IW4M-Admin/Plugins/Stats/Helpers/StatManager.cs
2018-09-23 19:45:54 -05:00

1161 lines
48 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using SharedLibraryCore;
using SharedLibraryCore.Helpers;
using SharedLibraryCore.Interfaces;
using SharedLibraryCore.Objects;
using SharedLibraryCore.Commands;
using IW4MAdmin.Plugins.Stats.Models;
using System.Text.RegularExpressions;
using IW4MAdmin.Plugins.Stats.Web.Dtos;
using SharedLibraryCore.Database;
using Microsoft.EntityFrameworkCore;
using SharedLibraryCore.Database.Models;
using SharedLibraryCore.Services;
using System.Linq.Expressions;
using System.Threading;
namespace IW4MAdmin.Plugins.Stats.Helpers
{
public class StatManager
{
private ConcurrentDictionary<int, ServerStats> Servers;
private ConcurrentDictionary<int, ThreadSafeStatsService> ContextThreads;
private ILogger Log;
private IManager Manager;
private readonly SemaphoreSlim OnProcessingPenalty;
public StatManager(IManager mgr)
{
Servers = new ConcurrentDictionary<int, ServerStats>();
ContextThreads = new ConcurrentDictionary<int, ThreadSafeStatsService>();
Log = mgr.GetLogger();
Manager = mgr;
OnProcessingPenalty = new SemaphoreSlim(1, 1);
}
public EFClientStatistics GetClientStats(int clientId, int serverId) => Servers[serverId].PlayerStats[clientId];
public static Expression<Func<EFRating, bool>> GetRankingFunc(int? serverId = null)
{
var fifteenDaysAgo = DateTime.UtcNow.AddDays(-15);
return (r) => r.ServerId == serverId &&
r.When > fifteenDaysAgo &&
r.RatingHistory.Client.Level != Player.Permission.Banned &&
r.Newest &&
r.ActivityAmount >= Plugin.Config.Configuration().TopPlayersMinPlayTime;
}
/// <summary>
/// gets a ranking across all servers for given client id
/// </summary>
/// <param name="clientId">client id of the player</param>
/// <returns></returns>
public async Task<int> GetClientOverallRanking(int clientId)
{
using (var context = new DatabaseContext(true))
{
var clientPerformance = await context.Set<EFRating>()
.Where(r => r.RatingHistory.ClientId == clientId)
.Where(r => r.ServerId == null)
.Where(r => r.Newest)
.Select(r => r.Performance)
.FirstOrDefaultAsync();
if (clientPerformance != 0)
{
var iqClientRanking = context.Set<EFRating>()
.Where(r => r.RatingHistory.ClientId != clientId)
.Where(r => r.Performance > clientPerformance)
.Where(GetRankingFunc());
return await iqClientRanking.CountAsync() + 1;
}
return 0;
}
}
public async Task<List<TopStatsInfo>> GetTopStats(int start, int count)
{
using (var context = new DatabaseContext(true))
{
// setup the query for the clients within the given rating range
var iqClientRatings = (from rating in context.Set<EFRating>()
.Where(GetRankingFunc())
select new
{
rating.RatingHistory.ClientId,
rating.RatingHistory.Client.CurrentAlias.Name,
rating.RatingHistory.Client.LastConnection,
rating.Performance,
})
.OrderByDescending(c => c.Performance)
.Skip(start)
.Take(count);
#if DEBUG == true
var clientRatingsSql = iqClientRatings.ToSql();
#endif
// materialized list
var clientRatings = await iqClientRatings.ToListAsync();
// get all the unique client ids that are in the top stats
var clientIds = clientRatings
.GroupBy(r => r.ClientId)
.Select(r => r.First().ClientId)
.ToList();
var iqRatingInfo = from rating in context.Set<EFRating>()
where clientIds.Contains(rating.RatingHistory.ClientId)
where rating.ServerId == null
select new
{
rating.Ranking,
rating.Performance,
rating.RatingHistory.ClientId,
rating.When
};
#if DEBUG == true
var ratingQuery = iqRatingInfo.ToSql();
#endif
var ratingInfo = (await iqRatingInfo.ToListAsync())
.GroupBy(r => r.ClientId)
.Select(grp => new
{
grp.Key,
