]> de.git.xonotic.org Git - xonotic/xonstat.git/blobdiff - xonstat/views/submission.py
Support teamscores when parsing, but do not store them yet.
[xonotic/xonstat.git] / xonstat / views / submission.py
index 0bbdf7e81d9a181c73c4108d78b56e2caa84e318..b002454e963e418202cdd9a7a7ad12d646994260 100644 (file)
-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)
-
-    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:
-        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"
-
-        #----------------------------------------------------------------------
-        # This ends the "precondition" section of sanity checks. All
-        # functions not requiring a database connection go ABOVE HERE.
-        #----------------------------------------------------------------------
-        session = DBSession()
-
-        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
+import datetime\r
+import logging\r
+import os\r
+import pyramid.httpexceptions\r
+import re\r
+import time\r
+import sqlalchemy.sql.expression as expr\r
+from pyramid.response import Response\r
+from sqlalchemy import Sequence\r
+from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound\r
+from xonstat.d0_blind_id import d0_blind_id_verify\r
+from xonstat.elo import process_elos\r
+from xonstat.models import *\r
+from xonstat.util import strip_colors, qfont_decode\r
+\r
+\r
+log = logging.getLogger(__name__)\r
+\r
+\r
+def parse_stats_submission(body):\r
+    """\r
+    Parses the POST request body for a stats submission\r
+    """\r
+    # storage vars for the request body\r
+    game_meta = {}\r
+    events = {}\r
+    players = []\r
+    teams = []\r
+\r
+    # we're not in either stanza to start\r
+    in_P = in_Q = False\r
+\r
+    for line in body.split('\n'):\r
+        try:\r
+            (key, value) = line.strip().split(' ', 1)\r
+\r
+            # Server (S) and Nick (n) fields can have international characters.\r
+            if key in 'S' 'n':\r
+                value = unicode(value, 'utf-8')\r
+\r
+            if key not in 'P' 'Q' 'n' 'e' 't' 'i':\r
+                game_meta[key] = value\r
+\r
+            if key == 'Q' or key == 'P':\r
+                #log.debug('Found a {0}'.format(key))\r
+                #log.debug('in_Q: {0}'.format(in_Q))\r
+                #log.debug('in_P: {0}'.format(in_P))\r
+                #log.debug('events: {0}'.format(events))\r
+\r
+                # check where we were before and append events accordingly\r
+                if in_Q and len(events) > 0:\r
+                    #log.debug('creating a team (Q) entry')\r
+                    teams.append(events)\r
+                    events = {}\r
+                elif in_P and len(events) > 0:\r
+                    #log.debug('creating a player (P) entry')\r
+                    players.append(events)\r
+                    events = {}\r
+\r
+                if key == 'P':\r
+                    #log.debug('key == P')\r
+                    in_P = True\r
+                    in_Q = False\r
+                elif key == 'Q':\r
+                    #log.debug('key == Q')\r
+                    in_P = False\r
+                    in_Q = True\r
+\r
+                events[key] = value\r
+\r
+            if key == 'e':\r
+                (subkey, subvalue) = value.split(' ', 1)\r
+                events[subkey] = subvalue\r
+            if key == 'n':\r
+                events[key] = value\r
+            if key == 't':\r
+                events[key] = value\r
+        except:\r
+            # no key/value pair - move on to the next line\r
+            pass\r
+\r
+    # add the last entity we were working on\r
+    if in_P and len(events) > 0:\r
+        players.append(events)\r
+    elif in_Q and len(events) > 0:\r
+        teams.append(events)\r
+\r
+    return (game_meta, players, teams)\r
+\r
+\r
+def is_blank_game(gametype, players):\r
+    """Determine if this is a blank game or not. A blank game is either:\r
+\r
+    1) a match that ended in the warmup stage, where accuracy events are not\r
+    present (for non-CTS games)\r
+\r
+    2) a match in which no player made a positive or negative score AND was\r
+    on the scoreboard\r
+\r
+    ... or for CTS, which doesn't record accuracy events\r
+\r
+    1) a match in which no player made a fastest lap AND was\r
+    on the scoreboard\r
+    """\r
+    r = re.compile(r'acc-.*-cnt-fired')\r
+    flg_nonzero_score = False\r
+    flg_acc_events = False\r
+    flg_fastest_lap = False\r
+\r
+    for events in players:\r
+        if is_real_player(events) and played_in_game(events):\r
+            for (key,value) in events.items():\r
+                if key == 'scoreboard-score' and value != 0:\r
+                    flg_nonzero_score = True\r
+                if r.search(key):\r
+                    flg_acc_events = True\r
+                if key == 'scoreboard-fastest':\r
+                    flg_fastest_lap = True\r
+\r
+    if gametype == 'cts':\r
+        return not flg_fastest_lap\r
+    else:\r
+        return not (flg_nonzero_score and flg_acc_events)\r
+\r
+\r
+def get_remote_addr(request):\r
+    """Get the Xonotic server's IP address"""\r
+    if 'X-Forwarded-For' in request.headers:\r
+        return request.headers['X-Forwarded-For']\r
+    else:\r
+        return request.remote_addr\r
+\r
+\r
+def is_supported_gametype(gametype, version):\r
+    """Whether a gametype is supported or not"""\r
+    is_supported = False\r
+\r
+    # if the type can be supported, but with version constraints, uncomment\r
+    # here and add the restriction for a specific version below\r
+    supported_game_types = (\r
+            'as',\r
+            'ca',\r
+            # 'cq',\r
+            'ctf',\r
+            'cts',\r
+            'dm',\r
+            'dom',\r
+            'ft', 'freezetag',\r
+            'ka', 'keepaway',\r
+            'kh',\r
+            # 'lms',\r
+            'nb', 'nexball',\r
+            # 'rc',\r
+            'rune',\r
+            'tdm',\r
+        )\r
+\r
+    if gametype in supported_game_types:\r
+        is_supported = True\r
+    else:\r
+        is_supported = False\r
+\r
+    # some game types were buggy before revisions, thus this additional filter\r
+    if gametype == 'ca' and version <= 5:\r
+        is_supported = False\r
+\r
+    return is_supported\r
+\r
+\r
+def verify_request(request):\r
+    """Verify requests using the d0_blind_id library"""\r
+\r
+    # first determine if we should be verifying or not\r
+    val_verify_requests = request.registry.settings.get('xonstat.verify_requests', 'true')\r
+    if val_verify_requests == "true":\r
+        flg_verify_requests = True\r
+    else:\r
+        flg_verify_requests = False\r
+\r
+    try:\r
+        (idfp, status) = d0_blind_id_verify(\r
+                sig=request.headers['X-D0-Blind-Id-Detached-Signature'],\r
+                querystring='',\r
+                postdata=request.body)\r
+\r
+        log.debug('\nidfp: {0}\nstatus: {1}'.format(idfp, status))\r
+    except:\r
+        idfp = None\r
+        status = None\r
+\r
+    if flg_verify_requests and not idfp:\r
+        log.debug("ERROR: Unverified request")\r
+        raise pyramid.httpexceptions.HTTPUnauthorized("Unverified request")\r
+\r
+    return (idfp, status)\r
+\r
+\r
+def do_precondition_checks(request, game_meta, raw_players):\r
+    """Precondition checks for ALL gametypes.\r
+       These do not require a database connection."""\r
+    if not has_required_metadata(game_meta):\r
+        log.debug("ERROR: Required game meta missing")\r
+        raise pyramid.httpexceptions.HTTPUnprocessableEntity("Missing game meta")\r
+\r
+    try:\r
+        version = int(game_meta['V'])\r
+    except:\r
+        log.debug("ERROR: Required game meta invalid")\r
+        raise pyramid.httpexceptions.HTTPUnprocessableEntity("Invalid game meta")\r
+\r
+    if not is_supported_gametype(game_meta['G'], version):\r
+        log.debug("ERROR: Unsupported gametype")\r
+        raise pyramid.httpexceptions.HTTPOk("OK")\r
+\r
+    if not has_minimum_real_players(request.registry.settings, raw_players):\r
+        log.debug("ERROR: Not enough real players")\r
+        raise pyramid.httpexceptions.HTTPOk("OK")\r
+\r
+    if is_blank_game(game_meta['G'], raw_players):\r
+        log.debug("ERROR: Blank game")\r
+        raise pyramid.httpexceptions.HTTPOk("OK")\r
+\r
+\r
+def is_real_player(events):\r
+    """\r
+    Determines if a given set of events correspond with a non-bot\r
+    """\r
+    if not events['P'].startswith('bot'):\r
+        return True\r
+    else:\r
+        return False\r
+\r
+\r
+def played_in_game(events):\r
+    """\r
+    Determines if a given set of player events correspond with a player who\r
+    played in the game (matches 1 and scoreboardvalid 1)\r
+    """\r
+    if 'matches' in events and 'scoreboardvalid' in events:\r
+        return True\r
+    else:\r
+        return False\r
+\r
+\r
+def num_real_players(player_events):\r
+    """\r
+    Returns the number of real players (those who played\r
+    and are on the scoreboard).\r
+    """\r
+    real_players = 0\r
+\r
+    for events in player_events:\r
+        if is_real_player(events) and played_in_game(events):\r
+            real_players += 1\r
+\r
+    return real_players\r
+\r
+\r
+def has_minimum_real_players(settings, player_events):\r
+    """\r
+    Determines if the collection of player events has enough "real" players\r
+    to store in the database. The minimum setting comes from the config file\r
+    under the setting xonstat.minimum_real_players.\r
+    """\r
+    flg_has_min_real_players = True\r
+\r
+    try:\r
+        minimum_required_players = int(\r
+                settings['xonstat.minimum_required_players'])\r
+    except:\r
+        minimum_required_players = 2\r
+\r
+    real_players = num_real_players(player_events)\r
+\r
+    if real_players < minimum_required_players:\r
+        flg_has_min_real_players = False\r
+\r
+    return flg_has_min_real_players\r
+\r
+\r
+def has_required_metadata(metadata):\r
+    """\r
+    Determines if a give set of metadata has enough data to create a game,\r
+    server, and map with.\r
+    """\r
+    flg_has_req_metadata = True\r
+\r
+    if 'T' not in metadata or\\r
+        'G' not in metadata or\\r
+        'M' not in metadata or\\r
+        'I' not in metadata or\\r
+        'S' not in metadata:\r
+            flg_has_req_metadata = False\r
+\r
+    return flg_has_req_metadata\r
+\r
+\r
+def should_do_weapon_stats(game_type_cd):\r
+    """True of the game type should record weapon stats. False otherwise."""\r
+    if game_type_cd in 'cts':\r
+        return False\r
+    else:\r
+        return True\r
+\r
+\r
+def should_do_elos(game_type_cd):\r
+    """True of the game type should process Elos. False otherwise."""\r
+    elo_game_types = ('duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft')\r
+\r
+    if game_type_cd in elo_game_types:\r
+        return True\r
+    else:\r
+        return False\r
+\r
+\r
+def register_new_nick(session, player, new_nick):\r
+    """\r
+    Change the player record's nick to the newly found nick. Store the old\r
+    nick in the player_nicks table for that player.\r
+\r
+    session - SQLAlchemy database session factory\r
+    player - player record whose nick is changing\r
+    new_nick - the new nickname\r
+    """\r
+    # see if that nick already exists\r
+    stripped_nick = strip_colors(qfont_decode(player.nick))\r
+    try:\r
+        player_nick = session.query(PlayerNick).filter_by(\r
+            player_id=player.player_id, stripped_nick=stripped_nick).one()\r
+    except NoResultFound, e:\r
+        # player_id/stripped_nick not found, create one\r
+        # but we don't store "Anonymous Player #N"\r
+        if not re.search('^Anonymous Player #\d+$', player.nick):\r
+            player_nick = PlayerNick()\r
+            player_nick.player_id = player.player_id\r
+            player_nick.stripped_nick = stripped_nick\r
+            player_nick.nick = player.nick\r
+            session.add(player_nick)\r
+\r
+    # We change to the new nick regardless\r
+    player.nick = new_nick\r
+    player.stripped_nick = strip_colors(qfont_decode(new_nick))\r
