#-*- coding: utf-8 -*-
import sys
+import re
import cairo as C
+from datetime import datetime
import sqlalchemy as sa
import sqlalchemy.sql.functions as func
-from datetime import datetime
-from mako.template import Template
+from colorsys import rgb_to_hls, hls_to_rgb
from os import system
from pyramid.paster import bootstrap
from xonstat.models import *
-from xonstat.views.player import player_info_data
-from xonstat.util import qfont_decode
-from colorsys import rgb_to_hls, hls_to_rgb
+from xonstat.util import qfont_decode, _all_colors
# similar to html_colors() from util.py
# parameters to affect the output, could be changed via URL
params = {
- 'bg': 8, # 0 - black, 1 - dark_wall, ...
+ 'bg': 1, # -1 - none, 0 - black, 1 - dark_wall, ...
'overlay': 0, # 0 - none, 1 - default overlay, ...
'font': 0, # 0 - xolonium, 1 - dejavu sans
}
def get_data(player):
"""Return player data as dict.
-
+
This function is similar to the function in player.py but more optimized
for this purpose.
"""
# wins/losses
# kills/deaths
# duel/dm/tdm/ctf elo + rank
-
+
player_id = player.player_id
-
+
total_stats = {}
-
+
games_played = DBSession.query(
Game.game_type_cd, func.count(), func.sum(PlayerGameStat.alivetime)).\
filter(Game.game_id == PlayerGameStat.game_id).\
group_by(Game.game_type_cd).\
order_by(func.count().desc()).\
limit(3).all() # limit to 3 gametypes!
-
+
total_stats['games'] = 0
total_stats['games_breakdown'] = {} # this is a dictionary inside a dictionary .. dictception?
total_stats['games_alivetime'] = {}
total_stats['gametypes'].append(game_type_cd)
total_stats['games_breakdown'][game_type_cd] = games
total_stats['games_alivetime'][game_type_cd] = alivetime
-
+
(total_stats['kills'], total_stats['deaths'], total_stats['alivetime'],) = DBSession.query(
func.sum(PlayerGameStat.kills),
func.sum(PlayerGameStat.deaths),
func.sum(PlayerGameStat.alivetime)).\
filter(PlayerGameStat.player_id == player_id).\
one()
-
- (total_stats['wins'],) = DBSession.query(
- func.count("*")).\
- filter(Game.game_id == PlayerGameStat.game_id).\
- filter(PlayerGameStat.player_id == player_id).\
- filter(Game.winner == PlayerGameStat.team or PlayerGameStat.rank == 1).\
- one()
-
+
+# (total_stats['wins'],) = DBSession.query(
+# func.count("*")).\
+# filter(Game.game_id == PlayerGameStat.game_id).\
+# filter(PlayerGameStat.player_id == player_id).\
+# filter(Game.winner == PlayerGameStat.team or PlayerGameStat.rank == 1).\
+# one()
+
+ (total_stats['wins'],) = DBSession.\
+ query("total_wins").\
+ from_statement(
+ "select count(*) total_wins "
+ "from games g, player_game_stats pgs "
+ "where g.game_id = pgs.game_id "
+ "and player_id=:player_id "
+ "and (g.winner = pgs.team or pgs.rank = 1)"
+ ).params(player_id=player_id).one()
+
ranks = DBSession.query("game_type_cd", "rank", "max_rank").\
from_statement(
"select pr.game_type_cd, pr.rank, overall.max_rank "
"and player_id = :player_id "
"order by rank").\
params(player_id=player_id).all()
-
+
ranks_dict = {}
for gtc,rank,max_rank in ranks:
ranks_dict[gtc] = (rank, max_rank)
filter_by(player_id=player_id).\
order_by(PlayerElo.elo.desc()).\
all()
-
+
elos_dict = {}
for elo in elos:
if elo.games > 32:
elos_dict[elo.game_type_cd] = elo.elo
-
+
data = {
'player':player,
'total_stats':total_stats,
'ranks':ranks_dict,
'elos':elos_dict,
}
-
+
#print data
return data
def render_image(data):
"""Render an image from the given data fields."""
