1dbacd2188
moved killstreak/deathstreak messages into configuration file cleaned up configuration manager fixed misc startup issue and threading added more importing stuff network id is a ulong now ip str is now ip added time played (per server)
365 lines
14 KiB
C#
365 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using SharedLibrary;
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using SharedLibrary.Helpers;
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using SharedLibrary.Interfaces;
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using SharedLibrary.Objects;
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using SharedLibrary.Services;
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using StatsPlugin.Models;
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namespace StatsPlugin.Helpers
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{
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public class StatManager
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{
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private Dictionary<int, ServerStats> Servers;
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private Dictionary<int, ThreadSafeStatsService> ContextThreads;
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private Dictionary<int, StreakMessage> StreakMessages;
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private ILogger Log;
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private IManager Manager;
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public StatManager(IManager mgr)
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{
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Servers = new Dictionary<int, ServerStats>();
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ContextThreads = new Dictionary<int, ThreadSafeStatsService>();
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StreakMessages= new Dictionary<int, StreakMessage>();
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Log = mgr.GetLogger();
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Manager = mgr;
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}
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~StatManager()
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{
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Servers.Clear();
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Log = null;
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Servers = null;
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}
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/// <summary>
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/// Add a server to the StatManager server pool
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/// </summary>
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/// <param name="sv"></param>
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public void AddServer(Server sv)
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{
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try
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{
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int serverId = sv.GetHashCode();
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var statsSvc = new ThreadSafeStatsService();
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ContextThreads.Add(serverId, statsSvc);
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StreakMessages.Add(serverId, new StreakMessage(sv));
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// get the server from the database if it exists, otherwise create and insert a new one
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var server = statsSvc.ServerSvc.Find(c => c.ServerId == serverId).FirstOrDefault();
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if (server == null)
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{
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server = new EFServer()
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{
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Port = sv.GetPort(),
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Active = true,
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ServerId = serverId
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};
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statsSvc.ServerSvc.Insert(server);
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}
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// this doesn't need to be async as it's during initialization
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statsSvc.ServerSvc.SaveChanges();
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// check to see if the stats have ever been initialized
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InitializeServerStats(sv);
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statsSvc.ServerStatsSvc.SaveChanges();
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var serverStats = statsSvc.ServerStatsSvc.Find(c => c.ServerId == serverId).FirstOrDefault();
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Servers.Add(serverId, new ServerStats(server, serverStats));
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}
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catch (Exception e)
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{
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Log.WriteWarning($"Could not add server to ServerStats - {e.Message}");
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}
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}
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/// <summary>
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/// Add Player to the player stats
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/// </summary>
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/// <param name="pl">Player to add/retrieve stats for</param>
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/// <returns>EFClientStatistic of specified player</returns>
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public EFClientStatistics AddPlayer(Player pl)
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{
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int serverId = pl.CurrentServer.GetHashCode();
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var playerStats = Servers[serverId].PlayerStats;
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var statsSvc = ContextThreads[serverId];
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// get the client's stats from the database if it exists, otherwise create and attach a new one
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// if this fails we want to throw an exception
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var clientStats = statsSvc.ClientStatSvc.Find(c => c.ClientId == pl.ClientId && c.ServerId == serverId).FirstOrDefault();
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if (clientStats == null)
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{
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clientStats = new EFClientStatistics()
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{
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Active = true,
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ClientId = pl.ClientId,
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Deaths = 0,
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Kills = 0,
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ServerId = serverId,
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Skill = 0.0,
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SPM = 0.0,
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};
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clientStats = statsSvc.ClientStatSvc.Insert(clientStats);
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}
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// set these on connecting
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clientStats.LastActive = DateTime.UtcNow;
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clientStats.LastStatCalculation = DateTime.UtcNow;
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lock (playerStats)
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{
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if (playerStats.ContainsKey(pl.ClientNumber))
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{
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Log.WriteWarning($"Duplicate clientnumber in stats {pl.ClientId} vs {playerStats[pl.ClientNumber].ClientId}");
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playerStats.Remove(pl.ClientNumber);
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}
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playerStats.Add(pl.ClientNumber, clientStats);
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}
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return clientStats;
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}
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/// <summary>
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/// Perform stat updates for disconnecting client
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/// </summary>
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/// <param name="pl">Disconnecting client</param>
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/// <returns></returns>
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public async Task RemovePlayer(Player pl)
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{
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int serverId = pl.CurrentServer.GetHashCode();
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var playerStats = Servers[serverId].PlayerStats;
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var serverStats = Servers[serverId].ServerStatistics;
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var statsSvc = ContextThreads[serverId];
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// get individual client's stats
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var clientStats = playerStats[pl.ClientNumber];
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// remove the client from the stats dictionary as they're leaving
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lock (playerStats)
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playerStats.Remove(pl.ClientNumber);
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// sync their stats before they leave
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clientStats.Client = pl;
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UpdateStats(clientStats);
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clientStats.Client = null;
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// todo: should this be saved every disconnect?