Ratings = grp.Select(r => new { r.Performance, r.Ranking, r.When })
});
var iqStatsInfo = (from stat in context.Set<EFClientStatistics>()
where clientIds.Contains(stat.ClientId)
group stat by stat.ClientId into s
select new
{
ClientId = s.Key,
Kills = s.Sum(c => c.Kills),
Deaths = s.Sum(c => c.Deaths),
KDR = s.Sum(c => (c.Kills / (double)(c.Deaths == 0 ? 1 : c.Deaths)) * c.TimePlayed) / s.Sum(c => c.TimePlayed),
TotalTimePlayed = s.Sum(c => c.TimePlayed)
});
#if DEBUG == true
var statsInfoSql = iqStatsInfo.ToSql();
#endif
var topPlayers = await iqStatsInfo.ToListAsync();
var clientRatingsDict = clientRatings.ToDictionary(r => r.ClientId);
var finished = topPlayers.Select(s => new TopStatsInfo()
{
ClientId = s.ClientId,
Deaths = s.Deaths,
Kills = s.Kills,
KDR = Math.Round(s.KDR, 2),
LastSeen = Utilities.GetTimePassed(clientRatingsDict[s.ClientId].LastConnection, false),
Name = clientRatingsDict[s.ClientId].Name,
Performance = Math.Round(clientRatingsDict[s.ClientId].Performance, 2),
RatingChange = ratingInfo.First(r => r.Key == s.ClientId).Ratings.First().Ranking - ratingInfo.First(r => r.Key == s.ClientId).Ratings.Last().Ranking,
PerformanceHistory = ratingInfo.First(r => r.Key == s.ClientId).Ratings.Count() > 1 ?
ratingInfo.First(r => r.Key == s.ClientId).Ratings.OrderBy(r => r.When).Select(r => r.Performance).ToList() :
new List<double>() { clientRatingsDict[s.ClientId].Performance, clientRatingsDict[s.ClientId].Performance },
TimePlayed = Math.Round(s.TotalTimePlayed / 3600.0, 1).ToString("#,##0"),
})
.OrderByDescending(r => r.Performance)
.ToList();
// set the ranking numerically
int i = start + 1;
foreach (var stat in finished)
{
stat.Ranking = i;
i++;
}
return finished;
}
}
/// <summary>
/// Add a server to the StatManager server pool
/// </summary>
/// <param name="sv"></param>
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)
{
IsTeamBased = sv.Gametype != "dm"
});
}
catch (Exception e)
{
Log.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["PLUGIN_STATS_ERROR_ADD"]} - {e.Message}");
}
}
/// <summary>
/// Add Player to the player stats
/// </summary>
/// <param name="pl">Player to add/retrieve stats for</param>
/// <returns>EFClientStatistic of specified player</returns>
public async Task<EFClientStatistics> AddPlayer(Player pl)
{
int serverId = pl.CurrentServer.GetHashCode();
if (!Servers.ContainsKey(serverId))
{
Log.WriteError($"[Stats::AddPlayer] Server with id {serverId} could not be found");
return null;
}
var playerStats = Servers[serverId].PlayerStats;
var statsSvc = ContextThreads[serverId];
var detectionStats = Servers[serverId].PlayerDetections;
if (playerStats.ContainsKey(pl.ClientId))
{
Log.WriteWarning($"Duplicate ClientId in stats {pl.ClientId}");
return null;
}
// get the client's stats from the database if it exists, otherwise create and attach a new one
// if this fails we want to throw an exception
var clientStatsSvc = statsSvc.ClientStatSvc;
var clientStats = clientStatsSvc.Find(c => c.ClientId == pl.ClientId && c.ServerId == serverId).FirstOrDefault();
if (clientStats == null)
{
clientStats = new EFClientStatistics()
{
Active = true,
ClientId = pl.ClientId,
Deaths = 0,
Kills = 0,
ServerId = serverId,
Skill = 0.0,
SPM = 0.0,
EloRating = 200.0,
HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType<IW4Info.HitLocation>().Select(hl => new EFHitLocationCount()
{
Active = true,
HitCount = 0,
Location = hl
}).ToList()
};
// insert if they've not been added
clientStats = clientStatsSvc.Insert(clientStats);
await clientStatsSvc.SaveChangesAsync();
}
// migration for previous existing stats
if (clientStats.HitLocations.Count == 0)
{
