233aeeb12f
fixed bug of duplicate penalties fixed showing timeline date for non events refresh player count on server overview fix refresh privileged users on map load fix 1h showing on tempban if manually specified
502 lines
20 KiB
C#
502 lines
20 KiB
C#
using System;
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using System.Collections.Concurrent;
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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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using SharedLibrary.Commands;
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using SharedLibrary.Configuration;
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using StatsPlugin.Config;
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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 ConcurrentDictionary<int, ServerStats> Servers;
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private ConcurrentDictionary<int, ThreadSafeStatsService> ContextThreads;
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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 ConcurrentDictionary<int, ServerStats>();
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ContextThreads = new ConcurrentDictionary<int, ThreadSafeStatsService>();
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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.TryAdd(serverId, statsSvc);
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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.TryAdd(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.WriteError($"Could not add server to ServerStats - {e.Message}");
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}
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}
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/// <summary>
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/// Add Player to the player stats
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/// </summary>
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/// <param name="pl">Player to add/retrieve stats for</param>
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/// <returns>EFClientStatistic of specified player</returns>
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public async Task<EFClientStatistics> AddPlayer(Player pl)
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{
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Log.WriteInfo($"Adding {pl} to stats");
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int serverId = pl.CurrentServer.GetHashCode();
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if (!Servers.ContainsKey(serverId))
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{
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Log.WriteError($"[Stats::AddPlayer] Server with id {serverId} could not be found");
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return null;
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}
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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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HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType<IW4Info.HitLocation>().Select(hl => new EFHitLocationCount()
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{
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Active = true,
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HitCount = 0,
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Location = hl
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})
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.ToList()
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};
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clientStats = statsSvc.ClientStatSvc.Insert(clientStats);
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await statsSvc.ClientStatSvc.SaveChangesAsync();
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}
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// migration for previous existing stats
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else if (clientStats.HitLocations.Count == 0)
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{
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clientStats.HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType<IW4Info.HitLocation>().Select(hl => new EFHitLocationCount()
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{
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Active = true,
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HitCount = 0,
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Location = hl
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})
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.ToList();
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await statsSvc.ClientStatSvc.SaveChangesAsync();
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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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clientStats.SessionScore = pl.Score;
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if (playerStats.ContainsKey(pl.ClientId))
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{
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Log.WriteWarning($"Duplicate ClientId in stats {pl.ClientId} vs {playerStats[pl.ClientId].ClientId}");
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playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue);
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}
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playerStats.TryAdd(pl.ClientId, clientStats);
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var detectionStats = Servers[serverId].PlayerDetections;
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if (detectionStats.ContainsKey(pl.ClientId))
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detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue);
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detectionStats.TryAdd(pl.ClientId, new Cheat.Detection(Log, clientStats));
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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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Log.WriteInfo($"Removing {pl} from stats");
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int serverId = pl.CurrentServer.GetHashCode();
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var playerStats = Servers[serverId].PlayerStats;
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var detectionStats = Servers[serverId].PlayerDetections;
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var serverStats = Servers[serverId].ServerStatistics;
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var statsSvc = ContextThreads[serverId];
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if (!playerStats.ContainsKey(pl.ClientId))
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{
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Log.WriteWarning($"Client disconnecting not in stats {pl}");
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return;
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}
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// get individual client's stats
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var clientStats = playerStats[pl.ClientId];
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// sync their score
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clientStats.SessionScore = pl.Score;
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// remove the client from the stats dictionary as they're leaving
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playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue);
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detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue2);
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// sync their stats before they leave
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UpdateStats(clientStats);
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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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await statsSvc.ServerStatsSvc.SaveChangesAsync();
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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, string viewAngles, string offset, string isKillstreakKill, string Ads)
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{
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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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ViewAngles = Vector3.Parse(viewAngles).FixIW4Angles(),
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TimeOffset = Int64.Parse(offset),
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When = DateTime.UtcNow,
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IsKillstreakKill = isKillstreakKill[0] != '0',
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AdsPercent = float.Parse(Ads)
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};
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if (kill.DeathType == IW4Info.MeansOfDeath.MOD_SUICIDE &&
