-import datetime
-import logging
-import os
-import pyramid.httpexceptions
-import re
-import time
-from pyramid.response import Response
-from sqlalchemy import Sequence
-from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound
-from xonstat.d0_blind_id import d0_blind_id_verify
-from xonstat.models import *
-from xonstat.util import strip_colors, qfont_decode
-
-log = logging.getLogger(__name__)
-
-
-def is_blank_game(players):
- """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
-
- 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
-
- 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
-
- return not (flg_nonzero_score and flg_acc_events)
-
-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 is_supported_gametype(gametype):
- """Whether a gametype is supported or not"""
- flg_supported = True
-
- if gametype == 'cts' or gametype == 'lms':
- flg_supported = False
-
- return flg_supported
-
-
-def verify_request(request):
- try:
- (idfp, status) = d0_blind_id_verify(
- sig=request.headers['X-D0-Blind-Id-Detached-Signature'],
- querystring='',
- postdata=request.body)
-
- log.debug('\nidfp: {0}\nstatus: {1}'.format(idfp, status))
- except:
- idfp = None
- status = None
-
- return (idfp, status)
-
-
-def num_real_players(player_events, count_bots=False):
- """
- Returns the number of real players (those who played
- and are on the scoreboard).
- """
- real_players = 0
-
- for events in player_events:
- if is_real_player(events, count_bots):
- real_players += 1
-
- 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)
-
- #TODO: put this into a config setting in the ini file?
- 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 '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
-
-
-def is_real_player(events, count_bots=False):
- """
- Determines if a given set of player events correspond with a player who
-
- 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
-
- # 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 register_new_nick(session, player, new_nick):
- """
- Change the player record's nick to the newly found nick. Store the old
- nick in the player_nicks table for that player.
-
- session - SQLAlchemy database session factory
- player - player record whose nick is changing
- new_nick - the new nickname
- """
- # see if that nick already exists
- stripped_nick = strip_colors(player.nick)
- try:
- player_nick = session.query(PlayerNick).filter_by(
- player_id=player.player_id, stripped_nick=stripped_nick).one()
- except NoResultFound, e:
- # player_id/stripped_nick not found, create one
- # but we don't store "Anonymous Player #N"
- if not re.search('^Anonymous Player #\d+$', player.nick):
- player_nick = PlayerNick()
- player_nick.player_id = player.player_id
- player_nick.stripped_nick = player.stripped_nick
- player_nick.nick = player.nick
- session.add(player_nick)
-
- # We change to the new nick regardless
- player.nick = new_nick
- player.stripped_nick = strip_colors(new_nick)
- session.add(player)
-
-
-def get_or_create_server(session=None, name=None, hashkey=None, ip_addr=None,
- revision=None):
- """
- 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
- """
- try:
- # find one by that name, if it exists
- server = session.query(Server).filter_by(name=name).one()
-
- # 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))
-
- 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))
-
- except NoResultFound, e:
- # not found, create one
- 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))
-
- return server
-
-
-def get_or_create_map(session=None, name=None):
- """
- Find a map by name or create one if not found. Parameters:
-
- session - SQLAlchemy database session factory
- name - map name of the map to be found or created
- """
- 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,
- gmap.name))
- except NoResultFound, e:
- gmap = Map(name=name)
- session.add(gmap)
- session.flush()
- log.debug("Created map id {0}: {1}".format(gmap.map_id,
- gmap.name))
- except MultipleResultsFound, e:
- # multiple found, so use the first one but warn
- log.debug(e)
- gmaps = session.query(Map).filter_by(name=name).order_by(
- Map.map_id).all()
- gmap = gmaps[0]
- log.debug("Found map id {0}: {1} but found \
- multiple".format(gmap.map_id, gmap.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):
- """
- Creates a game. Parameters:
-
- session - SQLAlchemy database session factory
- start_dt - when the game started (datetime object)
- game_type_cd - the game type of the game being played
- 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
- """
- 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
-
- try:
- session.query(Game).filter(Game.server_id==server_id).\
- filter(Game.match_id==match_id).one()
-
- log.debug("Error: game with same server and match_id found! Ignoring.")
-
- # 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)
- log.debug("Created game id {0} on server {1}, map {2} at \
- {3}".format(game.game_id,
- server_id, map_id, start_dt))
-
- return game
-
-
-def get_or_create_player(session=None, hashkey=None, nick=None):
- """
- Finds a player by hashkey or creates a new one (along with a
- corresponding hashkey entry. Parameters:
-
- session - SQLAlchemy database session factory
- hashkey - hashkey of the player to be found or created
- 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):
- player = session.query(Player).filter_by(player_id=1).one()
- # if we have an untracked player
- elif re.search('^player#\d+$', hashkey):
- player = session.query(Player).filter_by(player_id=2).one()
- # else it is a tracked player
- else:
- # see if the player is already in the database
- # if not, create one and the hashkey along with it
- try:
- hk = session.query(Hashkey).filter_by(
- hashkey=hashkey).one()
- player = session.query(Player).filter_by(
- player_id=hk.player_id).one()
- log.debug("Found existing player {0} with hashkey {1}".format(
- player.player_id, hashkey))
- except:
- player = Player()
- session.add(player)
- session.flush()
-
- # if nick is given to us, use it. If not, use "Anonymous Player"
- # with a suffix added for uniqueness.
