]> de.git.xonotic.org Git - xonotic/xonstat.git/blobdiff - xonstat/views/submission.py
Use score-scaling Elo for non-duels.
[xonotic/xonstat.git] / xonstat / views / submission.py
old mode 100755 (executable)
new mode 100644 (file)
index 1f72df5..78f02c9
-import datetime\r
-import logging\r
-import os\r
-import pyramid.httpexceptions\r
-import re\r
-import time\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.models import *\r
-from xonstat.util import strip_colors, qfont_decode\r
-\r
-log = logging.getLogger(__name__)\r
-\r
-\r
-def is_blank_game(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\r
-\r
-    2) a match in which no player made a positive or negative score AND was\r
-    on the scoreboard\r
-    """\r
-    flg_nonzero_score = False\r
-    flg_acc_events = False\r
-\r
-    for events in players:\r
-        if is_real_player(events):\r
-            for (key,value) in events.items():\r
-                if key == 'scoreboard-score' and value != '0':\r
-                    flg_nonzero_score = True\r
-                if key.startswith('acc-'):\r
-                    flg_acc_events = True\r
-\r
-    return flg_nonzero_score and flg_acc_events\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):\r
-    """Whether a gametype is supported or not"""\r
-    flg_supported = True\r
-\r
-    if gametype == 'cts' or gametype == 'ca' or gametype == 'lms':\r
-        flg_supported = False\r
-\r
-    return flg_supported\r
-\r
-\r
-def verify_request(request):\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
-    return (idfp, status)\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):\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
-    #TODO: put this into a config setting in the ini file?\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 is_real_player(events):\r
-    """\r
-    Determines if a given set of player events correspond with a player who\r
-\r
-    1) is not a bot (P event does not look like a bot)\r
-    2) played in the game (matches 1)\r
-    3) was present at the end of the game (scoreboardvalid 1)\r
-\r
-    Returns True if the player meets the above conditions, and false otherwise.\r
-    """\r
-    flg_is_real = False\r
-\r
-    if not events['P'].startswith('bot'):\r
-        # removing 'joins' here due to bug, but it should be here\r
-        if 'matches' in events and 'scoreboardvalid' in events:\r
-            flg_is_real = True\r
-\r
-    return flg_is_real\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(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 = player.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(new_nick)\r
-    session.add(player)\r
-\r
-\r
-def get_or_create_server(session=None, name=None, hashkey=None, ip_addr=None,\r
-        revision=None):\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
-    try:\r
-        # find one by that name, if it exists\r
-        server = session.query(Server).filter_by(name=name).one()\r
-\r
-        # store new hashkey\r
-        if server.hashkey != hashkey:\r
-            server.hashkey = hashkey\r
-            session.add(server)\r
-\r
-        # store new IP address\r
-        if server.ip_addr != ip_addr:\r
-            server.ip_addr = ip_addr\r
-            session.add(server)\r
-\r
-        # store new revision\r
-        if server.revision != revision:\r
-            server.revision = revision\r
-            session.add(server)\r
-\r
-        log.debug("Found existing server {0}".format(server.server_id))\r
-\r
-    except MultipleResultsFound, e:\r
-        # multiple found, so also filter by hashkey\r
-        server = session.query(Server).filter_by(name=name).\\r
-                filter_by(hashkey=hashkey).one()\r
-        log.debug("Found existing server {0}".format(server.server_id))\r
-\r
-    except NoResultFound, e:\r
-        # not found, create one\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
-    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=None, start_dt=None, game_type_cd=None, \r
-        server_id=None, map_id=None, winner=None, match_id=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
-    """\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
-\r
-    try:\r
-        session.query(Game).filter(Game.server_id==server_id).\\r
-                filter(Game.match_id==match_id).one()\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\r
-    except NoResultFound, e:\r
-        # server_id/match_id combination not found. game is ok to insert\r
-        session.add(game)\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):\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(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
