Exemplo n.º 1
0
def onPlayerConnect(player):
	id = player.stats.connectionOrderNr
	#reconnect = id in sessionPlayerMedalMap
	#reconnect = False

	# omero, 2006-03-14
	# reverting back to original code.
	#
	# todo:
	# leaving reconnect=false has a side-effect of
	# queries in rapid succession to db at each
	# gamestatus change which could flood the backend.
	# needs to be clarified, meantime during testing
	# there has been no evidence of problems with
	# reverting back.
	#
	reconnect = id in sessionPlayerMedalMap

	if id in sessionPlayerMedalMap:
		if g_debug: print "medals.py[216]: Player id=%d found in sessionPlayerMedalMap" % int(id)

	if not reconnect:
		newMedalSet = MedalSet()
		sessionPlayerMedalMap[id] = newMedalSet
	player.medals = sessionPlayerMedalMap[id]
	player.medals.connect(reconnect)
	if not reconnect:
		#rank
		player.score.rank = 0
		if g_debug: print "medals.py[226]: Added player %d, %s (%s) IP=%s to medal/rank checking" % ( player.index, player.getName(), str(player.getProfileId()), player.getAddress())
	else:
		player.score.rank = player.stats.rank
		if g_debug: print "medals.py[229]: Readded player %d to medal/rank checking" % player.index
		# Force gamespy request (due to bug with Glodal Data Update)
		reconnect = False

	if player.getProfileId() > 0 and not reconnect:
		if g_debug: print "medals.py[230]: Getting Stats..."
		# get persistant stats from gamespy
		#print "medals.py[236]: host.ss_getParam('ranked') = ", host.ss_getParam('ranked')
		#if host.ss_getParam('ranked'):
		player.score.rank = player.stats.rank

		# STATS
		if g_debug: print "medals.py[240]: Requesting player STATS"
		success = host.pers_plrRequestStats(player.index, 1, "&mode=base", 0) 
		#print "medals.py[242]: globalKeyString2 %s" % globalKeyString
		# fetch player stats from a friendly place
		if not success:
			if g_debug: print "medals.py[245]: Retrieving player STATS via HTTP/1.1 miniclient"

		# AWARDS
		if g_debug: print "medals.py[274]: Requesting player AWARDS"
		success = host.pers_plrRequestAwards(player.index, 1, "")

		# fetch player awards from a friendly place
		if not success:
			if g_debug: print "medals.py[279]: Retrieving player AWARDS via HTTP/1.1 miniclient"
Exemplo n.º 2
0
def onPlayerConnect(player):
    id = player.index
    if player.score.rank == -1:
        player.score.rank = 0

    # request rank
    if bf2.serverSettings.getUseGlobalRank():
        if player.getProfileId() > 2000:
            success = host.pers_plrRequestStats(player.index, 1, "&info=rank")
        else:
            if g_debug:
                print "Player %d had no profile id, can't request rank" % player.index

    if g_debug: print "Added player %d to rank checking" % (player.index)
Exemplo n.º 3
0
def onPlayerConnect(player):
	id = player.index
	if player.score.rank == -1:
		player.score.rank = 0
	
	# request rank
	if bf2.serverSettings.getUseGlobalRank():
		if player.getProfileId() > 2000:		
			success = host.pers_plrRequestStats(player.index, 1, "&info=rank")
		else:
			if g_debug: print "Player %d had no profile id, can't request rank" % player.index
		
	
	if g_debug: print "Added player %d to rank checking" % (player.index)
Exemplo n.º 4
0
def onPlayerConnect(player):
	#id = player.index
	if player.score.rank == -1:
		player.score.rank = 0
	