- if nick:
- player.nick = nick[:128]
- player.stripped_nick = strip_colors(nick[:128])
- else:
- player.nick = "Anonymous Player #{0}".format(player.player_id)
- player.stripped_nick = player.nick
-
- hk = Hashkey(player_id=player.player_id, hashkey=hashkey)
- session.add(hk)
- log.debug("Created player {0} ({2}) with hashkey {1}".format(
- player.player_id, hashkey, player.nick.encode('utf-8')))
-
- 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
- """
-
- # 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()
- seq = Sequence('player_game_stats_player_game_stat_id_seq')
- pgstat_id = session.execute(seq)
- 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
-
- #set game id from game record
- pgstat.game_id = game.game_id
-
- # all games have a score
- pgstat.score = 0
-
- if game.game_type_cd == 'dm' or game.game_type_cd == 'tdm' or game.game_type_cd == 'duel':
- pgstat.kills = 0
- pgstat.deaths = 0
- pgstat.suicides = 0
- elif game.game_type_cd == 'ctf':
- pgstat.kills = 0
- pgstat.captures = 0
- pgstat.pickups = 0
- pgstat.drops = 0
- pgstat.returns = 0
- pgstat.carrier_frags = 0
-
- for (key,value) in player_events.items():
- if key == 'n': pgstat.nick = value[:128]
- if key == 't': pgstat.team = value
- if key == 'rank': pgstat.rank = value
- if key == 'alivetime':
- pgstat.alivetime = datetime.timedelta(seconds=int(round(float(value))))
- if key == 'scoreboard-drops': pgstat.drops = value
- if key == 'scoreboard-returns': pgstat.returns = value
- if key == 'scoreboard-fckills': pgstat.carrier_frags = value
- if key == 'scoreboard-pickups': pgstat.pickups = value
- if key == 'scoreboard-caps': pgstat.captures = value
- if key == 'scoreboard-score': pgstat.score = value
- if key == 'scoreboard-deaths': pgstat.deaths = value
- if key == 'scoreboard-kills': pgstat.kills = value
- if key == 'scoreboard-suicides': pgstat.suicides = 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:
- game.winner = pgstat.team
- session.add(game)
-
- session.add(pgstat)
-
- return pgstat
-
-
-def create_player_weapon_stats(session=None, player=None,
- game=None, pgstat=None, player_events=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
- """
- pwstats = []
-
- for (key,value) in player_events.items():
- matched = re.search("acc-(.*?)-cnt-fired", key)
- if matched:
- weapon_cd = matched.group(1)
- seq = Sequence('player_weapon_stats_player_weapon_stats_id_seq')
- pwstat_id = session.execute(seq)
- pwstat = PlayerWeaponStat()
- pwstat.player_weapon_stats_id = pwstat_id
- 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
-
- if 'n' in player_events:
- pwstat.nick = player_events['n']
- else:
- pwstat.nick = player_events['P']
-
- if 'acc-' + weapon_cd + '-cnt-fired' in player_events:
- pwstat.fired = int(round(float(
- player_events['acc-' + weapon_cd + '-cnt-fired'])))
- if 'acc-' + weapon_cd + '-fired' in player_events:
- pwstat.max = int(round(float(
- player_events['acc-' + weapon_cd + '-fired'])))
- if 'acc-' + weapon_cd + '-cnt-hit' in player_events:
- pwstat.hit = int(round(float(
- player_events['acc-' + weapon_cd + '-cnt-hit'])))
- if 'acc-' + weapon_cd + '-hit' in player_events:
- pwstat.actual = int(round(float(
- player_events['acc-' + weapon_cd + '-hit'])))
- if 'acc-' + weapon_cd + '-frags' in player_events:
- pwstat.frags = int(round(float(
- player_events['acc-' + weapon_cd + '-frags'])))
-
- session.add(pwstat)
- pwstats.append(pwstat)
-
- 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):
- """
- Creates player game and weapon stats according to what type of player
- """
- pgstat = create_player_game_stat(session=session,
- player=player, game=game, player_events=player_events)
-
- #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)
-
-
-def stats_submit(request):
- """
- Entry handler for POST stats submissions.
- """
- try:
- session = DBSession()
-
- log.debug("\n----- BEGIN REQUEST BODY -----\n" + request.body +
- "----- 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, players) = parse_body(request)
-
- 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")
-
- # the "duel" gametype is fake
- if num_real_players(players, count_bots=True) == 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"
-
- 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)
-
- # update elos
- try:
- game.process_elos(session)
- except Exception as e:
- log.debug('Error (non-fatal): elo processing failed.')
-
- session.commit()
- log.debug('Success! Stats recorded.')
