310 lines
13 KiB
PHP
310 lines
13 KiB
PHP
<?php
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/**
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* Statistic Collector Class
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*
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* @author steeffeen & kremsy
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*/
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namespace ManiaControl\Statistics;
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use ManiaControl\Callbacks\CallbackListener;
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use ManiaControl\Callbacks\CallbackManager;
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use ManiaControl\ManiaControl;
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use ManiaControl\Players\PlayerManager;
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class StatisticCollector implements CallbackListener {
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/**
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* Constants
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*/
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const SETTING_COLLECT_STATS_ENABLED = 'Collect Stats Enabled';
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const SETTING_COLLECT_STATS_MINPLAYERS = 'Minimum Playercount for Collecting Stats';
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const SETTING_ON_SHOOT_PRESTORE = 'Prestore Shoots before insert into Database';
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/*
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* Statistics
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*/
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const STAT_PLAYTIME = 'Play Time';
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const STAT_ON_SHOOT = 'Shots';
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const STAT_ON_NEARMISS = 'Near Misses';
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const STAT_ON_CAPTURE = 'Captures';
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const STAT_ON_HIT = 'Hits';
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const STAT_ON_GOT_HIT = 'Got Hits';
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const STAT_ON_DEATH = 'Deaths';
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const STAT_ON_PLAYER_REQUEST_RESPAWN = 'Respawns';
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const STAT_ON_KILL = 'Kills';
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const STAT_LASER_SHOT = 'Laser Shots';
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const STAT_LASER_HIT = 'Laser Hits';
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const STAT_ROCKET_SHOT = 'Rocket Shots';
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const STAT_ROCKET_HIT = 'Rocket Hits';
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const STAT_ARROW_SHOT = 'Arrow Shots';
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const STAT_ARROW_HIT = 'Arrow Hits';
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const STAT_NUCLEUS_SHOT = 'Nucleus Shots';
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const STAT_NUCLEUS_HIT = 'Nucleus Hits';
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const SPECIAL_STAT_KILL_DEATH_RATIO = 'Kill / Death';
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const WEAPON_LASER = 1;
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const WEAPON_ROCKET = 2;
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const WEAPON_NUCLEUS = 3;
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const WEAPON_ARROW = 5;
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/**
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* Private Properties
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*/
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private $maniaControl = null;
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private $onShootArray = array();
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/**
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* Construct player manager
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*
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* @param \ManiaControl\ManiaControl $maniaControl
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*/
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public function __construct(ManiaControl $maniaControl) {
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$this->maniaControl = $maniaControl;
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//Register Callbacks
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$this->maniaControl->callbackManager->registerCallbackListener(CallbackManager::CB_MP_MODESCRIPTCALLBACK, $this, 'handleCallbacks');
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$this->maniaControl->callbackManager->registerCallbackListener(CallbackManager::CB_MP_MODESCRIPTCALLBACKARRAY, $this, 'handleCallbacks');
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$this->maniaControl->callbackManager->registerCallbackListener(CallbackManager::CB_MC_ONINIT, $this, 'onInit');
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$this->maniaControl->callbackManager->registerCallbackListener(PlayerManager::CB_PLAYERDISCONNECTED, $this, 'onPlayerDisconnect');
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//Initialize Settings
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$this->maniaControl->settingManager->initSetting($this, self::SETTING_COLLECT_STATS_ENABLED, true);
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$this->maniaControl->settingManager->initSetting($this, self::SETTING_COLLECT_STATS_MINPLAYERS, 2); //TODO just temp on 2
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$this->maniaControl->settingManager->initSetting($this, self::SETTING_ON_SHOOT_PRESTORE, 1);
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}
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/**
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* onInit
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*
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* @param array $callback
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*/
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public function onInit(array $callback) {
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//Define Stats MetaData
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_PLAYTIME, StatisticManager::STAT_TYPE_TIME);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_SHOOT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_NEARMISS);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_CAPTURE);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_HIT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_GOT_HIT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_DEATH);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_PLAYER_REQUEST_RESPAWN);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_KILL);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_LASER_HIT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_LASER_SHOT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_NUCLEUS_HIT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_NUCLEUS_SHOT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ROCKET_HIT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ROCKET_SHOT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ARROW_HIT);
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$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ARROW_SHOT);
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}
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/**
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* Handle Player Shoots
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*
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* @param $login
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*/
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private function handleOnShoot($login, $weaponNumber) {
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if (!isset($this->onShootArray[$login])) {
