+import calendar
+import collections
import datetime
import logging
-import os
-import pyramid.httpexceptions
import re
-import time
-from pyramid.response import Response
+
+import pyramid.httpexceptions
from sqlalchemy import Sequence
from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound
-from xonstat.d0_blind_id import d0_blind_id_verify
-from xonstat.elo import process_elos
-from xonstat.models import *
-from xonstat.util import strip_colors, qfont_decode
+from xonstat.elo import EloProcessor
+from xonstat.models import DBSession, Server, Map, Game, PlayerGameStat, PlayerWeaponStat
+from xonstat.models import PlayerRank, PlayerCaptime
+from xonstat.models import TeamGameStat, PlayerGameAnticheat, Player, Hashkey, PlayerNick
+from xonstat.util import strip_colors, qfont_decode, verify_request, weapon_map
log = logging.getLogger(__name__)
-def is_blank_game(players):
- """Determine if this is a blank game or not. A blank game is either:
+class Submission(object):
+ """Parses an incoming POST request for stats submissions."""
- 1) a match that ended in the warmup stage, where accuracy events are not
- present
+ def __init__(self, body, headers):
+ # a copy of the HTTP headers
+ self.headers = headers
- 2) a match in which no player made a positive or negative score AND was
- on the scoreboard
- """
- r = re.compile(r'acc-.*-cnt-fired')
- flg_nonzero_score = False
- flg_acc_events = False
+ # a copy of the HTTP POST body
+ self.body = body
- for events in players:
- if is_real_player(events):
- for (key,value) in events.items():
- if key == 'scoreboard-score' and value != '0':
- flg_nonzero_score = True
- if r.search(key):
- flg_acc_events = True
+ # the submission code version (from the server)
+ self.version = None
- return not (flg_nonzero_score and flg_acc_events)
+ # the revision string of the server
+ self.revision = None
-def get_remote_addr(request):
- """Get the Xonotic server's IP address"""
- if 'X-Forwarded-For' in request.headers:
- return request.headers['X-Forwarded-For']
- else:
- return request.remote_addr
+ # the game type played
+ self.game_type_cd = None
+ # the active game mod
+ self.mod = None
-def is_supported_gametype(gametype):
- """Whether a gametype is supported or not"""
- flg_supported = True
+ # the name of the map played
+ self.map_name = None
- if gametype == 'cts' or gametype == 'lms':
- flg_supported = False
+ # unique identifier (string) for a match on a given server
+ self.match_id = None
- return flg_supported
+ # the name of the server
+ self.server_name = None
+ # the number of cvars that were changed to be different than default
+ self.impure_cvar_changes = None
-def verify_request(request):
- try:
- (idfp, status) = d0_blind_id_verify(
- sig=request.headers['X-D0-Blind-Id-Detached-Signature'],
- querystring='',
- postdata=request.body)
+ # the port number the game server is listening on
+ self.port_number = None
- log.debug('\nidfp: {0}\nstatus: {1}'.format(idfp, status))
- except:
- idfp = None
- status = None
+ # how long the game lasted
+ self.duration = None
- return (idfp, status)
+ # which ladder is being used, if any
+ self.ladder = None
+ # players involved in the match (humans, bots, and spectators)
+ self.players = []
-def num_real_players(player_events, count_bots=False):
- """
- Returns the number of real players (those who played
- and are on the scoreboard).
+ # raw team events
+ self.teams = []
+
+ # the parsing deque (we use this to allow peeking)
+ self.q = collections.deque(self.body.split("\n"))
+
+ ############################################################################################
+ # Below this point are fields useful in determining if the submission is valid or
+ # performance optimizations that save us from looping over the events over and over again.
+ ############################################################################################
+
+ # humans who played in the match
+ self.humans = []
+
+ # bots who played in the match
+ self.bots = []
+
+ # distinct weapons that we have seen fired
+ self.weapons = set()
+
+ # has a human player fired a shot?
+ self.human_fired_weapon = False
+
+ # does any human have a non-zero score?
+ self.human_nonzero_score = False
+
+ # does any human have a fastest cap?
+ self.human_fastest = False
+
+ def next_item(self):
+ """Returns the next key:value pair off the queue."""
+ try:
+ items = self.q.popleft().strip().split(' ', 1)
+ if len(items) == 1:
+ # Some keys won't have values, like 'L' records where the server isn't actually
+ # participating in any ladders. These can be safely ignored.
+ return None, None
+ else:
+ return items
+ except:
+ return None, None
+
+ def add_weapon_fired(self, sub_key):
+ """Adds a weapon to the set of weapons fired during the match (a set)."""
+ self.weapons.add(sub_key.split("-")[1])
+
+ @staticmethod
+ def is_human_player(player):
+ """
+ Determines if a given set of events correspond with a non-bot
+ """
+ return not player['P'].startswith('bot')
+
+ @staticmethod
+ def played_in_game(player):
+ """
+ Determines if a given set of player events correspond with a player who
+ played in the game (matches 1 and scoreboardvalid 1)
+ """
+ return 'matches' in player and 'scoreboardvalid' in player
+
+ def parse_player(self, key, pid):
+ """Construct a player events listing from the submission."""