- return Response('200 OK')
- except Exception as e:
- session.rollback()
- return e
+import datetime\r
+import logging\r
+import os\r
+import pyramid.httpexceptions\r
+import re\r
+import time\r
+import sqlalchemy.sql.expression as expr\r
+from pyramid.response import Response\r
+from sqlalchemy import Sequence\r
+from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound\r
+from xonstat.elo import process_elos\r
+from xonstat.models import *\r
+from xonstat.util import strip_colors, qfont_decode, verify_request\r
+\r
+\r
+log = logging.getLogger(__name__)\r
+\r
+\r
+def parse_stats_submission(body):\r
+ """\r
+ Parses the POST request body for a stats submission\r
+ """\r
+ # storage vars for the request body\r
+ game_meta = {}\r
+ events = {}\r
+ players = []\r
+ teams = []\r
+\r
+ # we're not in either stanza to start\r
+ in_P = in_Q = False\r
+\r
+ for line in body.split('\n'):\r
+ try:\r
+ (key, value) = line.strip().split(' ', 1)\r
+\r
+ # Server (S) and Nick (n) fields can have international characters.\r
+ if key in 'S' 'n':\r
+ value = unicode(value, 'utf-8')\r
+\r
+ if key not in 'P' 'Q' 'n' 'e' 't' 'i':\r
+ game_meta[key] = value\r
+\r
+ if key == 'Q' or key == 'P':\r
+ #log.debug('Found a {0}'.format(key))\r
+ #log.debug('in_Q: {0}'.format(in_Q))\r
+ #log.debug('in_P: {0}'.format(in_P))\r
+ #log.debug('events: {0}'.format(events))\r
+\r
+ # check where we were before and append events accordingly\r
+ if in_Q and len(events) > 0:\r
+ #log.debug('creating a team (Q) entry')\r
+ teams.append(events)\r
+ events = {}\r
+ elif in_P and len(events) > 0:\r
+ #log.debug('creating a player (P) entry')\r
+ players.append(events)\r
+ events = {}\r
+\r
+ if key == 'P':\r
+ #log.debug('key == P')\r
+ in_P = True\r
+ in_Q = False\r
+ elif key == 'Q':\r
+ #log.debug('key == Q')\r
+ in_P = False\r
+ in_Q = True\r
+\r
+ events[key] = value\r
+\r
+ if key == 'e':\r
+ (subkey, subvalue) = value.split(' ', 1)\r
+ events[subkey] = subvalue\r
+ if key == 'n':\r
+ events[key] = value\r
+ if key == 't':\r
+ events[key] = value\r
+ except:\r
+ # no key/value pair - move on to the next line\r
+ pass\r
+\r
+ # add the last entity we were working on\r
+ if in_P and len(events) > 0:\r
+ players.append(events)\r
+ elif in_Q and len(events) > 0:\r
+ teams.append(events)\r
+\r
+ return (game_meta, players, teams)\r
+\r
+\r
+def is_blank_game(gametype, players):\r
+ """Determine if this is a blank game or not. A blank game is either:\r
+\r
+ 1) a match that ended in the warmup stage, where accuracy events are not\r
+ present (for non-CTS games)\r
+\r
+ 2) a match in which no player made a positive or negative score AND was\r
+ on the scoreboard\r
+\r
+ ... or for CTS, which doesn't record accuracy events\r
+\r
+ 1) a match in which no player made a fastest lap AND was\r
+ on the scoreboard\r
+ """\r
+ r = re.compile(r'acc-.*-cnt-fired')\r
+ flg_nonzero_score = False\r
+ flg_acc_events = False\r
+ flg_fastest_lap = False\r
+\r
+ for events in players:\r
+ if is_real_player(events) and played_in_game(events):\r
+ for (key,value) in events.items():\r
+ if key == 'scoreboard-score' and value != 0:\r
+ flg_nonzero_score = True\r
+ if r.search(key):\r
+ flg_acc_events = True\r
+ if key == 'scoreboard-fastest':\r
+ flg_fastest_lap = True\r
+\r
+ if gametype == 'cts':\r
+ return not flg_fastest_lap\r
+ else:\r
+ return not (flg_nonzero_score and flg_acc_events)\r
+\r
+\r
+def get_remote_addr(request):\r
+ """Get the Xonotic server's IP address"""\r
+ if 'X-Forwarded-For' in request.headers:\r
+ return request.headers['X-Forwarded-For']\r
+ else:\r
+ return request.remote_addr\r
+\r
+\r
+def is_supported_gametype(gametype, version):\r
+ """Whether a gametype is supported or not"""\r
+ is_supported = False\r
+\r
+ # if the type can be supported, but with version constraints, uncomment\r
+ # here and add the restriction for a specific version below\r
+ supported_game_types = (\r
+ 'as',\r
+ 'ca',\r
+ # 'cq',\r
+ 'ctf',\r
+ 'cts',\r
+ 'dm',\r
+ 'dom',\r
+ 'ft', 'freezetag',\r
+ 'ka', 'keepaway',\r
+ 'kh',\r
+ # 'lms',\r
+ 'nb', 'nexball',\r
+ # 'rc',\r
+ 'rune',\r
+ 'tdm',\r
+ )\r
+\r
+ if gametype in supported_game_types:\r
+ is_supported = True\r
+ else:\r
+ is_supported = False\r
+\r
+ # some game types were buggy before revisions, thus this additional filter\r
+ if gametype == 'ca' and version <= 5:\r
+ is_supported = False\r
+\r
+ return is_supported\r
+\r
+\r
+def do_precondition_checks(request, game_meta, raw_players):\r
+ """Precondition checks for ALL gametypes.\r
+ These do not require a database connection."""\r
+ if not has_required_metadata(game_meta):\r