	# request rank
	#if bf2.serverSettings.getUseGlobalRank():
	if player.getProfileId() > 0:
		success = host.pers_plrRequestStats(player.index, 1, "&mode=base", 0)
	else:
		if g_debug: print "rank.py[55]: Player %d had no profile id, can't request rank" % player.index
			
	
	if g_debug: print "rank.py[58]: Added player %d to rank checking" % (player.index)
Exemplo n.º 5
0
def onPlayerConnect(player):
	global updateTimer
	
	id = player.stats.connectionOrderNr
	
	# Check if player already in MedalMap, if so reconnect them
	reconnect = id in sessionPlayerMedalMap

	if id in sessionPlayerMedalMap:
		if g_debug: print "Player id=%d found in sessionPlayerMedalMap" % int(id)
	
	if not reconnect:
		newMedalSet = MedalSet()
		sessionPlayerMedalMap[id] = newMedalSet

	player.medals = sessionPlayerMedalMap[id]
	player.medals.connect(reconnect)

	if not reconnect:	
		#rank
		player.score.rank = 0

		# Added by Chump - for bf2statistics stats
		#if g_debug: print "Added player %d to medal checking" % (player.index)
		if g_debug: print "Added player %d, %s (%s) to medal/rank checking" % ( player.index, player.getName(), str(player.getProfileId()) )

	else:
		player.score.rank = player.stats.rank

		# Added by Chump - for bf2statistics stats
		#if g_debug: print "Readded player %d to medal checking" % (player.index)
		if g_debug: print "Readded player %d to medal/rank checking" % player.index
		
		# This code is used to reduce the "request storm" generated at the start of a round. 
		#	Check if this player's STATS were updated in the last 30 seconds
		#	We only need to do this at the start of a round, just ignore otherwise
		if player.getGlobalUpdateTime() > 30 and player.stats.wasHereAtStart == 1:
			# STATS are a bit stale, force gamespy request (this should only occur ONCE per round)
			# Final check just to make sure player isn't reconnecting mid-round due to a CTD
			if player.stats.timeOnLine < 30:
				reconnect = False

	if player.getProfileId() > 2000 and not reconnect:
		if g_debug: print "Getting Stats..."
		# get persistant stats from gamespy

		# Added by Chump - for bf2statistics stats (plus de-indenting)
		#if host.ss_getParam('ranked'):
		player.score.rank = player.stats.rank
		
		# STATS
		success = False
		if not player.isAIPlayer():
			if g_debug: print "Requesting player STATS"
			success = host.pers_plrRequestStats(player.index, 1, globalKeyString)
		
		# Player is either AI or Offline, so we will manually get STATS
		if not success:
			if g_debug: print "Retrieving player STATS via HTTP/1.1 miniclient"
			
			# URL for retrieving player's awards and stats records via internal miniclient
			asp_playerinfo = '/ASP/getplayerinfo.aspx?pid=' + str(player.getProfileId()) + globalKeyString
			
			# Fetch Data
			data = http_get( http_backend_addr, http_backend_port, asp_playerinfo )
			
			if data and data[0] == 'O':
				print "Received STATS data is VALID, length %d" % int(len(data))
				
				stats = {}
				datalines = data.splitlines()
				keys = datalines[3].split('\t')
				vals = datalines[4].split('\t')
				
				if (len(keys) == len(vals)):
					if g_debug:	print "Assembling STATS dictionary with %d keys" % int(len(keys))
					
					for idx in range(1,len(keys)):
						stats[keys[idx]] = vals[idx]
					
				# eventually reattach persistent stats records to this player
				attachPlayerStats(player,stats)
			
			else:
				print "ERROR: Received STATS data is NOT VALID, length %d" % int(len(data))
			
		# AWARDS
		success = False
		if not player.isAIPlayer():
			if g_debug: print "Requesting player AWARDS"
			success = host.pers_plrRequestAwards(player.index, 1, "")
		
		# Player is either AI or Offline, so we will manually get AWARDS
		if not success:
			if g_debug: print "Retrieving player AWARDS via HTTP/1.1 miniclient"
			
			# URL for retrieving player's awards and stats records via internal miniclient
			asp_awardsinfo = '/ASP/getawardsinfo.aspx?pid=' + str(player.getProfileId())
			
