# a copy of the HTTP POST body
self.body = body
- # game metadata
- self.meta = {}
+ # the submission code version (from the server)
+ self.version = None
- # raw player events
+ # the revision string of the server
+ self.revision = None
+
+ # the game type played
+ self.game_type_cd = None
+
+ # the active game mod
+ self.mod = None
+
+ # the name of the map played
+ self.map_name = None
+
+ # unique identifier (string) for a match on a given server
+ self.match_id = None
+
+ # 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
+
+ # the port number the game server is listening on
+ self.port_number = None
+
+ # how long the game lasted
+ self.duration = None
+
+ # which ladder is being used, if any
+ self.ladder = None
+
+ # players involved in the match (humans, bots, and spectators)
self.players = []
# 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()
- # the parsing deque (we use this to allow peeking)
- self.q = collections.deque(self.body.split("\n"))
+ # 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."""
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()
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:
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):
(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.meta[key] = unicode(value, 'utf-8')
- elif key == 'P':
- self.parse_player(key, value)
+ 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:
- self.meta[key] = value
+ 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"
-def parse_stats_submission(body):
- """
- Parses the POST request body for a stats submission
- """
- # storage vars for the request body
- game_meta = {}
- events = {}
- players = []
- teams = []
-
- # we're not in either stanza to start
- in_P = in_Q = False
-
- for line in body.split('\n'):
- try:
- (key, value) = line.strip().split(' ', 1)
-
- # Server (S) and Nick (n) fields can have international characters.
- if key in 'S' 'n':
- value = unicode(value, 'utf-8')
-
- if key not in 'P' 'Q' 'n' 'e' 't' 'i':
- game_meta[key] = value
-
- if key == 'Q' or key == 'P':
- #log.debug('Found a {0}'.format(key))
- #log.debug('in_Q: {0}'.format(in_Q))
- #log.debug('in_P: {0}'.format(in_P))
- #log.debug('events: {0}'.format(events))
-
- # check where we were before and append events accordingly
- if in_Q and len(events) > 0:
- #log.debug('creating a team (Q) entry')
- teams.append(events)
- events = {}
- elif in_P and len(events) > 0:
- #log.debug('creating a player (P) entry')
- players.append(events)
- events = {}
-
- if key == 'P':
- #log.debug('key == P')
- in_P = True
- in_Q = False
- elif key == 'Q':
- #log.debug('key == Q')
- in_P = False
- in_Q = True
-
- events[key] = value
-
- if key == 'e':
- (subkey, subvalue) = value.split(' ', 1)
- events[subkey] = subvalue
- if key == 'n':
- events[key] = value
- if key == 't':
- events[key] = value
- except:
- # no key/value pair - move on to the next line
- pass
-
- # add the last entity we were working on
- if in_P and len(events) > 0:
- players.append(events)
- elif in_Q and len(events) > 0:
- teams.append(events)
-
- return (game_meta, players, teams)
+ return "general"
-def is_blank_game(gametype, players):
- """Determine if this is a blank game or not. A blank game is either:
+def is_blank_game(submission):
+ """
+ Determine if this is a blank game or not. A blank game is either:
1) a match that ended in the warmup stage, where accuracy events are not
present (for non-CTS games)
1) a match in which no player made a positive or negative score
"""
- r = re.compile(r'acc-.*-cnt-fired')
- flg_nonzero_score = False
- flg_acc_events = False
- flg_fastest_lap = False
-
- for events in players:
- if is_real_player(events) and played_in_game(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
- if key == 'scoreboard-fastest':
- flg_fastest_lap = True
-
- if gametype == 'cts':
- return not flg_fastest_lap
- elif gametype == 'nb':
- return not flg_nonzero_score
+ 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 (flg_nonzero_score and flg_acc_events)
+ return not (submission.human_nonzero_score and submission.human_fired_weapon)
-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(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(gametype, version):
- """Whether a gametype is supported or not"""
- is_supported = False
+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
'tdm',
)
- if gametype in supported_game_types:
- is_supported = True
- else:
- is_supported = False
+ is_supported = submission.game_type_cd in supported_game_types
# some game types were buggy before revisions, thus this additional filter
- if gametype == 'ca' and version <= 5:
+ if submission.game_type_cd == 'ca' and submission.version <= 5:
is_supported = False
return is_supported
-def do_precondition_checks(request, game_meta, raw_players):
- """Precondition checks for ALL gametypes.
- These do not require a database connection."""
- if not has_required_metadata(game_meta):
+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.
+ """
+ try:
+ minimum_required_players = int(settings.get("xonstat.minimum_required_players"))
+ except:
+ minimum_required_players = 2
+
+ 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(
content_type="text/plain"
)
- try:
- version = int(game_meta['V'])
- except:
+ if submission.version is None:
msg = "Invalid or incorrect game metadata provided"
log.debug(msg)
raise pyramid.httpexceptions.HTTPUnprocessableEntity(
content_type="text/plain"
)
- if not is_supported_gametype(game_meta['G'], version):
- msg = "Unsupported game type ({})".format(game_meta['G'])
+ 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(request.registry.settings, raw_players):
+ if not has_minimum_real_players(settings, submission):
msg = "Not enough real players"
log.debug(msg)
raise pyramid.httpexceptions.HTTPOk(
content_type="text/plain"
)
- if is_blank_game(game_meta['G'], raw_players):
+ if is_blank_game(submission):
msg = "Blank game"
log.debug(msg)
raise pyramid.httpexceptions.HTTPOk(
)
-def is_real_player(events):
- """
- Determines if a given set of events correspond with a non-bot
- """
- if not events['P'].startswith('bot'):
- return True
- else:
- return False
-
-
-def played_in_game(events):
- """
- Determines if a given set of player events correspond with a player who
- played in the game (matches 1 and scoreboardvalid 1)
- """
- if 'matches' in events and 'scoreboardvalid' in events:
- return True
+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 False
+ return request.remote_addr
def num_real_players(player_events):
return real_players
-def has_minimum_real_players(settings, player_events):
- """
- 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.
- """
- flg_has_min_real_players = True
-
- try:
- minimum_required_players = int(
- settings['xonstat.minimum_required_players'])
- except:
- minimum_required_players = 2
-
- real_players = num_real_players(player_events)
-
- if real_players < minimum_required_players:
- flg_has_min_real_players = False
-
- return flg_has_min_real_players
-
-
-def has_required_metadata(metadata):
- """
- Determines if a give set of metadata has enough data to create a game,
- server, and map with.
- """
- flg_has_req_metadata = True
-
- if '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
-
-
def should_do_weapon_stats(game_type_cd):
"""True of the game type should record weapon stats. False otherwise."""
- if game_type_cd in 'cts':
- return False
- else:
- return True
+ return game_type_cd not in {'cts'}
def gametype_elo_eligible(game_type_cd):
"""True of the game type should process Elos. False otherwise."""
- elo_game_types = ('duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft')
-
- if game_type_cd in elo_game_types:
- return True
- else:
- return False
+ return game_type_cd in {'duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft'}
def register_new_nick(session, player, new_nick):