+ log.debug("ERROR: Required game meta missing")\r
+ raise pyramid.httpexceptions.HTTPUnprocessableEntity("Missing game meta")\r
+\r
+ try:\r
+ version = int(game_meta['V'])\r
+ except:\r
+ log.debug("ERROR: Required game meta invalid")\r
+ raise pyramid.httpexceptions.HTTPUnprocessableEntity("Invalid game meta")\r
+\r
+ if not is_supported_gametype(game_meta['G'], version):\r
+ log.debug("ERROR: Unsupported gametype")\r
+ raise pyramid.httpexceptions.HTTPOk("OK")\r
+\r
+ if not has_minimum_real_players(request.registry.settings, raw_players):\r
+ log.debug("ERROR: Not enough real players")\r
+ raise pyramid.httpexceptions.HTTPOk("OK")\r
+\r
+ if is_blank_game(game_meta['G'], raw_players):\r
+ log.debug("ERROR: Blank game")\r
+ raise pyramid.httpexceptions.HTTPOk("OK")\r
+\r
+\r
+def is_real_player(events):\r
+ """\r
+ Determines if a given set of events correspond with a non-bot\r
+ """\r
+ if not events['P'].startswith('bot'):\r
+ return True\r
+ else:\r
+ return False\r
+\r
+\r
+def played_in_game(events):\r
+ """\r
+ Determines if a given set of player events correspond with a player who\r
+ played in the game (matches 1 and scoreboardvalid 1)\r
+ """\r
+ if 'matches' in events and 'scoreboardvalid' in events:\r
+ return True\r
+ else:\r
+ return False\r
+\r
+\r
+def num_real_players(player_events):\r
+ """\r
+ Returns the number of real players (those who played\r
+ and are on the scoreboard).\r
+ """\r
+ real_players = 0\r
+\r
+ for events in player_events:\r
+ if is_real_player(events) and played_in_game(events):\r
+ real_players += 1\r
+\r
+ return real_players\r
+\r
+\r
+def has_minimum_real_players(settings, player_events):\r
+ """\r
+ Determines if the collection of player events has enough "real" players\r
+ to store in the database. The minimum setting comes from the config file\r
+ under the setting xonstat.minimum_real_players.\r
+ """\r
+ flg_has_min_real_players = True\r
+\r
+ try:\r
+ minimum_required_players = int(\r
+ settings['xonstat.minimum_required_players'])\r
+ except:\r
+ minimum_required_players = 2\r
+\r
+ real_players = num_real_players(player_events)\r
+\r
+ if real_players < minimum_required_players:\r
+ flg_has_min_real_players = False\r
+\r
+ return flg_has_min_real_players\r
+\r
+\r
+def has_required_metadata(metadata):\r
+ """\r
+ Determines if a give set of metadata has enough data to create a game,\r
+ server, and map with.\r
+ """\r
+ flg_has_req_metadata = True\r
+\r
+ if 'T' not in metadata or\\r
+ 'G' not in metadata or\\r
+ 'M' not in metadata or\\r
+ 'I' not in metadata or\\r
+ 'S' not in metadata:\r
+ flg_has_req_metadata = False\r
+\r
+ return flg_has_req_metadata\r
+\r
+\r
+def should_do_weapon_stats(game_type_cd):\r
+ """True of the game type should record weapon stats. False otherwise."""\r
+ if game_type_cd in 'cts':\r
+ return False\r
+ else:\r
+ return True\r
+\r
+\r
+def should_do_elos(game_type_cd):\r
+ """True of the game type should process Elos. False otherwise."""\r
+ elo_game_types = ('duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft')\r
+\r
+ if game_type_cd in elo_game_types:\r
+ return True\r
+ else:\r
+ return False\r
+\r
+\r
+def register_new_nick(session, player, new_nick):\r
+ """\r
+ Change the player record's nick to the newly found nick. Store the old\r
+ nick in the player_nicks table for that player.\r
+\r
+ session - SQLAlchemy database session factory\r
+ player - player record whose nick is changing\r
+ new_nick - the new nickname\r
+ """\r
+ # see if that nick already exists\r
+ stripped_nick = strip_colors(qfont_decode(player.nick))\r
+ try:\r
+ player_nick = session.query(PlayerNick).filter_by(\r
+ player_id=player.player_id, stripped_nick=stripped_nick).one()\r
+ except NoResultFound, e:\r
+ # player_id/stripped_nick not found, create one\r
+ # but we don't store "Anonymous Player #N"\r
+ if not re.search('^Anonymous Player #\d+$', player.nick):\r
+ player_nick = PlayerNick()\r
+ player_nick.player_id = player.player_id\r
+ player_nick.stripped_nick = stripped_nick\r
+ player_nick.nick = player.nick\r
+ session.add(player_nick)\r
+\r
+ # We change to the new nick regardless\r
+ player.nick = new_nick\r
+ player.stripped_nick = strip_colors(qfont_decode(new_nick))\r
+ session.add(player)\r
+\r
+\r
+def update_fastest_cap(session, player_id, game_id, map_id, captime):\r
+ """\r
+ Check the fastest cap time for the player and map. If there isn't\r
+ one, insert one. If there is, check if the passed time is faster.\r
+ If so, update!\r
+ """\r
+ # we don't record fastest cap times for bots or anonymous players\r
+ if player_id <= 2:\r
+ return\r
+\r
