-import datetime
+import json
import logging
-import sqlahelper
+import math
import sqlalchemy
-import transaction
-
-from sqlalchemy import Column
-from sqlalchemy import Integer
-from sqlalchemy import Unicode
-
-from sqlalchemy.exc import IntegrityError
-from sqlalchemy.ext.declarative import declarative_base
-
+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
-Engine=sqlahelper.get_engine()
-DBSession = scoped_session(sessionmaker())
-Base = declarative_base()
-
-# setup logging
log = logging.getLogger(__name__)
-# reflect all the tables
-MetaData = sqlalchemy.MetaData(bind=Engine, reflect=True)
-
-# assign all those tables to an object
-achievements_table = MetaData.tables['achievements']
-cd_achievement_table = MetaData.tables['cd_achievement']
-cd_game_type_table = MetaData.tables['cd_game_type']
-cd_mutator_table = MetaData.tables['cd_mutator']
-cd_weapon_table = MetaData.tables['cd_weapon']
-db_version_table = MetaData.tables['db_version']
-game_mutators_table = MetaData.tables['game_mutators']
-games_table = MetaData.tables['games']
-hashkeys_table = MetaData.tables['hashkeys']
-map_game_types_table = MetaData.tables['map_game_types']
-maps_table = MetaData.tables['maps']
-player_game_stats_table = MetaData.tables['player_game_stats']
-players_table = MetaData.tables['players']
-player_weapon_stats_table = MetaData.tables['player_weapon_stats']
-servers_table = MetaData.tables['servers']
+DBSession = scoped_session(sessionmaker())
+Base = declarative_base()
# define objects for all tables
class Player(object):
- def __init__(self, player_id=None, nick=None, create_dt=datetime.datetime.now(),
- location = None):
- self.player_id = player_id
- self.nick = nick
- self.create_dt = create_dt
- self.location = location
+ def nick_html_colors(self):
+ if self.nick is None:
+ return "Anonymous Player"
+ else:
+ return html_colors(self.nick)
- def __repr__(self):
- return "<Player(%s, %s, %s, %s)>" % (self.player_id, self.nick,
- self.create_dt, self.location)
+ def nick_strip_colors(self):
+ if self.nick is None:
+ return "Anonymous Player"
+ else:
+ return strip_colors(self.nick)
-class Mutator(object):
- def __init__(self, mutator_cd, name=None, descr=None, active_ind='Y'):
- self.mutator_cd = mutator_cd
- self.name = name
- self.descr = descr
- self.active_ind = active_ind
+ def joined_pretty_date(self):
+ return pretty_date(self.create_dt)
def __repr__(self):
- return "<Mutator(%s, %s, %s, %s)>" % (self.mutator_cd, self.name,
- self.descr, self.active_ind)
+ return "<Player(%s, %s)>" % (self.player_id,
+ self.nick.encode('utf-8'))
-class GameType(object):
- def __init__(self, game_type_cd, descr=None, active_ind='Y'):
- self.game_type_cd = game_type_cd
- self.descr = descr
- self.active_ind = active_ind
+class GameType(object):
def __repr__(self):
return "<GameType(%s, %s, %s)>" % (self.game_type_cd, self.descr,
self.active_ind)
-class Weapon(object):
- def __init__(self, weapon_cd=None, descr=None, active_ind='Y'):
- self.weapon_cd = weapon_cd
- self.descr = descr
- self.active_ind = active_ind
+class Weapon(object):
def __repr__(self):
return "<Weapon(%s, %s, %s)>" % (self.weapon_cd, self.descr,
self.active_ind)
+
class Server(object):
- def __init__(self, server_id=None, name=None, location=None, ip_addr=None,
- max_players=None, create_dt=None,
- pure_ind='Y', active_ind='Y'):
- self.server_id = server_id
+ def __init__(self, name=None, hashkey=None, ip_addr=None):
self.name = name
- self.location = location
+ self.hashkey = hashkey
self.ip_addr = ip_addr
