TrackManiaControl/application/core/Statistics/StatisticCollector.php
Steffen Schröder 08cad46cfc added license and copyright annotations
improved phpdoc
2014-05-01 17:35:36 +02:00

343 lines
14 KiB
PHP

<?php
namespace ManiaControl\Statistics;
use ManiaControl\Callbacks\CallbackListener;
use ManiaControl\Callbacks\CallbackManager;
use ManiaControl\ManiaControl;
use ManiaControl\Players\Player;
use ManiaControl\Players\PlayerManager;
/**
* Statistic Collector Class
*
* @author steeffeen & kremsy
* @copyright ManiaControl Copyright © 2014 ManiaControl Team
* @license http://www.gnu.org/licenses/ GNU General Public License, Version 3
*/
class StatisticCollector implements CallbackListener {
/*
* Constants
*/
const SETTING_COLLECT_STATS_ENABLED = 'Collect Stats Enabled';
const SETTING_COLLECT_STATS_MINPLAYERS = 'Minimum Playercount for Collecting Stats';
const SETTING_ON_SHOOT_PRESTORE = 'Prestore Shoots before insert into Database';
/*
* Statistics
*/
const STAT_PLAYTIME = 'Play Time';
const STAT_MAP_WINS = 'Map Wins';
const STAT_ON_SHOOT = 'Shots';
const STAT_ON_NEARMISS = 'Near Misses';
const STAT_ON_CAPTURE = 'Captures';
const STAT_ON_HIT = 'Hits';
const STAT_ON_GOT_HIT = 'Got Hits';
const STAT_ON_DEATH = 'Deaths';
const STAT_ON_PLAYER_REQUEST_RESPAWN = 'Respawns';
const STAT_ON_KILL = 'Kills';
const STAT_LASER_SHOT = 'Laser Shots';
const STAT_LASER_HIT = 'Laser Hits';
const STAT_ROCKET_SHOT = 'Rocket Shots';
const STAT_ROCKET_HIT = 'Rocket Hits';
const STAT_ARROW_SHOT = 'Arrow Shots';
const STAT_ARROW_HIT = 'Arrow Hits';
const STAT_NUCLEUS_SHOT = 'Nucleus Shots';
const STAT_NUCLEUS_HIT = 'Nucleus Hits';
const SPECIAL_STAT_KILL_DEATH_RATIO = 'Kill / Death';
const WEAPON_LASER = 1;
const WEAPON_ROCKET = 2;
const WEAPON_NUCLEUS = 3;
const WEAPON_ARROW = 5;
/*
* Private Properties
*/
private $maniaControl = null;
private $onShootArray = array();
/**
* Construct player manager
*
* @param \ManiaControl\ManiaControl $maniaControl
*/
public function __construct(ManiaControl $maniaControl) {
$this->maniaControl = $maniaControl;
//Register Callbacks
$this->maniaControl->callbackManager->registerCallbackListener(CallbackManager::CB_MP_MODESCRIPTCALLBACK, $this, 'handleCallbacks');
$this->maniaControl->callbackManager->registerCallbackListener(CallbackManager::CB_MP_MODESCRIPTCALLBACKARRAY, $this, 'handleCallbacks');
$this->maniaControl->callbackManager->registerCallbackListener(CallbackManager::CB_ONINIT, $this, 'onInit');
$this->maniaControl->callbackManager->registerCallbackListener(PlayerManager::CB_PLAYERDISCONNECT, $this, 'onPlayerDisconnect');
//Initialize Settings
$this->maniaControl->settingManager->initSetting($this, self::SETTING_COLLECT_STATS_ENABLED, true);
$this->maniaControl->settingManager->initSetting($this, self::SETTING_COLLECT_STATS_MINPLAYERS, 4);
$this->maniaControl->settingManager->initSetting($this, self::SETTING_ON_SHOOT_PRESTORE, 10);
}
/**
* Handle ManiaControl OnInit Callback
*/
public function onInit() {
//Define Stats MetaData
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_PLAYTIME, StatisticManager::STAT_TYPE_TIME);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_MAP_WINS);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_SHOOT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_NEARMISS);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_CAPTURE);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_HIT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_GOT_HIT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_DEATH);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_PLAYER_REQUEST_RESPAWN);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ON_KILL);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_LASER_HIT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_LASER_SHOT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_NUCLEUS_HIT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_NUCLEUS_SHOT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ROCKET_HIT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ROCKET_SHOT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ARROW_HIT);
$this->maniaControl->statisticManager->defineStatMetaData(self::STAT_ARROW_SHOT);
}
/**
* Handle EndMap
*
* @param array $callback
*/
public function onEndMap(array $callback) {
//Check for Minimum PlayerCount
if (count($this->maniaControl->playerManager->getPlayers()) < $this->maniaControl->settingManager->getSetting($this, self::SETTING_COLLECT_STATS_MINPLAYERS)) {
return;
}
$leaders = $this->maniaControl->server->rankingManager->getLeaders();
foreach($leaders as $leaderLogin) {
$leader = $this->maniaControl->playerManager->getPlayer($leaderLogin);
$this->maniaControl->statisticManager->incrementStat(self::STAT_MAP_WINS, $leader);
}
}
/**
* Handle Player Shoots
*
* @param $login
*/
private function handleOnShoot($login, $weaponNumber) {
if (!isset($this->onShootArray[$login])) {
$this->onShootArray[$login] = array(self::WEAPON_ROCKET => 0, self::WEAPON_ARROW => 0, self::WEAPON_NUCLEUS => 0, self::WEAPON_LASER => 0);
$this->onShootArray[$login][$weaponNumber]++;
} else {
$this->onShootArray[$login][$weaponNumber]++;
}
//Write Shoot Data into database
if (array_sum($this->onShootArray[$login]) > $this->maniaControl->settingManager->getSetting($this, self::SETTING_ON_SHOOT_PRESTORE)) {
$player = $this->maniaControl->playerManager->getPlayer($login);
$rocketShots = $this->onShootArray[$login][self::WEAPON_ROCKET];
$laserShots = $this->onShootArray[$login][self::WEAPON_LASER];
$arrowShots = $this->onShootArray[$login][self::WEAPON_ARROW];
$nucleusShots = $this->onShootArray[$login][self::WEAPON_NUCLEUS];
if ($rocketShots > 0) {
$this->maniaControl->statisticManager->insertStat(self::STAT_ROCKET_SHOT, $player, $this->maniaControl->server->index, $rocketShots);
$this->onShootArray[$login][self::WEAPON_ROCKET] = 0;
}
if ($laserShots > 0) {
$this->maniaControl->statisticManager->insertStat(self::STAT_LASER_SHOT, $player, $this->maniaControl->server->index, $laserShots);
$this->onShootArray[$login][self::WEAPON_LASER] = 0;
}
if ($arrowShots > 0) {
$this->maniaControl->statisticManager->insertStat(self::STAT_ARROW_SHOT, $player, $this->maniaControl->server->index, $arrowShots);
$this->onShootArray[$login][self::WEAPON_ARROW] = 0;
}
if ($nucleusShots > 0) {
$this->maniaControl->statisticManager->insertStat(self::STAT_NUCLEUS_SHOT, $player, $this->maniaControl->server->index, $nucleusShots);
$this->onShootArray[$login][self::WEAPON_NUCLEUS] = 0;
}
$this->maniaControl->statisticManager->insertStat(self::STAT_ON_SHOOT, $player, $this->maniaControl->server->index, $rocketShots + $laserShots + $arrowShots + $nucleusShots);
}
}
/**
* Gets the Weapon stat
*
* @param $weaponNumber
* @return string
*/
private function getWeaponStat($weaponNumber, $shot = true) {
if ($shot) {
switch($weaponNumber) {
case self::WEAPON_ROCKET:
return self::STAT_ROCKET_SHOT;
case self::WEAPON_LASER:
return self::STAT_LASER_SHOT;
case self::WEAPON_ARROW:
return self::STAT_ARROW_SHOT;
case self::WEAPON_NUCLEUS:
return self::STAT_NUCLEUS_SHOT;
default:
return -1;
}
} else {
switch($weaponNumber) {
case self::WEAPON_ROCKET:
return self::STAT_ROCKET_HIT;
case self::WEAPON_LASER:
return self::STAT_LASER_HIT;
case self::WEAPON_ARROW:
return self::STAT_ARROW_HIT;
case self::WEAPON_NUCLEUS:
return self::STAT_NUCLEUS_HIT;
default:
return -1;
}
}
}
/**
* Insert OnShoot Statistic when a player leaves
*
* @param Player $player
*/
public function onPlayerDisconnect(Player $player) {
// Check if Stat Collecting is enabled
if (!$this->maniaControl->settingManager->getSetting($this, self::SETTING_COLLECT_STATS_ENABLED)) {
return;
}
// Insert Data into Database, and destroy player
if (isset($this->onShootArray[$player->login])) {
if ($this->onShootArray[$player->login] > 0) {
$this->maniaControl->statisticManager->insertStat(self::STAT_ON_SHOOT, $player, $this->maniaControl->server->index, $this->onShootArray[$player->login]);
}
unset($this->onShootArray[$player->login]);
}
}
/**
* Handle stats on callbacks
*
* @param array $callback
*/
public function handleCallbacks(array $callback) { //TODO survivals
//Check if Stat Collecting is enabled
if (!$this->maniaControl->settingManager->getSetting($this, self::SETTING_COLLECT_STATS_ENABLED)) {
return;
}
//Check for Minimum PlayerCount