clientStats.HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType<IW4Info.HitLocation>().Select(hl => new EFHitLocationCount()
{
Active = true,
HitCount = 0,
Location = hl
})
.ToList();
await statsSvc.ClientStatSvc.SaveChangesAsync();
}
// adjusts for adding new hit location
if (clientStats.HitLocations.Count == 19)
{
clientStats.HitLocations.Add(new EFHitLocationCount()
{
Location = IW4Info.HitLocation.shield
});
await statsSvc.ClientStatSvc.SaveChangesAsync();
}
// for stats before rating
if (clientStats.EloRating == 0.0)
{
clientStats.EloRating = clientStats.Skill;
}
if (clientStats.RollingWeightedKDR == 0)
{
clientStats.RollingWeightedKDR = clientStats.KDR;
}
// set these on connecting
clientStats.LastActive = DateTime.UtcNow;
clientStats.LastStatCalculation = DateTime.UtcNow;
clientStats.SessionScore = pl.Score;
clientStats.LastScore = pl.Score;
Log.WriteInfo($"Adding {pl} to stats");
if (!playerStats.TryAdd(pl.ClientId, clientStats))
Log.WriteDebug($"Could not add client to stats {pl}");
if (!detectionStats.TryAdd(pl.ClientId, new Cheat.Detection(Log, clientStats)))
Log.WriteDebug("Could not add client to detection");
return clientStats;
}
/// <summary>
/// Perform stat updates for disconnecting client
/// </summary>
/// <param name="pl">Disconnecting client</param>
/// <returns></returns>
public async Task RemovePlayer(Player pl)
{
Log.WriteInfo($"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($"Client disconnecting not in stats {pl}");
// remove the client from the stats dictionary as they're leaving
playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue1);
detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue2);
return;
}
// get individual client's stats
var clientStats = playerStats[pl.ClientId];
// remove the client from the stats dictionary as they're leaving
playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue3);
detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue4);
// sync their stats before they leave
var clientStatsSvc = statsSvc.ClientStatSvc;
clientStats = UpdateStats(clientStats);
clientStatsSvc.Update(clientStats);
await clientStatsSvc.SaveChangesAsync();
// increment the total play time
serverStats.TotalPlayTime += (int)(DateTime.UtcNow - pl.LastConnection).TotalSeconds;
}
public void AddDamageEvent(string eventLine, int attackerClientId, int victimClientId, int serverId)
{
string regex = @"^(D);(.+);([0-9]+);(allies|axis);(.+);([0-9]+);(allies|axis);(.+);(.+);([0-9]+);(.+);(.+)$";
var match = Regex.Match(eventLine, regex, RegexOptions.IgnoreCase);
if (match.Success)
{
// this gives us what time the player is on
var attackerStats = Servers[serverId].PlayerStats[attackerClientId];
var victimStats = Servers[serverId].PlayerStats[victimClientId];
IW4Info.Team victimTeam = (IW4Info.Team)Enum.Parse(typeof(IW4Info.Team), match.Groups[4].ToString());
IW4Info.Team attackerTeam = (IW4Info.Team)Enum.Parse(typeof(IW4Info.Team), match.Groups[7].ToString());
attackerStats.Team = attackerTeam;
victimStats.Team = victimTeam;
}
}
/// <summary>
/// Process stats for kill event
/// </summary>
/// <returns></returns>
public async Task AddScriptHit(bool isDamage, DateTime time, 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,
string fraction, string visibilityPercentage, string snapAngles)
{
var statsSvc = ContextThreads[serverId];
Vector3 vDeathOrigin = null;
Vector3 vKillOrigin = null;
Vector3 vViewAngles = null;
try
{
vDeathOrigin = Vector3.Parse(deathOrigin);
vKillOrigin = Vector3.Parse(killOrigin);
vViewAngles = Vector3.Parse(viewAngles).FixIW4Angles();
}
catch (FormatException)
{
