コード例 #1
0
def debugFile(msg):

    try:
        # fileName = host.sgl_getModDirectory() + C.spawnerLogPath
        logFile = open(host.sgl_getModDirectory() + C.LOGFILENAME, 'a')
        logFile.write(str(msg) + '\n')
        logFile.close()
    except:
        pass
コード例 #2
0
ファイル: advdebug.py プロジェクト: rPoXoTauJIo/objmod
def debugFile(msg):

    try:
        fileName = host.sgl_getModDirectory() + C.spawnerLogPath
        logFile = open(fileName, "a")
        logTime = time_string_now()
        logFile.write("t: " + str(logTime) + " " + str(msg) + "\n")
        logFile.close()
    except:
        pass
コード例 #3
0
ファイル: modmanager.py プロジェクト: DaneshLanza/modmanager
	def __setConfigFile( self ):
		"""Determines where our config file is."""
		try:
			# Try 2142 way
			self.__configPath = host.sgl_getOverlayDirectory()
			try:
				test = bf2.stats.constants.TYPE_BFHEROES
				self.__gameString = self.__bfheroesString
				self.__gameId = self.__bfheroesId
			except:
				try:
					test = bf2.stats.constants.ARMY_US
					self.__gameString = self.__bfp4fString
					self.__gameId = self.__bfp4fId
				except:
					self.__gameString = self.__bf2142String
					self.__gameId = self.__bf2142Id
		except:
			# Failed 2142 so fall back to determining from the config
			self.__gameString = self.__bf2String
			self.__gameId = self.__bf2Id
			configFileParts = host.rcon_invoke( 'sv.configFile' ).replace( '\\', '/' ).split( '/' );
			del configFileParts[len( configFileParts ) - 1]

			self.__configPath = "/".join( configFileParts )

		if self.__configPath.startswith( '@HOME@' ):
			# since we have no access to the environment and cant
			# do any directory listings atm we have to just guess
			self.warn( "Guessing '@HOME@' = '%s'" % self.homeGuess )
			self.__configPath = "%s%s" % ( self.homeGuess, self.__configPath[5:] )

		filename = "%s/%s.con" % ( self.__configPath, __name__ )

		# lets check
		try:
			check = open( filename, 'r' )
		except:
			# nope no good so lets check in the standard place
			self.__configPath = "%s/settings" % host.sgl_getModDirectory().replace( '\\', '/' )
			filename = "%s/%s.con" % ( self.__configPath, __name__ )

			try:
				check = open( filename, 'r' )
			except:
				self.error( "Failed to determine location of '%s.con'" % __name__ )
			else:
				self.__configFile = filename
				self.warn( "Using config file '%s'" % filename )
				check.close()
		else:
			check.close()
			self.__configFile = filename
コード例 #4
0
ファイル: snapshot.py プロジェクト: 953077065/bf2142stats_emu
def getSnapShot():
	print "snapshot.py: Assembling snapshot"
	#snapShot = "\\"
	global map_start
	snapShot = snapshot_prefix + "\\" + bf2.gameLogic.getMapName() + "\\"
	snapShot += "mapstart\\" + str(map_start) + "\\mapend\\" + str(time()) + "\\"
	snapShot += "win\\" + str(bf2.gameLogic.getWinner()) + "\\"
	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod == "mods/bf2142" ):
		v_value = "bf2142"
	else:
		v_value = "!!!ERROR!!! fixme"

	if g_debug: print "snapshot.py: Running MOD: %s" % (str(v_value))

	standardKeys = [
			("gm",		getGameModeId(bf2.serverSettings.getGameMode())),
			("m",		getMapId(bf2.serverSettings.getMapName())),
			("v",		str(v_value)),
			("pc",		len(statsMap)),
			]
	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0:
		standardKeys += [("rwa", roundArmies[winner])]
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))
	snapShot += "\\".join(stdKeyVals)
	
	if g_debug: print "snapshot.py: Snapshot Pre-processing complete: %s" % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print "snapshot.py: Num clients to base snap on: %d" % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print "snapshot.py: Processing PID: %s" % (str(sp.profileId))
		playerSnapShot = getPlayerSnapshot(sp)
		playerSnapShots += playerSnapShot
	snapShot += playerSnapShots