-def create_player_game_stat(session=None, player=None, \r
-        game=None, player_events=None):\r
-    """\r
-    Creates game statistics for a given player in a given game. Parameters:\r
-\r
-    session - SQLAlchemy session factory\r
-    player - Player record of the player who owns the stats\r
-    game - Game record for the game to which the stats pertain\r
-    player_events - dictionary for the actual stats that need to be transformed\r
-    """\r
-\r
-    # in here setup default values (e.g. if game type is CTF then\r
-    # set kills=0, score=0, captures=0, pickups=0, fckills=0, etc\r
-    # TODO: use game's create date here instead of now()\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
-    # set player id from player record\r
-    pgstat.player_id = player.player_id\r
-\r
-    #set game id from game record\r
-    pgstat.game_id = game.game_id\r
-\r
-    # all games have a score\r
-    pgstat.score = 0\r
-\r
-    if game.game_type_cd == 'dm' or game.game_type_cd == 'tdm' or game.game_type_cd == 'duel':\r
-        pgstat.kills = 0\r
-        pgstat.deaths = 0\r
-        pgstat.suicides = 0\r
-    elif game.game_type_cd == 'ctf':\r
-        pgstat.kills = 0\r
-        pgstat.captures = 0\r
-        pgstat.pickups = 0\r
-        pgstat.drops = 0\r
-        pgstat.returns = 0\r
-        pgstat.carrier_frags = 0\r
-\r
-    for (key,value) in player_events.items():\r
-        if key == 'n': pgstat.nick = value[:128]\r
-        if key == 't': pgstat.team = value\r
-        if key == 'rank': pgstat.rank = value\r
-        if key == 'alivetime': \r
-            pgstat.alivetime = datetime.timedelta(seconds=int(round(float(value))))\r
-        if key == 'scoreboard-drops': pgstat.drops = value\r
-        if key == 'scoreboard-returns': pgstat.returns = value\r
-        if key == 'scoreboard-fckills': pgstat.carrier_frags = value\r
-        if key == 'scoreboard-pickups': pgstat.pickups = value\r
-        if key == 'scoreboard-caps': pgstat.captures = value\r
-        if key == 'scoreboard-score': pgstat.score = value\r
-        if key == 'scoreboard-deaths': pgstat.deaths = value\r
-        if key == 'scoreboard-kills': pgstat.kills = value\r
-        if key == 'scoreboard-suicides': pgstat.suicides = value\r
-\r
-    # check to see if we had a name, and if \r
-    # not use the name from the player id\r
-    if pgstat.nick == None:\r
-        pgstat.nick = player.nick\r
-\r
-    # whichever nick we ended up with, strip it and store as the stripped_nick\r
-    pgstat.stripped_nick = qfont_decode(strip_colors(pgstat.nick))\r
-\r
-    # if the nick we end up with is different from the one in the\r
-    # player record, change the nick to reflect the new value\r
-    if pgstat.nick != player.nick and player.player_id > 2:\r
-        register_new_nick(session, player, pgstat.nick)\r
-\r
-    # if the player is ranked #1 and it is a team game, set the game's winner\r
-    # to be the team of that player\r
-    # FIXME: this is a hack, should be using the 'W' field (not present)\r
-    if pgstat.rank == '1' and pgstat.team:\r
-        game.winner = pgstat.team\r
-        session.add(game)\r
-\r
-    session.add(pgstat)\r
-\r
-    return pgstat\r
-\r
-\r
-def create_player_weapon_stats(session=None, player=None, \r
-        game=None, pgstat=None, player_events=None):\r
-    """\r
-    Creates accuracy records for each weapon used by a given player in a\r
-    given game. Parameters:\r
-\r
-    session - SQLAlchemy session factory object\r
-    player - Player record who owns the weapon stats\r
-    game - Game record in which the stats were created\r
-    pgstat - Corresponding PlayerGameStat record for these weapon stats\r
-    player_events - dictionary containing the raw weapon values that need to be\r
-        transformed\r
-    """\r
-    pwstats = []\r
-\r
-    for (key,value) in player_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 player_events:\r
-                pwstat.nick = player_events['n']\r
-            else:\r
-                pwstat.nick = player_events['P']\r
-\r
-            if 'acc-' + weapon_cd + '-cnt-fired' in player_events:\r
-                pwstat.fired = int(round(float(\r
-                        player_events['acc-' + weapon_cd + '-cnt-fired'])))\r
-            if 'acc-' + weapon_cd + '-fired' in player_events:\r
-                pwstat.max = int(round(float(\r
-                        player_events['acc-' + weapon_cd + '-fired'])))\r
-            if 'acc-' + weapon_cd + '-cnt-hit' in player_events:\r