+
+ # all of the keys related to player records
+ player_keys = ['i', 'n', 't', 'e']
+
+ player = {key: pid}
+
+ player_fired_weapon = False
+ player_nonzero_score = False
+ player_fastest = False
+
+ # Consume all following 'i' 'n' 't' 'e' records
+ while len(self.q) > 0:
+ (key, value) = self.next_item()
+ if key is None and value is None:
+ continue
+ elif key == 'e':
+ (sub_key, sub_value) = value.split(' ', 1)
+ player[sub_key] = sub_value
+
+ if sub_key.endswith("cnt-fired"):
+ player_fired_weapon = True
+ self.add_weapon_fired(sub_key)
+ elif sub_key == 'scoreboard-score' and int(sub_value) != 0:
+ player_nonzero_score = True
+ elif sub_key == 'scoreboard-fastest':
+ player_fastest = True
+ elif key == 'n':
+ player[key] = unicode(value, 'utf-8')
+ elif key in player_keys:
+ player[key] = value
+ else:
+ # something we didn't expect - put it back on the deque
+ self.q.appendleft("{} {}".format(key, value))
+ break
+
+ played = self.played_in_game(player)
+ human = self.is_human_player(player)
+
+ if played and human:
+ self.humans.append(player)
+
+ if player_fired_weapon:
+ self.human_fired_weapon = True
+
+ if player_nonzero_score:
+ self.human_nonzero_score = True
+
+ if player_fastest:
+ self.human_fastest = True
+
+ elif played and not human:
+ self.bots.append(player)
+
+ self.players.append(player)
+
+ def parse_team(self, key, tid):
+ """Construct a team events listing from the submission."""
+ team = {key: tid}
+
+ # Consume all following 'e' records
+ while len(self.q) > 0 and self.q[0].startswith('e'):
+ (_, value) = self.next_item()
+ (sub_key, sub_value) = value.split(' ', 1)
+ team[sub_key] = sub_value
+
+ self.teams.append(team)
+
+ def parse(self):
+ """Parses the request body into instance variables."""
+ while len(self.q) > 0:
+ (key, value) = self.next_item()
+ if key is None and value is None:
+ continue
+ elif key == 'V':
+ self.version = value
+ elif key == 'R':
+ self.revision = value
+ elif key == 'G':
+ self.game_type_cd = value
+ elif key == 'O':
+ self.mod = value
+ elif key == 'M':
+ self.map_name = value
+ elif key == 'I':
+ self.match_id = value
+ elif key == 'S':
+ self.server_name = unicode(value, 'utf-8')
+ elif key == 'C':
+ self.impure_cvar_changes = int(value)
+ elif key == 'U':
+ self.port_number = int(value)
+ elif key == 'D':
+ self.duration = datetime.timedelta(seconds=int(round(float(value))))
+ elif key == 'L':
+ self.ladder = value
+ elif key == 'Q':
+ self.parse_team(key, value)
+ elif key == 'P':
+ self.parse_player(key, value)
+ else:
+ raise Exception("Invalid submission")
+
+ return self
+
+ def __repr__(self):
+ """Debugging representation of a submission."""
+ return "game_type_cd: {}, mod: {}, players: {}, humans: {}, bots: {}, weapons: {}".format(
+ self.game_type_cd, self.mod, len(self.players), len(self.humans), len(self.bots),
+ self.weapons)
+
+
+def elo_submission_category(submission):
+ """Determines the Elo category purely by what is in the submission data."""
+ mod = submission.mod
+
+ vanilla_allowed_weapons = {"shotgun", "devastator", "blaster", "mortar", "vortex", "electro",
+ "arc", "hagar", "crylink", "machinegun"}
+ insta_allowed_weapons = {"vaporizer", "blaster"}
+ overkill_allowed_weapons = {"hmg", "vortex", "shotgun", "blaster", "machinegun", "rpc"}
+
+ if mod == "Xonotic":
+ if len(submission.weapons - vanilla_allowed_weapons) == 0:
+ return "vanilla"
+ elif mod == "InstaGib":
+ if len(submission.weapons - insta_allowed_weapons) == 0:
+ return "insta"
+ elif mod == "Overkill":
+ if len(submission.weapons - overkill_allowed_weapons) == 0:
+ return "overkill"
+ else:
+ return "general"
+
+ return "general"
+
+
+def is_blank_game(submission):
"""
- real_players = 0
+ Determine if this is a blank game or not. A blank game is either:
- for events in player_events:
- if is_real_player(events, count_bots):
- real_players += 1
+ 1) a match that ended in the warmup stage, where accuracy events are not
+ present (for non-CTS games)
- return real_players
+ 2) a match in which no player made a positive or negative score AND was
+ on the scoreboard
+ ... or for CTS, which doesn't record accuracy events
+
+ 1) a match in which no player made a fastest lap AND was
+ on the scoreboard
-def has_minimum_real_players(settings, player_events):
+ ... or for NB, in which not all maps have weapons
+
+ 1) a match in which no player made a positive or negative score
"""
- Determines if the collection of player events has enough "real" players
- to store in the database. The minimum setting comes from the config file
- under the setting xonstat.minimum_real_players.
+ if submission.game_type_cd == 'cts':
+ return not submission.human_fastest
+ elif submission.game_type_cd == 'nb':
+ return not submission.human_nonzero_score
+ else:
+ return not (submission.human_nonzero_score and submission.human_fired_weapon)
+
+
+def has_required_metadata(submission):
+ """Determines if a submission has all the required metadata fields."""
+ return (submission.game_type_cd is not None
+ and submission.map_name is not None
+ and submission.match_id is not None
+ and submission.server_name is not None)
+
+
+def is_supported_gametype(submission):
+ """Determines if a submission is of a valid and supported game type."""
