X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=xonstat%2Fviews%2Fsubmission.py;h=55489e1cc48ae8dd027d81925f1df5b1ae7ab557;hb=b5ada5cd20dcced2459f4abaaa000b2a9b6b2128;hp=81e639e531fcf0f0ba0894ad79fce080614a7100;hpb=2e6546657de9449550c137426e06cb1e1a16706a;p=xonotic%2Fxonstat.git diff --git a/xonstat/views/submission.py b/xonstat/views/submission.py index 81e639e..55489e1 100644 --- a/xonstat/views/submission.py +++ b/xonstat/views/submission.py @@ -26,38 +26,102 @@ class Submission(object): # a copy of the HTTP POST body self.body = body - # game metadata - self.meta = {} + # the submission code version (from the server) + self.version = None - # raw player events + # the revision string of the server + self.revision = None + + # the game type played + self.game_type_cd = None + + # the active game mod + self.mod = None + + # the name of the map played + self.map_name = None + + # unique identifier (string) for a match on a given server + self.match_id = None + + # the name of the server + self.server_name = None + + # the number of cvars that were changed to be different than default + self.impure_cvar_changes = None + + # the port number the game server is listening on + self.port_number = None + + # how long the game lasted + self.duration = None + + # which ladder is being used, if any + self.ladder = None + + # players involved in the match (humans, bots, and spectators) self.players = [] # raw team events self.teams = [] + # the parsing deque (we use this to allow peeking) + self.q = collections.deque(self.body.split("\n")) + + ############################################################################################ + # Below this point are fields useful in determining if the submission is valid or + # performance optimizations that save us from looping over the events over and over again. + ############################################################################################ + + # humans who played in the match + self.humans = [] + + # bots who played in the match + self.bots = [] + # distinct weapons that we have seen fired self.weapons = set() - # the parsing deque (we use this to allow peeking) - self.q = collections.deque(self.body.split("\n")) + # has a human player fired a shot? + self.human_fired_weapon = False + + # does any human have a non-zero score? + self.human_nonzero_score = False + + # does any human have a fastest cap? + self.human_fastest = False def next_item(self): """Returns the next key:value pair off the queue.""" try: items = self.q.popleft().strip().split(' ', 1) if len(items) == 1: + # Some keys won't have values, like 'L' records where the server isn't actually + # participating in any ladders. These can be safely ignored. return None, None else: return items except: return None, None - def check_for_new_weapon_fired(self, sub_key): - """Checks if a given player key (subkey, actually) is a new weapon fired in the match.""" - if sub_key.endswith("cnt-fired"): - weapon = sub_key.split("-")[1] - if weapon not in self.weapons: - self.weapons.add(weapon) + def add_weapon_fired(self, sub_key): + """Adds a weapon to the set of weapons fired during the match (a set).""" + self.weapons.add(sub_key.split("-")[1]) + + @staticmethod + def is_human_player(player): + """ + Determines if a given set of events correspond with a non-bot + """ + return not player['P'].startswith('bot') + + @staticmethod + def played_in_game(player): + """ + Determines if a given set of player events correspond with a player who + played in the game (matches 1 and scoreboardvalid 1) + """ + return 'matches' in player and 'scoreboardvalid' in player def parse_player(self, key, pid): """Construct a player events listing from the submission.""" @@ -67,6 +131,10 @@ class Submission(object): player = {key: pid} + player_fired_weapon = False + player_nonzero_score = False + player_fastest = False + # Consume all following 'i' 'n' 't' 'e' records while len(self.q) > 0: (key, value) = self.next_item() @@ -76,8 +144,13 @@ class Submission(object): (sub_key, sub_value) = value.split(' ', 1) player[sub_key] = sub_value - # keep track of the distinct weapons fired during the match - self.check_for_new_weapon_fired(sub_key) + if sub_key.endswith("cnt-fired"): + player_fired_weapon = True + self.add_weapon_fired(sub_key) + elif sub_key == 'scoreboard-score' and int(sub_value) != 0: + player_nonzero_score = True + elif sub_key == 'scoreboard-fastest': + player_fastest = True elif key == 'n': player[key] = unicode(value, 'utf-8') elif key in player_keys: @@ -87,6 +160,24 @@ class Submission(object): self.q.appendleft("{} {}".format(key, value)) break + played = self.played_in_game(player) + human = self.is_human_player(player) + + if played and human: + self.humans.append(player) + + if player_fired_weapon: + self.human_fired_weapon = True + + if player_nonzero_score: + self.human_nonzero_score = True + + if player_fastest: + self.human_fastest = True + + elif played and not human: + self.bots.append(player) + self.players.append(player) def parse_team(self, key, tid): @@ -107,91 +198,71 @@ class Submission(object): (key, value) = self.next_item() if key is None and value is None: continue + elif key == 'V': + self.version = value + elif key == 'R': + self.revision = value + elif key == 'G': + self.game_type_cd = value + elif key == 'O': + self.mod = value + elif key == 'M': + self.map_name = value + elif key == 'I': + self.match_id = value elif key == 'S': - self.meta[key] = unicode(value, 'utf-8') - elif key == 'P': - self.parse_player(key, value) + self.server_name = unicode(value, 'utf-8') + elif key == 'C': + self.impure_cvar_changes = int(value) + elif key == 'U': + self.port_number = int(value) + elif key == 'D': + self.duration = datetime.timedelta(seconds=int(round(float(value)))) + elif key == 'L': + self.ladder = value elif key == 'Q': self.parse_team(key, value) + elif key == 'P': + self.parse_player(key, value) else: - self.meta[key] = value + raise Exception("Invalid submission") return self + def __repr__(self): + """Debugging representation of a submission.""" + return "game_type_cd: {}, mod: {}, players: {}, humans: {}, bots: {}, weapons: {}".format( + self.game_type_cd, self.mod, len(self.players), len(self.humans), len(self.bots), + self.weapons) + + +def elo_submission_category(submission): + """Determines the Elo category purely by what is in the submission data.""" + mod = submission.mod + + vanilla_allowed_weapons = {"shotgun", "devastator", "blaster", "mortar", "vortex", "electro", + "arc", "hagar", "crylink", "machinegun"} + insta_allowed_weapons = {"vaporizer", "blaster"} + overkill_allowed_weapons = {"hmg", "vortex", "shotgun", "blaster", "machinegun", "rpc"} + + if mod == "Xonotic": + if len(submission.weapons - vanilla_allowed_weapons) == 0: + return "vanilla" + elif mod == "InstaGib": + if len(submission.weapons - insta_allowed_weapons) == 0: + return "insta" + elif mod == "Overkill": + if len(submission.weapons - overkill_allowed_weapons) == 0: + return "overkill" + else: + return "general" -def parse_stats_submission(body): - """ - Parses the POST request body for a stats submission - """ - # storage vars for the request body - game_meta = {} - events = {} - players = [] - teams = [] - - # we're not in either stanza to start - in_P = in_Q = False - - for line in body.split('\n'): - try: - (key, value) = line.strip().split(' ', 1) - - # Server (S) and Nick (n) fields can have international characters. - if key in 'S' 'n': - value = unicode(value, 'utf-8') - - if key not in 'P' 'Q' 'n' 'e' 't' 'i': - game_meta[key] = value - - if key == 'Q' or key == 'P': - #log.debug('Found a {0}'.format(key)) - #log.debug('in_Q: {0}'.format(in_Q)) - #log.debug('in_P: {0}'.format(in_P)) - #log.debug('events: {0}'.format(events)) - - # check where we were before and append events accordingly - if in_Q and len(events) > 0: - #log.debug('creating a team (Q) entry') - teams.append(events) - events = {} - elif in_P and len(events) > 0: - #log.debug('creating a player (P) entry') - players.append(events) - events = {} - - if key == 'P': - #log.debug('key == P') - in_P = True - in_Q = False - elif key == 'Q': - #log.debug('key == Q') - in_P = False - in_Q = True - - events[key] = value - - if key == 'e': - (subkey, subvalue) = value.split(' ', 1) - events[subkey] = subvalue - if key == 'n': - events[key] = value - if key == 't': - events[key] = value - except: - # no key/value pair - move on to the next line - pass - - # add the last entity we were working on - if in_P and len(events) > 0: - players.append(events) - elif in_Q and len(events) > 0: - teams.append(events) - - return (game_meta, players, teams) + return "general" -def is_blank_game(gametype, players): - """Determine if this is a blank game or not. A blank game is either: +def is_blank_game(submission): + """ + Determine if this is a blank game or not. A blank game is either: 1) a match that ended in the warmup stage, where accuracy events are not present (for non-CTS games) @@ -208,40 +279,24 @@ def is_blank_game(gametype, players): 1) a match in which no player made a positive or negative score """ - r = re.compile(r'acc-.