the clients CalculateKill(attackerStats, victimStats); // 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) { 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; // update after calculation 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 = 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 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), 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) { 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(); } } }