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kill.Damage == 100000)
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{
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// suicide by switching teams so let's not count it against them
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return;
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}
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await AddStandardKill(attacker, victim);
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if (kill.IsKillstreakKill)
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{
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return;
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}
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var playerDetection = Servers[serverId].PlayerDetections[attacker.ClientId];
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var playerStats = Servers[serverId].PlayerStats[attacker.ClientId];
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// increment their hit count
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if (kill.DeathType == IW4Info.MeansOfDeath.MOD_PISTOL_BULLET ||
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kill.DeathType == IW4Info.MeansOfDeath.MOD_RIFLE_BULLET ||
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kill.DeathType == IW4Info.MeansOfDeath.MOD_HEAD_SHOT)
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{
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playerStats.HitLocations.Single(hl => hl.Location == kill.HitLoc).HitCount += 1;
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await statsSvc.ClientStatSvc.SaveChangesAsync();
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}
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statsSvc.KillStatsSvc.Insert(kill);
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await statsSvc.KillStatsSvc.SaveChangesAsync();
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if (Plugin.Config.Configuration().EnableAntiCheat)
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{
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async Task executePenalty(Cheat.DetectionPenaltyResult penalty)
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{
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switch (penalty.ClientPenalty)
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{
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case Penalty.PenaltyType.Ban:
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await attacker.Ban("You appear to be cheating", new Player() { ClientId = 1 });
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break;
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case Penalty.PenaltyType.Flag:
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if (attacker.Level != Player.Permission.User)
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break;
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var flagCmd = new CFlag();
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await flagCmd.ExecuteAsync(new Event(Event.GType.Flag, $"{(int)penalty.Bone}-{Math.Round(penalty.RatioAmount, 2).ToString()}@{penalty.KillCount}", new Player()
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{
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ClientId = 1,
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Level = Player.Permission.Console,
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ClientNumber = -1,
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CurrentServer = attacker.CurrentServer
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}, attacker, attacker.CurrentServer));
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break;
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}
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}
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await executePenalty(playerDetection.ProcessKill(kill));
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await executePenalty(playerDetection.ProcessTotalRatio(playerStats));
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}
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}
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public async Task AddStandardKill(Player attacker, Player victim)
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{
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int serverId = attacker.CurrentServer.GetHashCode();
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EFClientStatistics attackerStats = null;
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try
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{
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attackerStats = Servers[serverId].PlayerStats[attacker.ClientId];
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}
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catch (KeyNotFoundException)
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{
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Log.WriteError($"[Stats::AddStandardKill] kill attacker ClientId is invalid {attacker.ClientId}-{attacker}");
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return;
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}
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EFClientStatistics victimStats = null;
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try
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{
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victimStats = Servers[serverId].PlayerStats[victim.ClientId];
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}
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catch (KeyNotFoundException)
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{
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Log.WriteError($"[Stats::AddStandardKill] kill victim ClientId is invalid {victim.ClientId}-{victim}");
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return;
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}
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// update the total stats
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Servers[serverId].ServerStatistics.TotalKills += 1;
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attackerStats.SessionScore = attacker.Score;
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victimStats.SessionScore = victim.Score;
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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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string streakMessage = (attackerStats.ClientId != victimStats.ClientId) ?
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StreakMessage.MessageOnStreak(attackerStats.KillStreak, attackerStats.DeathStreak) :
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StreakMessage.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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// 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 = clientStats.SessionScore;
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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 totalPlayTime = (clientStats.TimePlayed == 0) ?
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(int)(DateTime.UtcNow - clientStats.LastActive).TotalSeconds :
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clientStats.TimePlayed + (int)(DateTime.UtcNow - clientStats.LastActive).TotalSeconds;
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double SPMAgainstPlayWeight = timeSinceLastCalc / Math.Min(600, (totalPlayTime / 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 void ResetKillstreaks(int serverId)
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{
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var serverStats = Servers[serverId];
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foreach (var stat in serverStats.PlayerStats.Values)
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{
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stat.KillStreak = 0;
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stat.DeathStreak = 0;
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}
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}
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public void ResetStats(int clientId, int serverId)
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{
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var stats = Servers[serverId].PlayerStats[clientId];
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stats.Kills = 0;
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stats.Deaths = 0;
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stats.SPM = 0;
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stats.Skill = 0;
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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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// the web users can have no account
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if (clientId < 1)
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return;
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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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