*-cnt-fired') - flg_nonzero_score = False - flg_acc_events = False - flg_fastest_lap = False - - for events in players: - if is_real_player(events) and played_in_game(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 - if key == 'scoreboard-fastest': - flg_fastest_lap = True - - if gametype == 'cts': - return not flg_fastest_lap - elif gametype == 'nb': - return not flg_nonzero_score + if submission.game_type_cd == 'cts': + return not submission.human_fastest + elif submission.game_type_cd == 'nb': + return not submission.human_nonzero_score else: - return not (flg_nonzero_score and flg_acc_events) + return not (submission.human_nonzero_score and submission.human_fired_weapon) -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 has_required_metadata(submission): + """Determines if a submission has all the required metadata fields.""" + return (submission.game_type_cd is not None + and submission.map_name is not None + and submission.match_id is not None + and submission.server_name is not None) -def is_supported_gametype(gametype, version): - """Whether a gametype is supported or not""" - is_supported = False +def is_supported_gametype(submission): + """Determines if a submission is of a valid and supported game type.""" # if the type can be supported, but with version constraints, uncomment # here and add the restriction for a specific version below @@ -264,22 +319,31 @@ def is_supported_gametype(gametype, version): 'tdm', ) - if gametype in supported_game_types: - is_supported = True - else: - is_supported = False + is_supported = submission.game_type_cd in supported_game_types # some game types were buggy before revisions, thus this additional filter - if gametype == 'ca' and version <= 5: + if submission.game_type_cd == 'ca' and submission.version <= 5: is_supported = False return is_supported -def do_precondition_checks(request, game_meta, raw_players): - """Precondition checks for ALL gametypes. - These do not require a database connection.""" - if not has_required_metadata(game_meta): +def has_minimum_real_players(settings, submission): + """ + Determines if the submission has enough human players to store in the database. The minimum + setting comes from the config file under the setting xonstat.minimum_real_players. + """ + try: + minimum_required_players = int(settings.get("xonstat.minimum_required_players")) + except: + minimum_required_players = 2 + + return len(submission.human_players) >= minimum_required_players + + +def do_precondition_checks(settings, submission): + """Precondition checks for ALL gametypes. These do not require a database connection.""" + if not has_required_metadata(submission): msg = "Missing required game metadata" log.debug(msg) raise pyramid.httpexceptions.HTTPUnprocessableEntity( @@ -287,9 +351,7 @@ def do_precondition_checks(request, game_meta, raw_players): content_type="text/plain" ) - try: - version = int(game_meta['V']) - except: + if submission.version is None: msg = "Invalid or incorrect game metadata provided" log.debug(msg) raise pyramid.httpexceptions.HTTPUnprocessableEntity( @@ -297,15 +359,15 @@ def do_precondition_checks(request, game_meta, raw_players): content_type="text/plain" ) - if not is_supported_gametype(game_meta['G'], version): - msg = "Unsupported game type ({})".format(game_meta['G']) + if not is_supported_gametype(submission): + msg = "Unsupported game type ({})".format(submission.game_type_cd) log.debug(msg) raise pyramid.httpexceptions.HTTPOk( body=msg, content_type="text/plain" ) - if not has_minimum_real_players(request.registry.settings, raw_players): + if not has_minimum_real_players(settings, submission): msg = "Not enough real players" log.debug(msg) raise pyramid.httpexceptions.HTTPOk( @@ -313,7 +375,7 @@ def do_precondition_checks(request, game_meta, raw_players): content_type="text/plain" ) - if is_blank_game(game_meta['G'], raw_players): + if is_blank_game(submission): msg = "Blank game" log.debug(msg) raise pyramid.httpexceptions.HTTPOk( @@ -322,95 +384,22 @@ def do_precondition_checks(request, game_meta, raw_players): ) -def is_real_player(events): - """ - Determines if a given set of events correspond with a non-bot - """ - if not events['P'].startswith('bot'): - return True - else: - return False - - -def played_in_game(events): - """ - Determines if a given set of player events correspond with a player who - played in the game (matches 1 and scoreboardvalid 1) - """ - if 'matches' in events and 'scoreboardvalid' in events: - return True +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 False - - -def num_real_players(player_events): - """ - Returns the number of real players (those who played - and are on the scoreboard). - """ - real_players = 0 - - for events in player_events: - if