-                pwstat.hit = int(round(float(\r
-                        player_events['acc-' + weapon_cd + '-cnt-hit'])))\r
-            if 'acc-' + weapon_cd + '-hit' in player_events:\r
-                pwstat.actual = int(round(float(\r
-                        player_events['acc-' + weapon_cd + '-hit'])))\r
-            if 'acc-' + weapon_cd + '-frags' in player_events:\r
-                pwstat.frags = int(round(float(\r
-                        player_events['acc-' + weapon_cd + '-frags'])))\r
-\r
-            session.add(pwstat)\r
-            pwstats.append(pwstat)\r
-\r
-    return pwstats\r
-\r
-\r
-def parse_body(request):\r
-    """\r
-    Parses the POST request body for a stats submission\r
-    """\r
-    # storage vars for the request body\r
-    game_meta = {}\r
-    player_events = {}\r
-    current_team = None\r
-    players = []\r
-\r
-    for line in request.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
-            # We convert to UTF-8.\r
-            if key in 'S' 'n':\r
-                value = unicode(value, 'utf-8')\r
-\r
-            if key in 'V' 'T' 'G' 'M' 'S' 'C' 'R' 'W' 'I':\r
-                game_meta[key] = value\r
-\r
-            if key == 'P':\r
-                # if we were working on a player record already, append\r
-                # it and work on a new one (only set team info)\r
-                if len(player_events) != 0:\r
-                    players.append(player_events)\r
-                    player_events = {}\r
-\r
-                player_events[key] = value\r
-\r
-            if key == 'e':\r
-                (subkey, subvalue) = value.split(' ', 1)\r
-                player_events[subkey] = subvalue\r
-            if key == 'n':\r
-                player_events[key] = value\r
-            if key == 't':\r
-                player_events[key] = value\r
-        except:\r
-            # no key/value pair - move on to the next line\r
-            pass\r
-\r
-    # add the last player we were working on\r
-    if len(player_events) > 0:\r
-        players.append(player_events)\r
-\r
-    return (game_meta, players)\r
-\r
-\r
-def create_player_stats(session=None, player=None, game=None, \r
-        player_events=None):\r
-    """\r
-    Creates player game and weapon stats according to what type of player\r
-    """\r
-    pgstat = create_player_game_stat(session=session, \r
-        player=player, game=game, player_events=player_events)\r
-\r
-    #TODO: put this into a config setting in the ini file?\r
-    if not re.search('^bot#\d+$', player_events['P']):\r
-        create_player_weapon_stats(session=session, \r
-            player=player, game=game, pgstat=pgstat,\r
-            player_events=player_events)\r
-\r
-\r
-def stats_submit(request):\r
-    """\r
-    Entry handler for POST stats submissions.\r
-    """\r
-    try:\r
-        session = DBSession()\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
-        if not idfp:\r
-            log.debug("ERROR: Unverified request")\r
-            raise pyramid.httpexceptions.HTTPUnauthorized("Unverified request")\r
-\r
-        (game_meta, players) = parse_body(request)  \r
-\r
-        if not has_required_metadata(game_meta):\r
-            log.debug("ERROR: Required game meta missing")\r
-            raise pyramid.exceptions.HTTPUnprocessableEntity("Missing game meta")\r
-\r
-        if not is_supported_gametype(game_meta['G']):\r
-            log.debug("ERROR: Unsupported gametype")\r
-            raise pyramid.httpexceptions.HTTPOk("OK")\r
-\r
-        if not has_minimum_real_players(request.registry.settings, players):\r
-            log.debug("ERROR: Not enough real players")\r
-            raise pyramid.httpexceptions.HTTPOk("OK")\r
-\r
-        if is_blank_game(players):\r
-            log.debug("ERROR: Blank game")\r
-            raise pyramid.httpexceptions.HTTPOk("OK")\r
-\r
-        # FIXME: if we have two players and game type is 'dm',\r
-        # change this into a 'duel' gametype. This should be\r
-        # removed when the stats actually send 'duel' instead of 'dm'\r
-        if num_real_players(players) == 2 and game_meta['G'] == 'dm':\r
-            game_meta['G'] = 'duel'\r
-\r
-        server = get_or_create_server(session=session, hashkey=idfp, \r
-                name=game_meta['S'], revision=game_meta['R'],\r
-                ip_addr=get_remote_addr(request))\r
-\r
-        gmap = get_or_create_map(session=session, name=game_meta['M'])\r
-\r
-        # FIXME: use the gmtime instead of utcnow() when the timezone bug is\r
-        # fixed\r