	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
コード例 #5
0
def getSnapShot():
	print "snapshot.py: Assembling snapshot"
	#snapShot = "\\"
	global map_start
	snapShot = snapshot_prefix + "\\" + bf2.gameLogic.getMapName() + "\\"
	snapShot += "mapstart\\" + str(map_start) + "\\mapend\\" + str(time()) + "\\"
	snapShot += "win\\" + str(bf2.gameLogic.getWinner()) + "\\"
	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod == "mods/bf2142" ):
		v_value = "bf2142"
	else:
		v_value = "!!!ERROR!!! fixme"

	if g_debug: print "snapshot.py: Running MOD: %s" % (str(v_value))

	standardKeys = [
			("gm",		getGameModeId(bf2.serverSettings.getGameMode())),
			("m",		getMapId(bf2.serverSettings.getMapName())),
			("v",		str(v_value)),
			("pc",		len(statsMap)),
			]
	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0:
		standardKeys += [("rwa", roundArmies[winner])]
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))
	snapShot += "\\".join(stdKeyVals)
	
	if g_debug: print "snapshot.py: Snapshot Pre-processing complete: %s" % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print "snapshot.py: Num clients to base snap on: %d" % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print "snapshot.py: Processing PID: %s" % (str(sp.profileId))
		playerSnapShot = getPlayerSnapshot(sp)
		playerSnapShots += playerSnapShot
	snapShot += playerSnapShots

	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
コード例 #6
0
ファイル: advdebug.py プロジェクト: rPoXoTauJIo/objmodv2
def debugFile(msg):

    try:
        # fileName = host.sgl_getModDirectory() + C.spawnerLogPath
        logFile = open(
            host.sgl_getModDirectory() +
            '/python/game/objmodv2/' +
            FILENAME_DEBUG,
            'a')
        logFile.write(str(msg) + '\n')
        logFile.close()
    except:
        pass
コード例 #7
0
def onGameStatusChanged(status):
  if status == bf2.GameStatus.EndGame:
    now = datetime.now()
    path = host.sgl_getModDirectory() + record_folder + str(bf2.gameLogic.getMapName()) + '_' + str(now.day) + str(now.hour) + str(now.minute) + record_extension
    
    try:
      f = open(path,'w+')
      json = '['

      # Available values:
      #('deaths','kills','TKs','score','skillScore','rplScore','cmdScore','fracScore','rank','firstPlace','secondPlace','thirdPlace',
      #	'bulletsFired','bulletsGivingDamage','bulletsFiredAndClear','bulletsGivingDamageAndClear')
      first = 1
      for p in bf2.playerManager.getPlayers():
        try:
            name = p.getName()
            deaths = str(p.score.__getattr__('deaths'))
            kills = str(p.score.__getattr__('kills'))
            wounded = str(p.isManDown());
        except Exception, e:
            name = str(e)
            kills = 'Invalid'
            deaths = 'Invalid'
            wounded = 'Invalid'
  
        if first:
          first = 0
          json += '{'
        else:
          json += ',{'
          
        json += '"name":"' + name  + '"' + json_separator
        json += '"deaths":"' + deaths  + '"' + json_separator
        json += '"wounded":"' + wounded  + '"' + json_separator
        json += '"kills":"' + kills + '"'
        json += '}'
        
      json += ']'
      f.write(json)
      f.close()


    except Exception, e:
      try:
        f = open(path,'w+')
        f.write(str(e))
        f.close()
      except : pass
コード例 #8
0
ファイル: __init__.py プロジェクト: 953077065/bf2142stats_emu
def rankedstart():
	if g_debug:
		print "Ranked Install module initialized."
	try:
		logfile = open('Ranked_mod_install.log', 'w') 
		logfile.write('Ranked mod Installation log started\n') 
		logfile.write('www.uagames.com\n\n') 
		logfile.close()
	except:
		print " Logfile Write Permission Error."
		print " Please Make All Python files Writable, and their directories, As well as the BF2142 Main directory"
		print " installation halted"
	
	xmoddir = host.sgl_getModDirectory()
	xmod = xmoddir.strip('mods/')
	