is_real_player(events) and played_in_game(events): - real_players += 1 - - return real_players - - -def 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 '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 + return request.remote_addr def should_do_weapon_stats(game_type_cd): """True of the game type should record weapon stats. False otherwise.""" - if game_type_cd in 'cts': - return False - else: - return True + return game_type_cd not in {'cts'} def gametype_elo_eligible(game_type_cd): """True of the game type should process Elos. False otherwise.""" - elo_game_types = ('duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft') - - if game_type_cd in elo_game_types: - return True - else: - return False + return game_type_cd in {'duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft'} def register_new_nick(session, player, new_nick): @@ -567,54 +556,50 @@ def get_or_create_server(session, name, hashkey, ip_addr, revision, port, impure return server -def get_or_create_map(session=None, name=None): +def get_or_create_map(session, name): """ Find a map by name or create one if not found. Parameters: session - SQLAlchemy database session factory name - map name of the map to be found or created """ - 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: + maps = session.query(Map).filter_by(name=name).order_by(Map.map_id).all() + + if maps is None or len(maps) == 0: gmap = Map(name=name) session.add(gmap) session.flush() - log.debug("Created map id {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)) + log.debug("Created map id {}: {}".format(gmap.map_id, gmap.name)) + elif len(maps) == 1: + gmap = maps[0] + log.debug("Found map id {}: {}".format(gmap.map_id, gmap.name)) + else: + gmap = maps[0] + map_id_list = ", ".join(["{}".format(m.map_id) for m in maps]) + log.warn("Multiple maps found for {} ({})! Using the first one.".format(name, map_id_list)) return gmap -def create_game(session, start_dt, game_type_cd, server_id, map_id, - match_id, duration, mod, winner=None): +def create_game(session, game_type_cd, server_id, map_id, match_id, start_dt, duration, mod, + winner=None): """ Creates a game. Parameters: session - SQLAlchemy database session factory - start_dt - when the game started (datetime object) game_type_cd - the game type of the game being played + mod - mods in use during the game server_id - server identifier of the server hosting the game map_id - map on which the game was played - winner - the team id of the team that won + match_id - a unique match ID given by the server + start_dt - when the game started (datetime object) duration - how long the game lasted - mod - mods in use during the game + 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 = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd, server_id=server_id, + map_id=map_id, winner=winner) game.match_id = match_id game.mod = mod[:64] @@ -623,27 +608,25 @@ def create_game(session, start_dt, game_type_cd, server_id, map_id, # resolved. game.create_dt = start_dt - try: - game.duration = datetime.timedelta(seconds=int(round(float(duration)))) - except: - pass + game.duration = duration try: - session.query(Game).filter(Game.server_id==server_id).\ - filter(Game.match_id==match_id).one() + 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: + # if a game under the same server_id and match_id exists, this is a duplicate + msg = "Duplicate game (pre-existing match_id)" + log.debug(msg) + raise pyramid.httpexceptions.HTTPOk(body=msg, content_type="text/plain") + + except NoResultFound: # server_id/match_id combination not found. game is ok to insert session.add(game) session.flush() - log.debug("Created game id {0} on server {1}, map {2} at \ - {3}".format(game.game_id, - server_id, map_id, start_dt)) + log.debug("Created game id {} on server {}, map {} at {}" + .format(game.game_id, server_id, map_id, start_dt)) return game @@ -753,7 +736,7 @@ def create_default_game_stat(session, game_type_cd): return pgstat -def create_game_stat(session, game_meta, game, server, gmap, player, events): +def create_game_stat(session, game, gmap, player, events): """Game stats handler for all game types""" game_type_cd = game.game_type_cd @@ -899,7 +882,7 @@ def create_team_stat(session, game, events): return teamstat -def create_weapon_stats(session, game_meta, game, player, pgstat, events): +def create_weapon_stats(session, version, game, player, pgstat, events): """Weapon stats handler for all game types""" pwstats = [] @@ -907,7 +890,6 @@ def create_weapon_stats(session, game_meta, game, player, pgstat, events): # To counteract this we divide the data by 2 only for # POSTs coming from