IW4M-Admin/Plugins/Stats/Helpers/StatManager.cs
RaidMax e8dff01c41 re-added the kill server command (can only be used if run as admin)
less warns when using a disposed socket
topstats added to tokens as {{TOPSTATS}}
fixed topstats reporting for only a single server
added fix to iw4 regex for negative score
tokens now support multiple lines (using Environment.NewLine to separate)
localization includes culture again
2018-05-05 15:36:26 -05:00

633 lines
25 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;
namespace IW4MAdmin.Plugins.Stats.Helpers
{
public class StatManager
{
private ConcurrentDictionary<int, ServerStats> Servers;
private ConcurrentDictionary<int, ThreadSafeStatsService> ContextThreads;
private ILogger Log;
private IManager Manager;
public StatManager(IManager mgr)
{
Servers = new ConcurrentDictionary<int, ServerStats>();
ContextThreads = new ConcurrentDictionary<int, ThreadSafeStatsService>();
Log = mgr.GetLogger();
Manager = mgr;
}
~StatManager()
{
Servers.Clear();
Log = null;
Servers = null;
}
/// <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));
}
catch (Exception e)
{
Log.WriteError($"Could not add server to ServerStats - {e.Message}");
}
}
/// <summary>
/// Add Player to the player stats
/// </summary>
/// <param name="pl">Player to add/retrieve stats for</param>
/// <returns>EFClientStatistic of specified player</returns>
public async Task<EFClientStatistics> AddPlayer(Player pl)
{
int serverId = pl.CurrentServer.GetHashCode();
if (!Servers.ContainsKey(serverId))
{
Log.WriteError($"[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($"Duplicate ClientId in stats {pl.ClientId}");
return null;
}
// get the client's stats from the database if it exists, otherwise create and attach a new one
// if this fails we want to throw an exception
var clientStats = statsSvc.ClientStatSvc.Find(c => c.ClientId == pl.ClientId && c.ServerId == serverId).FirstOrDefault();
if (clientStats == null)
{
clientStats = new EFClientStatistics()
{
Active = true,
ClientId = pl.ClientId,
Deaths = 0,
Kills = 0,
ServerId = serverId,
Skill = 0.0,
SPM = 0.0,
HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType<IW4Info.HitLocation>().Select(hl => new EFHitLocationCount()
{
Active = true,
HitCount = 0,
Location = hl
})
.ToList()
};
clientStats = statsSvc.ClientStatSvc.Insert(clientStats);
await statsSvc.ClientStatSvc.SaveChangesAsync();
}
else
{
// todo: look at this more
statsSvc.ClientStatSvc.Update(clientStats);
}
// migration for previous existing stats
if (clientStats.HitLocations.Count == 0)
{
clientStats.HitLocations = Enum.GetValues(typeof(IW4Info.HitLocation)).OfType<IW4Info.HitLocation>().Select(hl => new EFHitLocationCount()
{
Active = true,
HitCount = 0,
Location = hl
})
.ToList();
//await statsSvc.ClientStatSvc.SaveChangesAsync();
}
// set these on connecting
clientStats.LastActive = DateTime.UtcNow;
clientStats.LastStatCalculation = DateTime.UtcNow;
clientStats.SessionScore = pl.Score;
Log.WriteInfo($"Adding {pl} to stats");
if (!playerStats.TryAdd(pl.ClientId, clientStats))
Log.WriteDebug($"Could not add client to stats {pl}");
if (!detectionStats.TryAdd(pl.ClientId, new Cheat.Detection(Log, clientStats)))
Log.WriteDebug("Could not add client to detection");
/*
await statsSvc.ClientStatSvc.SaveChangesAsync();*/
return clientStats;
}
/// <summary>
/// Perform stat updates for disconnecting client
/// </summary>
/// <param name="pl">Disconnecting client</param>
/// <returns></returns>
public async Task RemovePlayer(Player pl)
{
Log.WriteInfo($"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];
/*// sync their score
clientStats.SessionScore += pl.Score;*/
// 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
clientStats = UpdateStats(clientStats);*/
// todo: should this be saved every disconnect?
