In game Statistics

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BenderRodriguez
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In game Statistics

Post#1 » Mon 19 Nov, 2018 1:55 pm

Based on the forum topic [FEEDBACK] Reworked statistics pages

I decided to start a new thread, realizing it might not be the right place for asking the following questions:
  • How are the stats stored in DB?
  • Which DB is used?
  • What software is used for writing these stats to DB?
I would like to have more info on this topic. Is there maybe a repository on GitLab or GitHub? And someone willing to give some more info on this?

I understand that there has been a decision to not use extDB2 or extDB3. Why is that? Which other solution has been used?

I didn't feel I was getting a complete answer on the above forum topic. Not sure if its a lack of interest, time or something else. Thread hijacking...?

TheMasterofBlubb
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Re: In game Statistics

Post#2 » Mon 19 Nov, 2018 5:37 pm

@Bender Rodriguez what you got was almost the best answer you will get. The whole system is proprietary to EUTW (so you wont really see how it works in particular). The only thing used that is not is the SQL database ;-) , that is you maybe guessed it a simple SQL database .
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BenderRodriguez
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Re: In game Statistics

Post#3 » Mon 19 Nov, 2018 5:50 pm

ah... so basically anyone outside can't contribute to it? But how does it get improved then? Why is it proprietary? and not OpenSource?

TheMasterofBlubb
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Re: In game Statistics

Post#4 » Mon 19 Nov, 2018 6:10 pm

@BenderRodriguez yes. By EUTW and its needs and wishes. Because its someones intellectual property, so why should he give it for free to anyone? same reason.

Basicly what you need to do is grab the info by script (that can be found in Arma 3 Wiki see Eventhandlers for example) and push it somehow (<- thats what you need to figure out on your own) into a databse that is sorted by sessions. The rest is just what you do with all that data, like log playtime and calculate EXP from that or use it for different purposes.
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BenderRodriguez
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Re: In game Statistics

Post#5 » Mon 19 Nov, 2018 7:44 pm

That doesn't sound to good... But what do I know about EUTW, right? ;)

Well thank you for your time then,
Cheers!

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MR.PINK
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Re: In game Statistics

Post#6 » Mon 19 Nov, 2018 8:33 pm

@themasterofblubb
What is happening here is that EUTW have a professional software engineer that has taken interest in writing a script that can autobalance the teams and the thing he is missing is info on how the servers handle experience and session data.
He has developed a script already that he willingly will donate to EUTW when and if it is finished.
No one is snooping around trying to steal any intellectual property, and the forum post is most likely aimed at GiPPO or Nyles or someone else of the server admins that spend their free time on development of the missions and inner workings of the mod.
From what I have seen on here during the years is that there is a constant lack of people willing to partake in scripting and development, and here you have a long time player and donor with the appropriate skills to help.
It is a opportunity for the EUTW team, not a liability..

TheMasterofBlubb
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Re: In game Statistics

Post#7 » Mon 19 Nov, 2018 8:48 pm

@Mr. Pink as of what i understand how the whole system works im not sure if you can read the database from arma. Means the problem is not the auto balance system but the actual bringing the data into Arma 3
@railey could answer more since he wrote it
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GiPPO
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Re: In game Statistics

Post#8 » Mon 19 Nov, 2018 8:51 pm

We already have a DB connector which supports inserting and also querying date into the game (although may need some fail-safe retry or something when it fails on first try getting the data).

So, the experience score is available - which basically a score point depending on the time played, so it may not represent actual skill. In-game score and player numbers are also variables which can be worked with.
"If It Isn't Documented, It Doesn't Exist"

TheMasterofBlubb
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Re: In game Statistics

Post#9 » Mon 19 Nov, 2018 8:54 pm

@Mr. Pink the question is not how the DB connector works.
@Bender now you have an answer you can get your data needed and dont have to worry about the DB.
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MR.PINK
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Re: In game Statistics

Post#10 » Mon 19 Nov, 2018 9:06 pm

Ok, now that I got you guys talking on the same page I'll back out again. I'm just a simple architect, the kind that designs houses and stuff so I'll let you guys play now!
cheers!

BenderRodriguez
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Re: In game Statistics

Post#11 » Sun 25 Nov, 2018 3:38 am

Fail safe or no fail safe, is not the issue. The issue is, get it running. Test it on a server. Let users experience it. And based on the feedback, change it. If its a disaster, reverse the change and move on.

(Building a fail safe) Is like saying we have to develop for performance when performance is not (yet) an issue. You don't know if it will be an issue. Deal with the problem when its there.

Software/Game development is not thinking it out into minute details and then implementing it. It's more like: I want this feature implemented, then you take a small step(easy to revert) towards it, evaluate it and then take the next small step.

Development is an iterative process, if you do nothing, nothing will happen. And if you make it easy to contribute, it will happen quickly if not it will last forever and people will loose interest.

To be honest, I lost interest... I'll probably keep playing now and then but wont be much interested into contributing to it. But, then again that is normal! Maybe later on someone else has an idea and wants to contribute but then realizes its hard to actually contribute and see changes, then he/she will also loose interest.

The above is just my view on things, and is not ment as criticism. I don't actually know how much effort it costs to change things in Arma. I messed around with its scripting language and its not pretty... But I do firmly believe its possible to automate development, to make it easier to contribute and try things out.

Bender out :bump:

TheMasterofBlubb
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Re: In game Statistics

Post#12 » Sun 25 Nov, 2018 5:41 am

@Bender the problem is not to implement the feature in general but more like you need 2 or 3 people to do that. Not everyone is scripting some are doing other stuff. So you need to connect the people to get the work done. That takes time
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scratch
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Re: In game Statistics

Post#13 » Sun 25 Nov, 2018 1:16 pm

There is no "impossible" or "maybe next time" thoughts when you standing in the queue for toilet.

BenderRodriguez
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Re: In game Statistics

Post#14 » Sun 25 Nov, 2018 2:37 pm

@scratch, I don't understand. What you are trying to say? I am not sure how standing in a line and wanting to take a piss is related to this. ;)

@TheMasterofBlubb, I think you need 2 people to review the code, and you do that during a pull request. We already did that on the first evening.

The rest, being able to use the DLL for the database stuff. And that info on how to use it should have been documented, and available for the public. It is really not hard to use a DLL with an SQL statement. I would say its even easier then writing a script for Arma. It would have been even easier if for example the DB DLL is extDB2/3 because that DLL is documented and public information.

If you work in a team and you make a DLL where you are the only person who knows how it works, because you didn't document it. Then in my personal opinion, you didn't do a proper job. And that DLL should not be used. I mean in the 2 evenings that I chatted with you and @railey1990. Did any of you knew how to use the DLL with an SQL statement? I don't think so. And I have no idea who does, and I don't think you or @railey1990 know that either?

TheMasterofBlubb
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Re: In game Statistics

Post#15 » Sun 25 Nov, 2018 2:42 pm

I really only in general know how the DLL works but not in detail.
Railey wrote the DLL and Gippo is the one that knows how to use it in Arma 3.
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