-        game = create_game(session=session, \r
-                start_dt=datetime.datetime.utcnow(),\r
-                #start_dt=datetime.datetime(\r
-                    #*time.gmtime(float(game_meta['T']))[:6]), \r
-                server_id=server.server_id, game_type_cd=game_meta['G'], \r
-                   map_id=gmap.map_id, match_id=game_meta['I'])\r
-\r
-        # find or create a record for each player\r
-        # and add stats for each if they were present at the end\r
-        # of the game\r
-        for player_events in players:\r
-            if 'n' in player_events:\r
-                nick = player_events['n']\r
-            else:\r
-                nick = None\r
-\r
-            if 'matches' in player_events and 'scoreboardvalid' \\r
-                in player_events:\r
-                player = get_or_create_player(session=session, \r
-                    hashkey=player_events['P'], nick=nick)\r
-                log.debug('Creating stats for %s' % player_events['P'])\r
-                create_player_stats(session=session, player=player, game=game, \r
-                        player_events=player_events)\r
-\r
-        session.commit()\r
-        log.debug('Success! Stats recorded.')\r
-        return Response('200 OK')\r
-    except Exception as e:\r
-        session.rollback()\r
-        return e\r
+import datetime
+import logging
+import os
+import pyramid.httpexceptions
+import re
+import time
+from pyramid.response import Response
+from sqlalchemy import Sequence
+from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound
+from xonstat.d0_blind_id import d0_blind_id_verify
+from xonstat.elo import process_elos
+from xonstat.models import *
+from xonstat.util import strip_colors, qfont_decode
+
+log = logging.getLogger(__name__)
+
+
+def is_blank_game(players):
+    """Determine if this is a blank game or not. A blank game is either:
+
+    1) a match that ended in the warmup stage, where accuracy events are not
+    present
+
+    2) a match in which no player made a positive or negative score AND was
+    on the scoreboard
+    """
+    r = re.compile(r'acc-.*-cnt-fired')
+    flg_nonzero_score = False
+    flg_acc_events = False
+
+    for events in players:
+        if is_real_player(events):
+            for (key,value) in events.items():
+                if key == 'scoreboard-score' and value != '0':
+                    flg_nonzero_score = True
+                if r.search(key):
+                    flg_acc_events = True
+
+    return not (flg_nonzero_score and flg_acc_events)
+
+def get_remote_addr(request):
+    """Get the Xonotic server's IP address"""
+    if 'X-Forwarded-For' in request.headers:
+        return request.headers['X-Forwarded-For']
+    else:
+        return request.remote_addr
+
+
+def is_supported_gametype(gametype):
+    """Whether a gametype is supported or not"""
+    flg_supported = True
+
+    if gametype == 'cts' or gametype == 'lms':
+        flg_supported = False
+
+    return flg_supported
+
+
+def verify_request(request):
+    try:
+        (idfp, status) = d0_blind_id_verify(
+                sig=request.headers['X-D0-Blind-Id-Detached-Signature'],
+                querystring='',
+                postdata=request.body)
+
+        log.debug('\nidfp: {0}\nstatus: {1}'.format(idfp, status))
+    except: 
+        idfp = None
+        status = None
+
+    return (idfp, status)
+
+
+def num_real_players(player_events, count_bots=False):
+    """
+    Returns the number of real players (those who played 
+    and are on the scoreboard).
+    """
+    real_players = 0
+
+    for events in player_events:
+        if is_real_player(events, count_bots):
+            real_players += 1
+
+    return real_players
+
+
+def has_minimum_real_players(settings, player_events):
+    """
+    Determines if the collection of player events has enough "real" players
+    to store in the database. The minimum setting comes from the config file
+    under the setting xonstat.minimum_real_players.
+    """
+    flg_has_min_real_players = True
+
+    try:
+        minimum_required_players = int(
+                settings['xonstat.minimum_required_players'])
+    except:
+        minimum_required_players = 2
+
+    real_players = num_real_players(player_events)
+
+    #TODO: put this into a config setting in the ini file?
+    if real_players < minimum_required_players:
+        flg_has_min_real_players = False
+
+    return flg_has_min_real_players
+
+
+def has_required_metadata(metadata):
+    """
+    Determines if a give set of metadata has enough data to create a game,
+    server, and map with.