+
+ # if the type can be supported, but with version constraints, uncomment
+ # here and add the restriction for a specific version below
+ supported_game_types = (
+ 'as',
+ 'ca',
+ # 'cq',
+ 'ctf',
+ 'cts',
+ 'dm',
+ 'dom',
+ 'duel',
+ 'ft', 'freezetag',
+ 'ka', 'keepaway',
+ 'kh',
+ # 'lms',
+ 'nb', 'nexball',
+ # 'rc',
+ 'rune',
+ 'tdm',
+ )
+
+ is_supported = submission.game_type_cd in supported_game_types
+
+ # some game types were buggy before revisions, thus this additional filter
+ if submission.game_type_cd == 'ca' and submission.version <= 5:
+ is_supported = False
+
+ return is_supported
+
+
+def has_minimum_real_players(settings, submission):
+ """
+ Determines if the submission has enough human players to store in the database. The minimum
+ setting comes from the config file under the setting xonstat.minimum_real_players.
"""
- flg_has_min_real_players = True
-
try:
- minimum_required_players = int(
- settings['xonstat.minimum_required_players'])
+ minimum_required_players = int(settings.get("xonstat.minimum_required_players"))
except:
minimum_required_players = 2
- real_players = num_real_players(player_events)
+ return len(submission.human_players) >= minimum_required_players
+
+
+def do_precondition_checks(settings, submission):
+ """Precondition checks for ALL gametypes. These do not require a database connection."""
+ if not has_required_metadata(submission):
+ msg = "Missing required game metadata"
+ log.debug(msg)
+ raise pyramid.httpexceptions.HTTPUnprocessableEntity(
+ body=msg,
+ content_type="text/plain"
+ )
+
+ if submission.version is None:
+ msg = "Invalid or incorrect game metadata provided"
+ log.debug(msg)
+ raise pyramid.httpexceptions.HTTPUnprocessableEntity(
+ body=msg,
+ content_type="text/plain"
+ )
+
+ if not is_supported_gametype(submission):
+ msg = "Unsupported game type ({})".format(submission.game_type_cd)
+ log.debug(msg)
+ raise pyramid.httpexceptions.HTTPOk(
+ body=msg,
+ content_type="text/plain"
+ )
+
+ if not has_minimum_real_players(settings, submission):
+ msg = "Not enough real players"
+ log.debug(msg)
+ raise pyramid.httpexceptions.HTTPOk(
+ body=msg,
+ content_type="text/plain"
+ )
+
+ if is_blank_game(submission):
+ msg = "Blank game"
+ log.debug(msg)
+ raise pyramid.httpexceptions.HTTPOk(
+ body=msg,
+ content_type="text/plain"
+ )
- if real_players < minimum_required_players:
- flg_has_min_real_players = False
- return flg_has_min_real_players
+def get_remote_addr(request):
+ """Get the Xonotic server's IP address"""
+ if 'X-Forwarded-For' in request.headers:
+ return request.headers['X-Forwarded-For']
+ else:
+ return request.remote_addr
-def has_required_metadata(metadata):
+def num_real_players(player_events):
"""
- Determines if a give set of metadata has enough data to create a game,
- server, and map with.
+ Returns the number of real players (those who played
+ and are on the scoreboard).
"""
- flg_has_req_metadata = True
-
- if 'T' not in metadata or\
- 'G' not in metadata or\
- 'M' not in metadata or\
- 'I' not in metadata or\
- 'S' not in metadata:
- flg_has_req_metadata = False
-
- return flg_has_req_metadata
+ real_players = 0
+ for events in player_events:
+ if is_real_player(events) and played_in_game(events):
+ real_players += 1
-def is_real_player(events, count_bots=False):
- """
- Determines if a given set of player events correspond with a player who
+ return real_players
- 1) is not a bot (P event does not look like a bot)
- 2) played in the game (matches 1)
- 3) was present at the end of the game (scoreboardvalid 1)
- Returns True if the player meets the above conditions, and false otherwise.
- """
- flg_is_real = False
+def should_do_weapon_stats(game_type_cd):
+ """True of the game type should record weapon stats. False otherwise."""
+ return game_type_cd not in {'cts'}
- # removing 'joins' here due to bug, but it should be here
- if 'matches' in events and 'scoreboardvalid' in events:
- if (events['P'].startswith('bot') and count_bots) or \
- not events['P'].startswith('bot'):
- flg_is_real = True
- return flg_is_real
+def gametype_elo_eligible(game_type_cd):
+ """True of the game type should process Elos. False otherwise."""
+ return game_type_cd in {'duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft'}
def register_new_nick(session, player, new_nick):
session.add(player)
-def get_or_create_server(session=None, name=None, hashkey=None, ip_addr=None,
- revision=None):
+def update_fastest_cap(session, player_id, game_id, map_id, captime, mod):
+ """
+ Check the fastest cap time for the player and map. If there isn't
+ one, insert one. If there is, check if the passed time is faster.
+ If so, update!
+ """
+ # we don't record fastest cap times for bots or anonymous players
+ if player_id <= 2:
+ return
+
+ # see if a cap entry exists already
+ # then check to see if the new captime is faster
+ try:
+ cur_fastest_cap = session.query(PlayerCaptime).filter_by(
+ player_id=player_id, map_id=map_id, mod=mod).one()
+
+ # current captime is faster, so update
+ if captime < cur_fastest_cap.fastest_cap:
+ cur_fastest_cap.fastest_cap = captime
+ cur_fastest_cap.game_id = game_id
+ cur_fastest_cap.create_dt = datetime.datetime.utcnow()
+ session.add(cur_fastest_cap)
+
+ except NoResultFound, e:
+ # none exists, so insert
+ cur_fastest_cap = PlayerCaptime(player_id, game_id, map_id, captime,
+ mod)
+ session.add(cur_fastest_cap)
+ session.flush()
+
+
+def update_server(server, name, hashkey, ip_addr, port, revision, impure_cvars):
+ """
+ Updates the server in the given DB session, if needed.