	
	#getfile('BF2142StatisticsConfig.py','python/bf2/','__init__.py')
	#getfile('GameLogic.py','python/bf2/','BF2142StatisticsConfig.py')
	#getfile('ObjectManager.py','python/bf2/','GameLogic.py')
	#getfile('PlayerManager.py','python/bf2/','ObjectManager.py')
	#getfile('Timer.py','python/bf2/','PlayerManager.py')
	#getfile('TriggerManager.py','python/bf2/','Timer.py')
	
	#getfile('constants.py','python/bf2/stats/','__init__.py')
	#getfile('endofround.py','python/bf2/stats/','constants.py')
	#getfile('fragalyzer_log.py','python/bf2/stats/','endofround.py')
	getfile('stats/medal_data.py','python/bf2/','__init__.py')
	getfile('stats/medals.py','python/bf2/','stats/medal_data.py')
	#getfile('miniclient.py','python/bf2/stats/','medals.py')
	#getfile('rank.py','python/bf2/stats/','miniclient.py')
	getfile('stats/snapshot.py','python/bf2/','stats/medals.py')
	#getfile('stats.py','python/bf2/stats/','snapshot.py')
	#getfile('unlocks.py','python/bf2/stats/','stats.py')
	
	getfile('Ranked-README.txt','','Ranked00001.tmp')
	
	logfile = open('Ranked_mod_install.log', 'a') 
	logfile.write('--end--\n')
	logfile.close()

#####END#####
コード例 #9
0
def rankedstart():
    if g_debug:
        print "Ranked Install module initialized."
    try:
        logfile = open('Ranked_mod_install.log', 'w')
        logfile.write('Ranked mod Installation log started\n')
        logfile.write('www.uagames.com\n\n')
        logfile.close()
    except:
        print " Logfile Write Permission Error."
        print " Please Make All Python files Writable, and their directories, As well as the BF2142 Main directory"
        print " installation halted"

    xmoddir = host.sgl_getModDirectory()
    xmod = xmoddir.strip('mods/')

    #getfile('BF2142StatisticsConfig.py','python/bf2/','__init__.py')
    #getfile('GameLogic.py','python/bf2/','BF2142StatisticsConfig.py')
    #getfile('ObjectManager.py','python/bf2/','GameLogic.py')
    #getfile('PlayerManager.py','python/bf2/','ObjectManager.py')
    #getfile('Timer.py','python/bf2/','PlayerManager.py')
    #getfile('TriggerManager.py','python/bf2/','Timer.py')

    #getfile('constants.py','python/bf2/stats/','__init__.py')
    #getfile('endofround.py','python/bf2/stats/','constants.py')
    #getfile('fragalyzer_log.py','python/bf2/stats/','endofround.py')
    getfile('stats/medal_data.py', 'python/bf2/', '__init__.py')
    getfile('stats/medals.py', 'python/bf2/', 'stats/medal_data.py')
    #getfile('miniclient.py','python/bf2/stats/','medals.py')
    #getfile('rank.py','python/bf2/stats/','miniclient.py')
    getfile('stats/snapshot.py', 'python/bf2/', 'stats/medals.py')
    #getfile('stats.py','python/bf2/stats/','snapshot.py')
    #getfile('unlocks.py','python/bf2/stats/','stats.py')

    getfile('Ranked-README.txt', '', 'Ranked00001.tmp')

    logfile = open('Ranked_mod_install.log', 'a')
    logfile.write('--end--\n')
    logfile.close()


#####END#####
コード例 #10
0
ファイル: GameLogic.py プロジェクト: kantawat39/bf2py
	def getModDir(self): return host.sgl_getModDirectory()
	def getMapName(self): return host.sgl_getMapName()
コード例 #11
0
ファイル: snapshot.py プロジェクト: wilson212/bf2stats
def getSnapShot():
	print "Assembling snapshot"

# Added by Chump - for bf2statistics stats
	#snapShot = "\\"
	#global PREFIX, map_start
	
	global map_start
	snapShot = snapshot_prefix + '\\' + bf2.gameLogic.getMapName() + '\\'
	snapShot += 'gameport\\' + str(bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
	snapShot += 'queryport\\' + str(bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
	snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(time()) + '\\'
	snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'

