699c19cd4b
exit properly whoops add all linked accounts to drop down consolidate linked admin accounts to the most recently seen one limited some waits to 5s to hopefully prevent a rare thread lock
642 lines
26 KiB
C#
642 lines
26 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 SharedLibraryCore;
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using SharedLibraryCore.Helpers;
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using SharedLibraryCore.Interfaces;
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using SharedLibraryCore.Objects;
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using SharedLibraryCore.Commands;
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using IW4MAdmin.Plugins.Stats.Models;
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namespace IW4MAdmin.Plugins.Stats.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($"{Utilities.CurrentLocalization.LocalizationIndex["PLUGIN_STATS_ERROR_ADD"]} - {e.Message}");
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}
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}
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/// <summary>
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/// Add Player to the player stats
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/// </summary>
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/// <param name="pl">Player to add/retrieve stats for</param>
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/// <returns>EFClientStatistic of specified player</returns>
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public async Task<EFClientStatistics> AddPlayer(Player pl)
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{
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int serverId = pl.CurrentServer.GetHashCode();
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if (!Servers.ContainsKey(serverId))
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{
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Log.WriteError($"[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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var detectionStats = Servers[serverId].PlayerDetections;
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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}");
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return null;
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}
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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 clientStatsSvc = statsSvc.ClientStatSvc;
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var clientStats = clientStatsSvc.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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// insert if they've not been added
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clientStats = clientStatsSvc.Insert(clientStats);
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await clientStatsSvc.SaveChangesAsync();
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}
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// migration for previous existing stats
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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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Log.WriteInfo($"Adding {pl} to stats");
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if (!playerStats.TryAdd(pl.ClientId, clientStats))
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Log.WriteDebug($"Could not add client to stats {pl}");
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if (!detectionStats.TryAdd(pl.ClientId, new Cheat.Detection(Log, clientStats)))
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Log.WriteDebug("Could not add client to detection");
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return clientStats;
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}
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/// <summary>
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/// Perform stat updates for disconnecting client
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/// </summary>
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/// <param name="pl">Disconnecting client</param>
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/// <returns></returns>
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public async Task RemovePlayer(Player pl)
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{
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Log.WriteInfo($"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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// remove the client from the stats dictionary as they're leaving
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playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue1);
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detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue2);
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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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// remove the client from the stats dictionary as they're leaving
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playerStats.TryRemove(pl.ClientId, out EFClientStatistics removedValue3);
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detectionStats.TryRemove(pl.ClientId, out Cheat.Detection removedValue4);
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// sync their stats before they leave
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var clientStatsSvc = statsSvc.ClientStatSvc;
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clientStats = UpdateStats(clientStats);
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clientStatsSvc.Update(clientStats);
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await clientStatsSvc.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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public void AddDamageEvent(string eventLine, int clientId, int serverId)
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{
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/* string regex = @"^(D);((?:bot[0-9]+)|(?:[A-Z]|[0-9])+);([0-9]+);(axis|allies);(.+);((?:[A-Z]|[0-9])+);([0-9]+);(axis|allies);(.+);((?:[0-9]+|[a-z]+|_)+);([0-9]+);((?:[A-Z]|_)+);((?:[a-z]|_)+)$";
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var match = Regex.Match(damageLine, regex, RegexOptions.IgnoreCase);
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if (match.Success)
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{
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var meansOfDeath = ParseEnum<IW4Info.MeansOfDeath>.Get(match.Groups[12].Value, typeof(IW4Info.MeansOfDeath));
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var hitLocation = ParseEnum<IW4Info.HitLocation>.Get(match.Groups[13].Value, typeof(IW4Info.HitLocation));
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if (meansOfDeath == IW4Info.MeansOfDeath.MOD_PISTOL_BULLET ||
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meansOfDeath == IW4Info.MeansOfDeath.MOD_RIFLE_BULLET ||
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meansOfDeath == IW4Info.MeansOfDeath.MOD_HEAD_SHOT)
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{
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ClientStats.HitLocations.First(hl => hl.Location == hitLocation).HitCount += 1;
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}
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}*/
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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 AddScriptHit(bool isDamage, DateTime time, 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, string snapAngles)
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{
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var statsSvc = ContextThreads[serverId];
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Vector3 vDeathOrigin = null;
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Vector3 vKillOrigin = null;
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Vector3 vViewAngles = null;
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try
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{
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vDeathOrigin = Vector3.Parse(deathOrigin);
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vKillOrigin = Vector3.Parse(killOrigin);
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vViewAngles = Vector3.Parse(viewAngles).FixIW4Angles();
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}
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catch (FormatException)
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{
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Log.WriteWarning("Could not parse kill or death origin or viewangle vectors");
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Log.WriteDebug($"Kill - {killOrigin} Death - {deathOrigin} ViewAngle - {viewAngles}");
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await AddStandardKill(attacker, victim);
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return;
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}
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var snapshotAngles = new List<Vector3>();
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try
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{
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foreach (string angle in snapAngles.Split(':', StringSplitOptions.RemoveEmptyEntries))
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{
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snapshotAngles.Add(Vector3.Parse(angle).FixIW4Angles());
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}
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}