+ # see if a cap entry exists already\r
+ # then check to see if the new captime is faster\r
+ try:\r
+ cur_fastest_cap = session.query(PlayerCaptime).filter_by(\r
+ player_id=player_id, map_id=map_id).one()\r
+\r
+ # current captime is faster, so update\r
+ if captime < cur_fastest_cap.fastest_cap:\r
+ cur_fastest_cap.fastest_cap = captime\r
+ cur_fastest_cap.game_id = game_id\r
+ cur_fastest_cap.create_dt = datetime.datetime.utcnow()\r
+ session.add(cur_fastest_cap)\r
+\r
+ except NoResultFound, e:\r
+ # none exists, so insert\r
+ cur_fastest_cap = PlayerCaptime(player_id, game_id, map_id, captime)\r
+ session.add(cur_fastest_cap)\r
+ session.flush()\r
+\r
+\r
+def get_or_create_server(session, name, hashkey, ip_addr, revision, port):\r
+ """\r
+ Find a server by name or create one if not found. Parameters:\r
+\r
+ session - SQLAlchemy database session factory\r
+ name - server name of the server to be found or created\r
+ hashkey - server hashkey\r
+ """\r
+ server = None\r
+\r
+ try:\r
+ port = int(port)\r
+ except:\r
+ port = None\r
+\r
+ # finding by hashkey is preferred, but if not we will fall\r
+ # back to using name only, which can result in dupes\r
+ if hashkey is not None:\r
+ servers = session.query(Server).\\r
+ filter_by(hashkey=hashkey).\\r
+ order_by(expr.desc(Server.create_dt)).limit(1).all()\r
+\r
+ if len(servers) > 0:\r
+ server = servers[0]\r
+ log.debug("Found existing server {0} by hashkey ({1})".format(\r
+ server.server_id, server.hashkey))\r
+ else:\r
+ servers = session.query(Server).\\r
+ filter_by(name=name).\\r
+ order_by(expr.desc(Server.create_dt)).limit(1).all()\r
+\r
+ if len(servers) > 0:\r
+ server = servers[0]\r
+ log.debug("Found existing server {0} by name".format(server.server_id))\r
+\r
+ # still haven't found a server by hashkey or name, so we need to create one\r
+ if server is None:\r
+ server = Server(name=name, hashkey=hashkey)\r
+ session.add(server)\r
+ session.flush()\r
+ log.debug("Created server {0} with hashkey {1}".format(\r
+ server.server_id, server.hashkey))\r
+\r
+ # detect changed fields\r
+ if server.name != name:\r
+ server.name = name\r
+ session.add(server)\r
+\r
+ if server.hashkey != hashkey:\r
+ server.hashkey = hashkey\r
+ session.add(server)\r
+\r
+ if server.ip_addr != ip_addr:\r
+ server.ip_addr = ip_addr\r
+ session.add(server)\r
+\r
+ if server.port != port:\r
+ server.port = port\r
+ session.add(server)\r
+\r
+ if server.revision != revision:\r
+ server.revision = revision\r
+ session.add(server)\r
+\r
+ return server\r
+\r
+\r
+def get_or_create_map(session=None, name=None):\r
+ """\r
+ Find a map by name or create one if not found. Parameters:\r
+\r
+ session - SQLAlchemy database session factory\r
+ name - map name of the map to be found or created\r
+ """\r
+ try:\r
+ # find one by the name, if it exists\r
+ gmap = session.query(Map).filter_by(name=name).one()\r
+ log.debug("Found map id {0}: {1}".format(gmap.map_id,\r
+ gmap.name))\r
+ except NoResultFound, e:\r
+ gmap = Map(name=name)\r
+ session.add(gmap)\r
+ session.flush()\r
+ log.debug("Created map id {0}: {1}".format(gmap.map_id,\r
+ gmap.name))\r
+ except MultipleResultsFound, e:\r
+ # multiple found, so use the first one but warn\r
+ log.debug(e)\r
+ gmaps = session.query(Map).filter_by(name=name).order_by(\r
+ Map.map_id).all()\r
+ gmap = gmaps[0]\r
+ log.debug("Found map id {0}: {1} but found \\r
+ multiple".format(gmap.map_id, gmap.name))\r
+\r
+ return gmap\r
+\r
+\r
+def create_game(session, start_dt, game_type_cd, server_id, map_id,\r
+ match_id, duration, mod, winner=None):\r
+ """\r
+ Creates a game. Parameters:\r
+\r
+ session - SQLAlchemy database session factory\r
+ start_dt - when the game started (datetime object)\r
+ game_type_cd - the game type of the game being played\r
+ server_id - server identifier of the server hosting the game\r
+ map_id - map on which the game was played\r
+ winner - the team id of the team that won\r
+ duration - how long the game lasted\r
+ mod - mods in use during the game\r
+ """\r
+ seq = Sequence('games_game_id_seq')\r
+ game_id = session.execute(seq)\r
+ game = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd,\r
+ server_id=server_id, map_id=map_id, winner=winner)\r
+ game.match_id = match_id\r
+ game.mod = mod[:64]\r
+\r
+ try:\r
+ game.duration = datetime.timedelta(seconds=int(round(float(duration))))\r
+ except:\r
+ pass\r
+\r
+ try:\r
+ session.query(Game).filter(Game.server_id==server_id).\\r
+ filter(Game.match_id==match_id).one()\r
+\r
+ log.debug("Error: game with same server and match_id found! Ignoring.")\r
+\r
+ # if a game under the same server and match_id found,\r