version 1. try: - version = int(game_meta['V']) if version == 1: is_doubled = True log.debug('NOTICE: found a version 1 request, halving the weapon stats...') @@ -996,88 +978,66 @@ def submit_stats(request): "----- END REQUEST BODY -----\n\n") (idfp, status) = verify_request(request) - (game_meta, raw_players, raw_teams) = parse_stats_submission(request.body) - revision = game_meta.get('R', 'unknown') - duration = game_meta.get('D', None) - - # only players present at the end of the match are eligible for stats - raw_players = filter(played_in_game, raw_players) + submission = Submission(request.body, request.headers) - do_precondition_checks(request, game_meta, raw_players) - - # the "duel" gametype is fake - if len(raw_players) == 2 \ - and num_real_players(raw_players) == 2 \ - and game_meta['G'] == 'dm': - game_meta['G'] = 'duel' + do_precondition_checks(request.registry.settings, submission) #---------------------------------------------------------------------- # Actual setup (inserts/updates) below here #---------------------------------------------------------------------- session = DBSession() - game_type_cd = game_meta['G'] - # All game types create Game, Server, Map, and Player records # the same way. server = get_or_create_server( - session = session, - hashkey = idfp, - name = game_meta['S'], - revision = revision, - ip_addr = get_remote_addr(request), - port = game_meta.get('U', None), - impure_cvars = game_meta.get('C', 0)) - - gmap = get_or_create_map( - session = session, - name = game_meta['M']) + session=session, + hashkey=idfp, + name=submission.server_name, + revision=submission.revision, + ip_addr=get_remote_addr(request), + port=submission.port_number, + impure_cvars=submission.impure_cvar_changes + ) + + gmap = get_or_create_map(session, submission.map_name) game = create_game( - session = session, - start_dt = datetime.datetime.utcnow(), - server_id = server.server_id, - game_type_cd = game_type_cd, - map_id = gmap.map_id, - match_id = game_meta['I'], - duration = duration, - mod = game_meta.get('O', None)) + session=session, + game_type_cd=submission.game_type_cd, + mod=submission.mod, + server_id=server.server_id, + map_id=gmap.map_id, + match_id=submission.match_id, + start_dt=datetime.datetime.utcnow(), + duration=submission.duration + ) # keep track of the players we've seen player_ids = [] pgstats = [] hashkeys = {} - for events in raw_players: - player = get_or_create_player( - session = session, - hashkey = events['P'], - nick = events.get('n', None)) - - pgstat = create_game_stat(session, game_meta, game, server, - gmap, player, events) + for events in submission.humans + submission.bots: + player = get_or_create_player(session, events['P'], events.get('n', None)) + pgstat = create_game_stat(session, game, gmap, player, events) pgstats.append(pgstat) if player.player_id > 1: - anticheats = create_anticheats(session, pgstat, game, player, events) + create_anticheats(session, pgstat, game, player, events) if player.player_id > 2: player_ids.append(player.player_id) hashkeys[player.player_id] = events['P'] - if should_do_weapon_stats(game_type_cd) and player.player_id > 1: - pwstats = create_weapon_stats(session, game_meta, game, player, - pgstat, events) + if should_do_weapon_stats(submission.game_type_cd) and player.player_id > 1: + create_weapon_stats(session, submission.version, game, player, pgstat, events) # store them on games for easy access game.players = player_ids - for events in raw_teams: - try: - teamstat = create_team_stat(session, game, events) - except Exception as e: - raise e + for events in submission.teams: + create_team_stat(session, game, events) - if server.elo_ind and gametype_elo_eligible(game_type_cd): + if server.elo_ind and gametype_elo_eligible(submission.game_type_cd): ep = EloProcessor(session, game, pgstats) ep.save(session) @@ -1085,20 +1045,20 @@ def submit_stats(request): log.debug('Success! Stats recorded.') # ranks are fetched after we've done the "real" processing - ranks = get_ranks(session, player_ids, game_type_cd) + ranks = get_ranks(session, player_ids, submission.game_type_cd) # plain text response request.response.content_type = 'text/plain' return { - "now" : calendar.timegm(datetime.datetime.utcnow().timetuple()), - "server" : server, - "game" : game, - "gmap" : gmap, - "player_ids" : player_ids, - "hashkeys" : hashkeys, - "elos" : ep.wip, - "ranks" : ranks, + "now": calendar.timegm(datetime.datetime.utcnow().timetuple()), + "server": server, + "game": game, + "gmap": gmap, + "player_ids": player_ids, + "hashkeys": hashkeys, + "elos": ep.wip, + "ranks": ranks, } except Exception as e: