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


  • Hi All,
    for 1/2 year i have code a Player Stats Script (simple Perl) and it worked very well.

    Example Death Match:
    http://animearchive.de/service/nexuiz/stats_dm/

    Example Key Hunt:
    http://animearchive.de/service/nexuiz/stats_kh/

    So my question is, is there allready such a script avaible for a Player Score Stats and when not how many want to used such a script ?

    When there is a lot of positive feedback for this script, i will make this version public as opensource. :roll:

    So thanks for all Feedback.


    Greetings,
    - Markus
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    Kaworru
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Sat Mar 29, 2008 6:25 pm

  • It looks great!

    One little problem though, with the stats of the last player on the list, the bottom of these is unreachable :)
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    Mr. Bougo
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Sat Mar 29, 2008 8:03 pm

  • Gametype: Dead Match

    w00t :)
    but maybe u can show the weapon as reason uh?
    ginseng
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    Mirio
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Sat Mar 29, 2008 9:45 pm

  • Mirio wrote:but maybe u can show the weapon as reason uh?


    oh Bougo, would you please look before you post :roll: :lol:

    However, the idea is not new, I think the former RBI servers and tChr's servers are also logged, somewhere you can find stats as well. The DCC servers ( http://delight.vapor.com/ ) do provide the IMO best and most detailed stats. DCC also includes a score system, and I think, the players are quite interested in stats and would visit the stats pages much more, if they only knew where to find them.

    Btw welcome to the forumms :wink:
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    Urmel
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Sun Mar 30, 2008 6:17 am

  • Urmel wrote:
    Mirio wrote:but maybe u can show the weapon as reason uh?


    oh Bougo, would you please look before you post :roll: :lol:


    Whaa what plz? :shock:
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    Mr. Bougo
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Sun Mar 30, 2008 1:47 pm

Sun Mar 30, 2008 5:03 pm

  • arf! silly me! :shock:

    However, the stats already show the reasons of def (even though you have to know that you can i.e. only get pummeled by the hagar).
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    Urmel
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Sun Mar 30, 2008 8:05 pm

  • yeah i what weapon it is , but e.g. for noobs :) Laser, Shotgun etc. would be better imo
    ginseng
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    Mirio
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Sun Mar 30, 2008 8:06 pm

Sun Mar 30, 2008 10:12 pm

Sun Mar 30, 2008 10:41 pm

  • [-z-] wrote:The links do work for me.


    is there "not" missing? 8)
    ginseng
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    Mirio
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Mon Mar 31, 2008 2:31 pm

  • Mirio wrote:
    [-z-] wrote:The links do work for me.


    is there "not" missing? 8)


    Yesterday they didn't, today they redo.
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    Urmel
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Mon Mar 31, 2008 2:36 pm

  • Okay I was able to see it today. I'd definitely be interested in this code. Particularly the database design.
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    [-z-]
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Mon Mar 31, 2008 4:37 pm

  • [-z-] wrote:Okay I was able to see it today. I'd definitely be interested in this code. Particularly the database design.


    There is no Database behind this ;) the Perlscript simple parse the Logfile and generate the static HTML files.
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    Kaworru
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Tue Apr 01, 2008 11:34 pm

  • Released the first public Version, please take a look in the other Thread about this.
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    Kaworru
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Wed Apr 02, 2008 2:00 am

  • Kaworru wrote:
    [-z-] wrote:Okay I was able to see it today. I'd definitely be interested in this code. Particularly the database design.


    There is no Database behind this ;) the Perlscript simple parse the Logfile and generate the static HTML files.


    Damn :(. I have the first hunk of already written in php. I need a database behind it.
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    [-z-]
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Wed Apr 02, 2008 2:40 am

  • Mhhhhhh why you need a Database behind this ?

    The Logfiles are not realy big and so you can parse then without a problem.
    I think my parser used another logfile its simple used the "server.log" as your parser.

    But its also no problem to parse the data to a database, but you need also to parse the hole server.log to update the database.

    When it help you i will make a database plugin for the next version so that you can put the data in html or in a database.

    For for me it make no realy sense to used a database for this.
    The it would be better to rewrite the server source to put the score direct in the database.

    The main problem is, that you dont have a timestamp and so you cant realy say the database keep data from the timestamp and the logfile have new data after timestamp....

    It would be possible but no so simple, because you need such a timestamp for each player ^^° and need to compare this which each timestamp in the logfile.
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    Kaworru
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Wed Apr 02, 2008 2:44 pm

Wed Apr 02, 2008 4:26 pm

  • Mhhhhhh why you need a Database behind this ?


    First thought that came to my mind is the ability to delete or rename the log file after each parse and then the next parse would append the new log data into the database and then delete the log again and the cycle continues. I would think it would be faster to do this than to parse a 200MB log file each day for the data. Or maybe I'm misunderstanding exactly how your script works? Do you have a data container that can be easily appended each day with fresh data? My understanding is that it's going straight from log to HTML, correct?

    The second thought I had is that using a database could allow more easily tying in the data to another database driven app, like a forum. I'm thinking something like displaying a player's stats under their profile.
    Dokujisan
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Wed Apr 02, 2008 4:40 pm

  • Hi,
    the problem there is when you delete the logfile and only parse them to the database you can only used simple statistic for that.

    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.

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

    So when you need such a relation ship between players its simpler to parse the hole logfile and write the output data to the database.

    I also writing a logfile compressor which read out the important infos and used a timestamp to parse only new data to it so your logfile is compressed and small, but this is not finished yet.

    But it has no sense to put the hole logfile into the database to get such a relation ship.
    Because the Database is only a big text file (mysql) with a special struction and so you can simple used the logfile insteat.

    Its has sense to put the parse Data into a Database to used this in a Community Board, but i would not recommended to copy the Logfile 1:1 into a Database and then calculate the score or relation ships between events.
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    Kaworru
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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.
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    [-z-]
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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.
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    John Galt
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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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    Kaworru
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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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    KadaverJack
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