Log.WriteWarning("Could not parse kill or death origin or viewangle vectors");
Log.WriteDebug($"Kill - {killOrigin} Death - {deathOrigin} ViewAngle - {viewAngles}");
await AddStandardKill(attacker, victim);
return;
}
var snapshotAngles = new List<Vector3>();
try
{
foreach (string angle in snapAngles.Split(':', StringSplitOptions.RemoveEmptyEntries))
{
snapshotAngles.Add(Vector3.Parse(angle).FixIW4Angles());
}
}
catch (FormatException)
{
Log.WriteWarning("Could not parse snapshot angles");
return;
}
var hit = new EFClientKill()
{
Active = true,
AttackerId = attacker.ClientId,
VictimId = victim.ClientId,
ServerId = serverId,
Map = ParseEnum<IW4Info.MapName>.Get(map, typeof(IW4Info.MapName)),
DeathOrigin = vDeathOrigin,
KillOrigin = vKillOrigin,
DeathType = ParseEnum<IW4Info.MeansOfDeath>.Get(type, typeof(IW4Info.MeansOfDeath)),
Damage = Int32.Parse(damage),
HitLoc = ParseEnum<IW4Info.HitLocation>.Get(hitLoc, typeof(IW4Info.HitLocation)),
Weapon = ParseEnum<IW4Info.WeaponName>.Get(weapon, typeof(IW4Info.WeaponName)),
ViewAngles = vViewAngles,
TimeOffset = Int64.Parse(offset),
When = time,
IsKillstreakKill = isKillstreakKill[0] != '0',
AdsPercent = float.Parse(Ads),
Fraction = double.Parse(fraction),
VisibilityPercentage = double.Parse(visibilityPercentage),
IsKill = !isDamage,
AnglesList = snapshotAngles
};
if ((hit.DeathType == IW4Info.MeansOfDeath.MOD_SUICIDE &&
hit.Damage == 100000) || hit.HitLoc == IW4Info.HitLocation.shield)
{
// suicide by switching teams so let's not count it against them
return;
}
if (!isDamage)
{
await AddStandardKill(attacker, victim);
}
if (hit.IsKillstreakKill)
{
return;
}
var clientDetection = Servers[serverId].PlayerDetections[attacker.ClientId];
var clientStats = Servers[serverId].PlayerStats[attacker.ClientId];
var clientStatsSvc = statsSvc.ClientStatSvc;
clientStatsSvc.Update(clientStats);
// increment their hit count
if (hit.DeathType == IW4Info.MeansOfDeath.MOD_PISTOL_BULLET ||
hit.DeathType == IW4Info.MeansOfDeath.MOD_RIFLE_BULLET ||
hit.DeathType == IW4Info.MeansOfDeath.MOD_HEAD_SHOT)
{
clientStats.HitLocations.Single(hl => hl.Location == hit.HitLoc).HitCount += 1;
}
using (var ctx = new DatabaseContext())
{
await OnProcessingPenalty.WaitAsync();
try
{
if (Plugin.Config.Configuration().StoreClientKills)
{
ctx.Set<EFClientKill>().Add(hit);
}
if (Plugin.Config.Configuration().EnableAntiCheat)
{
await ApplyPenalty(clientDetection.ProcessKill(hit, isDamage), clientDetection, attacker, ctx);
await ApplyPenalty(clientDetection.ProcessTotalRatio(clientStats), clientDetection, attacker, ctx);
}
await ctx.SaveChangesAsync();
await clientStatsSvc.SaveChangesAsync();
}
catch (Exception ex)
{
}
OnProcessingPenalty.Release(1);
}
}
async Task ApplyPenalty(Cheat.DetectionPenaltyResult penalty, Cheat.Detection clientDetection, Player attacker, DatabaseContext ctx)
{
switch (penalty.ClientPenalty)
{
case Penalty.PenaltyType.Ban:
if (attacker.Level == Player.Permission.Banned)
{
break;
}
await attacker.Ban(Utilities.CurrentLocalization.LocalizationIndex["PLUGIN_STATS_CHEAT_DETECTED"], new Player()
{
ClientId = 1,
AdministeredPenalties = new List<EFPenalty>()
{
new EFPenalty()
{
AutomatedOffense = penalty.Type == Cheat.Detection.DetectionType.Bone ?
$"{penalty.Type}-{(int)penalty.Location}-{Math.Round(penalty.Value, 2)}@{penalty.HitCount}" :
$"{penalty.Type}-{Math.Round(penalty.Value, 2)}@{penalty.HitCount}",
}
}
});
if (clientDetection.Tracker.HasChanges)
{
SaveTrackedSnapshots(clientDetection, ctx);
}
break;
case Penalty.PenaltyType.Flag:
if (attacker.Level != Player.Permission.User)
{
break;
}
var e = new GameEvent()
{
Data = penalty.Type == Cheat.Detection.DetectionType.Bone ?
