X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=xonstat%2Fviews%2Fsubmission.py;h=7f647de61af0cb600dc5422bff9ebc6c18c32a35;hb=5b1260049ea2f701af39a6fd4a093601f1432ed5;hp=4e54a5e7fa8202e7e6c2b73e83af0b9668359157;hpb=14e0c4c7e4d6b6bd9cad1bca7ebd7e92b8965802;p=xonotic%2Fxonstat.git diff --git a/xonstat/views/submission.py b/xonstat/views/submission.py old mode 100755 new mode 100644 index 4e54a5e..7f647de --- a/xonstat/views/submission.py +++ b/xonstat/views/submission.py @@ -1,512 +1,1118 @@ -import datetime -import logging -import re -import time -from pyramid.config import get_current_registry -from pyramid.response import Response -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 - -log = logging.getLogger(__name__) - -def is_supported_gametype(gametype): - """Whether a gametype is supported or not""" - flg_supported = True - - if gametype == 'cts' or gametype == 'ca' or gametype == 'lms': - flg_supported = False - - return flg_supported - - -def verify_request(request): - (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)) - - return (idfp, status) - - -def has_minimum_real_players(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 - - settings = get_current_registry().settings - try: - minimum_required_players = int( - settings['xonstat.minimum_required_players']) - except: - minimum_required_players = 2 - - real_players = 0 - for events in player_events: - if is_real_player(events): - real_players += 1 - - #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\ - 'S' not in metadata: - flg_has_req_metadata = False - - return flg_has_req_metadata - - -def is_real_player(events): - """ - 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 - - if not events['P'].startswith('bot'): - # removing 'joins' here due to bug, but it should be here - if 'matches' in events and 'scoreboardvalid' in events: - 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 = stripped_nick - player_nick.nick = player.nick - session.add(player_nick) - - # We change to the new nick regardless - player.nick = new_nick - session.add(player) - - -def get_or_create_server(session=None, name=None, hashkey=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 - """ - # see if the server is already in the database - # if not, create one and the hashkey along with it - try: - hashkey = session.query(ServerHashkey).filter_by( - hashkey=hashkey).one() - server = session.query(Server).filter_by( - server_id=hashkey.server_id).one() - log.debug("Found existing server {0} with hashkey {1}".format( - server.server_id, hashkey.hashkey)) - except: - server = Server() - server.name = name - session.add(server) - session.flush() - - hashkey = ServerHashkey(server_id=server.server_id, - hashkey=hashkey) - session.add(hashkey) - log.debug("Created server {0} with hashkey {1}".format( - server.server_id, hashkey.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): - """ - 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 - """ - - game = Game(start_dt=start_dt, game_type_cd=game_type_cd, - server_id=server_id, map_id=map_id, winner=winner) - session.add(game) - session.flush() - 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): - 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: - hashkey = session.query(Hashkey).filter_by( - hashkey=hashkey).one() - player = session.query(Player).filter_by( - player_id=hashkey.player_id).one() - log.debug("Found existing player {0} with hashkey {1}".format( - player.player_id, hashkey.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] - else: - player.nick = "Anonymous Player #{0}".format(player.player_id) - - hashkey = Hashkey(player_id=player.player_id, hashkey=hashkey) - session.add(hashkey) - log.debug("Created player {0} ({2}) with hashkey {1}".format( - player.player_id, hashkey.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() - pgstat = PlayerGameStat(create_dt=datetime.datetime.now()) - - # 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': - 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 the name from the player id - if pgstat.nick == None: - pgstat.nick = player.nick - - # if the nick we end up with is different from the one in the - # player record, change the nick to reflect the new value - if pgstat.nick != player.nick and player.player_id > 1: - 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) - session.flush() - - 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) - pwstat = PlayerWeaponStat() - pwstat.player_id = player.player_id - pwstat.game_id = game.game_id - pwstat.player_game_stat_id = pgstat.player_game_stat_id - pwstat.weapon_cd = weapon_cd - - 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 = [] - - log.debug("----- BEGIN REQUEST BODY -----") - log.debug(request.body) - log.debug("----- END REQUEST BODY -----") - - 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 encode these as UTF-8. - if key in 'S' 'n': - value = unicode(value, 'utf-8') - - if key in 'V' 'T' 'G' 'M' 'S' 'C' 'R' 'W': - 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: - (idfp, status) = verify_request(request) - if not idfp: - raise Exception("Request is not verified.") - - session = DBSession() - - (game_meta, players) = parse_body(request) - - if not has_required_metadata(game_meta): - log.debug("Required game meta fields (T, G, M, or S) missing. "\ - "Can't continue.") - raise Exception("Required game meta fields (T, G, M, or S) missing.") - - if not is_supported_gametype(game_meta['G']): - raise Exception("Gametype not supported.") - - if not has_minimum_real_players(players): - raise Exception("The number of real players is below the minimum. "\ - "Stats will be ignored.") - - server = get_or_create_server(session=session, hashkey=idfp, - name=game_meta['S']) - - gmap = get_or_create_map(session=session, name=game_meta['M']) - - game = create_game(session=session, - 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) - - # 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) - - session.commit() - log.debug('Success! Stats recorded.') - return Response('200 OK') - except Exception as e: - session.rollback() - raise e +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.human_players) >= minimum_required_players + + +def do_precondition_checks(settings, submission): + """Precondition checks for ALL gametypes. These do not require a database connection.""" + if not has_required_metadata(submission): + msg = "Missing required game metadata" + log.debug(msg) + raise pyramid.httpexceptions.HTTPUnprocessableEntity( + body=msg, + content_type="text/plain" + ) + + if submission.version is None: + msg = "Invalid or incorrect game metadata provided" + log.debug(msg) + raise pyramid.httpexceptions.HTTPUnprocessableEntity( + body=msg, + content_type="text/plain" + ) + + if not is_supported_gametype(submission): + msg = "Unsupported game type ({})".format(submission.game_type_cd) + log.debug(msg) + raise pyramid.httpexceptions.HTTPOk( + body=msg, + content_type="text/plain" + ) + + if not has_minimum_real_players(settings, submission): + msg = "Not enough real players" + log.debug(msg) + raise pyramid.httpexceptions.HTTPOk( + body=msg, + content_type="text/plain" + ) + + if is_blank_game(submission): + msg = "Blank game" + log.debug(msg) + raise pyramid.httpexceptions.HTTPOk( + body=msg, + content_type="text/plain" + ) + + +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 num_real_players(player_events): + """ + 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) and played_in_game(events): + real_players += 1 + + return real_players + + +def should_do_weapon_stats(game_type_cd): + """True of the game type should record weapon stats. False otherwise.""" + if game_type_cd in 'cts': + return False + else: + return True + + +def gametype_elo_eligible(game_type_cd): + """True of the game type should process Elos. False otherwise.""" + elo_game_types = ('duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft') + + if game_type_cd in elo_game_types: + return True + else: + return False + + +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=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, start_dt, game_type_cd, server_id, map_id, + match_id, duration, mod, winner=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 + duration - how long the game lasted + mod - mods in use during the game + """ + seq = Sequence('games_game_id_seq') + game_id = session.execute(seq) + game = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd, + server_id=server_id, map_id=map_id, winner=winner) + game.match_id = match_id + game.mod = mod[:64] + + # There is some drift between start_dt (provided by app) and create_dt + # (default in the database), so we'll make them the same until this is + # resolved. + game.create_dt = start_dt + + try: + game.duration = datetime.timedelta(seconds=int(round(float(duration)))) + except: + pass + + try: + session.query(Game).filter(Game.server_id==server_id).