+    """
+    flg_has_req_metadata = True
+
+    if 'T' not in metadata or\
+        'G' not in metadata or\
+        'M' not in metadata or\
+        'I' not in metadata or\
+        'S' not in metadata:
+            flg_has_req_metadata = False
+
+    return flg_has_req_metadata
+
+
+def is_real_player(events, count_bots=False):
+    """
+    Determines if a given set of player events correspond with a player who
+
+    1) is not a bot (P event does not look like a bot)
+    2) played in the game (matches 1)
+    3) was present at the end of the game (scoreboardvalid 1)
+
+    Returns True if the player meets the above conditions, and false otherwise.
+    """
+    flg_is_real = False
+
+    # removing 'joins' here due to bug, but it should be here
+    if 'matches' in events and 'scoreboardvalid' in events:
+        if (events['P'].startswith('bot') and count_bots) or \
+            not events['P'].startswith('bot'):
+            flg_is_real = True
+
+    return flg_is_real
+
+
+def register_new_nick(session, player, new_nick):
+    """
+    Change the player record's nick to the newly found nick. Store the old
+    nick in the player_nicks table for that player.
+
+    session - SQLAlchemy database session factory
+    player - player record whose nick is changing
+    new_nick - the new nickname
+    """
+    # see if that nick already exists
+    stripped_nick = strip_colors(player.nick)
+    try:
+        player_nick = session.query(PlayerNick).filter_by(
+            player_id=player.player_id, stripped_nick=stripped_nick).one()
+    except NoResultFound, e:
+        # player_id/stripped_nick not found, create one
+        # but we don't store "Anonymous Player #N"
+        if not re.search('^Anonymous Player #\d+$', player.nick):
+            player_nick = PlayerNick()
+            player_nick.player_id = player.player_id
+            player_nick.stripped_nick = player.stripped_nick
+            player_nick.nick = player.nick
+            session.add(player_nick)
+
+    # We change to the new nick regardless
+    player.nick = new_nick
+    player.stripped_nick = strip_colors(new_nick)
+    session.add(player)
+
+
+def get_or_create_server(session=None, name=None, hashkey=None, ip_addr=None,
+        revision=None):
+    """
+    Find a server by name or create one if not found. Parameters:
+
+    session - SQLAlchemy database session factory
+    name - server name of the server to be found or created
+    hashkey - server hashkey
+    """
+    try:
+        # find one by that name, if it exists
+        server = session.query(Server).filter_by(name=name).one()
+
+        # store new hashkey
+        if server.hashkey != hashkey:
+            server.hashkey = hashkey
+            session.add(server)
+
+        # store new IP address
+        if server.ip_addr != ip_addr:
+            server.ip_addr = ip_addr
+            session.add(server)
+
+        # store new revision
+        if server.revision != revision:
+            server.revision = revision
+            session.add(server)
+
+        log.debug("Found existing server {0}".format(server.server_id))
+
+    except MultipleResultsFound, e:
+        # multiple found, so also filter by hashkey
+        server = session.query(Server).filter_by(name=name).\
+                filter_by(hashkey=hashkey).one()
+        log.debug("Found existing server {0}".format(server.server_id))
+
+    except NoResultFound, e:
+        # not found, create one
+        server = Server(name=name, hashkey=hashkey)
+        session.add(server)
+        session.flush()
+        log.debug("Created server {0} with hashkey {1}".format(
+            server.server_id, server.hashkey))
+
+    return server
+
+
+def get_or_create_map(session=None, name=None):
+    """
+    Find a map by name or create one if not found. Parameters:
+
+    session - SQLAlchemy database session factory
+    name - map name of the map to be found or created
+    """
+    try:
+        # find one by the name, if it exists
+        gmap = session.query(Map).filter_by(name=name).one()
+        log.debug("Found map id {0}: {1}".format(gmap.map_id, 
+            gmap.name))
+    except NoResultFound, e:
+        gmap = Map(name=name)
+        session.add(gmap)
+        session.flush()
+        log.debug("Created map id {0}: {1}".format(gmap.map_id,
+            gmap.name))
+    except MultipleResultsFound, e:
+        # multiple found, so use the first one but warn
+        log.debug(e)
+        gmaps = session.query(Map).filter_by(name=name).order_by(
+                Map.map_id).all()
+        gmap = gmaps[0]
+        log.debug("Found map id {0}: {1} but found \
+                multiple".format(gmap.map_id, gmap.name))
+
+    return gmap
+
+
+def create_game(session=None, start_dt=None, game_type_cd=None, 
+        server_id=None, map_id=None, winner=None, match_id=None):
+    """
+    Creates a game. Parameters:
+
+    session - SQLAlchemy database session factory
+    start_dt - when the game started (datetime object)
+    game_type_cd - the game type of the game being played
+    server_id - server identifier of the server hosting the game
+    map_id - map on which the game was played
+    winner - the team id of the team that won
+    """
+    seq = Sequence('games_game_id_seq')
+    game_id = session.execute(seq)
+    game = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd,
+                server_id=server_id, map_id=map_id, winner=winner)
+    game.match_id = match_id
+
+    try:
+        session.query(Game).filter(Game.server_id==server_id).\
+                filter(Game.match_id==match_id).one()
+
+        log.debug("Error: game with same server and match_id found! Ignoring.")