$"{penalty.Type}-{(int)penalty.Location}-{Math.Round(penalty.Value, 2)}@{penalty.HitCount}" :
$"{penalty.Type}-{Math.Round(penalty.Value, 2)}@{penalty.HitCount}",
Origin = new Player()
{
ClientId = 1,
Level = Player.Permission.Console,
ClientNumber = -1,
CurrentServer = attacker.CurrentServer
},
Target = attacker,
Owner = attacker.CurrentServer,
Type = GameEvent.EventType.Flag
};
// because we created an event it must be processed by the manager
// even if it didn't really do anything
Manager.GetEventHandler().AddEvent(e);
await new CFlag().ExecuteAsync(e);
if (clientDetection.Tracker.HasChanges)
{
SaveTrackedSnapshots(clientDetection, ctx);
}
break;
}
}
void SaveTrackedSnapshots(Cheat.Detection clientDetection, DatabaseContext ctx)
{
// todo: why does this cause duplicate primary key
var change = clientDetection.Tracker.GetNextChange();
while ((change = clientDetection.Tracker.GetNextChange()) != default(EFACSnapshot))
{
//if (change.HitOriginId == 0)
//{
// change.HitOriginId = change.HitOrigin.Vector3Id;
// change.HitOrigin = null;
//}
//if (change.HitDestinationId == 0)
//{
// change.HitDestinationId = change.HitDestination.Vector3Id;
// change.HitDestination = null;
//}
//if (change.CurrentViewAngleId == 0)
//{
// change.CurrentViewAngleId = change.CurrentViewAngle.Vector3Id;
// change.CurrentViewAngle = null;
//}
//if (change.LastStrainAngleId == 0)
//{
// change.LastStrainAngleId = change.LastStrainAngle.Vector3Id;
// change.LastStrainAngle = null;
//}
if (change.HitOrigin.Vector3Id > 0)
{
ctx.Attach(change.HitOrigin);
}
if (change.HitDestination.Vector3Id > 0)
{
ctx.Attach(change.HitDestination);
}
if (change.CurrentViewAngle.Vector3Id > 0)
{
ctx.Attach(change.CurrentViewAngle);
}
if (change.LastStrainAngle.Vector3Id > 0)
{
ctx.Attach(change.LastStrainAngle);
}
ctx.Add(change);
}
}
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)
{
// happens when the client has disconnected before the last status update
Log.WriteWarning($"[Stats::AddStandardKill] kill attacker ClientId is invalid {attacker.ClientId}-{attacker}");
return;
}
EFClientStatistics victimStats = null;
try
{
victimStats = Servers[serverId].PlayerStats[victim.ClientId];
}
catch (KeyNotFoundException)
{
Log.WriteWarning($"[Stats::AddStandardKill] kill victim ClientId is invalid {victim.ClientId}-{victim}");
return;
}
#if DEBUG
Log.WriteDebug("Calculating standard kill");
#endif
// update the total stats
Servers[serverId].ServerStatistics.TotalKills += 1;
// this happens when the round has changed
if (attackerStats.SessionScore == 0)
attackerStats.LastScore = 0;
if (victimStats.SessionScore == 0)
victimStats.LastScore = 0;
attackerStats.SessionScore = attacker.Score;
victimStats.SessionScore = victim.Score;
// calculate for the clients
CalculateKill(attackerStats, victimStats);
// this should fix the negative SPM
// updates their last score after being calculated
attackerStats.LastScore = attacker.Score;
victimStats.LastScore = victim.Score;
// show encouragement/discouragement
string streakMessage = (attackerStats.ClientId != victimStats.ClientId) ?
StreakMessage.MessageOnStreak(attackerStats.KillStreak, attackerStats.DeathStreak) :
StreakMessage.MessageOnStreak(-1, -1);
if (streakMessage != string.Empty)
await attacker.Tell(streakMessage);
// fixme: why?
if (double.IsNaN(victimStats.SPM) || double.IsNaN(victimStats.Skill))
{
Log.WriteDebug($"[StatManager::AddStandardKill] victim SPM/SKILL {victimStats.SPM} {victimStats.Skill}");
victimStats.SPM = 0.0;
victimStats.Skill = 0.0;
}
if (double.IsNaN(attackerStats.SPM) || double.IsNaN(attackerStats.Skill))
{
Log.WriteDebug($"[StatManager::AddStandardKill] attacker SPM/SKILL {victimStats.SPM} {victimStats.Skill}");
attackerStats.SPM = 0.0;
attackerStats.Skill = 0.0;
}
// update their performance
#if !DEBUG
if ((DateTime.UtcNow - attackerStats.LastStatHistoryUpdate).TotalMinutes >= 2.5)
#endif
{
attackerStats.LastStatHistoryUpdate = DateTime.UtcNow;
await UpdateStatHistory(attacker, attackerStats);
}
// todo: do we want to save this immediately?
