How much is the interest on a Player Stats Script ?

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Do you want such a Player Stats Script ?

Poll ended at Sat Apr 05, 2008 5:02 pm

Yes, sure ;)
16
84%
No, dont need such a Script.
3
16%
No, have allready a good Script.
0
No votes
 
Total votes : 19

Postby [-z-] » Thu Apr 03, 2008 7:59 pm

Kaworru wrote:the problem there is when you delete the logfile and only parse them to the database you can only used simple statistic for that.

The idea is that a properly normalized database wouldn't have this problem. This would keep a better history and allow more application integration.

Because in the parse data you dont see, which player has killed with player how often and so you can only make a statistic about simple thing like general kills and deaths and so on.

Note sure if I'm understanding you here.

You can parse the following
Code: Select all
:gameinfo:end
   :join:<ID>:player:<nickname>
   :join:<ID>:bot:<nickname>
   :part:<ID>
   :team:<ID>:<team>
   :kill:frag:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of killer>:victimitems=<itemstring of victim>
   :kill:tk:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of killer>:victimitems=<itemstring of victim>
   :kill:suicide:<ID>:<ID>:type=<death type>:items=<itemstring>
   :kill:accident:<ID>:<ID>:type=<death type>:items=<itemstring>
   :ctf:steal:<flagcolor>:<ID of attacker>
   :ctf:dropped:<flagcolor>:<ID of dropper>
   :ctf:pickup:<flagcolor>:<ID of attacker>
   :ctf:capture:<flagcolor>:<ID of attacker>
   :ctf:return:<flagcolor>:<ID of defender>
   :ctf:returned:<flagcolor>
   :dom:taken:<previouscolor>:<ID of player>
   :scores:<gametype>_<mapname>:<map runtime>
   :player:<frags>:<deaths>:<playtime>:<team>:<ID>:<nickname>
   :restart
   :end
   :gameover

eventlog.txt

But you can't make a relation ship between events without copy the data 1:1 to the database.

Again this sounds like a database that hasn't been normalized.
[-z-]
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Postby John Galt » Thu Apr 03, 2008 8:05 pm

Also, the server has a "timestamps 1" option to make output to the server.log file look like this:

Code: Select all
^7[2008-04-03 15:03:16] ^1      ^1 was gunned by ^4Styx^7 FR ^1Linux^7
^7[2008-04-03 15:03:17] ^1^1[^9GT^1]M^3r. ^2B^5ou^4g^6o^7^1 was gunned by ^7R^1ev^00| ^7ê^1Á^0€ë… È…Í…^7
^7[2008-04-03 15:03:17] ^1[^9GT^1]M^3r. ^2B^5ou^4g^6o^7^7 lost the ^1RED^7 flag
^7[2008-04-03 15:03:17] ^7R^1ev^00| ^7ê^1Á^0€ë… È…Í…^7^7 returned the ^1RED^7 flag


Any chance of CTF / TDM servermodes? ;)

Also, I'd like to add that parsing the whole log file each time is really lots of overhead that isn't needed. The galt's gulch logs grow quite huge, for example, over the course of only a month. Using a DB would certainly help with overhead here. You could use a fifo file and perhaps a perl daemon as a go-between for the fifo and DB -- insert new events as they pop up in the fifo and do the processing from the DB, which enables you to clear out your log files and still retain the player stats.
cat /dev/urandom > /dev/mem
John Galt
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Postby Kaworru » Thu Apr 03, 2008 8:21 pm

Hi All,
thanks a lot for the answer i never see the eventlog ^^° it looks a littel bit simpler then the server.log and the timestamp option is great.

In the next release i will add a DB support and also try to support CTF / TDM.

But i think the eventlog has less information as the server.log, right ?
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Postby KadaverJack » Thu Apr 03, 2008 9:19 pm

Kaworru wrote:But i think the eventlog has less information as the server.log, right ?

Yes and no. Chat is missing, but there are a lot more information on players (e.g. items carried by attacker/victim, gametype, final score)

And the timestamp fomat can be changed with "timeformat" (something like "%s " is more useful for automated parsing than the human readable default).
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