9ff7f39e8d
added localization as downloaded from the Master API interupted network communication no longer treated as unknown exception topstats prints the right message if no one qualifies angle adjustments move unflag to seperate command
630 lines
25 KiB
C#
630 lines
25 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 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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else
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{
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// todo: look at this more
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statsSvc.ClientStatSvc.Update(clientStats);
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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($"Could not add client to stats {pl}");
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if (!detectionStats.TryAdd(pl.ClientId, new Cheat.Detection(Log, clientStats)))
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Log.WriteDebug("Could not add client to detection");
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/*
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await statsSvc.ClientStatSvc.SaveChangesAsync();*/
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return clientStats;
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}
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/// <summary>
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/// Perform stat updates for disconnecting client
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/// </summary>
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/// <param name="pl">Disconnecting client</param>
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/// <returns></returns>
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public async Task RemovePlayer(Player pl)
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{
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Log.WriteInfo($"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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/*// 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 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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clientStats = UpdateStats(clientStats);*/
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// todo: should this be saved every disconnect?
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statsSvc.ClientStatSvc.Update(clientStats);
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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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public void AddDamageEvent(string eventLine, int clientId, int serverId)
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{
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if (Plugin.Config.Configuration().EnableAntiCheat)
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{
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var clientDetection = Servers[serverId].PlayerDetections[clientId];
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clientDetection.ProcessScriptDamage(eventLine);
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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 AddScriptKill(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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// 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() { 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 GameEvent(GameEvent.EventType.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(clientDetection.ProcessKill(kill, isDamage));
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await executePenalty(clientDetection.ProcessTotalRatio(clientStats));
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#if DEBUG
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statsSvc.ClientStatSvc.Update(clientStats);
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await statsSvc.ClientStatSvc.SaveChangesAsync();
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#endif
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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 statsSvc = ContextThreads[serverId];
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statsSvc.ClientStatSvc.Update(attackerStats);
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statsSvc.ClientStatSvc.Update(victimStats);
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//await statsSvc.ClientStatSvc.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;
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double timeSinceLastActive = (DateTime.UtcNow - clientStats.LastActive).TotalSeconds / 60.0;
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int scoreDifference = 0;
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// this means they've been tking or suicide and is the only time they can have a negative SPM
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if (clientStats.RoundScore < 0)
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{
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scoreDifference = clientStats.RoundScore + clientStats.LastScore;
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}
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else
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{
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scoreDifference = clientStats.RoundScore - clientStats.LastScore;
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}
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double killSPM = scoreDifference / timeSinceLastCalc;
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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 kdr = clientStats.Deaths == 0 ? clientStats.Kills : clientStats.KDR;
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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();
|
|
}
|
|
}
|
|
}
|