#!/usr/bin/node /* jshint esnext:true */ 'use strict'; var amqp = require("amqplib"), Seq = require("sequelize"), item_name_map = require("../orm/items"), hero_name_map = require("../orm/heroes"), sleep = require("sleep-promise"); var RABBITMQ_URI = process.env.RABBITMQ_URI, DATABASE_URI = process.env.DATABASE_URI, // matches + players, 5 players with 50 matches as default BATCHSIZE = parseInt(process.env.BATCHSIZE) || 5 * (50 + 1), LOAD_TIMEOUT = parseFloat(process.env.LOAD_TIMEOUT) || 5000, // ms IDLE_TIMEOUT = parseFloat(process.env.IDLE_TIMEOUT) || 700; // ms // helpers let camelCaseRegExp = new RegExp(/([a-z])([A-Z]+)/g); function camelToSnake(text) { return text.replace(camelCaseRegExp, function(m, $1, $2) { return $1 + "_" + $2.toLowerCase(); }); } function snakeCaseKeys(obj) { Object.keys(obj).forEach((key) => { let new_key = camelToSnake(key); if (new_key == key) return; obj[new_key] = obj[key]; delete obj[key]; }); return obj; } // helper to convert API response into flat JSON // db structure is (almost) 1:1 the API structure // so we can insert the flat API response as-is function flatten(obj) { let attrs = obj.attributes || {}, stats = attrs.stats || {}, o = Object.assign({}, obj, attrs, stats); o.api_id = o.id; // rename delete o.id; delete o.type; delete o.attributes; delete o.stats; delete o.relationships; return snakeCaseKeys(o); } // main code (async () => { let seq, model, rabbit, ch; while (true) { try { seq = new Seq(DATABASE_URI, { logging: false, max: 10 }); rabbit = await amqp.connect(RABBITMQ_URI, { heartbeat: 120 }); ch = await rabbit.createChannel(); await ch.assertQueue("process", {durable: true}); break; } catch (err) { console.error(err); await sleep(5000); } } model = require("../orm/model")(seq, Seq); let load_timer = undefined, idle_timer = undefined; let item_db_map = new Map(), // "Halcyon Potion" to id hero_db_map = new Map(), // "*SAW*" to id series_db_map = new Map(), // date to series id game_mode_db_map = new Map(), // "ranked" to id role_db_map = new Map(), // "captain" to id hero_role_map = new Map(); // SAW.id to "carry" await Promise.all([ model.Item.findAll() .map((item) => item_db_map[item.name] = item.id), model.Hero.findAll() .map((hero) => { hero_db_map[hero.name] = hero.id; if (hero.is_carry) hero_role_map[hero.id] = "carry"; if (hero.is_jungler) hero_role_map[hero.id] = "jungler"; if (hero.is_captain) hero_role_map[hero.id] = "captain"; }), model.Series.findAll() .map((series) => { if (series.dimension_on == "player") series_db_map[series.name] = series.id; }), model.GameMode.findAll() .map((mode) => game_mode_db_map[mode.name] = mode.id), model.Role.findAll() .map((role) => role_db_map[role.name] = role.id) ]); // as long as the queue is filled, msg are not ACKed // server sends as long as there are less than `prefetch` unACKed await ch.prefetch(BATCHSIZE); let player_data = new Set(), match_data = new Set(), msg_buffer = new Set(); ch.consume("process", async (msg) => { if (msg.properties.type == "player") { // apigrabber sends an array player_data.add(...JSON.parse(msg.content)); msg_buffer.add(msg); } if (msg.properties.type == "match") { // apigrabber sends a single object let match = JSON.parse(msg.content); if (await model.Match.count({ where: { api_id: match.id } }) > 0) { await ch.nack(msg, false, false); // discard return; } else match_data.add(match); msg_buffer.add(msg); } // fill queue until batchsize or idle // timeout after first job if (load_timer == undefined) load_timer = setTimeout(process, LOAD_TIMEOUT); // timeout after last job if (idle_timer != undefined) clearTimeout(idle_timer); idle_timer = setTimeout(process, IDLE_TIMEOUT); // maximum data pressure if (match_data.size + player_data.size == BATCHSIZE) await process(); }, { noAck: false }); async function process() { console.log("processing batch of players, matches", player_data.size, match_data.size); // clean up to allow processor to accept while we wait for db clearTimeout(idle_timer); clearTimeout(load_timer); let player_objects = new Set(player_data), match_objects = new Set(match_data), msgs = new Set(msg_buffer); idle_timer = undefined; load_timer = undefined; player_data.clear(); match_data.clear(); msg_buffer.clear(); let processed_players = new Set(), // to sort out duplicates notify_players_matches = new Set(), // players with new matches notify_players_stats = new Set(); // players with new stats // aggregate record objects to do a bulk insert let match_records = [], roster_records = [], participant_records = [], participant_stats_records = [], player_records = [], asset_records = [], participant_item_records = []; // populate `_records` // data from `/player` player_objects.forEach((p) => { let player = flatten(p); // player objects that arrive here came from a search // with search, updater can't update last_update player.last_update = seq.fn("NOW"); console.log("processing