.float playerstats_addedglobalinfo;
.string playerstats_id;
-void PlayerStats_Init()
+void PlayerStats_Init() // initiated before InitGameplayMode so that scores are added properly
{
string uri;
playerstats_db = -1;
serverflags |= SERVERFLAG_PLAYERSTATS;
PlayerStats_AddEvent(PLAYERSTATS_ALIVETIME);
+ PlayerStats_AddEvent(PLAYERSTATS_AVGLATENCY);
PlayerStats_AddEvent(PLAYERSTATS_WINS);
PlayerStats_AddEvent(PLAYERSTATS_MATCHES);
PlayerStats_AddEvent(PLAYERSTATS_JOINS);
The following keys are defined:
- V: format version (always 1) - this MUST be the first line!
+ V: format version (always a fixed number) - this MUST be the first line!
#: comment (MUST be ignored by any parser)
R: release information on the server
T: time at which the game ended
P: player ID of an existing player; this also sets the owner for all following "n", "e" and "t" lines (lower case!)
n: nickname of the player (optional)
t: team ID
+ i: player index
e: followed by an event name, a space, and the event count/score
event names can be:
alivetime: total playing time of the player
+ avglatency: average network latency compounded throughout the match
wins: number of games won (can only be set if matches is set)
matches: number of matches played to the end (not aborted by map switch)
joins: number of matches joined (always 1 unless player never played during the match)
scoreboardvalid: set to 1 if the player was there at the end of the match
total-<scoreboardname>: total score of that scoreboard item
scoreboard-<scoreboardname>: end-of-game score of that scoreboard item (can differ in non-team games)
- achievement-<achievementname>: achievement counters
+ achievement-<achievementname>: achievement counters (their "count" is usually 1 if nonzero at all)
+ kills-<index>: number of kills against the indexed player
rank <number>: rank of player
acc-<weapon netname>-hit: total damage dealt
acc-<weapon netname>-fired: total damage that all fired projectiles *could* have dealt
acc-<weapon netname>-cnt-hit: amount of shots that actually hit
acc-<weapon netname>-cnt-fired: amount of fired shots
acc-<weapon netname>-frags: amount of frags dealt by weapon
+
+ Response format (not used yet): see https://gist.github.com/4284222
*/
void PlayerStats_ready(entity fh, entity pass, float status)
switch(status)
{
case URL_READY_CANWRITE:
- url_fputs(fh, "V 1\n");
+ url_fputs(fh, "V 5\n");
#ifdef WATERMARK
- url_fputs(fh, sprintf("R %s\n", WATERMARK()));
+ url_fputs(fh, sprintf("R %s\n", WATERMARK));
#endif
url_fputs(fh, sprintf("T %s.%06d\n", strftime(FALSE, "%s"), floor(random() * 1000000)));
url_fputs(fh, sprintf("G %s\n", GetGametype()));
PlayerStats_Event(p, strcat("acc-", w.netname, "-frags"), a.(accuracy_frags[i-1]));
}
+ //backtrace(strcat("adding player stat accuracy for ", p.netname, ".\n"));
}
void PlayerStats_AddGlobalInfo(entity p)
winner = PlayerScore_Sort(score_dummyfield);
FOR_EACH_CLIENT(p) // spectators intentionally not included
{
- PlayerStats_Accuracy(p);
- if(g_arena || g_lms || g_ca)
- {
- if(p.alivetime <= 0)
- continue;
- }
- else
- {
- if(p.classname != "player")
- continue;
- }
+ //PlayerStats_Accuracy(p); // stats are already written with PlayerStats_AddGlobalInfo(entity), don't double them up.
+
+ if((g_arena || g_lms || g_ca) && (p.alivetime <= 0)) { continue; }
+ else if(p.classname != "player") { continue; }
+
+ float latency = (p.latency_sum / p.latency_cnt);
+ if(latency) { PlayerStats_Event(p, PLAYERSTATS_AVGLATENCY, latency); }
+
PlayerScore_PlayerStats(p);
PlayerStats_Event(p, PLAYERSTATS_SCOREBOARD_VALID, 1);
if(finished)