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$this->onShootArray[$login] = array(self::WEAPON_ROCKET => 0, self::WEAPON_ARROW => 0, self::WEAPON_NUCLEUS => 0, self::WEAPON_LASER => 0);
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$this->onShootArray[$login][$weaponNumber]++;
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} else {
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$this->onShootArray[$login][$weaponNumber]++;
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}
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//Write Shoot Data into database
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if (array_sum($this->onShootArray[$login]) > $this->maniaControl->settingManager->getSetting($this, self::SETTING_ON_SHOOT_PRESTORE)) {
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$player = $this->maniaControl->playerManager->getPlayer($login);
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$rocketShots = $this->onShootArray[$login][self::WEAPON_ROCKET];
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$laserShots = $this->onShootArray[$login][self::WEAPON_LASER];
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$arrowShots = $this->onShootArray[$login][self::WEAPON_ARROW];
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$nucleusShots = $this->onShootArray[$login][self::WEAPON_NUCLEUS];
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if ($rocketShots > 0) {
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$this->maniaControl->statisticManager->insertStat(self::STAT_ROCKET_SHOT, $player, $this->maniaControl->server->index, $rocketShots);
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$this->onShootArray[$login][self::WEAPON_ROCKET] = 0;
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}
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if ($laserShots > 0) {
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$this->maniaControl->statisticManager->insertStat(self::STAT_LASER_SHOT, $player, $this->maniaControl->server->index, $laserShots);
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$this->onShootArray[$login][self::WEAPON_LASER] = 0;
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}
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if ($arrowShots > 0) {
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$this->maniaControl->statisticManager->insertStat(self::STAT_ARROW_SHOT, $player, $this->maniaControl->server->index, $arrowShots);
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$this->onShootArray[$login][self::WEAPON_ARROW] = 0;
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}
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if ($nucleusShots > 0) {
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$this->maniaControl->statisticManager->insertStat(self::STAT_NUCLEUS_SHOT, $player, $this->maniaControl->server->index, $nucleusShots);
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$this->onShootArray[$login][self::WEAPON_NUCLEUS] = 0;
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}
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$this->maniaControl->statisticManager->insertStat(self::STAT_ON_SHOOT, $player, $this->maniaControl->server->index, $rocketShots + $laserShots + $arrowShots + $nucleusShots);
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}
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}
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/**
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* Gets the Weapon stat
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*
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* @param $weaponNumber
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* @return string
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*/
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private function getWeaponStat($weaponNumber, $shot = true) {
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if ($shot) {
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switch($weaponNumber) {
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case self::WEAPON_ROCKET:
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return self::STAT_ROCKET_SHOT;
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case self::WEAPON_LASER:
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return self::STAT_LASER_SHOT;
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case self::WEAPON_ARROW:
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return self::STAT_ARROW_SHOT;
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case self::WEAPON_NUCLEUS:
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return self::STAT_NUCLEUS_SHOT;
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default:
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return -1;
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}
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} else {
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switch($weaponNumber) {
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case self::WEAPON_ROCKET:
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return self::STAT_ROCKET_HIT;
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case self::WEAPON_LASER:
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return self::STAT_LASER_HIT;
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case self::WEAPON_ARROW:
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return self::STAT_ARROW_HIT;
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case self::WEAPON_NUCLEUS:
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return self::STAT_NUCLEUS_HIT;
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default:
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return -1;
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}
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}
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}
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/**
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* Insert OnShoot Statistic when a player leaves
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*
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* @param array $callback
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*/
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public function onPlayerDisconnect(array $callback) {
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$player = $callback[1];
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//Check if Stat Collecting is enabled
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if (!$this->maniaControl->settingManager->getSetting($this, self::SETTING_COLLECT_STATS_ENABLED)) {
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return;
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}
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//Insert Data into Database, and destroy player
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if (isset($this->onShootArray[$player->login])) {
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if ($this->onShootArray[$player->login] > 0) {
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$this->maniaControl->statisticManager->insertStat(self::STAT_ON_SHOOT, $player, $this->maniaControl->server->index, $this->onShootArray[$player->login]);
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}
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unset($this->onShootArray[$player->login]);
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}
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}
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/**
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* Handle stats on callbacks
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*
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* @param array $callback
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*/
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public function handleCallbacks(array $callback) {
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//Check if Stat Collecting is enabled
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if (!$this->maniaControl->settingManager->getSetting($this, self::SETTING_COLLECT_STATS_ENABLED)) {
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return;
