-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.d0_blind_id import d0_blind_id_verify\r
-from xonstat.elo import process_elos\r
-from xonstat.models import *\r
-from xonstat.util import strip_colors, qfont_decode\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 verify_request(request):\r
- """Verify requests using the d0_blind_id library"""\r
-\r
- # first determine if we should be verifying or not\r
- val_verify_requests = request.registry.settings.get('xonstat.verify_requests', 'true')\r
- if val_verify_requests == "true":\r
- flg_verify_requests = True\r
- else:\r
- flg_verify_requests = False\r
-\r
- try:\r
- (idfp, status) = d0_blind_id_verify(\r
- sig=request.headers['X-D0-Blind-Id-Detached-Signature'],\r
- querystring='',\r
- postdata=request.body)\r
-\r
- log.debug('\nidfp: {0}\nstatus: {1}'.format(idfp, status))\r
- except:\r
- idfp = None\r
- status = None\r
-\r
- if flg_verify_requests and not idfp:\r
- log.debug("ERROR: Unverified request")\r
- raise pyramid.httpexceptions.HTTPUnauthorized("Unverified request")\r
-\r
- return (idfp, status)\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_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
- 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
- return e\r
+import calendar
+import collections
+import datetime
+import logging
+import re
+
+import pyramid.httpexceptions
+from sqlalchemy import Sequence
+from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound
+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__)
+
+
+class Submission(object):
+ """Parses an incoming POST request for stats submissions."""
+
+ def __init__(self, body, headers):
+ # a copy of the HTTP headers
+ self.headers = headers
+
+ # a copy of the HTTP POST body
+ self.body = body
+
+ # the submission code version (from the server)
+ self.version = None
+
+ # 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()
+
+ # 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):
+ """
+ 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)
+
+ 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
+
+ ... or for NB, in which not all maps have weapons
+
+ 1) a match in which no player made a positive or negative 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 (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.
+ """
+ try:
+ minimum_required_players = int(settings.get("xonstat.minimum_required_players"))
+ except:
+ minimum_required_players = 2
+
+ return len(submission.humans) >= 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"
+ )
+
+
+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 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'}
+
+
+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):
+ """
+ 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(qfont_decode(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 = 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(qfont_decode(new_nick))
+ session.add(player)
+
+
+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
+ """
+ servers_q = DBSession.query(Server).filter(Server.active_ind)
+
+ 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)
+
+ # 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()
+
+ if len(servers) == 0:
+ server = Server(name=name, hashkey=hashkey)
+ session.add(server)
+ session.flush()
+ 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
+
+
+def get_or_create_map(session, name):
+ """
+ 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
+ """
+ maps = session.query(Map).filter_by(name=name).order_by(Map.map_id).all()
+
+ if maps is None or len(maps) == 0:
+ gmap = Map(name=name)
+ session.add(gmap)
+ session.flush()
+ log.debug("Created map id {}: {}".format(gmap.map_id, gmap.name))
+ elif len(maps) == 1:
+ gmap = maps[0]
+ log.debug("Found map id {}: {}".format(gmap.map_id, gmap.name))
+ else:
+ gmap = maps[0]
+ map_id_list = ", ".join(["{}".format(m.map_id) for m in maps])
+ log.warn("Multiple maps found for {} ({})! Using the first one.".format(name, map_id_list))
+
+ return gmap
+
+
+def create_game(session, game_type_cd, server_id, map_id, match_id, start_dt, duration, mod,
+ winner=None):
+ """
+ Creates a game. Parameters:
+
+ session - SQLAlchemy database session factory
+ game_type_cd - the game type of the game being played
+ mod - mods in use during the game
+ server_id - server identifier of the server hosting the game
+ map_id - map on which the game was played
+ match_id - a unique match ID given by the server
+ start_dt - when the game started (datetime object)
+ duration - how long the game lasted
+ 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
+ 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
+
+ game.duration = duration
+
+ 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_id and match_id exists, this is a duplicate
+ msg = "Duplicate game (pre-existing match_id)"
+ log.debug(msg)
+ raise pyramid.httpexceptions.HTTPOk(body=msg, content_type="text/plain")
+
+ except NoResultFound:
+ # server_id/match_id combination not found. game is ok to insert
+ session.add(game)
+ session.flush()
+ log.debug("Created game id {} on server {}, map {} at {}"
+ .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):
+ 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(qfont_decode(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_default_game_stat(session, game_type_cd):
+ """Creates a blanked-out pgstat 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('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())
+
+ 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
+
+ if game_type_cd == 'cq':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0
+ pgstat.drops = 0
+
+ if game_type_cd == 'ctf':
+ pgstat.kills = pgstat.captures = pgstat.pickups = pgstat.drops = 0
+ pgstat.returns = pgstat.carrier_frags = 0
+
+ if game_type_cd == 'cts':
+ pgstat.deaths = 0
+
+ if game_type_cd == 'dom':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0
+ pgstat.drops = 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
+
+ if game_type_cd == 'rc':
+ pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.laps = 0
+
+ return pgstat
+
+
+def create_game_stat(session, game, 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))
+
+ 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 == '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(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)
+ 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)
+
+ session.add(pgstat)
+
+ return pgstat
+
+
+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, version, game, player, pgstat, events):
+ """Weapon stats handler for all game types"""
+ pwstats = []
+
+ # Version 1 of stats submissions doubled the data sent.