			# Fetch Data
			data = http_get( http_backend_addr, http_backend_port, asp_awardsinfo )
			
			if data and data[0] == 'O':
				print "Received AWARDS data is VALID, lenght %d" % int(len(data))
				
				awards = {}
				datalines = data.splitlines()
				skip = True
				for dataline in datalines:
					# the first dataline retrieved only contains pid and nick,
					# do nothing and mark the skip flag to false.
					# all subsequent datalines will be processed normally
					if dataline[0] == 'D' and skip:
						skip = False
						
					elif dataline[0] == 'D':
						items = dataline.split('\t')
						medalkey = items[1]
						medallev = items[2]
						awards[medalkey] = medallev
				
				# eventually reattach persistent awards records to this player
				attachPlayerAwards(player,awards)
			
			else:
				print "ERROR: Received AWARDS data is NOT VALID, length %d" % int(len(data))
			
		# Record STATS update time
		player.setGlobalUpdateTime()
Exemplo n.º 6
0
def onPlayerConnect(player):
    global updateTimer

    id = player.stats.connectionOrderNr

    # Check if player already in MedalMap, if so reconnect them
    reconnect = id in sessionPlayerMedalMap

    if id in sessionPlayerMedalMap:
        if g_debug:
            print "Player id=%d found in sessionPlayerMedalMap" % int(id)

    if not reconnect:
        newMedalSet = MedalSet()
        sessionPlayerMedalMap[id] = newMedalSet

    player.medals = sessionPlayerMedalMap[id]
    player.medals.connect(reconnect)

    if not reconnect:
        #rank
        player.score.rank = 0

        # Added by Chump - for bf2statistics stats
        #if g_debug: print "Added player %d to medal checking" % (player.index)
        if g_debug:
            print "Added player %d, %s (%s) to medal/rank checking" % (
                player.index, player.getName(), str(player.getProfileId()))

    else:
        player.score.rank = player.stats.rank

        # Added by Chump - for bf2statistics stats
        #if g_debug: print "Readded player %d to medal checking" % (player.index)
        if g_debug:
            print "Readded player %d to medal/rank checking" % player.index

        # This code is used to reduce the "request storm" generated at the start of a round.
        #	Check if this player's STATS were updated in the last 30 seconds
        #	We only need to do this at the start of a round, just ignore otherwise
        if player.getGlobalUpdateTime(
        ) > 30 and player.stats.wasHereAtStart == 1:
            # STATS are a bit stale, force gamespy request (this should only occur ONCE per round)
            # Final check just to make sure player isn't reconnecting mid-round due to a CTD
            if player.stats.timeOnLine < 30:
                reconnect = False

    if player.getProfileId() > 2000 and not reconnect:
        if g_debug: print "Getting Stats..."
        # get persistant stats from gamespy

        # Added by Chump - for bf2statistics stats (plus de-indenting)
        #if host.ss_getParam('ranked'):
        player.score.rank = player.stats.rank

        # STATS
        success = False
        if not player.isAIPlayer():
            if g_debug: print "Requesting player STATS"
            success = host.pers_plrRequestStats(player.index, 1,
                                                globalKeyString)

        # Player is either AI or Offline, so we will manually get STATS
        if not success:
            if g_debug: print "Retrieving player STATS via HTTP/1.1 miniclient"

            # URL for retrieving player's awards and stats records via internal miniclient
            asp_playerinfo = '/ASP/getplayerinfo.aspx?pid=' + str(
                player.getProfileId()) + globalKeyString

            # Fetch Data
            data = http_get(http_backend_addr, http_backend_port,
                            asp_playerinfo)

            if data and data[0] == 'O':
                print "Received STATS data is VALID, length %d" % int(
                    len(data))

                stats = {}
                datalines = data.splitlines()
                keys = datalines[3].split('\t')
                vals = datalines[4].split('\t')

                if (len(keys) == len(vals)):
                    if g_debug:
                        print "Assembling STATS dictionary with %d keys" % int(
                            len(keys))

                    for idx in range(1, len(keys)):
                        stats[keys[idx]] = vals[idx]

                # eventually reattach persistent stats records to this player
                attachPlayerStats(player, stats)

            else:
                print "ERROR: Received STATS data is NOT VALID, length %d" % int(
                    len(data))