if (count($this->maniaControl->playerManager->getPlayers()) < $this->maniaControl->settingManager->getSetting($this, self::SETTING_COLLECT_STATS_MINPLAYERS)) {
return;
}
$callbackName = $callback[1][0];
switch($callbackName) {
case 'LibXmlRpc_OnShoot':
$this->handleOnShoot($callback[1][1][0], $callback[1][1][1]);
break;
case 'LibXmlRpc_OnHit':
$shooter = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
$victim = $this->maniaControl->playerManager->getPlayer($callback[1][1][1]);
$weapon = $callback[1][1][3];
if ($shooter) {
$this->maniaControl->statisticManager->incrementStat($this->getWeaponStat(intval($weapon), false), $shooter);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_HIT, $shooter);
}
if ($victim) {
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_GOT_HIT, $victim);
}
break;
case 'LibXmlRpc_OnNearMiss':
$player = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_NEARMISS, $player);
break;
case 'LibXmlRpc_OnCapture':
$logins = $callback[1][1][0];
$logins = explode(';', $logins);
foreach($logins as $login) {
$player = $this->maniaControl->playerManager->getPlayer($login);
if (!$player) {
continue;
}
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_CAPTURE, $player);
}
break;
case 'LibXmlRpc_OnArmorEmpty':
$victim = $this->maniaControl->playerManager->getPlayer($callback[1][1][1]);
if (isset($callback[1][1][0])) {
$shooter = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
if ($shooter) {
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_KILL, $shooter);
}
}
if ($victim) {
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_DEATH, $victim);
}
break;
case 'LibXmlRpc_OnPlayerRequestRespawn':
$player = $this->maniaControl->playerManager->getPlayer($callback[1][1][0]);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_PLAYER_REQUEST_RESPAWN, $player);
break;
case 'OnShoot':
$paramsObject = json_decode($callback[1][1]);
$this->handleOnShoot($paramsObject->Event->Shooter->Login, $paramsObject->Event->WeaponNum);
break;
case 'OnNearMiss':
$paramsObject = json_decode($callback[1][1]);
$player = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Shooter->Login);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_NEARMISS, $player);
break;
case 'OnCapture':
$paramsObject = json_decode($callback[1][1]);
$player = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Player->Login);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_CAPTURE, $player);
break;
case 'OnHit':
$paramsObject = json_decode($callback[1][1]);
$shooter = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Shooter->Login);
$victim = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Victim->Login);
$weapon = $paramsObject->Event->WeaponNum;
if ($shooter) {
$this->maniaControl->statisticManager->incrementStat($this->getWeaponStat(intval($weapon), false), $shooter);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_HIT, $shooter);
}
if ($victim) {
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_GOT_HIT, $victim);
}
break;
case 'OnArmorEmpty':
$paramsObject = json_decode($callback[1][1]);
$victim = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Victim->Login);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_DEATH, $victim);
if (isset($paramsObject->Event->Shooter->Login)) {
$shooter = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Shooter->Login);
if ($shooter) {
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_KILL, $shooter);
}
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_KILL, $shooter);
}
break;
case 'OnRequestRespawn':
$paramsObject = json_decode($callback[1][1]);
$player = $this->maniaControl->playerManager->getPlayer($paramsObject->Event->Player->Login);
$this->maniaControl->statisticManager->incrementStat(self::STAT_ON_PLAYER_REQUEST_RESPAWN, $player);
break;
case 'EndTurn': //TODO make it for other modes working
$paramsObject = json_decode($callback[1][1]);
$durationTime = (int)(($paramsObject->EndTime - $paramsObject->StartTime) / 1000);
$scoresTable = $paramsObject->ScoresTable;
foreach($scoresTable as $score) {
$player = $this->maniaControl->playerManager->getPlayer($score->Login);
$this->maniaControl->statisticManager->insertStat(self::STAT_PLAYTIME, $player, -1, $durationTime);
}
break;
}
}
}