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await statsSvc.ClientStatSvc.SaveChangesAsync();
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// increment the total play time
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serverStats.TotalPlayTime += (int)(DateTime.UtcNow - pl.LastConnection).TotalSeconds;
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}
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/// <summary>
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/// Process stats for kill event
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/// </summary>
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/// <returns></returns>
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public async Task AddScriptKill(Player attacker, Player victim, int serverId, string map, string hitLoc, string type,
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string damage, string weapon, string killOrigin, string deathOrigin)
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{
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await AddStandardKill(attacker, victim);
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var statsSvc = ContextThreads[serverId];
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var kill = new EFClientKill()
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{
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Active = true,
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AttackerId = attacker.ClientId,
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VictimId = victim.ClientId,
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ServerId = serverId,
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Map = ParseEnum<IW4Info.MapName>.Get(map, typeof(IW4Info.MapName)),
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DeathOrigin = Vector3.Parse(deathOrigin),
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KillOrigin = Vector3.Parse(killOrigin),
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DeathType = ParseEnum<IW4Info.MeansOfDeath>.Get(type, typeof(IW4Info.MeansOfDeath)),
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Damage = Int32.Parse(damage),
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HitLoc = ParseEnum<IW4Info.HitLocation>.Get(hitLoc, typeof(IW4Info.HitLocation)),
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Weapon = ParseEnum<IW4Info.WeaponName>.Get(weapon, typeof(IW4Info.WeaponName))
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};
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statsSvc.KillStatsSvc.Insert(kill);
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await statsSvc.KillStatsSvc.SaveChangesAsync();
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}
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public async Task AddStandardKill(Player attacker, Player victim)
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{
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int serverId = attacker.CurrentServer.GetHashCode();
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var attackerStats = Servers[serverId].PlayerStats[attacker.ClientNumber];
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// set to access total time played
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attackerStats.Client = attacker;
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if (victim == null)
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{
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Log.WriteError($"Stats: Victim is null");
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return;
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}
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var victimStats = Servers[serverId].PlayerStats[victim.ClientNumber];
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// update the total stats
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Servers[serverId].ServerStatistics.TotalKills += 1;
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// calculate for the clients
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CalculateKill(attackerStats, victimStats);
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// show encouragement/discouragement
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var streakMessageGen = StreakMessages[serverId];
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string streakMessage = (attackerStats.ClientId != victimStats.ClientId) ?
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streakMessageGen.MessageOnStreak(attackerStats.KillStreak, attackerStats.DeathStreak) :
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streakMessageGen.MessageOnStreak(-1, -1);
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if (streakMessage != string.Empty)
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await attacker.Tell(streakMessage);
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// immediately write changes in debug
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#if DEBUG
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var statsSvc = ContextThreads[serverId];
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statsSvc.ClientStatSvc.SaveChanges();
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statsSvc.ServerStatsSvc.SaveChanges();
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#endif
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}
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/// <summary>
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/// Performs the incrementation of kills and deaths for client statistics
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/// </summary>
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/// <param name="attackerStats">Stats of the attacker</param>
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/// <param name="victimStats">Stats of the victim</param>
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public void CalculateKill(EFClientStatistics attackerStats, EFClientStatistics victimStats)
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{
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bool suicide = attackerStats.ClientId == victimStats.ClientId;
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// only update their kills if they didn't kill themselves
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if (!suicide)
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{
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attackerStats.Kills += 1;
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attackerStats.SessionKills += 1;
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attackerStats.KillStreak += 1;
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attackerStats.DeathStreak = 0;
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}
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victimStats.Deaths += 1;
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victimStats.SessionDeaths += 1;
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victimStats.DeathStreak += 1;
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victimStats.KillStreak = 0;
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// process the attacker's stats after the kills
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UpdateStats(attackerStats);
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attackerStats.Client = null;
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// update after calculation
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attackerStats.TimePlayed += (int)(DateTime.UtcNow - attackerStats.LastActive).TotalSeconds;
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victimStats.TimePlayed += (int)(DateTime.UtcNow - victimStats.LastActive).TotalSeconds;
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attackerStats.LastActive = DateTime.UtcNow;
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victimStats.LastActive = DateTime.UtcNow;
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}
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/// <summary>