- self.max_players = max_players
- self.create_dt = create_dt
- self.pure_ind = pure_ind
- self.active_ind = active_ind
def __repr__(self):
- return "<Server(%s, %s, %s)>" % (self.server_id, self.name,
- self.ip_addr)
+ return "<Server(%s, %s)>" % (self.server_id, self.name.encode('utf-8'))
+
class Map(object):
- def __init__(self, map_id=None, name=None, version=None, pk3_name=None,
- curl_url=None):
- self.map_id = map_id
+ def __init__(self, name=None):
self.name = name
- self.version = version
- self.pk3_name = pk3_name
- self.curl_url = curl_url
def __repr__(self):
return "<Map(%s, %s, %s)>" % (self.map_id, self.name, self.version)
-class MapGameType(object):
- def __init__(self, map_id=None, game_type_cd=None):
- self.map_id = map_id
- self.game_type_cd = game_type_cd
+ def to_dict(self):
+ return {'map_id':self.map_id, 'name':self.name}
- def __repr__(self):
- return "<MapGameType(%s, %s)>" % (self.map_id, self.game_type_cd)
class Game(object):
- def __init__(self, game_id=None, start_dt=None,
- game_type_cd=None, server_id=None, map_id=None, duration=None,
- winner=None, create_dt=None):
+ def __init__(self, game_id=None, start_dt=None, game_type_cd=None,
+ server_id=None, map_id=None, winner=None):
self.game_id = game_id
self.start_dt = start_dt
self.game_type_cd = game_type_cd
self.server_id = server_id
self.map_id = map_id
- self.duration = duration
self.winner = winner
- self.create_dt = create_dt
def __repr__(self):
return "<Game(%s, %s, %s, %s)>" % (self.game_id, self.start_dt,
self.game_type_cd, self.server_id)
+ 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_id=None, game_id=None, create_dt=None,
- stat_type=None, team=None, kills=None, deaths=None, suicides=None,
- score=None, time=None, held=None, captures=None, pickups=None,
- carrier_frags=None, drops=None, returns=None, collects=None,
- destroys=None, destroys_holding_key=None, pushes=None,
- pushed=None, nick=None):
- self.player_id = player_id
- self.game_id = game_id
+ def __init__(self, player_game_stat_id=None, create_dt=None):
+ self.player_game_stat_id = player_game_stat_id
self.create_dt = create_dt
- self.stat_type = stat_type
- self.nick = nick
- self.team = team
- self.kills = kills
- self.deaths = deaths
- self.suicides = suicides
- self.score = score
- self.time = time
- self.held = held
- self.captures = captures
- self.pickups = pickups
- self.carrier_frags = carrier_frags
- self.drops = drops
- self.returns = returns
- self.collects = collects
- self.destroys = destroys
- self.destroys_holding_key = destroys_holding_key
- self.pushes = pushes
- self.pushed = pushed
def __repr__(self):
- return "<PlayerGameStat(%s, %s, %s, %s)>" \
- % (self.player_id, self.game_id, self.create_dt, self.stat_type)
+ return "<PlayerGameStat(%s, %s, %s)>" \
+ % (self.player_id, self.game_id, self.create_dt)
+
+ def nick_stripped(self):
+ if self.nick is None:
+ return "Anonymous Player"
+ else:
+ return strip_colors(self.nick)
+
+ def nick_html_colors(self):
+ if self.nick is None:
+ return "Anonymous Player"
+ else:
+ return html_colors(self.nick)
+
+ def team_html_color(self):
+ # blue
+ if self.team == 5:
+ return "red"
+ # red
+ if self.team == 14:
+ return "blue"
+ if self.team == 13:
+ return "yellow"
+ if self.team == 10:
+ return "pink"
-class GameMutator(object):
- def __init__(self, game_id=None, mutator_cd=None):
- self.game_id = game_id
- self.mutator_cd = mutator_cd
-
- def __repr__(self):
- return "<GameMutator(%s, %s)>" % (self.game_id, self.mutator_cd)
class Achievement(object):
- def __init__(self, achievement_cd=None, descr=None, limit=None, active_ind='Y'):
- self.achievement_cd = achievement_cd
- self.descr = descr
- self.limit = limit
- self.active_ind = active_ind
-
def __repr__(self):
- return "<Achievement(%s, %s, %s)>" % (self.achievement_cd, self.descr, self.limit)
+ return "<Achievement(%s, %s, %s)>" % (self.achievement_cd, self.descr,
+ self.limit)
-class PlayerAchievement(object):
- def __init__(self, achievement_id=None, achievement_cd=None,
- player_id=None, create_dt=datetime.datetime.now()):
- self.achievement_id = achievement_id
- self.achievement_cd = achievement_cd
- self.player_id = player_id
- self.create_dt = create_dt
+class PlayerAchievement(object):
def __repr__(self):
return "<PlayerAchievement(%s, %s)>" % (self.player_id, self.achievement_cd)
-class PlayerWeaponStat(object):
- def __init__(self, player_weapon_stat_id=None,
- create_dt=datetime.datetime.now(), player_id=None,
- game_id=None, weapon_cd=None, actual=None, max=None, frags=None):
- self.player_weapon_stat_id = player_weapon_stat_id
- self.create_dt = create_dt
- self.player_id = player_id
- self.game_id = game_id
- self.weapon_cd = weapon_cd
- self.actual = actual
- self.max = max
- self.frags = frags
+class PlayerWeaponStat(object):
def __repr__(self):
- return "<PlayerWeaponStat(%s, %s, %s)>" % (self.player_weapon_stat_id,
+ return "<PlayerWeaponStat(%s, %s, %s)>" % (self.player_weapon_stats_id,
self.player_id, self.game_id)
+
class Hashkey(object):
- def __init__(self, player_id=None, hashkey=None, active_ind='Y',
- create_dt=datetime.datetime.now()):
+ def __init__(self, player_id=None, hashkey=None):
self.player_id = player_id
self.hashkey = hashkey
- self.active_ind = active_ind
def __repr__(self):
return "<Hashkey(%s, %s)>" % (self.player_id, self.hashkey)
-# now map the tables and the objects together
-mapper(PlayerAchievement, achievements_table)
-mapper(Achievement, cd_achievement_table)
-mapper(GameType, cd_game_type_table)
-mapper(Mutator, cd_mutator_table)
-mapper(Weapon, cd_weapon_table)
-mapper(GameMutator, game_mutators_table)
-mapper(Game, games_table)
-mapper(Hashkey, hashkeys_table)
-mapper(MapGameType, map_game_types_table)
-mapper(Map, maps_table)
-mapper(PlayerGameStat, player_game_stats_table)
-mapper(Player, players_table)
-mapper(PlayerWeaponStat, player_weapon_stats_table)
-mapper(Server, servers_table)
-
-def initialize_sql(engine):
+
+class PlayerNick(object):
+ def __repr__(self):
+ 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
Base.metadata.create_all(engine)
-
+ MetaData = sqlalchemy.MetaData(bind=engine, reflect=True)
+
+ # assign all those tables to an object
+ achievements_table = MetaData.tables['achievements']
+ cd_achievement_table = MetaData.tables['cd_achievement']
+ cd_game_type_table = MetaData.tables['cd_game_type']
+ cd_weapon_table = MetaData.tables['cd_weapon']
+ db_version_table = MetaData.tables['db_version']
+ games_table = MetaData.tables['games']
+ hashkeys_table = MetaData.tables['hashkeys']
+ maps_table = MetaData.tables['maps']
+ player_game_stats_table = MetaData.tables['player_game_stats']
+ players_table = MetaData.tables['players']
+ 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(Achievement, cd_achievement_table)
+ mapper(GameType, cd_game_type_table)
+ mapper(Weapon, cd_weapon_table)
+ mapper(Game, games_table)
+ mapper(Hashkey, hashkeys_table)
+ mapper(Map, maps_table)
+ mapper(PlayerGameStat, player_game_stats_table)
+ mapper(Player, players_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)