\ + 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) + session.flush() + 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): + 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_meta, game, server, gmap, player, events): + """Game stats handler for all game types""" + + game_type_cd = game.game_type_cd + + pgstat = create_default_game_stat(session, game_type_cd) + + # these fields should be on every pgstat record + pgstat.game_id = game.game_id + pgstat.player_id = player.player_id + pgstat.nick = events.get('n', 'Anonymous Player')[:128] + pgstat.stripped_nick = strip_colors(qfont_decode(pgstat.nick)) + pgstat.score = int(round(float(events.get('scoreboard-score', 0)))) + pgstat.alivetime = datetime.timedelta(seconds=int(round(float(events.get('alivetime', 0.0))))) + pgstat.rank = int(events.get('rank', None)) + pgstat.scoreboardpos = int(events.get('scoreboardpos', pgstat.rank)) + + if pgstat.nick != player.nick \ + and player.player_id > 2 \ + and pgstat.nick != 'Anonymous Player': + register_new_nick(session, player, pgstat.nick) + + wins = False + + # gametype-specific stuff is handled here. if passed to us, we store it + for (key,value) in events.items(): + if key == 'wins': wins = True + if key == 't': pgstat.team = int(value) + + if key == '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, game_meta, 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: + version = int(game_meta['V']) + 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 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) + (game_meta, raw_players, raw_teams) = parse_stats_submission(request.body) + revision = game_meta.get('R', 'unknown') + duration = game_meta.get('D', None) + + # only players present at the end of the match are eligible for stats + raw_players = filter(played_in_game, raw_players) + + do_precondition_checks(request, game_meta, raw_players) + + # the "duel" gametype is fake + if len(raw_players) == 2 \ + and num_real_players(raw_players) == 2 \ + and game_meta['G'] == 'dm': + game_meta['G'] = 'duel' + + #---------------------------------------------------------------------- + # Actual setup (inserts/updates) below here + #---------------------------------------------------------------------- + session = DBSession() + + game_type_cd = game_meta['G'] + + # All game types create Game, Server, Map, and Player records + # the same way. + server = get_or_create_server( + session = session, + hashkey = idfp, + name = game_meta['S'], + revision = revision, + ip_addr = get_remote_addr(request), + port = game_meta.get('U', None), + impure_cvars = game_meta.get('C', 0)) + + gmap = get_or_create_map( + session = session, + name = game_meta['M']) + + game = create_game( + session = session, + start_dt = datetime.datetime.utcnow(), + server_id = server.server_id, + game_type_cd = game_type_cd, + map_id = gmap.map_id, + match_id = game_meta['I'], + duration = duration, + mod = game_meta.get('O', None)) + + # keep track of the players we've seen + player_ids = [] + pgstats = [] + hashkeys = {} + for events in raw_players: + player = get_or_create_player( + session = session, + hashkey = events['P'], + nick = events.get('n', None)) + + pgstat = create_game_stat(session, game_meta, game, server, + gmap, player, events) + pgstats.append(pgstat) + + if player.player_id > 1: + anticheats = create_anticheats(session, pgstat, game, player, events) + + if player.player_id > 2: + player_ids.append(player.player_id) + hashkeys[player.player_id] = events['P'] + + if should_do_weapon_stats(game_type_cd) and player.player_id > 1: + pwstats = create_weapon_stats(session, game_meta, game, player, + pgstat, events) + + # store them on games for easy access + game.players = player_ids + + for events in raw_teams: + try: + teamstat = create_team_stat(session, game, events) + except Exception as e: + raise e + + if server.elo_ind and gametype_elo_eligible(game_type_cd): + ep = EloProcessor(session, game, pgstats) + ep.save(session) + + session.commit() + log.debug('Success! Stats recorded.') + + # ranks are fetched after we've done the "real" processing + ranks = get_ranks(session, player_ids, game_type_cd) + + # plain text response + request.response.content_type = 'text/plain' + + return { + "now" : calendar.timegm(datetime.datetime.utcnow().timetuple()), + "server" : server, + "game" : game, + "gmap" : gmap, + "player_ids" : player_ids, + "hashkeys" : hashkeys, + "elos" : ep.wip, + "ranks" : ranks, + } + + except Exception as e: + if session: + session.rollback() + raise e