+
+ :param server: The found server instance.
+ :param name: The incoming server name.
+ :param hashkey: The incoming server hashkey.
+ :param ip_addr: The incoming server IP address.
+ :param port: The incoming server port.
+ :param revision: The incoming server revision.
+ :param impure_cvars: The incoming number of impure server cvars.
+ :return: bool
+ """
+ # ensure the two int attributes are actually ints
+ try:
+ port = int(port)
+ except:
+ port = None
+
+ try:
+ impure_cvars = int(impure_cvars)
+ except:
+ impure_cvars = 0
+
+ updated = False
+ if name and server.name != name:
+ server.name = name
+ updated = True
+ if hashkey and server.hashkey != hashkey:
+ server.hashkey = hashkey
+ updated = True
+ if ip_addr and server.ip_addr != ip_addr:
+ server.ip_addr = ip_addr
+ updated = True
+ if port and server.port != port:
+ server.port = port
+ updated = True
+ if revision and server.revision != revision:
+ server.revision = revision
+ updated = True
+ if impure_cvars and server.impure_cvars != impure_cvars:
+ server.impure_cvars = impure_cvars
+ server.pure_ind = True if impure_cvars == 0 else False
+ updated = True
+
+ return updated
+
+
+def get_or_create_server(session, name, hashkey, ip_addr, revision, port, impure_cvars):
"""
Find a server by name or create one if not found. Parameters:
session - SQLAlchemy database session factory
name - server name of the server to be found or created
hashkey - server hashkey
+ ip_addr - the IP address of the server
+ revision - the xonotic revision number
+ port - the port number of the server
+ impure_cvars - the number of impure cvar changes
"""
- try:
- # find one by that name, if it exists
- server = session.query(Server).filter_by(name=name).one()
+ servers_q = DBSession.query(Server).filter(Server.active_ind)
- # store new hashkey
- if server.hashkey != hashkey:
- server.hashkey = hashkey
- session.add(server)
-
- # store new IP address
- if server.ip_addr != ip_addr:
- server.ip_addr = ip_addr
- session.add(server)
-
- # store new revision
- if server.revision != revision:
- server.revision = revision
- session.add(server)
-
- log.debug("Found existing server {0}".format(server.server_id))
+ if hashkey:
+ # if the hashkey is provided, we'll use that
+ servers_q = servers_q.filter((Server.name == name) or (Server.hashkey == hashkey))
+ else:
+ # otherwise, it is just by name
+ servers_q = servers_q.filter(Server.name == name)
- except MultipleResultsFound, e:
- # multiple found, so also filter by hashkey
- server = session.query(Server).filter_by(name=name).\
- filter_by(hashkey=hashkey).one()
- log.debug("Found existing server {0}".format(server.server_id))
+ # order by the hashkey, which means any hashkey match will appear first if there are multiple
+ servers = servers_q.order_by(Server.hashkey, Server.create_dt).all()
- except NoResultFound, e:
- # not found, create one
+ if len(servers) == 0:
server = Server(name=name, hashkey=hashkey)
session.add(server)
session.flush()
- log.debug("Created server {0} with hashkey {1}".format(
- server.server_id, server.hashkey))
+ log.debug("Created server {} with hashkey {}.".format(server.server_id, server.hashkey))
+ else:
+ server = servers[0]
+ if len(servers) == 1:
+ log.info("Found existing server {}.".format(server.server_id))
+
+ elif len(servers) > 1:
+ server_id_list = ", ".join(["{}".format(s.server_id) for s in servers])
+ log.warn("Multiple servers found ({})! Using the first one ({})."
+ .format(server_id_list, server.server_id))
+
+ if update_server(server, name, hashkey, ip_addr, port, revision, impure_cvars):
+ session.add(server)
return server
try:
# find one by the name, if it exists
gmap = session.query(Map).filter_by(name=name).one()
- log.debug("Found map id {0}: {1}".format(gmap.map_id,
+ log.debug("Found map id {0}: {1}".format(gmap.map_id,
gmap.name))
except NoResultFound, e:
gmap = Map(name=name)
return gmap
-def create_game(session=None, start_dt=None, game_type_cd=None,
- server_id=None, map_id=None, winner=None, match_id=None):
+def create_game(session, start_dt, game_type_cd, server_id, map_id,
+ match_id, duration, mod, winner=None):
"""
Creates a game. Parameters:
server_id - server identifier of the server hosting the game
map_id - map on which the game was played
winner - the team id of the team that won
+ duration - how long the game lasted
+ mod - mods in use during the game
"""
seq = Sequence('games_game_id_seq')
game_id = session.execute(seq)
game = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd,
server_id=server_id, map_id=map_id, winner=winner)
game.match_id = match_id
+ game.mod = mod[:64]
+
+ # There is some drift between start_dt (provided by app) and create_dt
+ # (default in the database), so we'll make them the same until this is
+ # resolved.
+ game.create_dt = start_dt
+
+ try:
+ game.duration = datetime.timedelta(seconds=int(round(float(duration))))
+ except:
+ pass
try:
session.query(Game).filter(Game.server_id==server_id).\
log.debug("Error: game with same server and match_id found! Ignoring.")
