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Detailed stats
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06-23-2010, 07:40 AM
(This post was last modified: 06-23-2010 07:49 AM by imap.)
Post: #1
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Detailed stats
Well, Hello 8baller.
I've been looking thought the forums, but could not find anything. May be I was looking a bad way, so please give me a direction ![]() So, first of all, sorry If I have duplicated a question/suggestion. Just let me know and I will take required steps ![]() The topic is - is there any statistics on my games? I mean something like this: - How much have I played today - How much I won - Have I improved my skills (win/lose ratio) - How many 5 stars I have wiped today (: - Did I lose all my today's games, hence - am I a cheater supporter? I realize that the forum's account is not a game's one, so linkage and collecting stats is a hard job, but still, that would bring a lot of fun into the gameplay. For instance, we would find out who was the best of today/week/month/year/age (lol). Also I realize it's a lot of data to process. Which means a lot of CPU and db i/o-s grow.. But still, wanted to know if it's ever possible to talk about. I remember I used to host a Counter Strike server (I don't play, I did it for commercial reasons). And I had some perl scrips to collect and parse text logs, and my players were happy with all the details, including how often they do Head Shots Well, I've compiled CS server on Solaris, and that was very fast with string processing (64 bit), so it was not very resources expensive. However, to lower the gap in data processing I brought another server, which was only processing statistical logs (logs were copied with a shadow process). That was very fast, and I lowered the gap to 4-5 mins.Conclusion: Benefits for player: - Analyse personal performance - See where You win the most (which ranks, what games) Benefits for mods: - Find possible cheaters, those who register and only lose. Benefits for community: - Brings best players in a period of time (this is a great feature) Disadvantage: - Data processing would be CPU/disk io expensive - Possible gap in processing (~ 24 hours is a best practice) - Possible linkage of forum-game accounts required, or bringing up an independent stats site (possibly with same auth as for forums) Ok, enough of spam. Just an idea of improving the gameplay/community. Sounds to me like a good project. Thanks for Your attention (: The chain is no stronger than its weakest link... |
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06-23-2010, 07:54 AM
Post: #2
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RE: Detailed stats
Hi,
Iv looked into this and to be honest, without a large overhaul of the games code... It wouldn't really be possible. Stats would have to go on their own server as it would mean logging each game, and we get around 500,000 games per day. Each of those would need it's own row in database with a time stamp so we could pull "today" stats. It's just abit much at this stage. I am trying to seperate out game types on stats though. Which is a step in right direction. Pool Games | Online Pool | Super League News | Super League Forum |
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06-23-2010, 07:58 AM
(This post was last modified: 06-23-2010 07:59 AM by imap.)
Post: #3
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RE: Detailed stats
(06-23-2010 07:54 AM)Dbl Qтя Pouηdєя Wrote: Hi, Hello Adam (hope I didnt mess up with Your name) You can go with a text output as from game binary. And then there would be another server which will be parsing text, filling another db, etc (I can take care of all of this). Text output will not cost alot. Other can be tested ![]() And yes, I had millions of records per day on CS, but I was deleting an *old* data after aggregating necessary figures. The chain is no stronger than its weakest link... |
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06-23-2010, 08:07 AM
Post: #4
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RE: Detailed stats
Good idea! Though it was kinda hard to read with all the complicated words lol but still good idea
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06-23-2010, 08:09 AM
(This post was last modified: 06-23-2010 08:10 AM by imap.)
Post: #5
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RE: Detailed stats
(06-23-2010 08:07 AM)(βž) ŦŇŦ™ Wrote: Good idea! Though it was kinda hard to read with all the complicated words lol but still good idea Sorry mate, I am a tech guy, sometimes it's hard to explain some things (: Adam, do You own the game's code? The chain is no stronger than its weakest link... |
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06-23-2010, 08:11 AM
Post: #6
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RE: Detailed stats
No worries
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06-23-2010, 09:41 AM
Post: #7
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RE: Detailed stats
I own the backend php code with functions available for scoring. So im able to edit the "update_stats()" function to include more things such as you say, text output. However, it would be simpler and faster to just output straight into a database. Opening, writing and pulling data from larger text files can be a slow operation as each time we write to the text file it needs opening, and with 500,000 games per day the text file can easily become quite large. So yes, it would be easier to just write out to the database.
Il take a look into it though. Pool Games | Online Pool | Super League News | Super League Forum |
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06-23-2010, 09:48 AM
(This post was last modified: 06-23-2010 09:55 AM by imap.)
Post: #8
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RE: Detailed stats
(06-23-2010 09:41 AM)Dbl Qтя Pouηdєя Wrote: I own the backend php code with functions available for scoring. So im able to edit the "update_stats()" function to include more things such as you say, text output. However, it would be simpler and faster to just output straight into a database. Opening, writing and pulling data from larger text files can be a slow operation as each time we write to the text file it needs opening, and with 500,000 games per day the text file can easily become quite large. So yes, it would be easier to just write out to the database. Well Adam, I can't agree on that. Even in communications (Calls, millions per minute) we don't do direct inserts. We always are having a stream, which writes output to a text/binary file, which can be compared as 10000:1 with direct inserts in context of performance. For a very large prepaid platforms we DO use databse inserts, but in such cases our Database is a *memory only* database, which dont uses disks for i/o-s. It costs millions (example of a real-time data management system is Oracle's TimesTen). It costs same as my country's annual budget. If the platform is TCP/IP enabled, we use network messaging (SNMP for example) to send traffic data to some Radius server. That's the best performance tough. So, I am certain on better performance with text processing (from concurrent streaming thread) compared to db inserts. However, if You don't have ability to get a single concurrent log writer thread - that's a problem. The chain is no stronger than its weakest link... |
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06-23-2010, 10:03 AM
Post: #9
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RE: Detailed stats
Yh certainly is a very good idea ,It would certainly be better if more details are provided like u said,It would certainly help but it will make little difficulty for adam to change lot of things , maybe he can do it in next version of game
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06-23-2010, 10:05 AM
(This post was last modified: 06-23-2010 10:06 AM by imap.)
Post: #10
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RE: Detailed stats
(06-23-2010 10:03 AM)TheUnpredictable Wrote: Yh certainly is a very good idea ,It would certainly be better if more details are provided like u said,It would certainly help but it will make little difficulty for adam to change lot of things , maybe he can do it in next version of game You are right ![]() I can help a lot in case of need. The chain is no stronger than its weakest link... |
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