+ # this is a duplicate game and can be ignored\r
+ raise pyramid.httpexceptions.HTTPOk('OK')\r
+ except NoResultFound, e:\r
+ # server_id/match_id combination not found. game is ok to insert\r
+ session.add(game)\r
+ session.flush()\r
+ log.debug("Created game id {0} on server {1}, map {2} at \\r
+ {3}".format(game.game_id,\r
+ server_id, map_id, start_dt))\r
+\r
+ return game\r
+\r
+\r
+def get_or_create_player(session=None, hashkey=None, nick=None):\r
+ """\r
+ Finds a player by hashkey or creates a new one (along with a\r
+ corresponding hashkey entry. Parameters:\r
+\r
+ session - SQLAlchemy database session factory\r
+ hashkey - hashkey of the player to be found or created\r
+ nick - nick of the player (in case of a first time create)\r
+ """\r
+ # if we have a bot\r
+ if re.search('^bot#\d+$', hashkey) or re.search('^bot#\d+#', hashkey):\r
+ player = session.query(Player).filter_by(player_id=1).one()\r
+ # if we have an untracked player\r
+ elif re.search('^player#\d+$', hashkey):\r
+ player = session.query(Player).filter_by(player_id=2).one()\r
+ # else it is a tracked player\r
+ else:\r
+ # see if the player is already in the database\r
+ # if not, create one and the hashkey along with it\r
+ try:\r
+ hk = session.query(Hashkey).filter_by(\r
+ hashkey=hashkey).one()\r
+ player = session.query(Player).filter_by(\r
+ player_id=hk.player_id).one()\r
+ log.debug("Found existing player {0} with hashkey {1}".format(\r
+ player.player_id, hashkey))\r
+ except:\r
+ player = Player()\r
+ session.add(player)\r
+ session.flush()\r
+\r
+ # if nick is given to us, use it. If not, use "Anonymous Player"\r
+ # with a suffix added for uniqueness.\r
+ if nick:\r
+ player.nick = nick[:128]\r
+ player.stripped_nick = strip_colors(qfont_decode(nick[:128]))\r
+ else:\r
+ player.nick = "Anonymous Player #{0}".format(player.player_id)\r
+ player.stripped_nick = player.nick\r
+\r
+ hk = Hashkey(player_id=player.player_id, hashkey=hashkey)\r
+ session.add(hk)\r
+ log.debug("Created player {0} ({2}) with hashkey {1}".format(\r
+ player.player_id, hashkey, player.nick.encode('utf-8')))\r
+\r
+ return player\r
+\r
+\r
+def create_default_game_stat(session, game_type_cd):\r
+ """Creates a blanked-out pgstat record for the given game type"""\r
+\r
+ # this is what we have to do to get partitioned records in - grab the\r
+ # sequence value first, then insert using the explicit ID (vs autogenerate)\r
+ seq = Sequence('player_game_stats_player_game_stat_id_seq')\r
+ pgstat_id = session.execute(seq)\r
+ pgstat = PlayerGameStat(player_game_stat_id=pgstat_id,\r
+ create_dt=datetime.datetime.utcnow())\r
+\r
+ if game_type_cd == 'as':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.collects = 0\r
+\r
+ if game_type_cd in 'ca' 'dm' 'duel' 'rune' 'tdm':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = 0\r
+\r
+ if game_type_cd == 'cq':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0\r
+ pgstat.drops = 0\r
+\r
+ if game_type_cd == 'ctf':\r
+ pgstat.kills = pgstat.captures = pgstat.pickups = pgstat.drops = 0\r
+ pgstat.returns = pgstat.carrier_frags = 0\r
+\r
+ if game_type_cd == 'cts':\r
+ pgstat.deaths = 0\r
+\r
+ if game_type_cd == 'dom':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
+ pgstat.drops = 0\r
+\r
+ if game_type_cd == 'ft':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.revivals = 0\r
+\r
+ if game_type_cd == 'ka':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
+ pgstat.carrier_frags = 0\r
+ pgstat.time = datetime.timedelta(seconds=0)\r
+\r
+ if game_type_cd == 'kh':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
+ pgstat.captures = pgstat.drops = pgstat.pushes = pgstat.destroys = 0\r
+ pgstat.carrier_frags = 0\r
+\r
+ if game_type_cd == 'lms':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.lives = 0\r
+\r
+ if game_type_cd == 'nb':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0\r
+ pgstat.drops = 0\r
+\r
+ if game_type_cd == 'rc':\r
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.laps = 0\r
+\r
+ return pgstat\r
+\r
+\r
+def create_game_stat(session, game_meta, game, server, gmap, player, events):\r
+ """Game stats handler for all game types"""\r
+\r
+ game_type_cd = game.game_type_cd\r
+\r
+ pgstat = create_default_game_stat(session, game_type_cd)\r
+\r
+ # these fields should be on every pgstat record\r
+ pgstat.game_id = game.game_id\r
+ pgstat.player_id = player.player_id\r
+ pgstat.nick = events.get('n', 'Anonymous Player')[:128]\r
+ pgstat.stripped_nick = strip_colors(qfont_decode(pgstat.nick))\r
+ pgstat.score = int(round(float(events.get('scoreboard-score', 0))))\r