	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	# defaults to 'bf2'
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod.lower() == 'mods/bf2' ):
		v_value = 'bf2'
	elif ( running_mod.lower() == 'mods/bf2sp64' ):
		v_value = 'bf2sp64'
	elif ( running_mod.lower() == 'mods/xpack' ):
		v_value = 'xpack'
	elif ( running_mod.lower() == 'mods/poe2' ):
		v_value = 'poe2'
	elif ( running_mod.lower() == 'mods/aix2' ):
		v_value = 'aix2'
	else:
		v_value = 'bf2'
	
	if g_debug: print 'Running MOD: %s' % (str(v_value))
	
	standardKeys = [

# Added by Chump - for bf2statistics stats
			("gm",		getGameModeId(bf2.serverSettings.getGameMode())),

			("m",		getMapId(bf2.serverSettings.getMapName())),

# Added by Chump - for bf2statistics stats
			("v",		str(v_value)),

			("pc",		len(statsMap)),
			]

	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0: 
		standardKeys += [("rwa", roundArmies[winner])]
	
	# get final ticket score
	if g_debug: print "Army 1 (%s) Score: %s" % (str(roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
	if g_debug: print "Army 2 (%s) Score: %s" % (str(roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
	standardKeys += [
			("ra1", str(roundArmies[1])),
			("rs1", str(bf2.gameLogic.getTickets(1))),
			("ra2", str(roundArmies[2])),
			("rs2", str(bf2.gameLogic.getTickets(2))),
			]
	
	standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]
	
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))

	snapShot += "\\".join(stdKeyVals)

	if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
		playerSnapShot = getPlayerSnapshot(sp)

# Added by Chump - for bf2statistics stats
		playerSnapShots += playerSnapShot
		# remove zero vals
		#zeroAllowedKeys = ('pid', 'a', 'mvns', 'mvks', 'vmns', 'vmks')
		#transformedSnapShot = ""
		#i = 0
		#while i < len(playerSnapShot):
		#	i += 1
		#	key = ""
		#	while playerSnapShot[i] != "\\":
		#		key += playerSnapShot[i]
		#		i += 1
		#	i += 1
		#	value = ""
		#	while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
		#		value += playerSnapShot[i]
		#		i += 1
		#	if value != "0" or key[:key.find('_')] in zeroAllowedKeys:
		#		keyVal = "\\" + key + "\\" + value
		#		transformedSnapShot += keyVal
		#if len(transformedSnapShot) > 0:
		#	playerSnapShots += transformedSnapShot
	print "Doing Player SNAPSHOTS"
	snapShot += playerSnapShots
	
	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
コード例 #12
0
 def getModDir(self):
     return host.sgl_getModDirectory()
コード例 #13
0
def getSnapShot():
    print "Assembling snapshot"

    global map_start
    snapShot = snapshot_prefix + '\\' + str(
        bf2.serverSettings.getServerConfig('sv.serverName')) + '\\'
    snapShot += 'gameport\\' + str(
        bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
    snapShot += 'queryport\\' + str(
        bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
    snapShot += 'mapname\\' + str(bf2.gameLogic.getMapName()) + '\\'
    snapShot += 'mapid\\' + str(getMapId(
        bf2.serverSettings.getMapName())) + '\\'
    snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(
        time()) + '\\'
    snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'

    if g_debug: print 'Finished Pre-Compile SNAPSHOT'

    statsMap = getStatsMap()

    # ----------------------------------------------------------------------------
    # omero 2006-04-10
    # ----------------------------------------------------------------------------
    # this will be used for detecting which mod is running and
    # set standardKeys['v'] accordingly
    # defaults to 'bf2'
    #
    running_mod = str(host.sgl_getModDirectory())
    if (running_mod.lower() == 'mods/bf2'):
        v_value = 'bf2'
    elif (running_mod.lower() == 'mods/bf2sp64'):
        v_value = 'bf2sp64'
    elif (running_mod.lower() == 'mods/xpack'):
        v_value = 'xpack'
    elif (running_mod.lower() == 'mods/poe2'):
        v_value = 'poe2'
    elif (running_mod.lower() == 'mods/aix2'):
        v_value = 'aix2'
    else:
        v_value = 'bf2'

    if g_debug: print 'Running MOD: %s' % (str(v_value))

    standardKeys = [
        ("gm", getGameModeId(bf2.serverSettings.getGameMode())),
        ("m", getMapId(bf2.serverSettings.getMapName())),
        ("v", str(v_value)),
        ("pc", len(statsMap)),
    ]