player", player.name); processed_players.add(player.api_id); player_records.push(player); notify_players_stats.add(player.name); }); // reject invalid matches (handling API bugs) match_objects.forEach((match, idx) => { if (match.rosters[0].id == "null") delete match_objects[idx]; }); // data from `/matches` match_objects.forEach((match) => { // flatten jsonapi nested response into our db structure-like shape // also, push missing fields match.rosters = match.rosters.map((roster) => { roster.matchApiId = match.id; roster.attributes.shardId = match.attributes.shardId; roster.createdAt = match.createdAt; // TODO API workaround: roster does not have `winner` if (roster.participants.length > 0) roster.attributes.stats.winner = roster.participants[0].stats.winner; else // Blitz 2v0, see 095e86e4-1bd3-11e7-b0b1-0297c91b7699 on eu roster.attributes.stats.winner = false; roster.participants = roster.participants.map((participant) => { // ! attributes added here need to be added via `calculate_participant_stats` too participant.attributes.shardId = roster.attributes.shardId; participant.rosterApiId = roster.id; participant.matchApiId = match.id; participant.createdAt = roster.createdAt; participant.playerApiId = participant.player.id; // API bug fixes (TODO) // items on AFK is `null` not `{}` participant.attributes.stats.itemGrants = participant.attributes.stats.itemGrants || {}; participant.attributes.stats.itemSells = participant.attributes.stats.itemSells || {}; participant.attributes.stats.itemUses = participant.attributes.stats.itemUses || {}; // jungle_kills is `null` in BR participant.attributes.stats.jungleKills = participant.attributes.stats.jungleKills || 0; // map items: names/id -> name -> db let itms = [], item_use = (arr, action) => arr.map((item, idx) => { return { number: idx, participant_api_id: participant.id, item_id: item_db_map[item_name_map[item]], action: action } }), item_arr_from_obj = (obj) => [].concat(... // 3 flatten Object.entries(obj).map( // 1 map over (key, value) (tuple) => Array(tuple[1]).fill(tuple[0]))) // 2 create Array [key] * value itms = itms.concat(item_use(participant.attributes.stats.items, "final")); itms = itms.concat(item_use(item_arr_from_obj(participant.attributes.stats.itemGrants), "grant")); itms = itms.concat(item_use(item_arr_from_obj(participant.attributes.stats.itemUses), "use")); itms = itms.concat(item_use(item_arr_from_obj(participant.attributes.stats.itemSells), "sell")); // for debugging: /* let items_missing_name = [].concat(... Object.keys(participant.attributes.stats.itemGrants), participant.attributes.stats.items) .filter((i) => Object.keys(item_name_map).indexOf(i) == -1); if (items_missing_name.length > 0) console.error("missing API name -> name mapping for", items_missing_name); let items_missing_db = [].concat(... Object.keys(participant.attributes.stats.itemGrants), participant.attributes.stats.items) .filter((i) => Object.keys(item_db_map).indexOf(item_name_map[i]) == -1); if (items_missing_db.length > 0) console.error("missing name -> DB ID mapping for", items_missing_db); */ // redefine participant.items for our custom map participant.attributes.stats.participant_items = itms; participant.player.attributes.shardId = participant.attributes.shardId; participant.player = flatten(participant.player); return flatten(participant); }); return flatten(roster); }); match.assets = match.assets.map((asset) => { asset.matchApiId = match.id; asset.attributes.shardId = match.attributes.shardId; return flatten(asset); }); match = flatten(match); // after conversion, create the array of records // there is a low chance of a match being duplicated in a batch, // skip it and its children match_records.push(match); match.rosters.forEach((r) => { roster_records.push(r); r.participants.forEach((p) => { let p_pstats = calculate_participant_stats(match, r, p); // participant gets split into participant and p_stats participant_records.push(p_pstats[0]); participant_stats_records.push(p_pstats[1]); // deduplicate player // in a batch, it is very likely that players are duplicated // so this improves performance a bit if (!processed_players.has(p.player.api_id)) { processed_players.add(p.player.api_id); player_records.push(p.player); notify_players_matches.add(p.player.name); } p.participant_items.forEach((i) => { participant_item_records.push(i); }); }); }); match.assets.forEach((a) => { asset_records.push(a); }); }); // now access db try { // upsert whole batch in parallel await seq.query("SET unique_checks=0"); console.log("inserting batch into db"); await seq.transaction({ autocommit: false }, async (transaction) => { await Promise.all([ model.Match.bulkCreate(match_records, { ignoreDuplicates: true, // should not happen transaction: transaction }), model.Roster.bulkCreate(roster_records, { ignoreDuplicates: true, transaction: transaction }), model.Participant.bulkCreate(participant_records, { ignoreDuplicates: true, transaction: transaction }), model.ParticipantStats.bulkCreate(participant_stats_records, { ignoreDuplicates: true, transaction: transaction }), model.Player.bulkCreate(player_records, { ignoreDuplicates: true, // update is done in next paragraph transaction: transaction }), model.ItemParticipant.bulkCreate(participant_item_records, { ignoreDuplicates: true, transaction: transaction }), model.Asset.bulkCreate(asset_records, { ignoreDuplicates: true, transaction: transaction }) ]) // TODO refactor, make this easier to read // TODO once MadGlory adds skill_tier to player, run this in bulk // update last_match_created_date and skill tier for players // that were explicitely pushed into processor await Promise.all(player_records.map(async (player) => { // set last_match_created_date let record = await model.Participant.findOne({ transaction: transaction, where: { player_api_id: player.api_id }, attributes: [ [seq.col("created_at"), "last_match_created_date"], "skill_tier" ], order: [ [seq.col("created_at"), "DESC"] ] }); if (record != null) { player.last_match_created_date = record.get("last_match_created_date"); player.skill_tier = record.get("skill_tier"); await model.Player.update(player, { where: { // API returns from /player `createdAt` // in case of a region change, createdAt is newer // on the active account api_id: player.api_id, created_at: { $lte: player.created_at } }, transaction: transaction }); } })) }); await seq.query("SET unique_checks=1"); console.log("acking batch", msgs.size); for (let msg of msgs) await ch.ack(msg); } catch (err) { // this should only happen for Deadlocks in prod // it *must not* fail due to broken schema or missing dependency // TODO: eliminate such cases earlier in the chain // and immediately NACK those broken matches, requeueing only the rest console.error(err); for (let msg of msgs) await ch.nack(msg, false, true); return; // give up } // notify web // …about new matches for (let name of notify_players_matches) await ch.publish("amq.topic", "player." + name, new Buffer("matches_update")); // …about updated lifetime stats for (let name of notify_players_stats) await ch.publish("amq.topic", "player." + name, new Buffer("stats_update")); // …global about new matches if (match_records.length > 0) await ch.publish("amq.topic", "global", new Buffer("matches_update")); } // Split participant API data into participant and participant_stats // Should not need to query db here. function calculate_participant_stats(match, roster, participant) { let p_s = {}, // participant_stats_record p = {}; // participant_record // meta p_s.participant_api_id = participant.api_id; p_s.final = true; // these are the stats at the end of the match p_s.updated_at = new Date(); p_s.created_at = new Date(Date.parse(match.created_at)); p_s.created_at.setMinutes(p_s.created_at.getMinutes() + match.duration / 60); p.participant_items = participant.participant_items; p.created_at = match.created_at; // mappings // hero names additionally need to be mapped old to new names // (Sayoc = Taka) p.hero_id = hero_db_map[hero_name_map[participant.actor]]; // TODO don't hardcode this, waiting for `match.patch_version` to be available if (p_s.created_at < new Date("2017-03-28")) p.series_id = series_db_map["Patch 2.2"]; else p.series_id = series_db_map["Patch 2.3"]; p.game_mode_id = game_mode_db_map[match.game_mode]; p.role_id = role_db_map[classify_role(p)]; // attributes to copy from API to participant // these don't change over the duration of the match // (or aren't in Telemetry) ["api_id", "shard_id", "player_api_id", "roster_api_id", "match_api_id", "winner", "went_afk", "first_afk_time", "skin_key", "skill_tier", "level", "karma_level", "actor"].map((attr) => p[attr] = participant[attr]); // attributes to copy from API to participant_stats // with Telemetry, these will be calculated in intervals ["kills", "deaths", "assists", "minion_kills", "jungle_kills", "non_jungle_minion_kills", "crystal_mine_captures", "gold_mine_captures", "kraken_captures", "turret_captures", "gold", "farm"].map((attr) => p_s[attr] = participant[attr]); // score calculations var impact_score = -0.28779906 + (p_s.kills * 0.22290324) + (p_s.deaths * -0.50438917) + (p_s.assists * 0.34841597); p_s.impact_score = (impact_score + 10) / (10 + 10); // traits calculations if (roster.hero_kills == 0) p_s.kill_participation = 0; else p_s.kill_participation = (p_s.kills + p_s.assists) / roster.hero_kills; /* example p_s.sustain_score = participant.items.reduce((score, item) => { // items[], itemGrants{}, itemUse{}, itemSells{} are the API objects // old item names to clean names need to be mapped via `item_name_map[oldname]` if (["Eve of Harvest", "Serpent Mask"].indexOf(item_name_map[item]) != -1) return score + 20; return score; }, 0);*/ return [p, p_s]; } // return "captain" "carry" "jungler" function classify_role(participant) { return hero_role_map[participant.hero_id]; } })();