+
+        # if a game under the same server and match_id found, 
+        # this is a duplicate game and can be ignored
+        raise pyramid.httpexceptions.HTTPOk('OK')
+    except NoResultFound, e:
+        # server_id/match_id combination not found. game is ok to insert
+        session.add(game)
+        log.debug("Created game id {0} on server {1}, map {2} at \
+                {3}".format(game.game_id, 
+                    server_id, map_id, start_dt))
+
+    return game
+
+
+def get_or_create_player(session=None, hashkey=None, nick=None):
+    """
+    Finds a player by hashkey or creates a new one (along with a
+    corresponding hashkey entry. Parameters:
+
+    session - SQLAlchemy database session factory
+    hashkey - hashkey of the player to be found or created
+    nick - nick of the player (in case of a first time create)
+    """
+    # if we have a bot
+    if re.search('^bot#\d+$', hashkey) or re.search('^bot#\d+#', hashkey):
+        player = session.query(Player).filter_by(player_id=1).one()
+    # if we have an untracked player
+    elif re.search('^player#\d+$', hashkey):
+        player = session.query(Player).filter_by(player_id=2).one()
+    # else it is a tracked player
+    else:
+        # see if the player is already in the database
+        # if not, create one and the hashkey along with it
+        try:
+            hk = session.query(Hashkey).filter_by(
+                    hashkey=hashkey).one()
+            player = session.query(Player).filter_by(
+                    player_id=hk.player_id).one()
+            log.debug("Found existing player {0} with hashkey {1}".format(
+                player.player_id, hashkey))
+        except:
+            player = Player()
+            session.add(player)
+            session.flush()
+
+            # if nick is given to us, use it. If not, use "Anonymous Player"
+            # with a suffix added for uniqueness.
+            if nick:
+                player.nick = nick[:128]
+                player.stripped_nick = strip_colors(nick[:128])
+            else:
+                player.nick = "Anonymous Player #{0}".format(player.player_id)
+                player.stripped_nick = player.nick
+
+            hk = Hashkey(player_id=player.player_id, hashkey=hashkey)
+            session.add(hk)
+            log.debug("Created player {0} ({2}) with hashkey {1}".format(
+                player.player_id, hashkey, player.nick.encode('utf-8')))
+
+    return player
+
+def create_player_game_stat(session=None, player=None, 
+        game=None, player_events=None):
+    """
+    Creates game statistics for a given player in a given game. Parameters:
+
+    session - SQLAlchemy session factory
+    player - Player record of the player who owns the stats
+    game - Game record for the game to which the stats pertain
+    player_events - dictionary for the actual stats that need to be transformed
+    """
+
+    # in here setup default values (e.g. if game type is CTF then
+    # set kills=0, score=0, captures=0, pickups=0, fckills=0, etc
+    # TODO: use game's create date here instead of now()
+    seq = Sequence('player_game_stats_player_game_stat_id_seq')
+    pgstat_id = session.execute(seq)
+    pgstat = PlayerGameStat(player_game_stat_id=pgstat_id, 
+            create_dt=datetime.datetime.utcnow())
+
+    # set player id from player record
+    pgstat.player_id = player.player_id
+
+    #set game id from game record
+    pgstat.game_id = game.game_id
+
+    # all games have a score
+    pgstat.score = 0
+
+    if game.game_type_cd == 'dm' or game.game_type_cd == 'tdm' or game.game_type_cd == 'duel':
+        pgstat.kills = 0
+        pgstat.deaths = 0
+        pgstat.suicides = 0
+    elif game.game_type_cd == 'ctf':
+        pgstat.kills = 0
+        pgstat.captures = 0
+        pgstat.pickups = 0
+        pgstat.drops = 0
+        pgstat.returns = 0
+        pgstat.carrier_frags = 0
+