    # only send rwa key if there was a winner
    winner = bf2.gameLogic.getWinner()
    if winner != 0:
        standardKeys += [("rwa", roundArmies[winner])]

    # get final ticket score
    if g_debug:
        print "Army 1 (%s) Score: %s" % (str(
            roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
    if g_debug:
        print "Army 2 (%s) Score: %s" % (str(
            roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
    standardKeys += [
        ("ra1", str(roundArmies[1])),
        ("rs1", str(bf2.gameLogic.getTickets(1))),
        ("ra2", str(roundArmies[2])),
        ("rs2", str(bf2.gameLogic.getTickets(2))),
    ]

    standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]

    stdKeyVals = []
    for k in standardKeys:
        stdKeyVals.append("\\".join((k[0], str(k[1]))))

    snapShot += "\\".join(stdKeyVals)

    if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))

    playerSnapShots = ""
    if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
    for sp in statsMap.itervalues():
        if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
        playerSnapShots += getPlayerSnapshot(sp)

    print "Doing Player SNAPSHOTS"
    snapShot += playerSnapShots

    # Add EOF marker for validation
    snapShot += "\\EOF\\1"

    return snapShot
コード例 #14
0
 def getModDir(self):
     return host.sgl_getModDirectory()
コード例 #15
0
def getSnapShot():
    print "Assembling snapshot"

    # Added by Chump - for bf2statistics stats
    #snapShot = "\\"
    #global PREFIX, map_start

    global map_start
    snapShot = snapshot_prefix + '\\' + bf2.gameLogic.getMapName() + '\\'
    snapShot += 'gameport\\' + str(
        bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
    snapShot += 'queryport\\' + str(
        bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
    snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(
        time()) + '\\'
    snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'

    statsMap = getStatsMap()

    # ----------------------------------------------------------------------------
    # omero 2006-04-10
    # ----------------------------------------------------------------------------
    # this will be used for detecting which mod is running and
    # set standardKeys['v'] accordingly
    # defaults to 'bf2'
    #
    running_mod = str(host.sgl_getModDirectory())
    if (running_mod.lower() == 'mods/bf2'):
        v_value = 'bf2'
    elif (running_mod.lower() == 'mods/bf2sp64'):
        v_value = 'bf2sp64'
    elif (running_mod.lower() == 'mods/xpack'):
        v_value = 'xpack'
    elif (running_mod.lower() == 'mods/poe2'):
        v_value = 'poe2'
    elif (running_mod.lower() == 'mods/aix2'):
        v_value = 'aix2'
    else:
        v_value = 'bf2'

    if g_debug: print 'Running MOD: %s' % (str(v_value))

    standardKeys = [

        # Added by Chump - for bf2statistics stats
        ("gm", getGameModeId(bf2.serverSettings.getGameMode())),
        ("m", getMapId(bf2.serverSettings.getMapName())),

        # Added by Chump - for bf2statistics stats
        ("v", str(v_value)),
        ("pc", len(statsMap)),
    ]

    # only send rwa key if there was a winner
    winner = bf2.gameLogic.getWinner()
    if winner != 0:
        standardKeys += [("rwa", roundArmies[winner])]

    # get final ticket score
    if g_debug:
        print "Army 1 (%s) Score: %s" % (str(
            roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
    if g_debug:
        print "Army 2 (%s) Score: %s" % (str(
            roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
    standardKeys += [
        ("ra1", str(roundArmies[1])),
        ("rs1", str(bf2.gameLogic.getTickets(1))),
        ("ra2", str(roundArmies[2])),
        ("rs2", str(bf2.gameLogic.getTickets(2))),
    ]

    standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]

    stdKeyVals = []
    for k in standardKeys:
        stdKeyVals.append("\\".join((k[0], str(k[1]))))

    snapShot += "\\".join(stdKeyVals)

    if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))

    playerSnapShots = ""
    if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
    for sp in statsMap.itervalues():
        if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
        playerSnapShot = getPlayerSnapshot(sp)

