P: player ID of an existing player; this also sets the owner for all following "n", "e" and "t" lines (lower case!)
n: nickname of the player (optional)
t: team ID
+ i: player index
e: followed by an event name, a space, and the event count/score
event names can be:
alivetime: total playing time of the player
scoreboardvalid: set to 1 if the player was there at the end of the match
total-<scoreboardname>: total score of that scoreboard item
scoreboard-<scoreboardname>: end-of-game score of that scoreboard item (can differ in non-team games)
- achievement-<achievementname>: achievement counters
+ achievement-<achievementname>: achievement counters (their "count" is usually 1 if nonzero at all)
+ kills-<index>: number of kills against the indexed player
rank <number>: rank of player
acc-<weapon netname>-hit: total damage dealt
acc-<weapon netname>-fired: total damage that all fired projectiles *could* have dealt
acc-<weapon netname>-cnt-hit: amount of shots that actually hit
acc-<weapon netname>-cnt-fired: amount of fired shots
acc-<weapon netname>-frags: amount of frags dealt by weapon
+
+ Response format (not used yet):
+
+ V: format version (always 1) - this MUST be the first line!
+ #: comment (MUST be ignored by any parser)
+ R: release information on the XonStat server
+ T: current time
+ S: in case of a stats submit request, the human readable xonstat URL for the submitted match
+ P: player ID of an existing player; this also sets the owner for all following "n", "e" and "t" lines (lower case!)
+ e: followed by an event name, a space, and the event count/score, and - if this is a reply to a stats submit request - a space, and the delta of the event count/score caused by this match
+ event names can be the same as above (they then are either sums, or minimum/maximum values, depending on context), as well as:
+ elo: current Elo calculated by the stats server
+ rank <number>: global rank of player for this game type (for stats submit requests)
+ rank-<gametype> <number>: global rank of player for any game type (for non stats submit requests)
+ not all events need to be included, of course
+ if an event is counted additively from unprocessed submitted data, it should not be sent as part of stats submit response
+ achievement-<achievementname> events may be generated by the xonstat server and reported as part of stats submit responses!
*/
void PlayerStats_ready(entity fh, entity pass, float status)
PlayerStats_Event(p, strcat("acc-", w.netname, "-frags"), a.(accuracy_frags[i-1]));
}
+ //backtrace(strcat("adding player stat accuracy for ", p.netname, ".\n"));
}
void PlayerStats_AddGlobalInfo(entity p)
winner = PlayerScore_Sort(score_dummyfield);
FOR_EACH_CLIENT(p) // spectators intentionally not included
{
- PlayerStats_Accuracy(p);
+ //PlayerStats_Accuracy(p); // stats are already written with PlayerStats_AddGlobalInfo(entity), don't double them up.
+
if(g_arena || g_lms || g_ca)
- {
- if(p.alivetime <= 0)
- continue;
- }
+ if(p.alivetime <= 0) { continue; }
else
- {
- if(p.classname != "player")
- continue;
- }
+ if(p.classname != "player") { continue; }
+
PlayerScore_PlayerStats(p);
PlayerStats_Event(p, PLAYERSTATS_SCOREBOARD_VALID, 1);
if(finished)