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catch (FormatException)
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{
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Log.WriteWarning("Could not parse snapshot angles");
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return;
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}
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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 = vDeathOrigin,
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KillOrigin = vKillOrigin,
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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 = vViewAngles,
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TimeOffset = Int64.Parse(offset),
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When = time,
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IsKillstreakKill = isKillstreakKill[0] != '0',
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AdsPercent = float.Parse(Ads),
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AnglesList = snapshotAngles
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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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if (!isDamage)
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{
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await AddStandardKill(attacker, victim);
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}
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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 clientDetection = Servers[serverId].PlayerDetections[attacker.ClientId];
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var clientStats = Servers[serverId].PlayerStats[attacker.ClientId];
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var clientStatsSvc = statsSvc.ClientStatSvc;
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clientStatsSvc.Update(clientStats);
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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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clientStats.HitLocations.Single(hl => hl.Location == kill.HitLoc).HitCount += 1;
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//statsSvc.ClientStatSvc.Update(clientStats);
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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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// prevent multiple bans from occuring
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if (attacker.Level == Player.Permission.Banned)
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{
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return;
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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(Utilities.CurrentLocalization.LocalizationIndex["PLUGIN_STATS_CHEAT_DETECTED"], new Player()
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{
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ClientId = 1
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});
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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 e = new GameEvent()
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{
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Data = penalty.Type == Cheat.Detection.DetectionType.Bone ?
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$"{penalty.Type}-{(int)penalty.Location}-{Math.Round(penalty.Value, 2)}@{penalty.HitCount}" :
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$"{penalty.Type}-{Math.Round(penalty.Value, 2)}@{penalty.HitCount}",
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Origin = 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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},
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Target = attacker,
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Owner = attacker.CurrentServer,
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Type = GameEvent.EventType.Flag
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};
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await new CFlag().ExecuteAsync(e);
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break;
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}
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}
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await executePenalty(clientDetection.ProcessKill(kill, isDamage));
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await executePenalty(clientDetection.ProcessTotalRatio(clientStats));
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await clientStatsSvc.SaveChangesAsync();
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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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// happens when the client has disconnected before the last status update
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Log.WriteWarning($"[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.WriteWarning($"[Stats::AddStandardKill] kill victim ClientId is invalid {victim.ClientId}-{victim}");
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return;
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}
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#if DEBUG
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Log.WriteDebug("Calculating standard kill");
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#endif
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// update the total stats
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Servers[serverId].ServerStatistics.TotalKills += 1;
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// this happens when the round has changed
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if (attackerStats.SessionScore == 0)
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attackerStats.LastScore = 0;
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if (victimStats.SessionScore == 0)
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victimStats.LastScore = 0;
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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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// this should fix the negative SPM
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// updates their last score after being calculated
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attackerStats.LastScore = attacker.Score;
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victimStats.LastScore = victim.Score;
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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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// fixme: why?
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if (double.IsNaN(victimStats.SPM) || double.IsNaN(victimStats.Skill))
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{
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Log.WriteDebug($"[StatManager::AddStandardKill] victim SPM/SKILL {victimStats.SPM} {victimStats.Skill}");
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victimStats.SPM = 0.0;
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victimStats.Skill = 0.0;
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}
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if (double.IsNaN(attackerStats.SPM) || double.IsNaN(attackerStats.Skill))
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{
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Log.WriteDebug($"[StatManager::AddStandardKill] attacker SPM/SKILL {victimStats.SPM} {victimStats.Skill}");
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attackerStats.SPM = 0.0;
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attackerStats.Skill = 0.0;
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}
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// todo: do we want to save this immediately?
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var clientStatsSvc = ContextThreads[serverId].ClientStatSvc;
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clientStatsSvc.Update(attackerStats);
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clientStatsSvc.Update(victimStats);
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await clientStatsSvc.SaveChangesAsync();
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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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attackerStats = 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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// prevent NaN or inactive time lowering SPM
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if ((DateTime.UtcNow - clientStats.LastStatCalculation).TotalSeconds / 60.0 < 0.01 ||
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(DateTime.UtcNow - clientStats.LastActive).TotalSeconds / 60.0 > 3 ||
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clientStats.SessionScore == 0)
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{
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// prevents idle time counting
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clientStats.LastStatCalculation = DateTime.UtcNow;
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return clientStats;
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}
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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;
|
|
|
|
// calculate how much the KDR should weigh
|
|
// 1.637 is a Eddie-Generated number that weights the KDR nicely
|
|
double kdr = clientStats.Deaths == 0 ? clientStats.Kills : clientStats.KDR;
|
|
double KDRWeight = Math.Round(Math.Pow(kdr, 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;
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|