        # Added by Chump - for bf2statistics stats
        playerSnapShots += playerSnapShot
        # remove zero vals
        #zeroAllowedKeys = ('pid', 'a', 'mvns', 'mvks', 'vmns', 'vmks')
        #transformedSnapShot = ""
        #i = 0
        #while i < len(playerSnapShot):
        #	i += 1
        #	key = ""
        #	while playerSnapShot[i] != "\\":
        #		key += playerSnapShot[i]
        #		i += 1
        #	i += 1
        #	value = ""
        #	while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
        #		value += playerSnapShot[i]
        #		i += 1
        #	if value != "0" or key[:key.find('_')] in zeroAllowedKeys:
        #		keyVal = "\\" + key + "\\" + value
        #		transformedSnapShot += keyVal
        #if len(transformedSnapShot) > 0:
        #	playerSnapShots += transformedSnapShot
    print "Doing Player SNAPSHOTS"
    snapShot += playerSnapShots

    # Add EOF marker for validation
    snapShot += "\\EOF\\1"

    return snapShot
コード例 #16
0
def getSnapShot():
	print "Assembling snapshot"
	global map_start
	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# Wilson212 2016-06-24
	# ----------------------------------------------------------------------------
	# Changed standardKeys['v'] from mod, to python version!
	# standardKeys['m'] is now for mod name
	#
	running_mod = str(host.sgl_getModDirectory())
	running_mod = running_mod.lower().replace("mods/", "")
	
	if g_debug: print 'Running MOD: %s' % running_mod
	
	standardKeys = [
		("authId",		str(stats_auth_id)),
		("authToken",	str(stats_auth_token)),
		("serverName",	str(bf2.serverSettings.getServerConfig('sv.serverName'))),
		("gamePort",	str(bf2.serverSettings.getServerConfig('sv.serverPort'))),
		("queryPort",	str(bf2.serverSettings.getServerConfig('sv.gameSpyPort'))),
		("mapId",		str(getMapId(bf2.serverSettings.getMapName()))),
		("mapName",		str(bf2.gameLogic.getMapName())),
		("mapStart",	str(map_start)),
		("mapEnd",		str(time())),
		("winner",		str(bf2.gameLogic.getWinner())),
		("gameMode",	str(getGameModeId(bf2.serverSettings.getGameMode()))),
		("mod",			str(running_mod)),
		("version",		"3.0"),
		("pc",			len(statsMap)),
	]
	
	if g_debug: print 'Finished Pre-Compile SNAPSHOT'

	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0: 
		standardKeys += [("rwa", roundArmies[winner])]
	
	# get final ticket score
	if g_debug: print "Army 1 (%s) Score: %s" % (str(roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
	if g_debug: print "Army 2 (%s) Score: %s" % (str(roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
	standardKeys += [
		("ra1", str(roundArmies[1])),
		("rs1", str(bf2.gameLogic.getTickets(1))),
		("ra2", str(roundArmies[2])),
		("rs2", str(bf2.gameLogic.getTickets(2))),
    ]
	
	standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]
	
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append (":".join(( '"' + str(k[0]) + '"', '"' + str(k[1]) + '"')))

	snapShot = "{"
	snapShot += ",".join(stdKeyVals)

	if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))
	
	playerSnapShots = []
	if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
		playerSnap = getPlayerSnapshot(sp)
		if len(playerSnap) > 0:
			playerSnapShots.append (playerSnap)

	print "Doing Player SNAPSHOTS"
	snapShot += ',"players":[' + ",".join(playerSnapShots) + ']'
	
	# Add EOF marker for validation 
	snapShot += "}"
	
	return snapShot
コード例 #17
0
def getSnapShot():
	print "Assembling snapshot"
	
	global map_start
	snapShot = snapshot_prefix + '\\' + str(bf2.serverSettings.getServerConfig('sv.serverName')) + '\\'
	snapShot += 'gameport\\' + str(bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
	snapShot += 'queryport\\' + str(bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
	snapShot += 'mapname\\' + str(bf2.gameLogic.getMapName()) + '\\'
	snapShot += 'mapid\\' + str(getMapId(bf2.serverSettings.getMapName())) + '\\'
	snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(time()) + '\\'
	snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'
	
	if g_debug: print 'Finished Pre-Compile SNAPSHOT'

