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databaseManager.py
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databaseManager.py
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import sqlite3
import os
import numpy as np
import datetime
import copy
from collections import OrderedDict
from IconClassifier.iconModel import charDict # Needed to run statistics on every character
from textRecognition.game import makeSampleGame # Used to populate the database with sample data
curDir = os.path.dirname(__file__)
dataPath = os.path.join(curDir, 'realGames.db')
conn = sqlite3.connect(dataPath) # Stores the connection to the database
# ======== Functions to create new tables -- automatically called on every use to be safe =======================
# We'll have one table that stores general information about the configuration, such as number of games played
def createMasterTable(reset=True): # Reset=True will fill 0 into the data table
cursor = conn.cursor()
try:
cursor.execute('CREATE TABLE master (gameCount INTEGER)')
except sqlite3.OperationalError: # The table already exists -- do nothing
pass
finally:
if reset:
cursor.execute('DELETE FROM master WHERE gameCount > -1') # Deletes everything (not very pretty but it works)
cursor.execute('INSERT INTO master(gameCount) SELECT 0')
conn.commit()
def createGameTable():
cursor = conn.cursor()
try:
cursor.execute("""CREATE TABLE games (
timestamp TEXT,
gameID INTEGER,
player1 TEXT,
player2 TEXT,
player3 TEXT,
player4 TEXT,
player5 TEXT,
player6 TEXT,
player7 TEXT,
player8 TEXT
)""")
except sqlite3.OperationalError: # The table already exists -- do nothing
pass
finally:
conn.commit()
# Creates a table for the given player tag that stores data from each game
def createPlayerTable(playerName):
# import pdb
# pdb.set_trace()
cursor = conn.cursor()
try:
# Create the table if it doesn't already exist
cursor.execute("""CREATE TABLE [{}] (
timestamp TEXT,
gameID INTEGER,
charName TEXT,
rank INTEGER,
damage INTEGER
)""".format(playerName))
except sqlite3.OperationalError: # Table already exists
pass
finally:
conn.commit()
# ================================ Functions to store new records ==================================
# Only called by logResults() -- stores data in the game table and master table
def logGame(game, gameID):
createGameTable()
cursor = conn.cursor()
now = datetime.datetime.now().strftime('%d-%m-%Y-%H-%M-%S')
# Iterate through the players in the game and define the ones that are present
allPlayers = ['#'] * 8 # Fill a list with the default empty value '#'
for i in range(len(game.players)): # Replace '#' with the actual player's tag where applicable
allPlayers[i] = game.players[i].tag
# Execute the command storing the tags of each player, or '#' if empty
command = """INSERT INTO games VALUES ('{}', {}, '{}', '{}', '{}', '{}', '{}', '{}', '{}', '{}')""".format(
now, gameID, allPlayers[0], allPlayers[1], allPlayers[2], allPlayers[3], allPlayers[4], allPlayers[5], allPlayers[6], allPlayers[7])
cursor.execute(command)
conn.commit()
# Only called by logResults()
# Takes a player object as input and logs relevant information
def logPlayer(player, gameID):
createPlayerTable(player.tag) # Make sure that we have a table created for the player
cursor = conn.cursor()
now = datetime.datetime.now().strftime('%d-%m-%Y-%H-%M-%S')
command = """INSERT INTO [{}] VALUES ('{}', {}, '{}', {}, {})""".format(
player.tag, now, gameID, player.charName, player.rank, np.random.randint(0, 200)) # Use randomized dmg for now
cursor.execute(command)
conn.commit()
# Store all of the relevant results for the game -- stores a record of the game and updates each player's page``````
def logResults(game):
# Retrieve the current number of games and increment immediately
gameID = getGameCount()
incrementGameCount()
# Update the stats for each player in the game
for player in game.players:
logPlayer(player, gameID)
logGame(game, gameID) # Record the time, gameID, and players in the game
conn.commit()
# =========================== Functions to fetch and interpret existing results ============================
def playerExists(playerTag):
createMasterTable(reset=False)
cursor = conn.cursor()
try:
cursor.execute(''' SELECT count(name) FROM sqlite_master WHERE type='table' AND name='{}' '''.format(playerTag))
except sqlite3.OperationalError:
return False
return bool(cursor.fetchone()[0])
# Returns the total number of games played -- stored in the master sheet in the database
def getGameCount():
createMasterTable(reset=False) # Check that the table is created without reseting anything
