public string CollatePlayerCounts(string key) { if (!isValidKey(key)) { return("NO"); } //This is dumb as hell but we have to do it //Get all player data var data = context.ServerPlayercounts.OrderBy(c => c.Date).ToList(); if (data.Count > 0) { DateTime FirstTime = data.First().Date; //Make a proper date DateTime LastTime = new DateTime(FirstTime.Year, FirstTime.Month, FirstTime.Day, FirstTime.Hour, 0, 0); List <UpdatePlayerCountStruct> NewData = new List <UpdatePlayerCountStruct>(); foreach (var item in data) { if (item.Date >= LastTime.AddHours(1)) { //There is likely to be huge gaps due to downtimes, so we have to consider it. LastTime = new DateTime(item.Date.Year, item.Date.Month, item.Date.Day, item.Date.Hour, 0, 0); NewData.Add(new UpdatePlayerCountStruct { Date = LastTime, Count = item.PlayerCount }); } else { //Check the current value or create it if it's the first item if (NewData.Any(c => c.Date == LastTime)) { var it = NewData.SingleOrDefault(c => c.Date == LastTime); if (item.PlayerCount > it.Count) { it.Count = item.PlayerCount; } } else { //Create the initial record NewData.Add(new UpdatePlayerCountStruct { Date = LastTime, Count = item.PlayerCount }); } } } //Destroy all current data context.ServerPlayercounts.RemoveRange(context.ServerPlayercounts.ToList()); context.SaveChanges(); List <ServerPlayercounts> NewEntities = new List <ServerPlayercounts>(); //Insert our new data foreach (var item in NewData) { var it = new ServerPlayercounts(); it.Date = item.Date; it.PlayerCount = item.Count; NewEntities.Add(it); } context.AddRange(NewEntities); context.SaveChanges(); return("OK"); } return("Nothing."); }
public JsonResult UpdateData(string key) { var model = new UpdateModel(); if (!isValidKey(key)) { logger.LogWarning("Illegal access attempt with key: " + key, ", ip: " + HttpContext.Request.Host); model.Error = Ressources.ApiResource.UnauthorizedAccess; return(Json(model)); } CacheManager cm = CacheManager.Instance; //Get the current data string Url = config.Value.ApiSettings.JsonLocation; UpdateResponseModel Result = new UpdateResponseModel(); Result.Players = new List <UpdateResponsePlayerModel>(); bool Success = false; using (var client = new HttpClient()) { //Perhaps we can change this part of the API to async, but it could lead to problems with database access, so for now let's not client.BaseAddress = new Uri(Url); var request = client.GetAsync("player_status.json"); request.Wait(); if (request.Result.IsSuccessStatusCode) { Success = true; //This transformation is a bit of a hack, we will discard it when we can change the game server's response structure var Dic = JsonConvert.DeserializeObject <UpdateResponseRawModel>(request.Result.Content.ReadAsStringAsync().Result); DateTime dt = DateTime.ParseExact(Dic.Timestamp, "yyyyMMddTHHmmss", CultureInfo.InvariantCulture); Result.Timestamp = dt; if (Result.Timestamp > CacheManager.Instance.LastUpdate) { cm.Retry = 0; } foreach (var item in Dic.Players) { var mdl = new UpdateResponsePlayerModel(); mdl.Name = item.Key; mdl.Id = item.Value.Id; mdl.Ip = item.Value.Ip; mdl.Lag = item.Value.Lag; mdl.Loss = item.Value.Loss; mdl.Ping = item.Value.Ping; mdl.Ship = item.Value.Ship; mdl.System = item.Value.System; Result.Players.Add(mdl); } } } //We are done receiving the data, we can now update our database //We are more likely to have a successful request if (Success && Result.Timestamp != null && (cm.Retry < cm.MaxRetry)) { if (Result.Timestamp < CacheManager.Instance.LastUpdate) { //This can happen often as the cron script and the server updates may not be in perfect sync cm.Retry = cm.Retry + 1; model.Error = Ressources.ApiResource.TimestampRenewTooSoon; logger.LogWarning("Server data has not yet been renewed"); return(Json(model)); } List <string> ProcessedPlayers = new List <string>(); var ActivePlayers = context.ServerSessions.Include(c => c.ServerSessionsDataConn).Where(c => !c.SessionEnd.HasValue).ToList(); //First, we're going to see if we have sessions to end or update foreach (var item in ActivePlayers) { var last_system = item.ServerSessionsDataConn.OrderBy(c => c.Stamp).LastOrDefault(); TimeSpan Diff = Result.Timestamp - last_system.Stamp; //Is the player still online? if (!Result.Players.Any(c => c.Name == item.PlayerName)) { //Nope, end the session and compile stats item.SessionEnd = DateTime.UtcNow; //We'll be able to remove these ternary operations later, but for now we have to do it as otherwise it will crash due to open sessions on the current database without any info about the new data tables if (item.ServerSessionsDataConn.Count > 0) { item.PlayerLagAvg = (int)item.ServerSessionsDataConn.Average(c => c.Lag); item.PlayerLossAvg = (int)item.ServerSessionsDataConn.Average(c => c.Loss); item.PlayerPingAvg = (int)item.ServerSessionsDataConn.Average(c => c.Ping); item.PlayerLastShip = item.ServerSessionsDataConn.LastOrDefault().Ship; item.ServerSessionsDataConn.LastOrDefault().Duration += (int)Diff.TotalSeconds; } } else { var PlayerInfo = Result.Players.SingleOrDefault(c => c.Name == item.PlayerName); //We're moving the amount of entries to one per system change instead of one per minute. This will improve performance with minimal differences. //Not checking for null because there is always at least one entry if (last_system.Location.ToUpper() == PlayerInfo.System.ToUpper()) { //The player hasn't changed systems. Update the current information. last_system.Lag = (last_system.Lag + PlayerInfo.Lag) / 2; last_system.Loss = (last_system.Loss + PlayerInfo.Loss) / 2; last_system.Ping = (last_system.Ping + PlayerInfo.Ping) / 2; last_system.Ship = PlayerInfo.Ship; last_system.Duration += (int)Diff.TotalSeconds; last_system.Stamp = Result.Timestamp; } else { //The player has changed systems //Update the duration of the previous system last_system.Duration += (int)Diff.TotalSeconds; //Create a new system entry var system = new ServerSessionsDataConn(); system.SessionId = item.SessionId; system.Stamp = Result.Timestamp; system.Ship = PlayerInfo.Ship; system.Location = PlayerInfo.System; system.Ping = PlayerInfo.Ping; system.Lag = PlayerInfo.Lag; system.Loss = PlayerInfo.Loss; system.Duration = 0; item.ServerSessionsDataConn.Add(system); } } ProcessedPlayers.Add(item.PlayerName); } //We've handled the active players. Now lets handle the new players foreach (var item in Result.Players.Where(c => !ProcessedPlayers.Contains(c.Name))) { var Session = new ServerSessions(); context.ServerSessions.Add(Session); Session.PlayerName = item.Name; Session.PlayerId = item.Id; Session.SessionIp = item.Ip; Session.SessionStart = Result.Timestamp; Session.PlayerLagAvg = 0; Session.PlayerLossAvg = 0; Session.PlayerPingAvg = 0; Session.PlayerLastShip = item.Ship; //We do not compile stats here !!! var system = new ServerSessionsDataConn(); system.Session = Session; system.Stamp = Result.Timestamp; system.Duration = 0; system.Location = item.System; system.Ship = item.Ship; system.Lag = item.Lag; system.Loss = item.Loss; system.Ping = item.Ping; Session.ServerSessionsDataConn.Add(system); } //Update the player count, or alternatively create a new entry var time = new DateTime(Result.Timestamp.Year, Result.Timestamp.Month, Result.Timestamp.Day, Result.Timestamp.Hour, 0, 0); var entry = context.ServerPlayercounts.SingleOrDefault(c => c.Date == time); if (entry != null) { if (Result.Players.Count > entry.PlayerCount) { entry.PlayerCount = (short)Result.Players.Count; } } else { var newentry = new ServerPlayercounts(); newentry.Date = time; newentry.PlayerCount = (short)Result.Players.Count; context.ServerPlayercounts.Add(newentry); } context.SaveChanges(); //Update our internal timestamp cm.LastUpdate = DateTime.UtcNow; model.Error = "OK"; logger.LogInformation("Successfully retrieved and parsed the server data"); return(Json(model)); } else { //Has the request failed? If so, end all current sessions. var ActivePlayers = context.ServerSessions.Where(c => !c.SessionEnd.HasValue).ToList(); foreach (var item in ActivePlayers) { item.SessionEnd = DateTime.UtcNow; } context.SaveChanges(); model.Error = Ressources.ApiResource.UpdateRequestFailed; logger.LogWarning("Failed to retrieve the server data"); return(Json(model)); } }