+ # To counteract this we divide the data by 2 only for
+ # POSTs coming from version 1.
+ try:
+ if version == 1:
+ is_doubled = True
+ log.debug('NOTICE: found a version 1 request, halving the weapon stats...')
+ else:
+ is_doubled = False
+ except:
+ is_doubled = False
+
+ 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_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 = mapped_weapon_cd
+
+ if 'n' in events:
+ pwstat.nick = events['n']
+ else:
+ pwstat.nick = events['P']
+
+ if 'acc-' + weapon_cd + '-cnt-fired' in events:
+ pwstat.fired = int(round(float(
+ events['acc-' + weapon_cd + '-cnt-fired'])))
+ if 'acc-' + weapon_cd + '-fired' in events:
+ pwstat.max = int(round(float(
+ events['acc-' + weapon_cd + '-fired'])))
+ if 'acc-' + weapon_cd + '-cnt-hit' in events:
+ pwstat.hit = int(round(float(
+ events['acc-' + weapon_cd + '-cnt-hit'])))
+ if 'acc-' + weapon_cd + '-hit' in events:
+ pwstat.actual = int(round(float(
+ events['acc-' + weapon_cd + '-hit'])))
+ if 'acc-' + weapon_cd + '-frags' in events:
+ pwstat.frags = int(round(float(
+ events['acc-' + weapon_cd + '-frags'])))
+
+ if is_doubled:
+ pwstat.fired = pwstat.fired/2
+ pwstat.max = pwstat.max/2
+ pwstat.hit = pwstat.hit/2
+ pwstat.actual = pwstat.actual/2
+ pwstat.frags = pwstat.frags/2
+
+ session.add(pwstat)
+ pwstats.append(pwstat)
+
+ return pwstats
+
+
+def get_ranks(session, player_ids, game_type_cd):
+ """
+ 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.
+ """
+ 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
+
+ return ranks
+
+
+def update_player(session, player, events):
+ """
+ Updates a player record using the latest information.
+ :param session: SQLAlchemy session
+ :param player: Player model representing what is in the database right now (before updates)
+ :param events: Dict of player events from the submission
+ :return: player
+ """
+ nick = events.get('n', 'Anonymous Player')[:128]
+ if nick != player.nick and not nick.startswith("Anonymous Player"):
+ register_new_nick(session, player, nick)
+
+ return player
+
+
+def create_player(session, events):
+ """
+ Creates a new player from the list of events.
+ :param session: SQLAlchemy session
+ :param events: Dict of player events from the submission
+ :return: Player
+ """
+ player = Player()
+ session.add(player)
+ session.flush()
+
+ nick = events.get('n', None)
+ if nick:
+ player.nick = nick[:128]
+ player.stripped_nick = strip_colors(qfont_decode(player.nick))
+ else:
+ player.nick = "Anonymous Player #{0}".format(player.player_id)
+ player.stripped_nick = player.nick
+
+ hk = Hashkey(player_id=player.player_id, hashkey=events.get('P', None))
+ session.add(hk)
+
+ return player
+
+
+def get_or_create_players(session, events_by_hashkey):
+ hashkeys = set(events_by_hashkey.keys())
+ players_by_hashkey = {}
+
+ bot = session.query(Player).filter(Player.player_id == 1).one()
+ anon = session.query(Player).filter(Player.player_id == 2).one()
+
+ # fill in the bots and anonymous players
+ for hashkey in events_by_hashkey.keys():
+ if hashkey.startswith("bot#"):
+ players_by_hashkey[hashkey] = bot
+ hashkeys.remove(hashkey)
+ elif hashkey.startswith("player#"):
+ players_by_hashkey[hashkey] = anon
+ hashkeys.remove(hashkey)
+
+ # We are left with the "real" players and can now fetch them by their collective hashkeys.