cursor = conn.cursor()
cursor.execute('SELECT gameCount FROM master')
count = cursor.fetchone()[0]
return count
def incrementGameCount():
createMasterTable(reset=False)
count = getGameCount() # Retrieve the current number of games played
cursor = conn.cursor()
try:
# Update the games played field, incrementing by one
cursor.execute('UPDATE master SET gameCount = "{}" WHERE gameCount = "{}"'.format(count + 1, count)) # Delete the old count
conn.commit()
except sqlite3.OperationalError:
print('Error with incrementing value')
# Returns information about a player's results in the given game
def getPlayerResultsFromID(playerTag, gameID):
cursor = conn.cursor()
cursor.execute('SELECT * FROM {} where gameID = {}'.format(playerTag, gameID))
return cursor.fetchone() # Returns None if the player was not in the game
# Returns the information about which players played in the given game
def getGameFromID(gameID):
cursor = conn.cursor()
cursor.execute('SELECT * FROM games where gameID = {}'.format(gameID))
return cursor.fetchone()
# Simply returns the total number of games that the given player has won
def countAllWins(playerTag):
cursor = conn.cursor()
cursor.execute('SELECT * FROM {} WHERE rank = 1'.format(playerTag))
wins = cursor.fetchall()
return len(wins)
# returns a list of tuples of all the games where the player played the given character
def getGamesWithCharacter(playerTag, charName):
cursor = conn.cursor()
cursor.execute('SELECT * FROM {} WHERE charName = "{}"'.format(playerTag, charName))
games = cursor.fetchall()
return games
# Returns a list of tuples with each of the games where the player won with the given character
def getWinsWithCharacter(playerTag, charName):
cursor = conn.cursor()
cursor.execute('SELECT * FROM {} WHERE rank = 1 AND charName = "{}"'.format(playerTag, charName))
wins = cursor.fetchall()
return wins
# Returns the win ratio for the given player and character
def getWinRatio(playerTag, charName):
allGames = getGamesWithCharacter(playerTag, charName)
if len(allGames) == 0: # If no games have been played, give a ratio of 0
return 0
wonGames = getWinsWithCharacter(playerTag, charName)
return len(wonGames) / len(allGames)
# Returns a sorted dictionary with characters as the keys and win ratios as the values
def getAllWinRatios(playerTag):
outDict = copy.deepcopy(charDict) # Creates a copy of the dictionary
for charName in outDict.keys():
ratio = getWinRatio(playerTag, charName)
outDict[charName] = ratio
return outDict
# Returns TRUE if the player was involved in the given game
def gameContainsPlayer(gameID, playerTag):
results = getGameFromID(gameID)
i = 2 # Skip over the timestamp & ID, iterate over all players
while i < len(results) and results[i] != '#':
if results[i] == playerTag:
return True
i += 1
return False
# Counts the number of games where player1 playing character1 beat player2 playing character2
def getMatchupStats(playerTag_1, charName_1, playerTag_2, charName_2):
allWins = 0
allMatchups = 0
p1_games = getGamesWithCharacter(playerTag_1, charName_1) # Iterate through all games where p1 played the character
for game in p1_games:
gameID = game[1] # Get the gameID
p1_rank = game[3] # Get player 1's rank
if gameContainsPlayer(gameID, playerTag_2): # If the other player was in the game
p2_result = getPlayerResultsFromID(playerTag_2, gameID)
p2_char = p2_result[2]
if p2_char == charName_2:
allMatchups += 1 # Increment if both players are playing the characters
p2_rank = game[3] # Player 2's rank
if p1_rank < p2_rank: # If p1 had a lower rank, then p1 'won' the game
allWins += 1
if allMatchups == 0:
print('This matchup never occured')
return (allWins, allMatchups) # Return a tuple with the number of wins and the total games played
# Fills the table with 'numGames' additional games with randomized stats (playerTag order is constant)
def generateSampleData(numGames):
for log in range(numGames):
numPlayers = np.random.randint(1, 8)
sampleGame = makeSampleGame(numPlayers)
logResults(sampleGame)
# Add a function that looks up to see if a player has ever been used
# so that we can easily look up what players are real, and filter noise in the character select screen
if __name__ == '__main__':
# print(getGameCount())
# generateSampleData(20)
# getWinRatio('THOMATO', 'fox')
# getAllWinRatios('THOMATO')
# print(countAllWins('BEEF'))
# print(playerExists('BEEF'))
createMasterTable(reset=True)
players = ['THOMATO', 'Gary-san', 'gottapOOt', 'BEEF', 'sivad']
for player in players:
createPlayerTable(player)