+    session.add(player)\r
+\r
+\r
+def update_fastest_cap(session, player_id, game_id,  map_id, captime):\r
+    """\r
+    Check the fastest cap time for the player and map. If there isn't\r
+    one, insert one. If there is, check if the passed time is faster.\r
+    If so, update!\r
+    """\r
+    # we don't record fastest cap times for bots or anonymous players\r
+    if player_id <= 2:\r
+        return\r
+\r
+    # see if a cap entry exists already\r
+    # then check to see if the new captime is faster\r
+    try:\r
+        cur_fastest_cap = session.query(PlayerCaptime).filter_by(\r
+            player_id=player_id, map_id=map_id).one()\r
+\r
+        # current captime is faster, so update\r
+        if captime < cur_fastest_cap.fastest_cap:\r
+            cur_fastest_cap.fastest_cap = captime\r
+            cur_fastest_cap.game_id = game_id\r
+            cur_fastest_cap.create_dt = datetime.datetime.utcnow()\r
+            session.add(cur_fastest_cap)\r
+\r
+    except NoResultFound, e:\r
+        # none exists, so insert\r
+        cur_fastest_cap = PlayerCaptime(player_id, game_id, map_id, captime)\r
+        session.add(cur_fastest_cap)\r
+        session.flush()\r
+\r
+\r
+def get_or_create_server(session, name, hashkey, ip_addr, revision, port):\r
+    """\r
+    Find a server by name or create one if not found. Parameters:\r
+\r
+    session - SQLAlchemy database session factory\r
+    name - server name of the server to be found or created\r
+    hashkey - server hashkey\r
+    """\r
+    server = None\r
+\r
+    try:\r
+        port = int(port)\r
+    except:\r
+        port = None\r
+\r
+    # finding by hashkey is preferred, but if not we will fall\r
+    # back to using name only, which can result in dupes\r
+    if hashkey is not None:\r
+        servers = session.query(Server).\\r
+            filter_by(hashkey=hashkey).\\r
+            order_by(expr.desc(Server.create_dt)).limit(1).all()\r
+\r
+        if len(servers) > 0:\r
+            server = servers[0]\r
+            log.debug("Found existing server {0} by hashkey ({1})".format(\r
+                server.server_id, server.hashkey))\r
+    else:\r
+        servers = session.query(Server).\\r
+            filter_by(name=name).\\r
+            order_by(expr.desc(Server.create_dt)).limit(1).all()\r
+\r
+        if len(servers) > 0:\r
+            server = servers[0]\r
+            log.debug("Found existing server {0} by name".format(server.server_id))\r
+\r
+    # still haven't found a server by hashkey or name, so we need to create one\r
+    if server is None:\r
+        server = Server(name=name, hashkey=hashkey)\r
+        session.add(server)\r
+        session.flush()\r
+        log.debug("Created server {0} with hashkey {1}".format(\r
+            server.server_id, server.hashkey))\r
+\r
+    # detect changed fields\r
+    if server.name != name:\r
+        server.name = name\r
+        session.add(server)\r
+\r
+    if server.hashkey != hashkey:\r
+        server.hashkey = hashkey\r
+        session.add(server)\r
+\r
+    if server.ip_addr != ip_addr:\r
+        server.ip_addr = ip_addr\r
+        session.add(server)\r
+\r
+    if server.port != port:\r
+        server.port = port\r
+        session.add(server)\r
+\r
+    if server.revision != revision:\r
+        server.revision = revision\r
+        session.add(server)\r
+\r
+    return server\r
+\r
+\r
+def get_or_create_map(session=None, name=None):\r
+    """\r
+    Find a map by name or create one if not found. Parameters:\r
+\r
+    session - SQLAlchemy database session factory\r
+    name - map name of the map to be found or created\r
+    """\r
+    try:\r
+        # find one by the name, if it exists\r
+        gmap = session.query(Map).filter_by(name=name).one()\r
+        log.debug("Found map id {0}: {1}".format(gmap.map_id,\r
+            gmap.name))\r
+    except NoResultFound, e:\r
+        gmap = Map(name=name)\r
+        session.add(gmap)\r
+        session.flush()\r
+        log.debug("Created map id {0}: {1}".format(gmap.map_id,\r
+            gmap.name))\r
+    except MultipleResultsFound, e:\r
+        # multiple found, so use the first one but warn\r
+        log.debug(e)\r
+        gmaps = session.query(Map).filter_by(name=name).order_by(\r
+                Map.map_id).all()\r
+        gmap = gmaps[0]\r
+        log.debug("Found map id {0}: {1} but found \\r
+                multiple".format(gmap.map_id, gmap.name))\r
+\r
+    return gmap\r
+\r
+\r
+def create_game(session, start_dt, game_type_cd, server_id, map_id,\r
+        match_id, duration, mod, winner=None):\r
+    """\r
+    Creates a game. Parameters:\r
+\r
+    session - SQLAlchemy database session factory\r
+    start_dt - when the game started (datetime object)\r
+    game_type_cd - the game type of the game being played\r
+    server_id - server identifier of the server hosting the game\r
+    map_id - map on which the game was played\r
+    winner - the team id of the team that won\r
+    duration - how long the game lasted\r
+    mod - mods in use during the game\r
+    """\r
+    seq = Sequence('games_game_id_seq')\r
+    game_id = session.execute(seq)\r
+    game = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd,\r
+                server_id=server_id, map_id=map_id, winner=winner)\r
+    game.match_id = match_id\r
+    game.mod = mod[:64]\r
+\r
+    try:\r
+        game.duration = datetime.timedelta(seconds=int(round(float(duration))))\r
+    except:\r
+        pass\r
+\r
+    try:\r
+        session.query(Game).filter(Game.server_id==server_id).\\r
+                filter(Game.match_id==match_id).one()\r
+\r
+        log.debug("Error: game with same server and match_id found! Ignoring.")\r
+\r
+        # if a game under the same server and match_id found,\r
+        # this is a duplicate game and can be ignored\r
+        raise pyramid.httpexceptions.HTTPOk('OK')\r
+    except NoResultFound, e:\r
+        # server_id/match_id combination not found. game is ok to insert\r
+        session.add(game)\r
+        session.flush()\r
+        log.debug("Created game id {0} on server {1}, map {2} at \\r
+                {3}".format(game.game_id,\r
+                    server_id, map_id, start_dt))\r
+\r
+    return game\r
+\r
+\r
+def get_or_create_player(session=None, hashkey=None, nick=None):\r
+    """\r
+    Finds a player by hashkey or creates a new one (along with a\r
+    corresponding hashkey entry. Parameters:\r
+\r
+    session - SQLAlchemy database session factory\r
+    hashkey - hashkey of the player to be found or created\r
+    nick - nick of the player (in case of a first time create)\r
+    """\r
+    # if we have a bot\r
+    if re.search('^bot#\d+$', hashkey) or re.search('^bot#\d+#', hashkey):\r
+        player = session.query(Player).filter_by(player_id=1).one()\r
+    # if we have an untracked player\r
+    elif re.search('^player#\d+$', hashkey):\r
+        player = session.query(Player).filter_by(player_id=2).one()\r
+    # else it is a tracked player\r
+    else:\r
+        # see if the player is already in the database\r
+        # if not, create one and the hashkey along with it\r
+        try:\r
+            hk = session.query(Hashkey).filter_by(\r
+                    hashkey=hashkey).one()\r
+            player = session.query(Player).filter_by(\r
+                    player_id=hk.player_id).one()\r
+            log.debug("Found existing player {0} with hashkey {1}".format(\r
+                player.player_id, hashkey))\r
+        except:\r
+            player = Player()\r
+            session.add(player)\r
+            session.flush()\r
+\r
+            # if nick is given to us, use it. If not, use "Anonymous Player"\r
+            # with a suffix added for uniqueness.\r
+            if nick:\r
+                player.nick = nick[:128]\r
+                player.stripped_nick = strip_colors(qfont_decode(nick[:128]))\r
+            else:\r
+                player.nick = "Anonymous Player #{0}".format(player.player_id)\r
+                player.stripped_nick = player.nick\r
+\r
+            hk = Hashkey(player_id=player.player_id, hashkey=hashkey)\r