+ # Those that are returned here are pre-existing players who need to be updated.
+ for p, hk in session.query(Player, Hashkey)\
+ .filter(Player.player_id == Hashkey.player_id)\
+ .filter(Hashkey.hashkey.in_(hashkeys))\
+ .all():
+ log.debug("Found existing player {} with hashkey {}"
+ .format(p.player_id, hk.hashkey))
+
+ player = update_player(session, p, events_by_hashkey[hk.hashkey])
+ players_by_hashkey[hk.hashkey] = player
+ hashkeys.remove(hk.hashkey)
+
+ # The remainder are the players we haven't seen before, so we need to create them.
+ for hashkey in hashkeys:
+ player = create_player(session, events_by_hashkey[hashkey])
+
+ log.debug("Created player {0} ({2}) with hashkey {1}"
+ .format(player.player_id, hashkey, player.nick.encode('utf-8')))
+
+ players_by_hashkey[hashkey] = player
+
+ return players_by_hashkey
+
+
+def submit_stats(request):
+ """
+ Entry handler for POST stats submissions.
+ """
+ try:
+ # placeholder for the actual session
+ session = None
+
+ log.debug("\n----- BEGIN REQUEST BODY -----\n" + request.body +
+ "----- END REQUEST BODY -----\n\n")
+
+ (idfp, status) = verify_request(request)
+ submission = Submission(request.body, request.headers)
+
+ do_precondition_checks(request.registry.settings, submission)
+
+ #----------------------------------------------------------------------
+ # Actual setup (inserts/updates) below here
+ #----------------------------------------------------------------------
+ session = DBSession()
+
+ # All game types create Game, Server, Map, and Player records
+ # the same way.
+ server = get_or_create_server(
+ session=session,
+ hashkey=idfp,
+ name=submission.server_name,
+ revision=submission.revision,
+ ip_addr=get_remote_addr(request),
+ port=submission.port_number,
+ impure_cvars=submission.impure_cvar_changes
+ )
+
+ gmap = get_or_create_map(session, submission.map_name)
+
+ game = create_game(
+ session=session,
+ game_type_cd=submission.game_type_cd,
+ mod=submission.mod,
+ server_id=server.server_id,
+ map_id=gmap.map_id,
+ match_id=submission.match_id,
+ start_dt=datetime.datetime.utcnow(),
+ duration=submission.duration
+ )
+
+ events_by_hashkey = {elem["P"]: elem for elem in submission.humans + submission.bots}
+ players_by_hashkey = get_or_create_players(session, events_by_hashkey)
+
+ pgstats = []
+ player_ids = []
+ hashkeys_by_player_id = {}
+ for hashkey, player in players_by_hashkey.items():
+ events = events_by_hashkey[hashkey]
+ pgstat = create_game_stat(session, game, gmap, player, events)
+ pgstats.append(pgstat)
+
+ if player.player_id > 1:
+ create_anticheats(session, pgstat, game, player, events)
+
+ if player.player_id > 2:
+ player_ids.append(player.player_id)
+ hashkeys_by_player_id[player.player_id] = hashkey
+
+ if should_do_weapon_stats(submission.game_type_cd) and player.player_id > 1:
+ create_weapon_stats(session, submission.version, game, player, pgstat, events)
+
+ # player_ids for human players get stored directly on games for fast indexing
+ game.players = player_ids
+
+ for events in submission.teams:
+ create_team_stat(session, game, events)
+
+ if server.elo_ind and gametype_elo_eligible(submission.game_type_cd):
+ ep = EloProcessor(session, game, pgstats)
+ ep.save(session)
+
+ session.commit()
+ log.debug('Success! Stats recorded.')
+
+ # ranks are fetched after we've done the "real" processing
+ ranks = get_ranks(session, player_ids, submission.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_by_player_id,
+ "elos": ep.wip,
+ "ranks": ranks,
+ }
+
+ except Exception as e:
+ if session:
+ session.rollback()
+ raise e