+    for (key,value) in player_events.items():
+        if key == 'n': pgstat.nick = value[:128]
+        if key == 't': pgstat.team = int(value)
+        if key == 'rank': pgstat.rank = int(value)
+        if key == 'alivetime': 
+            pgstat.alivetime = datetime.timedelta(seconds=int(round(float(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(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)
+
+    # check to see if we had a name, and if
+    # not use an anonymous handle
+    if pgstat.nick == None:
+        pgstat.nick = "Anonymous Player"
+        pgstat.stripped_nick = "Anonymous Player"
+
+    # otherwise process a nick change
+    elif pgstat.nick != player.nick and player.player_id > 2:
+        register_new_nick(session, player, pgstat.nick)
+
+    # if the player is ranked #1 and it is a team game, set the game's winner
+    # to be the team of that player
+    # FIXME: this is a hack, should be using the 'W' field (not present)
+    if pgstat.rank == 1 and pgstat.team:
+        game.winner = pgstat.team
+        session.add(game)
+
+    session.add(pgstat)
+
+    return pgstat
+
+
+def create_player_weapon_stats(session=None, player=None, 
+        game=None, pgstat=None, player_events=None):
+    """
+    Creates accuracy records for each weapon used by a given player in a
+    given game. Parameters:
+
+    session - SQLAlchemy session factory object
+    player - Player record who owns the weapon stats
+    game - Game record in which the stats were created
+    pgstat - Corresponding PlayerGameStat record for these weapon stats
+    player_events - dictionary containing the raw weapon values that need to be
+        transformed
+    """
+    pwstats = []
+
+    for (key,value) in player_events.items():
+        matched = re.search("acc-(.*?)-cnt-fired", key)
+        if matched:
+            weapon_cd = matched.group(1)
+            seq = Sequence('player_weapon_stats_player_weapon_stats_id_seq')
+            pwstat_id = session.execute(seq)
+            pwstat = PlayerWeaponStat()
+            pwstat.player_weapon_stats_id = pwstat_id
+            pwstat.player_id = player.player_id
+            pwstat.game_id = game.game_id
+            pwstat.player_game_stat_id = pgstat.player_game_stat_id
+            pwstat.weapon_cd = weapon_cd
+
+            if 'n' in player_events:
+                pwstat.nick = player_events['n']
+            else:
+                pwstat.nick = player_events['P']
+
+            if 'acc-' + weapon_cd + '-cnt-fired' in player_events:
+                pwstat.fired = int(round(float(
+                        player_events['acc-' + weapon_cd + '-cnt-fired'])))
+            if 'acc-' + weapon_cd + '-fired' in player_events:
+                pwstat.max = int(round(float(
+                        player_events['acc-' + weapon_cd + '-fired'])))
+            if 'acc-' + weapon_cd + '-cnt-hit' in player_events:
+                pwstat.hit = int(round(float(
+                        player_events['acc-' + weapon_cd + '-cnt-hit'])))
+            if 'acc-' + weapon_cd + '-hit' in player_events:
+                pwstat.actual = int(round(float(
+                        player_events['acc-' + weapon_cd + '-hit'])))
+            if 'acc-' + weapon_cd + '-frags' in player_events:
+                pwstat.frags = int(round(float(
+                        player_events['acc-' + weapon_cd + '-frags'])))
+
+            session.add(pwstat)
+            pwstats.append(pwstat)
+
+    return pwstats
+
+
+def parse_body(request):
+    """
+    Parses the POST request body for a stats submission
+    """
+    # storage vars for the request body
+    game_meta = {}
+    player_events = {}
+    current_team = None
+    players = []
+
+    for line in request.body.split('\n'):
+        try:
+            (key, value) = line.strip().split(' ', 1)
+
+            # Server (S) and Nick (n) fields can have international characters.
+            # We convert to UTF-8.