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/// Update the client stats (skill etc)
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/// </summary>
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/// <param name="clientStats">Client statistics</param>
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/// <returns></returns>
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private EFClientStatistics UpdateStats(EFClientStatistics clientStats)
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{
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double timeSinceLastCalc = (DateTime.UtcNow - clientStats.LastStatCalculation).TotalSeconds / 60.0;
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double timeSinceLastActive = (DateTime.UtcNow - clientStats.LastActive).TotalSeconds / 60.0;
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// prevent NaN or inactive time lowering SPM
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if (timeSinceLastCalc == 0 || timeSinceLastActive > 3)
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return clientStats;
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// calculate the players Score Per Minute for the current session
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int currentScore = Manager.GetActiveClients()
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.First(c => c.ClientId == clientStats.ClientId)
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.Score;
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double killSPM = currentScore / (timeSinceLastCalc * 60.0);
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// calculate how much the KDR should weigh
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// 1.637 is a Eddie-Generated number that weights the KDR nicely
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double KDRWeight = Math.Round(Math.Pow(clientStats.KDR, 1.637 / Math.E), 3);
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// if no SPM, weight is 1 else the weight ishe current session's spm / lifetime average score per minute
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double SPMWeightAgainstAverage = (clientStats.SPM < 1) ? 1 : killSPM / clientStats.SPM;
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// calculate the weight of the new play time against last 10 hours of gameplay
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int totalConnectionTime = (clientStats.Client.TotalConnectionTime == 0) ?
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(int)(DateTime.UtcNow - clientStats.Client.FirstConnection).TotalSeconds :
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clientStats.Client.TotalConnectionTime + (int)(DateTime.UtcNow - clientStats.Client.LastConnection).TotalSeconds;
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double SPMAgainstPlayWeight = timeSinceLastCalc / Math.Min(600, (totalConnectionTime / 60.0));
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// calculate the new weight against average times the weight against play time
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clientStats.SPM = (killSPM * SPMAgainstPlayWeight) + (clientStats.SPM * (1 - SPMAgainstPlayWeight));
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clientStats.SPM = Math.Round(clientStats.SPM, 3);
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clientStats.Skill = Math.Round((clientStats.SPM * KDRWeight), 3);
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clientStats.LastStatCalculation = DateTime.UtcNow;
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clientStats.LastScore = currentScore;
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return clientStats;
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}
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public void InitializeServerStats(Server sv)
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{
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int serverId = sv.GetHashCode();
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var statsSvc = ContextThreads[serverId];
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var serverStats = statsSvc.ServerStatsSvc.Find(s => s.ServerId == serverId).FirstOrDefault();
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if (serverStats == null)
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{
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Log.WriteDebug($"Initializing server stats for {sv}");
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// server stats have never been generated before
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serverStats = new EFServerStatistics()
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{
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Active = true,
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ServerId = serverId,
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TotalKills = 0,
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TotalPlayTime = 0,
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};
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var ieClientStats = statsSvc.ClientStatSvc.Find(cs => cs.ServerId == serverId);
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// set these incase they've we've imported settings
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serverStats.TotalKills = ieClientStats.Sum(cs => cs.Kills);
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serverStats.TotalPlayTime = Manager.GetClientService().GetTotalPlayTime().Result;
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statsSvc.ServerStatsSvc.Insert(serverStats);
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}
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}
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public async Task AddMessageAsync(int clientId, int serverId, string message)
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{
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var messageSvc = ContextThreads[serverId].MessageSvc;
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messageSvc.Insert(new EFClientMessage()
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{
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Active = true,
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ClientId = clientId,
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Message = message,
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ServerId = serverId,
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TimeSent = DateTime.UtcNow
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});
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await messageSvc.SaveChangesAsync();
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}
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public async Task Sync(Server sv)
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{
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int serverId = sv.GetHashCode();
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var statsSvc = ContextThreads[serverId];
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Log.WriteDebug("Syncing server stats");
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await statsSvc.ServerStatsSvc.SaveChangesAsync();
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Log.WriteDebug("Syncing client stats");
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await statsSvc.ClientStatSvc.SaveChangesAsync();
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Log.WriteDebug("Syncing kill stats");
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await statsSvc.KillStatsSvc.SaveChangesAsync();
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Log.WriteDebug("Syncing servers");
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await statsSvc.ServerSvc.SaveChangesAsync();
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}
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}
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}
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