-
font = "Xolonium"
if params['font'] == 1:
font = "DejaVu Sans"
## create background
- surf = C.ImageSurface(C.FORMAT_RGB24, WIDTH, HEIGHT)
+ surf = C.ImageSurface(C.FORMAT_ARGB32, WIDTH, HEIGHT)
ctx = C.Context(surf)
ctx.set_antialias(C.ANTIALIAS_GRAY)
ctx.rectangle(0, 0, WIDTH, HEIGHT)
ctx.set_source_rgb(0.04, 0.04, 0.04) # bgcolor of Xonotic forum
ctx.fill()
-
+ elif params['bg'] < 0:
+ ctx.save()
+ ctx.set_operator(C.OPERATOR_SOURCE)
+ ctx.set_source_rgba(1, 1, 1, 0)
+ ctx.paint()
+ ctx.restore()
+
# draw background image (try to get correct tiling, too)
if params['bg'] > 0:
bg = None
ctx.paint()
bg_yoff += bg_h
bg_xoff += bg_w
-
+
# draw overlay graphic
if params['overlay'] > 0:
overlay = None
## draw player's nickname with fancy colors
# deocde nick, strip all weird-looking characters
- qstr = qfont_decode(player.nick).replace('^^', '^').replace(u'\x00', ' ')
+ qstr = qfont_decode(player.nick).replace('^^', '^').replace(u'\x00', '')
chars = []
for c in qstr:
if ord(c) < 128:
xoff, yoff, tw, th = ctx.text_extents(stripped_nick)[:4]
if tw > NICK_MAXWIDTH:
ctx.set_font_size(12)
-
+ xoff, yoff, tw, th = ctx.text_extents("_")[:4]
+ space_w = tw
# split up nick into colored segments and draw each of them
# split nick into colored segments
- parts = []
- pos = 1
- while True:
- npos = qstr.find('^', pos)
- if npos < 0:
- parts.append(qstr[pos-1:])
- break;
- parts.append(qstr[pos-1:npos])
- pos = npos+1
-
xoffset = 0
- for txt in parts:
+ _all_colors = re.compile(r'(\^\d|\^x[\dA-Fa-f]{3})')
+ #print qstr, _all_colors.findall(qstr), _all_colors.split(qstr)
+
+ parts = _all_colors.split(qstr)
+ while len(parts) > 0:
+ tag = None
+ txt = parts[0]
+ if _all_colors.match(txt):
+ tag = txt[1:] # strip leading '^'
+ if len(parts) < 2:
+ break
+ txt = parts[1]
+ del parts[1]
+ del parts[0]
+
+ if not txt or len(txt) == 0:
+ # only colorcode and no real text, skip this
+ continue
+
r,g,b = _dec_colors[7]
try:
- if txt.startswith('^'):
- txt = txt[1:]
- if txt.startswith('x'):
- r = int(txt[1] * 2, 16) / 255.0
- g = int(txt[2] * 2, 16) / 255.0
- b = int(txt[3] * 2, 16) / 255.0
- hue, light, satur = rgb_to_hls(r, g, b)
- if light < _contrast_threshold:
- light = _contrast_threshold
- r, g, b = hls_to_rgb(hue, light, satur)
- txt = txt[4:]
- else:
- r,g,b = _dec_colors[int(txt[0])]
- txt = txt[1:]
+ if tag.startswith('x'):
+ r = int(tag[1] * 2, 16) / 255.0
+ g = int(tag[2] * 2, 16) / 255.0
+ b = int(tag[3] * 2, 16) / 255.0
+ hue, light, satur = rgb_to_hls(r, g, b)
+ if light < _contrast_threshold:
+ light = _contrast_threshold
+ r, g, b = hls_to_rgb(hue, light, satur)
+ else:
+ r,g,b = _dec_colors[int(tag[0])]
except:
r,g,b = _dec_colors[7]
- if len(txt) < 1:
- # only colorcode and no real text, skip this
- continue
-
ctx.set_source_rgb(r, g, b)
ctx.move_to(NICK_POS[0] + xoffset, NICK_POS[1])
ctx.show_text(txt)
xoff, yoff, tw, th = ctx.text_extents(txt)[:4]
+ tw += (len(txt)-len(txt.strip())) * space_w # account for lost whitespaces
xoffset += tw + 2
ctx.move_to(GAMES_POS[0]+xoffset-xoff-tw/2, GAMES_POS[1]-yoff-4)
ctx.show_text(txt)
+
old_aa = ctx.get_antialias()
ctx.set_antialias(C.ANTIALIAS_NONE)
ctx.set_source_rgb(0.8, 0.8, 0.8)
ctx.line_to(GAMES_POS[0]+xoffset+GAMES_WIDTH/2-5, GAMES_POS[1]+32)
ctx.stroke()
ctx.set_antialias(old_aa)
-
+
if not elos.has_key(gt) or not ranks.has_key(gt):
ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_BOLD)
ctx.set_font_size(12)
ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL)
ctx.set_font_size(8)
- ctx.set_source_rgb(0.8, 0.8, 0.8)
+ ctx.set_source_rgb(0.8, 0.8, 1.0)
txt = "Rank %d of %d" % ranks[gt]
xoff, yoff, tw, th = ctx.text_extents(txt)[:4]
ctx.move_to(GAMES_POS[0]+xoffset-xoff-tw/2, GAMES_POS[1]+25-yoff-3)
# print win percentage
-
- ctx.rectangle(WINLOSS_POS[0]-WINLOSS_WIDTH/2, WINLOSS_POS[1]-7, WINLOSS_WIDTH, 15)
- ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1)
- ctx.fill();