+ pgstat.alivetime = datetime.timedelta(seconds=int(round(float(events.get('alivetime', 0.0)))))\r
+ pgstat.rank = int(events.get('rank', None))\r
+ pgstat.scoreboardpos = int(events.get('scoreboardpos', pgstat.rank))\r
+\r
+ if pgstat.nick != player.nick \\r
+ and player.player_id > 2 \\r
+ and pgstat.nick != 'Anonymous Player':\r
+ register_new_nick(session, player, pgstat.nick)\r
+\r
+ wins = False\r
+\r
+ # gametype-specific stuff is handled here. if passed to us, we store it\r
+ for (key,value) in events.items():\r
+ if key == 'wins': wins = True\r
+ if key == 't': pgstat.team = int(value)\r
+\r
+ if key == 'scoreboard-drops': pgstat.drops = int(value)\r
+ if key == 'scoreboard-returns': pgstat.returns = int(value)\r
+ if key == 'scoreboard-fckills': pgstat.carrier_frags = int(value)\r
+ if key == 'scoreboard-pickups': pgstat.pickups = int(value)\r
+ if key == 'scoreboard-caps': pgstat.captures = int(value)\r
+ if key == 'scoreboard-score': pgstat.score = int(round(float(value)))\r
+ if key == 'scoreboard-deaths': pgstat.deaths = int(value)\r
+ if key == 'scoreboard-kills': pgstat.kills = int(value)\r
+ if key == 'scoreboard-suicides': pgstat.suicides = int(value)\r
+ if key == 'scoreboard-objectives': pgstat.collects = int(value)\r
+ if key == 'scoreboard-captured': pgstat.captures = int(value)\r
+ if key == 'scoreboard-released': pgstat.drops = int(value)\r
+ if key == 'scoreboard-fastest':\r
+ pgstat.fastest = datetime.timedelta(seconds=float(value)/100)\r
+ if key == 'scoreboard-takes': pgstat.pickups = int(value)\r
+ if key == 'scoreboard-ticks': pgstat.drops = int(value)\r
+ if key == 'scoreboard-revivals': pgstat.revivals = int(value)\r
+ if key == 'scoreboard-bctime':\r
+ pgstat.time = datetime.timedelta(seconds=int(value))\r
+ if key == 'scoreboard-bckills': pgstat.carrier_frags = int(value)\r
+ if key == 'scoreboard-losses': pgstat.drops = int(value)\r
+ if key == 'scoreboard-pushes': pgstat.pushes = int(value)\r
+ if key == 'scoreboard-destroyed': pgstat.destroys = int(value)\r
+ if key == 'scoreboard-kckills': pgstat.carrier_frags = int(value)\r
+ if key == 'scoreboard-lives': pgstat.lives = int(value)\r
+ if key == 'scoreboard-goals': pgstat.captures = int(value)\r
+ if key == 'scoreboard-faults': pgstat.drops = int(value)\r
+ if key == 'scoreboard-laps': pgstat.laps = int(value)\r
+\r
+ if key == 'avglatency': pgstat.avg_latency = float(value)\r
+ if key == 'scoreboard-captime':\r
+ pgstat.fastest = datetime.timedelta(seconds=float(value)/100)\r
+ if game.game_type_cd == 'ctf':\r
+ update_fastest_cap(session, player.player_id, game.game_id,\r
+ gmap.map_id, pgstat.fastest)\r
+\r
+ # there is no "winning team" field, so we have to derive it\r
+ if wins and pgstat.team is not None and game.winner is None:\r
+ game.winner = pgstat.team\r
+ session.add(game)\r
+\r
+ session.add(pgstat)\r
+\r
+ return pgstat\r
+\r
+\r
+def create_default_team_stat(session, game_type_cd):\r
+ """Creates a blanked-out teamstat record for the given game type"""\r
+\r
+ # this is what we have to do to get partitioned records in - grab the\r
+ # sequence value first, then insert using the explicit ID (vs autogenerate)\r
+ seq = Sequence('team_game_stats_team_game_stat_id_seq')\r
+ teamstat_id = session.execute(seq)\r
+ teamstat = TeamGameStat(team_game_stat_id=teamstat_id,\r
+ create_dt=datetime.datetime.utcnow())\r
+\r
+ # all team game modes have a score, so we'll zero that out always\r
+ teamstat.score = 0\r
+\r
+ if game_type_cd in 'ca' 'ft' 'lms' 'ka':\r
+ teamstat.rounds = 0\r
+\r
+ if game_type_cd == 'ctf':\r
+ teamstat.caps = 0\r
+\r
+ return teamstat\r
+\r
+\r
+def create_team_stat(session, game, events):\r
+ """Team stats handler for all game types"""\r
+\r
+ try:\r
+ teamstat = create_default_team_stat(session, game.game_type_cd)\r
+ teamstat.game_id = game.game_id\r
+\r
+ # we should have a team ID if we have a 'Q' event\r
+ if re.match(r'^team#\d+$', events.get('Q', '')):\r
+ team = int(events.get('Q').replace('team#', ''))\r
+ teamstat.team = team\r
+\r
+ # gametype-specific stuff is handled here. if passed to us, we store it\r
+ for (key,value) in events.items():\r
+ if key == 'scoreboard-score': teamstat.score = int(round(float(value)))\r
+ if key == 'scoreboard-caps': teamstat.caps = int(value)\r
+ if key == 'scoreboard-rounds': teamstat.rounds = int(value)\r
+\r
+ session.add(teamstat)\r
+ except Exception as e:\r
+ raise e\r
+\r
+ return teamstat\r
+\r
+\r
+def create_weapon_stats(session, game_meta, game, player, pgstat, events):\r
+ """Weapon stats handler for all game types"""\r
+ pwstats = []\r
+\r
+ # Version 1 of stats submissions doubled the data sent.\r