var clientStatsSvc = ContextThreads[serverId].ClientStatSvc;
clientStatsSvc.Update(attackerStats);
clientStatsSvc.Update(victimStats);
await clientStatsSvc.SaveChangesAsync();
}
/// <summary>
/// Update the invidual and average stat history for a client
/// </summary>
/// <param name="client">client to update</param>
/// <param name="clientStats">stats of client that is being updated</param>
/// <returns></returns>
private async Task UpdateStatHistory(Player client, EFClientStatistics clientStats)
{
int currentSessionTime = (int)(DateTime.UtcNow - client.LastConnection).TotalSeconds;
// don't update their stat history if they haven't played long
#if DEBUG == false
if (currentSessionTime < 60)
{
return;
}
#endif
int currentServerTotalPlaytime = clientStats.TimePlayed + currentSessionTime;
using (var ctx = new DatabaseContext())
{
// select the rating history for client
var iqHistoryLink = from history in ctx.Set<EFClientRatingHistory>()
.Include(h => h.Ratings)
where history.ClientId == client.ClientId
select history;
// get the client ratings
var clientHistory = await iqHistoryLink
.FirstOrDefaultAsync() ?? new EFClientRatingHistory()
{
Active = true,
ClientId = client.ClientId,
Ratings = new List<EFRating>()
};
// it's the first time they've played
if (clientHistory.RatingHistoryId == 0)
{
ctx.Add(clientHistory);
// Log.WriteDebug($"adding first time client history {client.ClientId}");
await ctx.SaveChangesAsync();
}
else
{
//ctx.Update(clientHistory);
}
#region INDIVIDUAL_SERVER_PERFORMANCE
// get the client ranking for the current server
int individualClientRanking = await ctx.Set<EFRating>()
.Where(GetRankingFunc(clientStats.ServerId))
// ignore themselves in the query
.Where(c => c.RatingHistory.ClientId != client.ClientId)
.Where(c => c.Performance > clientStats.Performance)
.CountAsync() + 1;
// limit max history per server to 40
if (clientHistory.Ratings.Count(r => r.ServerId == clientStats.ServerId) >= 40)
{
// select the oldest one
var ratingToRemove = clientHistory.Ratings
.Where(r => r.ServerId == clientStats.ServerId)
.OrderBy(r => r.When)
.First();
ctx.Remove(ratingToRemove);
//Log.WriteDebug($"remove oldest rating {client.ClientId}");
await ctx.SaveChangesAsync();
}
// set the previous newest to false
var ratingToUnsetNewest = clientHistory.Ratings
.Where(r => r.ServerId == clientStats.ServerId)
.OrderByDescending(r => r.When)
.FirstOrDefault();
if (ratingToUnsetNewest != null)
{
if (ratingToUnsetNewest.Newest)
{
ctx.Update(ratingToUnsetNewest);
ctx.Entry(ratingToUnsetNewest).Property(r => r.Newest).IsModified = true;
ratingToUnsetNewest.Newest = false;
//Log.WriteDebug($"unsetting previous newest flag {client.ClientId}");
await ctx.SaveChangesAsync();
}
}
var newServerRating = new EFRating()
{
Performance = clientStats.Performance,
Ranking = individualClientRanking,
Active = true,
Newest = true,
ServerId = clientStats.ServerId,
RatingHistoryId = clientHistory.RatingHistoryId,
ActivityAmount = currentServerTotalPlaytime,
};
// add new rating for current server
ctx.Add(newServerRating);
//Log.WriteDebug($"adding new server rating {client.ClientId}");
await ctx.SaveChangesAsync();
#endregion
#region OVERALL_RATING
// select all performance & time played for current client
var iqClientStats = from stats in ctx.Set<EFClientStatistics>()
where stats.ClientId == client.ClientId
