b289917319
got rid of "threadsafe" stats service in stats plugin
56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using SharedLibraryCore;
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using SharedLibraryCore.Objects;
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using IW4MAdmin.Plugins.Stats.Models;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SharedLibraryCore.Database;
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using Microsoft.EntityFrameworkCore;
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namespace IW4MAdmin.Plugins.Stats.Commands
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{
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public class ResetStats : Command
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{
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public ResetStats() : base("resetstats", Utilities.CurrentLocalization.LocalizationIndex["PLUGINS_STATS_COMMANDS_RESET_DESC"], "rs", Player.Permission.User, false) { }
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public override async Task ExecuteAsync(GameEvent E)
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{
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if (E.Origin.ClientNumber >= 0)
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{
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int serverId = E.Owner.GetHashCode();
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EFClientStatistics clientStats;
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using (var ctx = new DatabaseContext(disableTracking: true))
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{
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clientStats = await ctx.Set<EFClientStatistics>()
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.Where(s => s.ClientId == E.Origin.ClientId && s.ServerId == serverId)
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.FirstAsync();
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clientStats.Deaths = 0;
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clientStats.Kills = 0;
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clientStats.SPM = 0.0;
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clientStats.Skill = 0.0;
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clientStats.TimePlayed = 0;
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// todo: make this more dynamic
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clientStats.EloRating = 200.0;
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// reset the cached version
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Plugin.Manager.ResetStats(E.Origin.ClientId, E.Owner.GetHashCode());
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// fixme: this doesn't work properly when another context exists
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await ctx.SaveChangesAsync();
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}
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E.Origin.Tell(Utilities.CurrentLocalization.LocalizationIndex["PLUGINS_STATS_COMMANDS_RESET_SUCCESS"]);
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}
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else
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{
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E.Origin.Tell(Utilities.CurrentLocalization.LocalizationIndex["PLUGINS_STATS_COMMANDS_RESET_FAIL"]);
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}
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}
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}
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}
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