statsSvc.ClientStatSvc.Update(clientStats);
await statsSvc.ClientStatSvc.SaveChangesAsync();
// increment the total play time
serverStats.TotalPlayTime += (int)(DateTime.UtcNow - pl.LastConnection).TotalSeconds;
//await statsSvc.ServerStatsSvc.SaveChangesAsync();
}
public void AddDamageEvent(string eventLine, int clientId, int serverId)
{
if (Plugin.Config.Configuration().EnableAntiCheat)
{
var clientDetection = Servers[serverId].PlayerDetections[clientId];
clientDetection.ProcessDamage(eventLine);
}
}
/// <summary>
/// Process stats for kill event
/// </summary>
/// <returns></returns>
public async Task AddScriptKill(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 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 kill = 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),
AnglesList = snapshotAngles
};
if (kill.DeathType == IW4Info.MeansOfDeath.MOD_SUICIDE &&
kill.Damage == 100000)
{
// suicide by switching teams so let's not count it against them
return;
}
await AddStandardKill(attacker, victim);
if (kill.IsKillstreakKill)
{
return;
}
var clientDetection = Servers[serverId].PlayerDetections[attacker.ClientId];
var clientStats = Servers[serverId].PlayerStats[attacker.ClientId];
// increment their hit count
if (kill.DeathType == IW4Info.MeansOfDeath.MOD_PISTOL_BULLET ||
kill.DeathType == IW4Info.MeansOfDeath.MOD_RIFLE_BULLET ||
kill.DeathType == IW4Info.MeansOfDeath.MOD_HEAD_SHOT)
{
clientStats.HitLocations.Single(hl => hl.Location == kill.HitLoc).HitCount += 1;
statsSvc.ClientStatSvc.Update(clientStats);
// await statsSvc.ClientStatSvc.SaveChangesAsync();
}
//statsSvc.KillStatsSvc.Insert(kill);
//await statsSvc.KillStatsSvc.SaveChangesAsync();
if (Plugin.Config.Configuration().EnableAntiCheat)
{
async Task executePenalty(Cheat.DetectionPenaltyResult penalty)
{
#if DEBUG
Log.WriteVerbose("Player Banned");
return;
#endif
// prevent multiple bans from occuring
if (attacker.Level == Player.Permission.Banned)
{
return;
}
switch (penalty.ClientPenalty)
{
case Penalty.PenaltyType.Ban:
await attacker.Ban("You appear to be cheating", new Player() { ClientId = 1 });
break;
case Penalty.PenaltyType.Flag:
if (attacker.Level != Player.Permission.User)
break;
var flagCmd = new CFlag();
await flagCmd.ExecuteAsync(new GameEvent(GameEvent.EventType.Flag, $"{(int)penalty.Bone}-{Math.Round(penalty.RatioAmount, 2).ToString()}@{penalty.KillCount}", new Player()
{
ClientId = 1,
Level = Player.Permission.Console,
ClientNumber = -1,
CurrentServer = attacker.CurrentServer
}, attacker, attacker.CurrentServer));
break;
}
}
await executePenalty(clientDetection.ProcessKill(kill));
await executePenalty(clientDetection.ProcessTotalRatio(clientStats));
#if DEBUG
statsSvc.ClientStatSvc.Update(clientStats);
await statsSvc.ClientStatSvc.SaveChangesAsync();
#endif
}
}
public async Task AddStandardKill(Player attacker, Player victim)
{
int serverId = attacker.CurrentServer.GetHashCode();
EFClientStatistics attackerStats = null;
try
{
attackerStats = Servers[serverId].PlayerStats[attacker.ClientId];
}
catch (KeyNotFoundException)
{
// happens when the client has disconnected before the last status update
Log.WriteWarning($"[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;
}
// todo: do we want to save this immediately?
var statsSvc = ContextThreads[serverId];
statsSvc.ClientStatSvc.Update(attackerStats);
statsSvc.ClientStatSvc.Update(victimStats);
//await statsSvc.ClientStatSvc.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);
// 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;
// calculate the players Score Per Minute for the current session
int scoreDifference = clientStats.RoundScore - clientStats.LastScore;
// todo: fix the SPM for TEAMDAMAGE
if (scoreDifference < 0)
scoreDifference = clientStats.RoundScore;
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 they've 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 server stats");
await statsSvc.ServerStatsSvc.SaveChangesAsync();
Log.WriteDebug("Syncing client stats");
await statsSvc.ClientStatSvc.SaveChangesAsync();
Log.WriteDebug("Syncing kill stats");
await statsSvc.KillStatsSvc.SaveChangesAsync();
Log.WriteDebug("Syncing servers");
await statsSvc.ServerSvc.SaveChangesAsync();
statsSvc = null;
// this should prevent the gunk for having a long lasting context.
ContextThreads[serverId] = new ThreadSafeStatsService();
}
}
}