+ # To counteract this we divide the data by 2 only for\r
+ # POSTs coming from version 1.\r
+ try:\r
+ version = int(game_meta['V'])\r
+ if version == 1:\r
+ is_doubled = True\r
+ log.debug('NOTICE: found a version 1 request, halving the weapon stats...')\r
+ else:\r
+ is_doubled = False\r
+ except:\r
+ is_doubled = False\r
+\r
+ for (key,value) in events.items():\r
+ matched = re.search("acc-(.*?)-cnt-fired", key)\r
+ if matched:\r
+ weapon_cd = matched.group(1)\r
+ seq = Sequence('player_weapon_stats_player_weapon_stats_id_seq')\r
+ pwstat_id = session.execute(seq)\r
+ pwstat = PlayerWeaponStat()\r
+ pwstat.player_weapon_stats_id = pwstat_id\r
+ pwstat.player_id = player.player_id\r
+ pwstat.game_id = game.game_id\r
+ pwstat.player_game_stat_id = pgstat.player_game_stat_id\r
+ pwstat.weapon_cd = weapon_cd\r
+\r
+ if 'n' in events:\r
+ pwstat.nick = events['n']\r
+ else:\r
+ pwstat.nick = events['P']\r
+\r
+ if 'acc-' + weapon_cd + '-cnt-fired' in events:\r
+ pwstat.fired = int(round(float(\r
+ events['acc-' + weapon_cd + '-cnt-fired'])))\r
+ if 'acc-' + weapon_cd + '-fired' in events:\r
+ pwstat.max = int(round(float(\r
+ events['acc-' + weapon_cd + '-fired'])))\r
+ if 'acc-' + weapon_cd + '-cnt-hit' in events:\r
+ pwstat.hit = int(round(float(\r
+ events['acc-' + weapon_cd + '-cnt-hit'])))\r
+ if 'acc-' + weapon_cd + '-hit' in events:\r
+ pwstat.actual = int(round(float(\r
+ events['acc-' + weapon_cd + '-hit'])))\r
+ if 'acc-' + weapon_cd + '-frags' in events:\r
+ pwstat.frags = int(round(float(\r
+ events['acc-' + weapon_cd + '-frags'])))\r
+\r
+ if is_doubled:\r
+ pwstat.fired = pwstat.fired/2\r
+ pwstat.max = pwstat.max/2\r
+ pwstat.hit = pwstat.hit/2\r
+ pwstat.actual = pwstat.actual/2\r
+ pwstat.frags = pwstat.frags/2\r
+\r
+ session.add(pwstat)\r
+ pwstats.append(pwstat)\r
+\r
+ return pwstats\r
+\r
+\r
+def create_elos(session, game):\r
+ """Elo handler for all game types."""\r
+ try:\r
+ process_elos(game, session)\r
+ except Exception as e:\r
+ log.debug('Error (non-fatal): elo processing failed.')\r
+\r
+\r
+def submit_stats(request):\r
+ """\r
+ Entry handler for POST stats submissions.\r
+ """\r
+ try:\r
+ # placeholder for the actual session\r
+ session = None\r
+\r
+ log.debug("\n----- BEGIN REQUEST BODY -----\n" + request.body +\r
+ "----- END REQUEST BODY -----\n\n")\r
+\r
+ (idfp, status) = verify_request(request)\r
+ (game_meta, raw_players, raw_teams) = parse_stats_submission(request.body)\r
+ revision = game_meta.get('R', 'unknown')\r
+ duration = game_meta.get('D', None)\r
+\r
+ # only players present at the end of the match are eligible for stats\r
+ raw_players = filter(played_in_game, raw_players)\r
+\r
+ do_precondition_checks(request, game_meta, raw_players)\r
+\r
+ # the "duel" gametype is fake\r
+ if len(raw_players) == 2 \\r
+ and num_real_players(raw_players) == 2 \\r
+ and game_meta['G'] == 'dm':\r
+ game_meta['G'] = 'duel'\r
+\r
+ #----------------------------------------------------------------------\r
+ # Actual setup (inserts/updates) below here\r
+ #----------------------------------------------------------------------\r
+ session = DBSession()\r
+\r
+ game_type_cd = game_meta['G']\r
+\r
+ # All game types create Game, Server, Map, and Player records\r
+ # the same way.\r
+ server = get_or_create_server(\r
+ session = session,\r
+ hashkey = idfp,\r
+ name = game_meta['S'],\r
+ revision = revision,\r
+ ip_addr = get_remote_addr(request),\r
+ port = game_meta.get('U', None))\r
+\r
+ gmap = get_or_create_map(\r
+ session = session,\r
+ name = game_meta['M'])\r
+\r
+ game = create_game(\r
+ session = session,\r
+ start_dt = datetime.datetime.utcnow(),\r
+ server_id = server.server_id,\r
+ game_type_cd = game_type_cd,\r
+ map_id = gmap.map_id,\r
+ match_id = game_meta['I'],\r
+ duration = duration,\r
+ mod = game_meta.get('O', None))\r
+\r
+ for events in raw_players:\r
+ player = get_or_create_player(\r
+ session = session,\r
+ hashkey = events['P'],\r
+ nick = events.get('n', None))\r
+\r
+ pgstat = create_game_stat(session, game_meta, game, server,\r
+ gmap, player, events)\r
+\r
+ if should_do_weapon_stats(game_type_cd) and player.player_id > 1:\r
+ pwstats = create_weapon_stats(session, game_meta, game, player,\r
+ pgstat, events)\r
+\r
+ for events in raw_teams:\r
+ try:\r
+ teamstat = create_team_stat(session, game, events)\r
+ except Exception as e:\r
+ raise e\r
+\r
+ if should_do_elos(game_type_cd):\r
+ create_elos(session, game)\r
+\r
+ session.commit()\r
+ log.debug('Success! Stats recorded.')\r
+ return Response('200 OK')\r
+ except Exception as e:\r
+ if session:\r
+ session.rollback()\r
+ raise e\r