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}
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//Check for Minplayer
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if (count($this->maniaControl->playerManager->getPlayers()) < $this->maniaControl->settingManager->getSetting($this, self::SETTING_COLLECT_STATS_MINPLAYERS)) {
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return;
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}
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$callbackName = $callback[1][0];
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switch($callbackName) {
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case 'LibXmlRpc_OnShoot':
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$this->handleOnShoot($callback[1][1][0], $callback[1][1][3]);
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break;
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case 'LibXmlRpc_OnHit':
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$shooter = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
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$victim = $this->maniaControl->playerManager->getPlayer($callback[1][1][1]);
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$weapon = $callback[1][1][3];
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$this->maniaControl->statisticManager->incrementStat($this->getWeaponStat(intval($weapon), false), $shooter);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_HIT, $shooter);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_GOT_HIT, $victim);
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break;
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case 'LibXmlRpc_OnNearMiss':
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$player = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_NEARMISS, $player);
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break;
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case 'LibXmlRpc_OnCapture':
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$logins = $callback[1][1][0];
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$logins = explode(';', $logins);
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foreach($logins as $login) {
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$player = $this->maniaControl->playerManager->getPlayer($login);
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if (!$player) {
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continue;
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}
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_CAPTURE, $player);
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}
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break;
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case 'LibXmlRpc_OnArmorEmpty':
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$shooter = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
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$victim = $this->maniaControl->playerManager->getPlayer($callback[1][1][1]);
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if ($shooter != null) {
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_KILL, $shooter);
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}
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_DEATH, $victim);
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break;
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case 'LibXmlRpc_OnPlayerRequestRespawn':
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$player = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_PLAYER_REQUEST_RESPAWN, $player);
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break;
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case 'OnShoot':
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$paramsObject = json_decode($callback[1][1]);
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$this->handleOnShoot($paramsObject->Event->Shooter->Login, $paramsObject->Event->WeaponNum);
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break;
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case 'OnNearMiss':
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$paramsObject = json_decode($callback[1][1]);
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$player = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Shooter->Login);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_NEARMISS, $player);
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break;
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case 'OnCapture':
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$paramsObject = json_decode($callback[1][1]);
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$player = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Player->Login);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_CAPTURE, $player);
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break;
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case 'OnHit':
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$paramsObject = json_decode($callback[1][1]);
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$shooter = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Shooter->Login);
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$victim = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Victim->Login);
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$weapon = $paramsObject->Event->WeaponNum;
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$this->maniaControl->statisticManager->incrementStat($this->getWeaponStat($weapon, false), $shooter);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_HIT, $shooter);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_GOT_HIT, $victim);
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break;
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case 'OnArmorEmpty':
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$paramsObject = json_decode($callback[1][1]);
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$victim = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Victim->Login);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_DEATH, $victim);
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$shooter = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Shooter->Login);
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if ($shooter != null) {
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_KILL, $shooter);
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}
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break;
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case 'OnRequestRespawn':
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$paramsObject = json_decode($callback[1][1]);
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$player = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Player->Login);
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$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_PLAYER_REQUEST_RESPAWN, $player);
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break;
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case 'EndTurn': //TODO make it for other modes working
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$paramsObject = json_decode($callback[1][1]);
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$durationTime = (int)(($paramsObject->EndTime - $paramsObject->StartTime) / 1000);
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$scoresTable = $paramsObject->ScoresTable;
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foreach($scoresTable as $score) {
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$player = $this->maniaControl->playerManager->getPlayer($score->Login);
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$this->maniaControl->statisticManager->insertStat(self::STAT_PLAYTIME, $player, -1, $durationTime);
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}
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break;
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}
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}
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}
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