- # if a game under the same server and match_id found,
+ # if a game under the same server and match_id found,
# this is a duplicate game and can be ignored
raise pyramid.httpexceptions.HTTPOk('OK')
except NoResultFound, e:
# server_id/match_id combination not found. game is ok to insert
session.add(game)
+ session.flush()
log.debug("Created game id {0} on server {1}, map {2} at \
- {3}".format(game.game_id,
+ {3}".format(game.game_id,
server_id, map_id, start_dt))
return game
nick - nick of the player (in case of a first time create)
"""
# if we have a bot
- if re.search('^bot#\d+$', hashkey) or re.search('^bot#\d+#', hashkey):
+ if re.search('^bot#\d+', hashkey):
player = session.query(Player).filter_by(player_id=1).one()
# if we have an untracked player
elif re.search('^player#\d+$', hashkey):
return player
-def create_player_game_stat(session=None, player=None,
- game=None, player_events=None):
- """
- Creates game statistics for a given player in a given game. Parameters:
- session - SQLAlchemy session factory
- player - Player record of the player who owns the stats
- game - Game record for the game to which the stats pertain
- player_events - dictionary for the actual stats that need to be transformed
- """
+def create_default_game_stat(session, game_type_cd):
+ """Creates a blanked-out pgstat record for the given game type"""
- # in here setup default values (e.g. if game type is CTF then
- # set kills=0, score=0, captures=0, pickups=0, fckills=0, etc
- # TODO: use game's create date here instead of now()
+ # this is what we have to do to get partitioned records in - grab the
+ # sequence value first, then insert using the explicit ID (vs autogenerate)
seq = Sequence('player_game_stats_player_game_stat_id_seq')
pgstat_id = session.execute(seq)
- pgstat = PlayerGameStat(player_game_stat_id=pgstat_id,
+ pgstat = PlayerGameStat(player_game_stat_id=pgstat_id,
create_dt=datetime.datetime.utcnow())
- # set player id from player record
- pgstat.player_id = player.player_id
+ if game_type_cd == 'as':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.collects = 0
+
+ if game_type_cd in 'ca' 'dm' 'duel' 'rune' 'tdm':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = 0
- #set game id from game record
- pgstat.game_id = game.game_id
+ if game_type_cd == 'cq':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0
+ pgstat.drops = 0
- # all games have a score and every player has an alivetime
- pgstat.score = 0
- pgstat.alivetime = datetime.timedelta(seconds=0)
+ if game_type_cd == 'ctf':
+ pgstat.kills = pgstat.captures = pgstat.pickups = pgstat.drops = 0
+ pgstat.returns = pgstat.carrier_frags = 0
- if game.game_type_cd == 'dm' or game.game_type_cd == 'tdm' or game.game_type_cd == 'duel':
- pgstat.kills = 0
+ if game_type_cd == 'cts':
pgstat.deaths = 0
- pgstat.suicides = 0
- elif game.game_type_cd == 'ctf':
- pgstat.kills = 0
- pgstat.captures = 0
- pgstat.pickups = 0
+
+ if game_type_cd == 'dom':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0
pgstat.drops = 0
- pgstat.returns = 0
+
+ if game_type_cd == 'ft':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.revivals = 0
+
+ if game_type_cd == 'ka':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0
pgstat.carrier_frags = 0
+ pgstat.time = datetime.timedelta(seconds=0)
+
+ if game_type_cd == 'kh':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0
+ pgstat.captures = pgstat.drops = pgstat.pushes = pgstat.destroys = 0
+ pgstat.carrier_frags = 0
+
+ if game_type_cd == 'lms':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.lives = 0
+
+ if game_type_cd == 'nb':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0
+ pgstat.drops = 0
- for (key,value) in player_events.items():
- if key == 'n':
- pgstat.nick = value[:128]
- pgstat.stripped_nick = strip_colors(qfont_decode(pgstat.nick))
+ if game_type_cd == 'rc':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.laps = 0
+
+ return pgstat
+
+
+def create_game_stat(session, game_meta, game, server, gmap, player, events):
+ """Game stats handler for all game types"""
+
+ game_type_cd = game.game_type_cd
+
+ pgstat = create_default_game_stat(session, game_type_cd)
+
+ # these fields should be on every pgstat record
+ pgstat.game_id = game.game_id
+ pgstat.player_id = player.player_id
+ pgstat.nick = events.get('n', 'Anonymous Player')[:128]
+ pgstat.stripped_nick = strip_colors(qfont_decode(pgstat.nick))
+ pgstat.score = int(round(float(events.get('scoreboard-score', 0))))
+ pgstat.alivetime = datetime.timedelta(seconds=int(round(float(events.get('alivetime', 0.0)))))
+ pgstat.rank = int(events.get('rank', None))
+ pgstat.scoreboardpos = int(events.get('scoreboardpos', pgstat.rank))
+
+ if pgstat.nick != player.nick \
+ and player.player_id > 2 \
+ and pgstat.nick != 'Anonymous Player':
+ register_new_nick(session, player, pgstat.nick)
+
+ wins = False
+
+ # gametype-specific stuff is handled here. if passed to us, we store it
+ for (key,value) in events.items():
+ if key == 'wins': wins = True
if key == 't': pgstat.team = int(value)
- if key == 'rank': pgstat.rank = int(value)
- if key == 'alivetime':
- pgstat.alivetime = datetime.timedelta(seconds=int(round(float(value))))
+
if key == 'scoreboard-drops': pgstat.drops = int(value)
if key == 'scoreboard-returns': pgstat.returns = int(value)
if key == 'scoreboard-fckills': pgstat.carrier_frags = int(value)
if key == 'scoreboard-pickups': pgstat.pickups = int(value)
if key == 'scoreboard-caps': pgstat.captures = int(value)
- if key == 'scoreboard-score': pgstat.score = int(value)
+ if key == 'scoreboard-score': pgstat.score = int(round(float(value)))
if key == 'scoreboard-deaths': pgstat.deaths = int(value)
if key == 'scoreboard-kills': pgstat.kills = int(value)
if key == 'scoreboard-suicides': pgstat.suicides = int(value)
-
- # check to see if we had a name, and if
- # not use an anonymous handle
- if pgstat.nick == None:
- pgstat.nick = "Anonymous Player"
- pgstat.stripped_nick = "Anonymous Player"
-
- # otherwise process a nick change
- elif pgstat.nick != player.nick and player.player_id > 2:
- register_new_nick(session, player, pgstat.nick)
-
- # if the player is ranked #1 and it is a team game, set the game's winner
- # to be the team of that player
- # FIXME: this is a hack, should be using the 'W' field (not present)
- if pgstat.rank == 1 and pgstat.team:
+ if key == 'scoreboard-objectives': pgstat.collects = int(value)
+ if key == 'scoreboard-captured': pgstat.captures = int(value)
+ if key == 'scoreboard-released': pgstat.drops = int(value)
+ if key == 'scoreboard-fastest':
+ pgstat.fastest = datetime.timedelta(seconds=float(value)/100)
+ if key == 'scoreboard-takes': pgstat.pickups = int(value)
+ if key == 'scoreboard-ticks': pgstat.drops = int(value)
+ if key == 'scoreboard-revivals': pgstat.revivals = int(value)
+ if key == 'scoreboard-bctime':
+ pgstat.time = datetime.timedelta(seconds=int(value))
+ if key == 'scoreboard-bckills': pgstat.carrier_frags = int(value)
+ if key == 'scoreboard-losses': pgstat.drops = int(value)
+ if key == 'scoreboard-pushes': pgstat.pushes = int(value)
+ if key == 'scoreboard-destroyed': pgstat.destroys = int(value)
+ if key == 'scoreboard-kckills': pgstat.carrier_frags = int(value)
+ if key == 'scoreboard-lives': pgstat.lives = int(value)
+ if key == 'scoreboard-goals': pgstat.captures = int(value)
+ if key == 'scoreboard-faults': pgstat.drops = int(value)
+ if key == 'scoreboard-laps': pgstat.laps = int(value)
+
+ if key == 'avglatency': pgstat.avg_latency = float(value)
+ if key == 'scoreboard-captime':
+ pgstat.fastest = datetime.timedelta(seconds=float(value)/100)
+ if game.game_type_cd == 'ctf':
+ update_fastest_cap(session, player.player_id, game.game_id,
+ gmap.map_id, pgstat.fastest, game.mod)
+
+ # there is no "winning team" field, so we have to derive it
+ if wins and pgstat.team is not None and game.winner is None:
game.winner = pgstat.team
session.add(game)
return pgstat
-def create_player_weapon_stats(session=None, player=None,
- game=None, pgstat=None, player_events=None, game_meta=None):
- """
- Creates accuracy records for each weapon used by a given player in a
- given game. Parameters:
-
- session - SQLAlchemy session factory object
- player - Player record who owns the weapon stats
- game - Game record in which the stats were created
- pgstat - Corresponding PlayerGameStat record for these weapon stats
- player_events - dictionary containing the raw weapon values that need to be
- transformed
- game_meta - dictionary of game metadata (only used for stats version info)
- """
+def create_anticheats(session, pgstat, game, player, events):
+ """Anticheats handler for all game types"""
+
+ anticheats = []
+
+ # all anticheat events are prefixed by "anticheat"
+ for (key,value) in events.items():
+ if key.startswith("anticheat"):
+ try:
+ ac = PlayerGameAnticheat(
+ player.player_id,
+ game.game_id,
+ key,
+ float(value)
+ )
+ anticheats.append(ac)
+ session.add(ac)
+ except Exception as e:
+ log.debug("Could not parse value for key %s. Ignoring." % key)
+
+ return anticheats
+
+
+def create_default_team_stat(session, game_type_cd):
+ """Creates a blanked-out teamstat record for the given game type"""
+
+ # this is what we have to do to get partitioned records in - grab the
+ # sequence value first, then insert using the explicit ID (vs autogenerate)
+ seq = Sequence('team_game_stats_team_game_stat_id_seq')
+ teamstat_id = session.execute(seq)
+ teamstat = TeamGameStat(team_game_stat_id=teamstat_id,
+ create_dt=datetime.datetime.utcnow())
+
+ # all team game modes have a score, so we'll zero that out always
+ teamstat.score = 0
+
+ if game_type_cd in 'ca' 'ft' 'lms' 'ka':
+ teamstat.rounds = 0
+
+ if game_type_cd == 'ctf':
+ teamstat.caps = 0
+
+ return teamstat
+
+
+def create_team_stat(session, game, events):
+ """Team stats handler for all game types"""
+
+ try:
+ teamstat = create_default_team_stat(session, game.game_type_cd)
+ teamstat.game_id = game.game_id
+
+ # we should have a team ID if we have a 'Q' event
+ if re.match(r'^team#\d+$', events.get('Q', '')):
+ team = int(events.get('Q').replace('team#', ''))
+ teamstat.team = team
+
+ # gametype-specific stuff is handled here. if passed to us, we store it
+ for (key,value) in events.items():
+ if key == 'scoreboard-score': teamstat.score = int(round(float(value)))
+ if key == 'scoreboard-caps': teamstat.caps = int(value)
+ if key == 'scoreboard-goals': teamstat.caps = int(value)
+ if key == 'scoreboard-rounds': teamstat.rounds = int(value)
+
+ session.add(teamstat)
+ except Exception as e:
+ raise e
+
+ return teamstat
+
+
+def create_weapon_stats(session, game_meta, game, player, pgstat, events):
+ """Weapon stats handler for all game types"""
pwstats = []
# Version 1 of stats submissions doubled the data sent.
except:
is_doubled = False
- for (key,value) in player_events.items():
+ for (key,value) in events.items():
matched = re.search("acc-(.*?)-cnt-fired", key)
if matched:
weapon_cd = matched.group(1)
+
+ # Weapon names changed for 0.8. We'll convert the old
+ # ones to use the new scheme as well.
+ mapped_weapon_cd = weapon_map.get(weapon_cd, weapon_cd)
+
seq = Sequence('player_weapon_stats_player_weapon_stats_id_seq')
pwstat_id = session.execute(seq)
pwstat = PlayerWeaponStat()
pwstat.player_id = player.player_id
pwstat.game_id = game.game_id
pwstat.player_game_stat_id = pgstat.player_game_stat_id
- pwstat.weapon_cd = weapon_cd
+ pwstat.weapon_cd = mapped_weapon_cd
- if 'n' in player_events:
- pwstat.nick = player_events['n']
+ if 'n' in events:
+ pwstat.nick = events['n']
else:
- pwstat.nick = player_events['P']
+ pwstat.nick = events['P']
- if 'acc-' + weapon_cd + '-cnt-fired' in player_events:
+ if 'acc-' + weapon_cd + '-cnt-fired' in events:
pwstat.fired = int(round(float(
- player_events['acc-' + weapon_cd + '-cnt-fired'])))
- if 'acc-' + weapon_cd + '-fired' in player_events:
+ events['acc-' + weapon_cd + '-cnt-fired'])))
+ if 'acc-' + weapon_cd + '-fired' in events:
pwstat.max = int(round(float(
- player_events['acc-' + weapon_cd + '-fired'])))
- if 'acc-' + weapon_cd + '-cnt-hit' in player_events:
+ events['acc-' + weapon_cd + '-fired'])))
+ if 'acc-' + weapon_cd + '-cnt-hit' in events:
pwstat.hit = int(round(float(
- player_events['acc-' + weapon_cd + '-cnt-hit'])))
- if 'acc-' + weapon_cd + '-hit' in player_events:
+ events['acc-' + weapon_cd + '-cnt-hit'])))
+ if 'acc-' + weapon_cd + '-hit' in events:
pwstat.actual = int(round(float(
- player_events['acc-' + weapon_cd + '-hit'])))
- if 'acc-' + weapon_cd + '-frags' in player_events:
+ events['acc-' + weapon_cd + '-hit'])))
+ if 'acc-' + weapon_cd + '-frags' in events:
pwstat.frags = int(round(float(
- player_events['acc-' + weapon_cd + '-frags'])))
+ events['acc-' + weapon_cd + '-frags'])))
if is_doubled:
pwstat.fired = pwstat.fired/2
return pwstats
-def parse_body(request):
- """
- Parses the POST request body for a stats submission
- """
- # storage vars for the request body
- game_meta = {}
- player_events = {}
- current_team = None
- players = []
-
- for line in request.body.split('\n'):
- try:
- (key, value) = line.strip().split(' ', 1)
-
- # Server (S) and Nick (n) fields can have international characters.
- # We convert to UTF-8.
- if key in 'S' 'n':
- value = unicode(value, 'utf-8')
-
- if key in 'V' 'T' 'G' 'M' 'S' 'C' 'R' 'W' 'I':
- game_meta[key] = value
-
- if key == 'P':
- # if we were working on a player record already, append
- # it and work on a new one (only set team info)
- if len(player_events) != 0:
- players.append(player_events)
- player_events = {}
-
- player_events[key] = value
-
- if key == 'e':
- (subkey, subvalue) = value.split(' ', 1)
- player_events[subkey] = subvalue
- if key == 'n':
- player_events[key] = value
- if key == 't':
- player_events[key] = value
- except:
- # no key/value pair - move on to the next line
- pass
-
- # add the last player we were working on
- if len(player_events) > 0:
- players.append(player_events)
-
- return (game_meta, players)
-
-
-def create_player_stats(session=None, player=None, game=None,
- player_events=None, game_meta=None):
+def get_ranks(session, player_ids, game_type_cd):
"""
- Creates player game and weapon stats according to what type of player
+ Gets the rank entries for all players in the given list, returning a dict
+ of player_id -> PlayerRank instance. The rank entry corresponds to the
+ game type of the parameter passed in as well.
"""
- pgstat = create_player_game_stat(session=session,
- player=player, game=game, player_events=player_events)
+ ranks = {}
+ for pr in session.query(PlayerRank).\
+ filter(PlayerRank.player_id.in_(player_ids)).\
+ filter(PlayerRank.game_type_cd == game_type_cd).\
+ all():
+ ranks[pr.player_id] = pr
- #TODO: put this into a config setting in the ini file?
- if not re.search('^bot#\d+$', player_events['P']):
- create_player_weapon_stats(session=session,
- player=player, game=game, pgstat=pgstat,
- player_events=player_events, game_meta=game_meta)
+ return ranks
-def stats_submit(request):
+def submit_stats(request):
"""
Entry handler for POST stats submissions.
"""
"----- END REQUEST BODY -----\n\n")
(idfp, status) = verify_request(request)
- if not idfp:
- log.debug("ERROR: Unverified request")
- raise pyramid.httpexceptions.HTTPUnauthorized("Unverified request")
+ (game_meta, raw_players, raw_teams) = parse_stats_submission(request.body)
+ revision = game_meta.get('R', 'unknown')
+ duration = game_meta.get('D', None)
- (game_meta, players) = parse_body(request)
+ # only players present at the end of the match are eligible for stats
+ raw_players = filter(played_in_game, raw_players)
- if not has_required_metadata(game_meta):
- log.debug("ERROR: Required game meta missing")
- raise pyramid.httpexceptions.HTTPUnprocessableEntity("Missing game meta")
-
- if not is_supported_gametype(game_meta['G']):
- log.debug("ERROR: Unsupported gametype")
- raise pyramid.httpexceptions.HTTPOk("OK")
-
- if not has_minimum_real_players(request.registry.settings, players):
- log.debug("ERROR: Not enough real players")
- raise pyramid.httpexceptions.HTTPOk("OK")
-
- if is_blank_game(players):
- log.debug("ERROR: Blank game")
- raise pyramid.httpexceptions.HTTPOk("OK")
+ do_precondition_checks(request, game_meta, raw_players)
# the "duel" gametype is fake
- if num_real_players(players, count_bots=True) == 2 and \
- game_meta['G'] == 'dm':
+ if len(raw_players) == 2 \
+ and num_real_players(raw_players) == 2 \
+ and game_meta['G'] == 'dm':
game_meta['G'] = 'duel'
-
- # fix for DTG, who didn't #ifdef WATERMARK to set the revision info
- try:
- revision = game_meta['R']
- except:
- revision = "unknown"
-
#----------------------------------------------------------------------
- # This ends the "precondition" section of sanity checks. All
- # functions not requiring a database connection go ABOVE HERE.
+ # Actual setup (inserts/updates) below here
#----------------------------------------------------------------------
session = DBSession()
- server = get_or_create_server(session=session, hashkey=idfp,
- name=game_meta['S'], revision=revision,
- ip_addr=get_remote_addr(request))
-
- gmap = get_or_create_map(session=session, name=game_meta['M'])
-
- # FIXME: use the gmtime instead of utcnow() when the timezone bug is
- # fixed
- game = create_game(session=session,
- start_dt=datetime.datetime.utcnow(),
- #start_dt=datetime.datetime(
- #*time.gmtime(float(game_meta['T']))[:6]),
- server_id=server.server_id, game_type_cd=game_meta['G'],
- map_id=gmap.map_id, match_id=game_meta['I'])
-
- # find or create a record for each player
- # and add stats for each if they were present at the end
- # of the game
- for player_events in players:
- if 'n' in player_events:
- nick = player_events['n']
- else:
- nick = None
-
- if 'matches' in player_events and 'scoreboardvalid' \
- in player_events:
- player = get_or_create_player(session=session,
- hashkey=player_events['P'], nick=nick)
- log.debug('Creating stats for %s' % player_events['P'])
- create_player_stats(session=session, player=player, game=game,
- player_events=player_events, game_meta=game_meta)
-
- # update elos
- try:
- process_elos(game, session)
- except Exception as e:
- log.debug('Error (non-fatal): elo processing failed.')
+ game_type_cd = game_meta['G']
+
+ # All game types create Game, Server, Map, and Player records
+ # the same way.
+ server = get_or_create_server(
+ session = session,
+ hashkey = idfp,
+ name = game_meta['S'],
+ revision = revision,
+ ip_addr = get_remote_addr(request),
+ port = game_meta.get('U', None),
+ impure_cvars = game_meta.get('C', 0))
+
+ gmap = get_or_create_map(
+ session = session,
+ name = game_meta['M'])
+
+ game = create_game(
+ session = session,
+ start_dt = datetime.datetime.utcnow(),
+ server_id = server.server_id,
+ game_type_cd = game_type_cd,
+ map_id = gmap.map_id,
+ match_id = game_meta['I'],
+ duration = duration,
+ mod = game_meta.get('O', None))
+
+ # keep track of the players we've seen
+ player_ids = []
+ pgstats = []
+ hashkeys = {}
+ for events in raw_players:
+ player = get_or_create_player(
+ session = session,
+ hashkey = events['P'],
+ nick = events.get('n', None))
+
+ pgstat = create_game_stat(session, game_meta, game, server,
+ gmap, player, events)
+ pgstats.append(pgstat)
+
+ if player.player_id > 1:
+ anticheats = create_anticheats(session, pgstat, game, player, events)
+
+ if player.player_id > 2:
+ player_ids.append(player.player_id)
+ hashkeys[player.player_id] = events['P']
+
+ if should_do_weapon_stats(game_type_cd) and player.player_id > 1:
+ pwstats = create_weapon_stats(session, game_meta, game, player,
+ pgstat, events)
+
+ # store them on games for easy access
+ game.players = player_ids
+
+ for events in raw_teams:
+ try:
+ teamstat = create_team_stat(session, game, events)
+ except Exception as e:
+ raise e
+
+ if server.elo_ind and gametype_elo_eligible(game_type_cd):
+ ep = EloProcessor(session, game, pgstats)
+ ep.save(session)
session.commit()
log.debug('Success! Stats recorded.')
- return Response('200 OK')
+
+ # ranks are fetched after we've done the "real" processing
+ ranks = get_ranks(session, player_ids, game_type_cd)
+
+ # plain text response
+ request.response.content_type = 'text/plain'
+
+ return {
+ "now" : calendar.timegm(datetime.datetime.utcnow().timetuple()),
+ "server" : server,
+ "game" : game,
+ "gmap" : gmap,
+ "player_ids" : player_ids,
+ "hashkeys" : hashkeys,
+ "elos" : ep.wip,
+ "ranks" : ranks,
+ }
+
except Exception as e:
if session:
session.rollback()
- return e
+ raise e