        # AWARDS
        success = False
        if not player.isAIPlayer():
            if g_debug: print "Requesting player AWARDS"
            success = host.pers_plrRequestAwards(player.index, 1, "")

        # Player is either AI or Offline, so we will manually get AWARDS
        if not success:
            if g_debug:
                print "Retrieving player AWARDS via HTTP/1.1 miniclient"

            # URL for retrieving player's awards and stats records via internal miniclient
            asp_awardsinfo = '/ASP/getawardsinfo.aspx?pid=' + str(
                player.getProfileId())

            # Fetch Data
            data = http_get(http_backend_addr, http_backend_port,
                            asp_awardsinfo)

            if data and data[0] == 'O':
                print "Received AWARDS data is VALID, lenght %d" % int(
                    len(data))

                awards = {}
                datalines = data.splitlines()
                skip = True
                for dataline in datalines:
                    # the first dataline retrieved only contains pid and nick,
                    # do nothing and mark the skip flag to false.
                    # all subsequent datalines will be processed normally
                    if dataline[0] == 'D' and skip:
                        skip = False

                    elif dataline[0] == 'D':
                        items = dataline.split('\t')
                        medalkey = items[1]
                        medallev = items[2]
                        awards[medalkey] = medallev

                # eventually reattach persistent awards records to this player
                attachPlayerAwards(player, awards)

            else:
                print "ERROR: Received AWARDS data is NOT VALID, length %d" % int(
                    len(data))

        # Record STATS update time
        player.setGlobalUpdateTime()
Exemplo n.º 7
0
def onPlayerConnect(player):
    id = player.stats.connectionOrderNr
    #reconnect = id in sessionPlayerMedalMap
    #reconnect = False

    # omero, 2006-03-14
    # reverting back to original code.
    #
    # todo:
    # leaving reconnect=false has a side-effect of
    # queries in rapid succession to db at each
    # gamestatus change which could flood the backend.
    # needs to be clarified, meantime during testing
    # there has been no evidence of problems with
    # reverting back.
    #
    reconnect = id in sessionPlayerMedalMap

    if id in sessionPlayerMedalMap:
        if g_debug:
            print "medals.py[216]: Player id=%d found in sessionPlayerMedalMap" % int(
                id)

    if not reconnect:
        newMedalSet = MedalSet()
        sessionPlayerMedalMap[id] = newMedalSet
    player.medals = sessionPlayerMedalMap[id]
    player.medals.connect(reconnect)
    if not reconnect:
        #rank
        player.score.rank = 0
        if g_debug:
            print "medals.py[226]: Added player %d, %s (%s) IP=%s to medal/rank checking" % (
                player.index, player.getName(), str(
                    player.getProfileId()), player.getAddress())
    else:
        player.score.rank = player.stats.rank
        if g_debug:
            print "medals.py[229]: Readded player %d to medal/rank checking" % player.index
        # Force gamespy request (due to bug with Glodal Data Update)
        reconnect = False

    if player.getProfileId() > 0 and not reconnect:
        if g_debug: print "medals.py[230]: Getting Stats..."
        # get persistant stats from gamespy
        #print "medals.py[236]: host.ss_getParam('ranked') = ", host.ss_getParam('ranked')
        #if host.ss_getParam('ranked'):
        player.score.rank = player.stats.rank

        # STATS
        if g_debug: print "medals.py[240]: Requesting player STATS"
        success = host.pers_plrRequestStats(player.index, 1, "&mode=base", 0)
        #print "medals.py[242]: globalKeyString2 %s" % globalKeyString
        # fetch player stats from a friendly place
        if not success:
            if g_debug:
                print "medals.py[245]: Retrieving player STATS via HTTP/1.1 miniclient"

        # AWARDS
        if g_debug: print "medals.py[274]: Requesting player AWARDS"
        success = host.pers_plrRequestAwards(player.index, 1, "")

        # fetch player awards from a friendly place
        if not success:
            if g_debug:
                print "medals.py[279]: Retrieving player AWARDS via HTTP/1.1 miniclient"