IW4M-Admin/Plugins/Stats/Commands/ResetStats.cs

71 lines
2.5 KiB
C#

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;
using IW4MAdmin.Plugins.Stats.Helpers;
namespace IW4MAdmin.Plugins.Stats.Commands
{
public class ResetStats : Command
{
private readonly IDatabaseContextFactory _contextFactory;
private readonly StatManager _statManager;
public ResetStats(CommandConfiguration config, ITranslationLookup translationLookup,
IDatabaseContextFactory contextFactory, StatManager statManager) : base(config, translationLookup)
{
Name = "resetstats";
Description = translationLookup["PLUGINS_STATS_COMMANDS_RESET_DESC"];
Alias = "rs";
Permission = EFClient.Permission.User;
RequiresTarget = false;
AllowImpersonation = true;
_contextFactory = contextFactory;
_statManager = statManager;
}
public override async Task ExecuteAsync(GameEvent gameEvent)
{
if (gameEvent.Origin.ClientNumber >= 0)
{
var serverId = (gameEvent.Owner as IGameServer).LegacyDatabaseId;
await using var context = _contextFactory.CreateContext();
var clientStats = await context.Set<EFClientStatistics>()
.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
_statManager.ResetStats(gameEvent.Origin);
gameEvent.Origin.Tell(_translationLookup["PLUGINS_STATS_COMMANDS_RESET_SUCCESS"]);
}
else
{
gameEvent.Origin.Tell(_translationLookup["PLUGINS_STATS_COMMANDS_RESET_FAIL"]);
}
}
}
}