-
+
+ if params['overlay'] == 0:
+ ctx.rectangle(WINLOSS_POS[0]-WINLOSS_WIDTH/2, WINLOSS_POS[1]-7, WINLOSS_WIDTH, 15)
+ ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1)
+ ctx.fill();
+
ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL)
ctx.set_font_size(10)
ctx.set_source_rgb(0.8, 0.8, 0.8)
# print kill/death ratio
-
- ctx.rectangle(KILLDEATH_POS[0]-KILLDEATH_WIDTH/2, KILLDEATH_POS[1]-7, KILLDEATH_WIDTH, 15)
- ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1)
- ctx.fill()
-
+
+ if params['overlay'] == 0:
+ ctx.rectangle(KILLDEATH_POS[0]-KILLDEATH_WIDTH/2, KILLDEATH_POS[1]-7, KILLDEATH_WIDTH, 15)
+ ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1)
+ ctx.fill()
+
ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL)
ctx.set_font_size(10)
ctx.set_source_rgb(0.8, 0.8, 0.8)
txt = "%.3f" % round(ratio, 3)
except:
ratio = 0
+
ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_BOLD)
ctx.set_font_size(12)
if ratio >= 3:
# print playing time
-
- ctx.rectangle( PLAYTIME_POS[0]-PLAYTIME_WIDTH/2, PLAYTIME_POS[1]-7, PLAYTIME_WIDTH, 14)
- ctx.set_source_rgba(0.8, 0.8, 0.8, 0.6)
- ctx.fill();
-
+
+ if params['overlay'] == 0:
+ ctx.rectangle( PLAYTIME_POS[0]-PLAYTIME_WIDTH/2, PLAYTIME_POS[1]-7, PLAYTIME_WIDTH, 14)
+ ctx.set_source_rgba(0.8, 0.8, 0.8, 0.6)
+ ctx.fill();
+
ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL)
ctx.set_font_size(10)
ctx.set_source_rgb(0.1, 0.1, 0.1)
print "Requesting player data from db ..."
start = datetime.now()
-players = DBSession.query(Player).\
- filter(Player.player_id == PlayerElo.player_id).\
- filter(Player.nick != None).\
- filter(Player.player_id > 2).\
- filter(Player.active_ind == True).\
- limit(NUM_PLAYERS).all()
+players = []
+if NUM_PLAYERS:
+ players = DBSession.query(Player).\
+ filter(Player.player_id == PlayerElo.player_id).\
+ filter(Player.nick != None).\
+ filter(Player.player_id > 2).\
+ filter(Player.active_ind == True).\
+ limit(NUM_PLAYERS).all()
+else:
+ players = DBSession.query(Player).\
+ filter(Player.player_id == PlayerElo.player_id).\
+ filter(Player.nick != None).\
+ filter(Player.player_id > 2).\
+ filter(Player.active_ind == True).\
+ all()
+
stop = datetime.now()
-print "Query took %.2f seconds" % (stop-start).total_seconds()
+td = stop-start
+total_seconds = (td.microseconds + (td.seconds + td.days * 24 * 3600) * 10**6) / 10**6
+print "Query took %.2f seconds" % (total_seconds)
-print "Creating badges for %d active players ..." % len(players)
+print "Creating badges for %d players ..." % len(players)
start = datetime.now()
data_time, render_time = 0,0
for player in players:
req.matchdict['id'] = player.player_id
-
+
sstart = datetime.now()
- #data = player_info_data(req)
data = get_data(player)
sstop = datetime.now()
- data_time += (sstop-sstart).total_seconds()
-
- print "\r #%-5d" % player.player_id,
- sys.stdout.flush()
+ td = sstop-sstart
+ total_seconds = (td.microseconds + (td.seconds + td.days * 24 * 3600) * 10**6) / 10**6
+ data_time += total_seconds
sstart = datetime.now()
render_image(data)
sstop = datetime.now()
- render_time += (sstop-sstart).total_seconds()
-print
+ td = sstop-sstart
+ total_seconds = (td.microseconds + (td.seconds + td.days * 24 * 3600) * 10**6) / 10**6
+ render_time += total_seconds
stop = datetime.now()
-print "Creating the badges took %.2f seconds (%.2f s per player)" % ((stop-start).total_seconds(), (stop-start).total_seconds()/float(len(players)))
-print " Total time for getting data: %.2f s" % data_time
-print " Total time for renering images: %.2f s" % render_time
+td = stop-start
+total_seconds = (td.microseconds + (td.seconds + td.days * 24 * 3600) * 10**6) / 10**6
+print "Creating the badges took %.2f seconds (%.2f s per player)" % (total_seconds, total_seconds/float(len(players)))
+print "Total time for redering images: %.2f s" % render_time
+print "Total time for getting data: %.2f s" % data_time