+            session.add(hk)\r
+            log.debug("Created player {0} ({2}) with hashkey {1}".format(\r
+                player.player_id, hashkey, player.nick.encode('utf-8')))\r
+\r
+    return player\r
+\r
+\r
+def create_default_game_stat(session, game_type_cd):\r
+    """Creates a blanked-out pgstat record for the given game type"""\r
+\r
+    # this is what we have to do to get partitioned records in - grab the\r
+    # sequence value first, then insert using the explicit ID (vs autogenerate)\r
+    seq = Sequence('player_game_stats_player_game_stat_id_seq')\r
+    pgstat_id = session.execute(seq)\r
+    pgstat = PlayerGameStat(player_game_stat_id=pgstat_id,\r
+            create_dt=datetime.datetime.utcnow())\r
+\r
+    if game_type_cd == 'as':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.collects = 0\r
+\r
+    if game_type_cd in 'ca' 'dm' 'duel' 'rune' 'tdm':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = 0\r
+\r
+    if game_type_cd == 'cq':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0\r
+        pgstat.drops = 0\r
+\r
+    if game_type_cd == 'ctf':\r
+        pgstat.kills = pgstat.captures = pgstat.pickups = pgstat.drops = 0\r
+        pgstat.returns = pgstat.carrier_frags = 0\r
+\r
+    if game_type_cd == 'cts':\r
+        pgstat.deaths = 0\r
+\r
+    if game_type_cd == 'dom':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
+        pgstat.drops = 0\r
+\r
+    if game_type_cd == 'ft':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.revivals = 0\r
+\r
+    if game_type_cd == 'ka':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
+        pgstat.carrier_frags = 0\r
+        pgstat.time = datetime.timedelta(seconds=0)\r
+\r
+    if game_type_cd == 'kh':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
+        pgstat.captures = pgstat.drops = pgstat.pushes = pgstat.destroys = 0\r
+        pgstat.carrier_frags = 0\r
+\r
+    if game_type_cd == 'lms':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.lives = 0\r
+\r
+    if game_type_cd == 'nb':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0\r
+        pgstat.drops = 0\r
+\r
+    if game_type_cd == 'rc':\r
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.laps = 0\r
+\r
+    return pgstat\r
+\r
+\r
+def create_game_stat(session, game_meta, game, server, gmap, player, events):\r
+    """Game stats handler for all game types"""\r
+\r
+    game_type_cd = game.game_type_cd\r
+\r
+    pgstat = create_default_game_stat(session, game_type_cd)\r
+\r
+    # these fields should be on every pgstat record\r
+    pgstat.game_id       = game.game_id\r
+    pgstat.player_id     = player.player_id\r
+    pgstat.nick          = events.get('n', 'Anonymous Player')[:128]\r
+    pgstat.stripped_nick = strip_colors(qfont_decode(pgstat.nick))\r
+    pgstat.score         = int(round(float(events.get('scoreboard-score', 0))))\r
+    pgstat.alivetime     = datetime.timedelta(seconds=int(round(float(events.get('alivetime', 0.0)))))\r
+    pgstat.rank          = int(events.get('rank', None))\r
+    pgstat.scoreboardpos = int(events.get('scoreboardpos', pgstat.rank))\r
+\r
+    if pgstat.nick != player.nick \\r
+            and player.player_id > 2 \\r
+            and pgstat.nick != 'Anonymous Player':\r
+        register_new_nick(session, player, pgstat.nick)\r
+\r
+    wins = False\r
+\r
+    # gametype-specific stuff is handled here. if passed to us, we store it\r
+    for (key,value) in events.items():\r
+        if key == 'wins': wins = True\r
+        if key == 't': pgstat.team = int(value)\r
+\r
+        if key == 'scoreboard-drops': pgstat.drops = int(value)\r
+        if key == 'scoreboard-returns': pgstat.returns = int(value)\r
+        if key == 'scoreboard-fckills': pgstat.carrier_frags = int(value)\r
+        if key == 'scoreboard-pickups': pgstat.pickups = int(value)\r
+        if key == 'scoreboard-caps': pgstat.captures = int(value)\r
+        if key == 'scoreboard-score': pgstat.score = int(round(float(value)))\r
+        if key == 'scoreboard-deaths': pgstat.deaths = int(value)\r