	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	# defaults to 'bf2'
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod.lower() == 'mods/bf2' ):
		v_value = 'bf2'
	elif ( running_mod.lower() == 'mods/bf2sp64' ):
		v_value = 'bf2sp64'
	elif ( running_mod.lower() == 'mods/xpack' ):
		v_value = 'xpack'
	elif ( running_mod.lower() == 'mods/poe2' ):
		v_value = 'poe2'
	elif ( running_mod.lower() == 'mods/aix2' ):
		v_value = 'aix2'
	else:
		v_value = 'bf2'
	
	if g_debug: print 'Running MOD: %s' % (str(v_value))
	
	standardKeys = [
		("gm",		getGameModeId(bf2.serverSettings.getGameMode())),
		("m",		getMapId(bf2.serverSettings.getMapName())),
		("v",		str(v_value)),
		("pc",		len(statsMap)),
	]

	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0: 
		standardKeys += [("rwa", roundArmies[winner])]
	
	# get final ticket score
	if g_debug: print "Army 1 (%s) Score: %s" % (str(roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
	if g_debug: print "Army 2 (%s) Score: %s" % (str(roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
	standardKeys += [
		("ra1", str(roundArmies[1])),
		("rs1", str(bf2.gameLogic.getTickets(1))),
		("ra2", str(roundArmies[2])),
		("rs2", str(bf2.gameLogic.getTickets(2))),
    ]
	
	standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]
	
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))

	snapShot += "\\".join(stdKeyVals)

	if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
		playerSnapShots += getPlayerSnapshot(sp)

	print "Doing Player SNAPSHOTS"
	snapShot += playerSnapShots
	
	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
コード例 #18
0
	def getModDir(self): return host.sgl_getModDirectory()
	def getMapName(self): return host.sgl_getMapName()
コード例 #19
0
ファイル: medals.py プロジェクト: Alwnikrotikz/bf2stats
from bf2.stats.miniclient import miniclient, http_get


# Import relevant medals data (BF2, Xpack, or Custom)
if (medals_custom_data != ''):
	try:
		exec 'from bf2.stats.medal_data_' + str(medals_custom_data) + ' import *'
	except:
		print "Custom Medals Data Pack (%s) *NOT* found or is corrupt!" % (str(medals_custom_data))
		# Use defualt medals_data instead
		from bf2.stats.medal_data import *
	else:
		print "Custom Medals Data Pack (%s) loaded." % (str(medals_custom_data))
else:
	# Most MODs don't use SF medals, so we'll default to bf2 medals_data
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod.lower() == 'mods/xpack' ):
		from bf2.stats.medal_data_xpack import *
	else:
		from bf2.stats.medal_data import *

# Get Player Stats Data
from bf2.stats.stats import getStatsMap, getPlayerConnectionOrderIterator, setPlayerConnectionOrderIterator



# ------------------------------------------------------------------------------
# mimics onPlayerStatsResponse()
# ------------------------------------------------------------------------------
def attachPlayerStats(player,stats):
コード例 #20
0
ファイル: medals.py プロジェクト: RafaelXl/bf2statistics
#  + Improved custom medals data loading
# ------------------------------------------------------------------------------

import host
import bf2.PlayerManager
import bf2.Timer
import os

from bf2 import g_debug

from bf2.stats.constants import *
from bf2.BF2StatisticsConfig import http_backend_addr, http_backend_port, medals_custom_data, medals_force_keystring
from bf2.stats.miniclient import miniclient, http_get

# Import relevant medals data (BF2, Xpack, or Custom)
running_mod = str(host.sgl_getModDirectory())
if (running_mod.lower() == 'mods/xpack'):
    if (medals_custom_data != ''):
        try:
            exec 'from bf2.stats.medal_data_xpack_' + str(
                medals_custom_data) + ' import *'
        except:
            print "Custom Medals Xpack Data Pack (%s) *NOT* found or is corrupt!" % (
                str(medals_custom_data))
            # Use defualt medals_data instead
            from bf2.stats.medal_data_xpack import *
        else:
            print "Custom Medals Xpack Data Pack (%s) loaded." % (
                str(medals_custom_data))
    else:
        from bf2.stats.medal_data_xpack import *