where stats.ServerId != clientStats.ServerId
select new
{
stats.Performance,
stats.TimePlayed
};
var clientStatsList = await iqClientStats.ToListAsync();
// add the current server's so we don't have to pull it frmo the database
clientStatsList.Add(new
{
clientStats.Performance,
TimePlayed = currentServerTotalPlaytime
});
// weight the overall performance based on play time
double performanceAverage = clientStatsList.Sum(p => (p.Performance * p.TimePlayed)) / clientStatsList.Sum(p => p.TimePlayed);
// shouldn't happen but just in case the sum of time played is 0
if (double.IsNaN(performanceAverage))
{
performanceAverage = clientStatsList.Average(p => p.Performance);
}
int overallClientRanking = await ctx.Set<EFRating>()
.Where(GetRankingFunc())
.Where(r => r.RatingHistory.ClientId != client.ClientId)
.Where(r => r.Performance > performanceAverage)
.CountAsync() + 1;
// limit max average history to 40
if (clientHistory.Ratings.Count(r => r.ServerId == null) >= 40)
{
var ratingToRemove = clientHistory.Ratings
.Where(r => r.ServerId == null)
.OrderBy(r => r.When)
.First();
ctx.Remove(ratingToRemove);
//Log.WriteDebug($"remove oldest overall rating {client.ClientId}");
await ctx.SaveChangesAsync();
}
// set the previous average newest to false
ratingToUnsetNewest = clientHistory.Ratings
.Where(r => r.ServerId == null)
.OrderByDescending(r => r.When)
.FirstOrDefault();
if (ratingToUnsetNewest != null)
{
if (ratingToUnsetNewest.Newest)
{
ctx.Update(ratingToUnsetNewest);
ctx.Entry(ratingToUnsetNewest).Property(r => r.Newest).IsModified = true;
ratingToUnsetNewest.Newest = false;
//Log.WriteDebug($"unsetting overall newest rating {client.ClientId}");
await ctx.SaveChangesAsync();
}
}
// add new average rating
var averageRating = new EFRating()
{
Active = true,
Newest = true,
Performance = performanceAverage,
Ranking = overallClientRanking,
ServerId = null,
RatingHistoryId = clientHistory.RatingHistoryId,
ActivityAmount = clientStatsList.Sum(s => s.TimePlayed)
};
ctx.Add(averageRating);
#endregion
//Log.WriteDebug($"adding new average rating {client.ClientId}");
await ctx.SaveChangesAsync();
}
}
/// <summary>
/// Performs the incrementation of kills and deaths for client statistics
/// </summary>
/// <param name="attackerStats">Stats of the attacker</param>
/// <param name="victimStats">Stats of the victim</param>
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
attackerStats = UpdateStats(attackerStats);
// calulate elo
if (Servers[attackerStats.ServerId].PlayerStats.Count > 1)
{
/* var validAttackerLobbyRatings = Servers[attackerStats.ServerId].PlayerStats
.Where(cs => cs.Value.ClientId != attackerStats.ClientId)
.Where(cs =>
Servers[attackerStats.ServerId].IsTeamBased ?
cs.Value.Team != attackerStats.Team :
cs.Value.Team != IW4Info.Team.Spectator)
.Where(cs => cs.Value.Team != IW4Info.Team.Spectator);
double attackerLobbyRating = validAttackerLobbyRatings.Count() > 0 ?
validAttackerLobbyRatings.Average(cs => cs.Value.EloRating) :
attackerStats.EloRating;
var validVictimLobbyRatings = Servers[victimStats.ServerId].PlayerStats
.Where(cs => cs.Value.ClientId != victimStats.ClientId)
.Where(cs =>
Servers[attackerStats.ServerId].IsTeamBased ?
cs.Value.Team != victimStats.Team :
cs.Value.Team != IW4Info.Team.Spectator)
.Where(cs => cs.Value.Team != IW4Info.Team.Spectator);
double victimLobbyRating = validVictimLobbyRatings.Count() > 0 ?
validVictimLobbyRatings.Average(cs => cs.Value.EloRating) :
victimStats.EloRating;*/
double attackerEloDifference = Math.Log(Math.Max(1, victimStats.EloRating)) - Math.Log(Math.Max(1, attackerStats.EloRating));
double winPercentage = 1.0 / (1 + Math.Pow(10, attackerEloDifference / Math.E));
// double victimEloDifference = Math.Log(Math.Max(1, attackerStats.EloRating)) - Math.Log(Math.Max(1, victimStats.EloRating));
// double lossPercentage = 1.0 / (1 + Math.Pow(10, victimEloDifference/ Math.E));
attackerStats.EloRating += 6.0 * (1 - winPercentage);
victimStats.EloRating -= 6.0 * (1 - winPercentage);
attackerStats.EloRating = Math.Max(0, Math.Round(attackerStats.EloRating, 2));
victimStats.EloRating = Math.Max(0, Math.Round(victimStats.EloRating, 2));
}
// 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;
}
/// <summary>
/// Update the client stats (skill etc)
/// </summary>
/// <param name="clientStats">Client statistics</param>
/// <returns></returns>
private EFClientStatistics UpdateStats(EFClientStatistics clientStats)
{
// prevent NaN or inactive time lowering SPM
if ((DateTime.UtcNow - clientStats.LastStatCalculation).TotalSeconds / 60.0 < 0.01 ||
(DateTime.UtcNow - clientStats.LastActive).TotalSeconds / 60.0 > 3 ||
clientStats.SessionScore == 0)
{
// prevents idle time counting
clientStats.LastStatCalculation = DateTime.UtcNow;
return clientStats;
}
double timeSinceLastCalc = (DateTime.UtcNow - clientStats.LastStatCalculation).TotalSeconds / 60.0;
double timeSinceLastActive = (DateTime.UtcNow - clientStats.LastActive).TotalSeconds / 60.0;
int scoreDifference = 0;
// this means they've been tking or suicide and is the only time they can have a negative SPM
if (clientStats.RoundScore < 0)
{
scoreDifference = clientStats.RoundScore + clientStats.LastScore;
}
else if (clientStats.RoundScore > 0 && clientStats.LastScore < clientStats.RoundScore)
{
scoreDifference = clientStats.RoundScore - clientStats.LastScore;
}
double killSPM = scoreDifference / timeSinceLastCalc;
double spmMultiplier = 2.934 * Math.Pow(Servers[clientStats.ServerId].TeamCount(clientStats.Team == IW4Info.Team.Allies ? IW4Info.Team.Axis : IW4Info.Team.Allies), -0.454);
killSPM *= Math.Max(1, spmMultiplier);
// update this for ac tracking
clientStats.SessionSPM = killSPM;
// calculate how much the KDR should weigh
// 1.637 is a Eddie-Generated number that weights the KDR nicely
double currentKDR = clientStats.SessionDeaths == 0 ? clientStats.SessionKills : clientStats.SessionKills / clientStats.SessionDeaths;
double alpha = Math.Sqrt(2) / Math.Min(600, Math.Max(clientStats.Kills + clientStats.Deaths, 1));
clientStats.RollingWeightedKDR = (alpha * currentKDR) + (1.0 - alpha) * clientStats.KDR;
double KDRWeight = Math.Round(Math.Pow(clientStats.RollingWeightedKDR, 1.637 / Math.E), 3);
// 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));
if (clientStats.SPM < 0)
{
Log.WriteWarning("[StatManager:UpdateStats] clientStats SPM < 0");
Log.WriteDebug($"{scoreDifference}-{clientStats.RoundScore} - {clientStats.LastScore} - {clientStats.SessionScore}");
clientStats.SPM = 0;
}
clientStats.SPM = Math.Round(clientStats.SPM, 3);
clientStats.Skill = Math.Round((clientStats.SPM * KDRWeight), 3);
// fixme: how does this happen?
if (double.IsNaN(clientStats.SPM) || double.IsNaN(clientStats.Skill))
{
Log.WriteWarning("[StatManager::UpdateStats] clientStats SPM/Skill NaN");
Log.WriteDebug($"{killSPM}-{KDRWeight}-{totalPlayTime}-{SPMAgainstPlayWeight}-{clientStats.SPM}-{clientStats.Skill}-{scoreDifference}");
clientStats.SPM = 0;
clientStats.Skill = 0;
}
clientStats.LastStatCalculation = DateTime.UtcNow;
//clientStats.LastScore = clientStats.SessionScore;
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 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.StartNewSession();
}
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;
stats.TimePlayed = 0;
stats.EloRating = 200;
}
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 stats contexts");
await statsSvc.ServerStatsSvc.SaveChangesAsync();
//await statsSvc.ClientStatSvc.SaveChangesAsync();
await statsSvc.KillStatsSvc.SaveChangesAsync();
await statsSvc.ServerSvc.SaveChangesAsync();
statsSvc = null;
// this should prevent the gunk for having a long lasting context.
ContextThreads[serverId] = new ThreadSafeStatsService();
}
public void SetTeamBased(int serverId, bool isTeamBased)
{
Servers[serverId].IsTeamBased = isTeamBased;
}
}
}