+        if key == 'scoreboard-kills': pgstat.kills = int(value)\r
+        if key == 'scoreboard-suicides': pgstat.suicides = int(value)\r
+        if key == 'scoreboard-objectives': pgstat.collects = int(value)\r
+        if key == 'scoreboard-captured': pgstat.captures = int(value)\r
+        if key == 'scoreboard-released': pgstat.drops = int(value)\r
+        if key == 'scoreboard-fastest':\r
+            pgstat.fastest = datetime.timedelta(seconds=float(value)/100)\r
+        if key == 'scoreboard-takes': pgstat.pickups = int(value)\r
+        if key == 'scoreboard-ticks': pgstat.drops = int(value)\r
+        if key == 'scoreboard-revivals': pgstat.revivals = int(value)\r
+        if key == 'scoreboard-bctime':\r
+            pgstat.time = datetime.timedelta(seconds=int(value))\r
+        if key == 'scoreboard-bckills': pgstat.carrier_frags = int(value)\r
+        if key == 'scoreboard-losses': pgstat.drops = int(value)\r
+        if key == 'scoreboard-pushes': pgstat.pushes = int(value)\r
+        if key == 'scoreboard-destroyed': pgstat.destroys = int(value)\r
+        if key == 'scoreboard-kckills': pgstat.carrier_frags = int(value)\r
+        if key == 'scoreboard-lives': pgstat.lives = int(value)\r
+        if key == 'scoreboard-goals': pgstat.captures = int(value)\r
+        if key == 'scoreboard-faults': pgstat.drops = int(value)\r
+        if key == 'scoreboard-laps': pgstat.laps = int(value)\r
+\r
+        if key == 'avglatency': pgstat.avg_latency = float(value)\r
+        if key == 'scoreboard-captime':\r
+            pgstat.fastest = datetime.timedelta(seconds=float(value)/100)\r
+            if game.game_type_cd == 'ctf':\r
+                update_fastest_cap(session, player.player_id, game.game_id,\r
+                        gmap.map_id, pgstat.fastest)\r
+\r
+    # there is no "winning team" field, so we have to derive it\r
+    if wins and pgstat.team is not None and game.winner is None:\r
+        game.winner = pgstat.team\r
+        session.add(game)\r
+\r
+    session.add(pgstat)\r
+\r
+    return pgstat\r
+\r
+\r
+def create_weapon_stats(session, game_meta, game, player, pgstat, events):\r
+    """Weapon stats handler for all game types"""\r
+    pwstats = []\r
+\r
+    # Version 1 of stats submissions doubled the data sent.\r
+    # To counteract this we divide the data by 2 only for\r
+    # POSTs coming from version 1.\r
+    try:\r
+        version = int(game_meta['V'])\r
+        if version == 1:\r
+            is_doubled = True\r
+            log.debug('NOTICE: found a version 1 request, halving the weapon stats...')\r
+        else:\r
+            is_doubled = False\r
+    except:\r
+        is_doubled = False\r
+\r
+    for (key,value) in events.items():\r
+        matched = re.search("acc-(.*?)-cnt-fired", key)\r
+        if matched:\r
+            weapon_cd = matched.group(1)\r
+            seq = Sequence('player_weapon_stats_player_weapon_stats_id_seq')\r
+            pwstat_id = session.execute(seq)\r
+            pwstat = PlayerWeaponStat()\r
+            pwstat.player_weapon_stats_id = pwstat_id\r
+            pwstat.player_id = player.player_id\r
+            pwstat.game_id = game.game_id\r
+            pwstat.player_game_stat_id = pgstat.player_game_stat_id\r
+            pwstat.weapon_cd = weapon_cd\r
+\r
+            if 'n' in events:\r
+                pwstat.nick = events['n']\r
+            else:\r
+                pwstat.nick = events['P']\r
+\r
+            if 'acc-' + weapon_cd + '-cnt-fired' in events:\r
+                pwstat.fired = int(round(float(\r
+                        events['acc-' + weapon_cd + '-cnt-fired'])))\r
+            if 'acc-' + weapon_cd + '-fired' in events:\r
+                pwstat.max = int(round(float(\r
+                        events['acc-' + weapon_cd + '-fired'])))\r
+            if 'acc-' + weapon_cd + '-cnt-hit' in events:\r
+                pwstat.hit = int(round(float(\r
+                        events['acc-' + weapon_cd + '-cnt-hit'])))\r
+            if 'acc-' + weapon_cd + '-hit' in events:\r
