+import json
+import logging
+import math
import sqlalchemy
+import sqlalchemy.sql.functions as sfunc
+from datetime import timedelta
from sqlalchemy.orm import mapper
from sqlalchemy.orm import scoped_session
from sqlalchemy.orm import sessionmaker
from sqlalchemy.ext.declarative import declarative_base
+from xonstat.elo import KREDUCTION, ELOPARMS
from xonstat.util import strip_colors, html_colors, pretty_date
+log = logging.getLogger(__name__)
+
DBSession = scoped_session(sessionmaker())
Base = declarative_base()
def __repr__(self):
return "<Map(%s, %s, %s)>" % (self.map_id, self.name, self.version)
+ def to_dict(self):
+ return {'map_id':self.map_id, 'name':self.name}
+
class Game(object):
def __init__(self, game_id=None, start_dt=None, game_type_cd=None,
def fuzzy_date(self):
return pretty_date(self.start_dt)
+ def process_elos(self, session, game_type_cd=None):
+ if game_type_cd is None:
+ game_type_cd = self.game_type_cd
+
+ # we do not have the actual duration of the game, so use the
+ # maximum alivetime of the players instead
+ duration = 0
+ for d in session.query(sfunc.max(PlayerGameStat.alivetime)).\
+ filter(PlayerGameStat.game_id==self.game_id).\
+ one():
+ duration = d.seconds
+
+ scores = {}
+ alivetimes = {}
+ for (p,s,a) in session.query(PlayerGameStat.player_id,
+ PlayerGameStat.score, PlayerGameStat.alivetime).\
+ filter(PlayerGameStat.game_id==self.game_id).\
+ filter(PlayerGameStat.alivetime > timedelta(seconds=0)).\
+ filter(PlayerGameStat.player_id > 2).\
+ all():
+ # scores are per second
+ scores[p] = s/float(a.seconds)
+ alivetimes[p] = a.seconds
+
+ player_ids = scores.keys()
+
+ elos = {}
+ for e in session.query(PlayerElo).\
+ filter(PlayerElo.player_id.in_(player_ids)).\
+ filter(PlayerElo.game_type_cd==game_type_cd).all():
+ elos[e.player_id] = e
+
+ # ensure that all player_ids have an elo record
+ for pid in player_ids:
+ if pid not in elos.keys():
+ elos[pid] = PlayerElo(pid, game_type_cd)
+
+ for pid in player_ids:
+ elos[pid].k = KREDUCTION.eval(elos[pid].games, alivetimes[pid],
+ duration)
+ if elos[pid].k == 0:
+ del(elos[pid])
+ del(scores[pid])
+ del(alivetimes[pid])
+
+ elos = self.update_elos(elos, scores, ELOPARMS)
+
+ # add the elos to the session for committing
+ for e in elos:
+ session.add(elos[e])
+
+ if game_type_cd == 'duel':
+ self.process_elos(session, "dm")
+
+ def update_elos(self, elos, scores, ep):
+ eloadjust = {}
+ for pid in elos.keys():
+ eloadjust[pid] = 0
+
+ if len(elos) < 2:
+ return elos
+
+ pids = elos.keys()
+
+ for i in xrange(0, len(pids)):
+ ei = elos[pids[i]]
+ for j in xrange(i+1, len(pids)):
+ ej = elos[pids[j]]
+ si = scores[ei.player_id]
+ sj = scores[ej.player_id]
+
+ # normalize scores
+ ofs = min(0, si, sj)
+ si -= ofs
+ sj -= ofs
+ if si + sj == 0:
+ si, sj = 1, 1 # a draw
+
+ # real score factor
+ scorefactor_real = si / float(si + sj)
+
+ # estimated score factor by elo
+ elodiff = min(ep.maxlogdistance, max(-ep.maxlogdistance,
+ (float(ei.elo) - float(ej.elo)) * ep.logdistancefactor))
+ scorefactor_elo = 1 / (1 + math.exp(-elodiff))
+
+ # how much adjustment is good?
+ # scorefactor(elodiff) = 1 / (1 + e^(-elodiff * logdistancefactor))
+ # elodiff(scorefactor) = -ln(1/scorefactor - 1) / logdistancefactor
+ # elodiff'(scorefactor) = 1 / ((scorefactor) (1 - scorefactor) logdistancefactor)
+ # elodiff'(scorefactor) >= 4 / logdistancefactor
+
+ # adjust'(scorefactor) = K1 + K2
+
+ # so we want:
+ # K1 + K2 <= 4 / logdistancefactor <= elodiff'(scorefactor)
+ # as we then don't overcompensate
+
+ adjustment = scorefactor_real - scorefactor_elo
+ eloadjust[ei.player_id] += adjustment
+ eloadjust[ej.player_id] -= adjustment
+ for pid in pids:
+ elos[pid].elo = max(float(elos[pid].elo) + eloadjust[pid] * elos[pid].k * ep.global_K / float(len(elos) - 1), ep.floor)
+ elos[pid].games += 1
+ return elos
+
class PlayerGameStat(object):
def __init__(self, player_game_stat_id=None, create_dt=None):
def team_html_color(self):
# blue
if self.team == 5:
- return "blue"
+ return "red"
# red
if self.team == 14:
- return "red"
+ return "blue"
if self.team == 13:
return "yellow"
if self.team == 10:
return "<PlayerNick(%s, %s)>" % (self.player_id, self.stripped_nick)
+class PlayerElo(object):
+ def __init__(self, player_id=None, game_type_cd=None):
+
+ self.player_id = player_id
+ self.game_type_cd = game_type_cd
+ self.score = 0
+ self.games = 0
+ self.elo = ELOPARMS.initial
+
+ def __repr__(self):
+ return "<PlayerElo(pid=%s, gametype=%s, elo=%s)>" % \
+ (self.player_id, self.game_type_cd, self.elo)
+
+
+class PlayerRank(object):
+
+ def nick_html_colors(self):
+ if self.nick is None:
+ return "Anonymous Player"
+ else:
+ return html_colors(self.nick)
+
+
+ def __repr__(self):
+ return "<PlayerRank(pid=%s, gametype=%s, rank=%s)>" % \
+ (self.player_id, self.game_type_cd, self.rank)
+
+
def initialize_db(engine=None):
DBSession.configure(bind=engine)
Base.metadata.bind = engine
player_weapon_stats_table = MetaData.tables['player_weapon_stats']
servers_table = MetaData.tables['servers']
player_nicks_table = MetaData.tables['player_nicks']
+ player_elos_table = MetaData.tables['player_elos']
+ player_ranks_table = MetaData.tables['player_ranks']
# now map the tables and the objects together
mapper(PlayerAchievement, achievements_table)
mapper(PlayerWeaponStat, player_weapon_stats_table)
mapper(Server, servers_table)
mapper(PlayerNick, player_nicks_table)
+ mapper(PlayerElo, player_elos_table)
+ mapper(PlayerRank, player_ranks_table)