+            if key in 'S' 'n':
+                value = unicode(value, 'utf-8')
+
+            if key in 'V' 'T' 'G' 'M' 'S' 'C' 'R' 'W' 'I':
+                game_meta[key] = value
+
+            if key == 'P':
+                # if we were working on a player record already, append
+                # it and work on a new one (only set team info)
+                if len(player_events) != 0:
+                    players.append(player_events)
+                    player_events = {}
+
+                player_events[key] = value
+
+            if key == 'e':
+                (subkey, subvalue) = value.split(' ', 1)
+                player_events[subkey] = subvalue
+            if key == 'n':
+                player_events[key] = value
+            if key == 't':
+                player_events[key] = value
+        except:
+            # no key/value pair - move on to the next line
+            pass
+
+    # add the last player we were working on
+    if len(player_events) > 0:
+        players.append(player_events)
+
+    return (game_meta, players)
+
+
+def create_player_stats(session=None, player=None, game=None, 
+        player_events=None):
+    """
+    Creates player game and weapon stats according to what type of player
+    """
+    pgstat = create_player_game_stat(session=session, 
+        player=player, game=game, player_events=player_events)
+
+    #TODO: put this into a config setting in the ini file?
+    if not re.search('^bot#\d+$', player_events['P']):
+        create_player_weapon_stats(session=session, 
+            player=player, game=game, pgstat=pgstat,
+            player_events=player_events)
+
+
+def stats_submit(request):
+    """
+    Entry handler for POST stats submissions.
+    """
+    try:
+        session = DBSession()
+
+        log.debug("\n----- BEGIN REQUEST BODY -----\n" + request.body +
+                "----- END REQUEST BODY -----\n\n")
+
+        (idfp, status) = verify_request(request)
+        if not idfp:
+            log.debug("ERROR: Unverified request")
+            raise pyramid.httpexceptions.HTTPUnauthorized("Unverified request")
+
+        (game_meta, players) = parse_body(request)  
+
+        if not has_required_metadata(game_meta):
+            log.debug("ERROR: Required game meta missing")
+            raise pyramid.httpexceptions.HTTPUnprocessableEntity("Missing game meta")
+
+        if not is_supported_gametype(game_meta['G']):
+            log.debug("ERROR: Unsupported gametype")
+            raise pyramid.httpexceptions.HTTPOk("OK")
+
+        if not has_minimum_real_players(request.registry.settings, players):
+            log.debug("ERROR: Not enough real players")
+            raise pyramid.httpexceptions.HTTPOk("OK")
+
+        if is_blank_game(players):
+            log.debug("ERROR: Blank game")
+            raise pyramid.httpexceptions.HTTPOk("OK")
+
+        # the "duel" gametype is fake
+        if num_real_players(players, count_bots=True) == 2 and \
+                game_meta['G'] == 'dm':
+            game_meta['G'] = 'duel'
+
+
+        # fix for DTG, who didn't #ifdef WATERMARK to set the revision info
+        try:
+            revision = game_meta['R']
+        except:
+            revision = "unknown"
+
+        server = get_or_create_server(session=session, hashkey=idfp, 
+                name=game_meta['S'], revision=revision,
+                ip_addr=get_remote_addr(request))
+
+        gmap = get_or_create_map(session=session, name=game_meta['M'])
+
+        # FIXME: use the gmtime instead of utcnow() when the timezone bug is
+        # fixed
+        game = create_game(session=session, 
+                start_dt=datetime.datetime.utcnow(),
+                #start_dt=datetime.datetime(
+                    #*time.gmtime(float(game_meta['T']))[:6]), 
+                server_id=server.server_id, game_type_cd=game_meta['G'], 
+                   map_id=gmap.map_id, match_id=game_meta['I'])
+
+        # find or create a record for each player
+        # and add stats for each if they were present at the end
+        # of the game
+        for player_events in players:
+            if 'n' in player_events:
+                nick = player_events['n']
+            else:
+                nick = None
+
+            if 'matches' in player_events and 'scoreboardvalid' \
+                in player_events:
+                player = get_or_create_player(session=session, 
+                    hashkey=player_events['P'], nick=nick)
+                log.debug('Creating stats for %s' % player_events['P'])
+                create_player_stats(session=session, player=player, game=game, 
+                        player_events=player_events)
+
+        # update elos
+        try:
+            process_elos(game, session)
+        except Exception as e:
+            log.debug('Error (non-fatal): elo processing failed.')
+
+        session.commit()
+        log.debug('Success! Stats recorded.')
+        return Response('200 OK')
+    except Exception as e:
+        session.rollback()
+        return e