+                pwstat.actual = int(round(float(\r
+                        events['acc-' + weapon_cd + '-hit'])))\r
+            if 'acc-' + weapon_cd + '-frags' in events:\r
+                pwstat.frags = int(round(float(\r
+                        events['acc-' + weapon_cd + '-frags'])))\r
+\r
+            if is_doubled:\r
+                pwstat.fired = pwstat.fired/2\r
+                pwstat.max = pwstat.max/2\r
+                pwstat.hit = pwstat.hit/2\r
+                pwstat.actual = pwstat.actual/2\r
+                pwstat.frags = pwstat.frags/2\r
+\r
+            session.add(pwstat)\r
+            pwstats.append(pwstat)\r
+\r
+    return pwstats\r
+\r
+\r
+def create_elos(session, game):\r
+    """Elo handler for all game types."""\r
+    try:\r
+        process_elos(game, session)\r
+    except Exception as e:\r
+        log.debug('Error (non-fatal): elo processing failed.')\r
+\r
+\r
+def submit_stats(request):\r
+    """\r
+    Entry handler for POST stats submissions.\r
+    """\r
+    try:\r
+        # placeholder for the actual session\r
+        session = None\r
+\r
+        log.debug("\n----- BEGIN REQUEST BODY -----\n" + request.body +\r
+                "----- END REQUEST BODY -----\n\n")\r
+\r
+        (idfp, status) = verify_request(request)\r
+        (game_meta, raw_players, raw_teams) = parse_stats_submission(request.body)\r
+        revision = game_meta.get('R', 'unknown')\r
+        duration = game_meta.get('D', None)\r
+\r
+        # only players present at the end of the match are eligible for stats\r
+        raw_players = filter(played_in_game, raw_players)\r
+\r
+        do_precondition_checks(request, game_meta, raw_players)\r
+\r
+        # the "duel" gametype is fake\r
+        if len(raw_players) == 2 \\r
+            and num_real_players(raw_players) == 2 \\r
+            and game_meta['G'] == 'dm':\r
+            game_meta['G'] = 'duel'\r
+\r
+        #----------------------------------------------------------------------\r
+        # Actual setup (inserts/updates) below here\r
+        #----------------------------------------------------------------------\r
+        session = DBSession()\r
+\r
+        game_type_cd = game_meta['G']\r
+\r
+        # All game types create Game, Server, Map, and Player records\r
+        # the same way.\r
+        server = get_or_create_server(\r
+                session  = session,\r
+                hashkey  = idfp,\r
+                name     = game_meta['S'],\r
+                revision = revision,\r
+                ip_addr  = get_remote_addr(request),\r
+                port     = game_meta.get('U', None))\r
+\r
+        gmap = get_or_create_map(\r
+                session = session,\r
+                name    = game_meta['M'])\r
+\r
+        game = create_game(\r
+                session      = session,\r
+                start_dt     = datetime.datetime.utcnow(),\r
+                server_id    = server.server_id,\r
+                game_type_cd = game_type_cd,\r
+                map_id       = gmap.map_id,\r
+                match_id     = game_meta['I'],\r
+                duration     = duration,\r
+                mod          = game_meta.get('O', None))\r
+\r
+        for events in raw_players:\r
+            player = get_or_create_player(\r
+                session = session,\r
+                hashkey = events['P'],\r
+                nick    = events.get('n', None))\r
+\r
+            pgstat = create_game_stat(session, game_meta, game, server,\r
+                    gmap, player, events)\r
+\r
+            if should_do_weapon_stats(game_type_cd) and player.player_id > 1:\r
+                pwstats = create_weapon_stats(session, game_meta, game, player,\r
+                        pgstat, events)\r
+\r
+        if should_do_elos(game_type_cd):\r
+            create_elos(session, game)\r
+\r
+        session.commit()\r
+        log.debug('Success! Stats recorded.')\r
+        return Response('200 OK')\r
+    except Exception as e:\r
+        if session:\r
+            session.rollback()\r
+        return e\r