]> git.rm.cloudns.org Git - xonotic/xonstat.git/commitdiff
Store impure cvar changes, and use them to mark servers as pure or not.
authorAnt Zucaro <azucaro@gmail.com>
Sat, 13 Jun 2015 12:01:24 +0000 (08:01 -0400)
committerAnt Zucaro <azucaro@gmail.com>
Sat, 13 Jun 2015 12:01:24 +0000 (08:01 -0400)
xonstat/views/submission.py

index 006a437aa0f8d479112ab2371432854788e17af6..18d06299a0a3fece112fa2c872c02fb7452c9372 100644 (file)
-import datetime\r
-import logging\r
-import os\r
-import pyramid.httpexceptions\r
-import re\r
-import time\r
-import sqlalchemy.sql.expression as expr\r
-from pyramid.response import Response\r
-from sqlalchemy import Sequence\r
-from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound\r
-from xonstat.elo import process_elos\r
-from xonstat.models import *\r
-from xonstat.util import strip_colors, qfont_decode, verify_request, weapon_map\r
-\r
-\r
-log = logging.getLogger(__name__)\r
-\r
-\r
-def parse_stats_submission(body):\r
-    """\r
-    Parses the POST request body for a stats submission\r
-    """\r
-    # storage vars for the request body\r
-    game_meta = {}\r
-    events = {}\r
-    players = []\r
-    teams = []\r
-\r
-    # we're not in either stanza to start\r
-    in_P = in_Q = False\r
-\r
-    for line in body.split('\n'):\r
-        try:\r
-            (key, value) = line.strip().split(' ', 1)\r
-\r
-            # Server (S) and Nick (n) fields can have international characters.\r
-            if key in 'S' 'n':\r
-                value = unicode(value, 'utf-8')\r
-\r
-            if key not in 'P' 'Q' 'n' 'e' 't' 'i':\r
-                game_meta[key] = value\r
-\r
-            if key == 'Q' or key == 'P':\r
-                #log.debug('Found a {0}'.format(key))\r
-                #log.debug('in_Q: {0}'.format(in_Q))\r
-                #log.debug('in_P: {0}'.format(in_P))\r
-                #log.debug('events: {0}'.format(events))\r
-\r
-                # check where we were before and append events accordingly\r
-                if in_Q and len(events) > 0:\r
-                    #log.debug('creating a team (Q) entry')\r
-                    teams.append(events)\r
-                    events = {}\r
-                elif in_P and len(events) > 0:\r
-                    #log.debug('creating a player (P) entry')\r
-                    players.append(events)\r
-                    events = {}\r
-\r
-                if key == 'P':\r
-                    #log.debug('key == P')\r
-                    in_P = True\r
-                    in_Q = False\r
-                elif key == 'Q':\r
-                    #log.debug('key == Q')\r
-                    in_P = False\r
-                    in_Q = True\r
-\r
-                events[key] = value\r
-\r
-            if key == 'e':\r
-                (subkey, subvalue) = value.split(' ', 1)\r
-                events[subkey] = subvalue\r
-            if key == 'n':\r
-                events[key] = value\r
-            if key == 't':\r
-                events[key] = value\r
-        except:\r
-            # no key/value pair - move on to the next line\r
-            pass\r
-\r
-    # add the last entity we were working on\r
-    if in_P and len(events) > 0:\r
-        players.append(events)\r
-    elif in_Q and len(events) > 0:\r
-        teams.append(events)\r
-\r
-    return (game_meta, players, teams)\r
-\r
-\r
-def is_blank_game(gametype, players):\r
-    """Determine if this is a blank game or not. A blank game is either:\r
-\r
-    1) a match that ended in the warmup stage, where accuracy events are not\r
-    present (for non-CTS games)\r
-\r
-    2) a match in which no player made a positive or negative score AND was\r
-    on the scoreboard\r
-\r
-    ... or for CTS, which doesn't record accuracy events\r
-\r
-    1) a match in which no player made a fastest lap AND was\r
-    on the scoreboard\r
-\r
-    ... or for NB, in which not all maps have weapons\r
-\r
-    1) a match in which no player made a positive or negative score\r
-    """\r
-    r = re.compile(r'acc-.*-cnt-fired')\r
-    flg_nonzero_score = False\r
-    flg_acc_events = False\r
-    flg_fastest_lap = False\r
-\r
-    for events in players:\r
-        if is_real_player(events) and played_in_game(events):\r
-            for (key,value) in events.items():\r
-                if key == 'scoreboard-score' and value != 0:\r
-                    flg_nonzero_score = True\r
-                if r.search(key):\r
-                    flg_acc_events = True\r
-                if key == 'scoreboard-fastest':\r
-                    flg_fastest_lap = True\r
-\r
-    if gametype == 'cts':\r
-        return not flg_fastest_lap\r
-    elif gametype == 'nb':\r
-        return not flg_nonzero_score\r
-    else:\r
-        return not (flg_nonzero_score and flg_acc_events)\r
-\r
-\r
-def get_remote_addr(request):\r
-    """Get the Xonotic server's IP address"""\r
-    if 'X-Forwarded-For' in request.headers:\r
-        return request.headers['X-Forwarded-For']\r
-    else:\r
-        return request.remote_addr\r
-\r
-\r
-def is_supported_gametype(gametype, version):\r
-    """Whether a gametype is supported or not"""\r
-    is_supported = False\r
-\r
-    # if the type can be supported, but with version constraints, uncomment\r
-    # here and add the restriction for a specific version below\r
-    supported_game_types = (\r
-            'as',\r
-            'ca',\r
-            # 'cq',\r
-            'ctf',\r
-            'cts',\r
-            'dm',\r
-            'dom',\r
-            'ft', 'freezetag',\r
-            'ka', 'keepaway',\r
-            'kh',\r
-            # 'lms',\r
-            'nb', 'nexball',\r
-            # 'rc',\r
-            'rune',\r
-            'tdm',\r
-        )\r
-\r
-    if gametype in supported_game_types:\r
-        is_supported = True\r
-    else:\r
-        is_supported = False\r
-\r
-    # some game types were buggy before revisions, thus this additional filter\r
-    if gametype == 'ca' and version <= 5:\r
-        is_supported = False\r
-\r
-    return is_supported\r
-\r
-\r
-def do_precondition_checks(request, game_meta, raw_players):\r
-    """Precondition checks for ALL gametypes.\r
-       These do not require a database connection."""\r
-    if not has_required_metadata(game_meta):\r
-        log.debug("ERROR: Required game meta missing")\r
-        raise pyramid.httpexceptions.HTTPUnprocessableEntity("Missing game meta")\r
-\r
-    try:\r
-        version = int(game_meta['V'])\r
-    except:\r
-        log.debug("ERROR: Required game meta invalid")\r
-        raise pyramid.httpexceptions.HTTPUnprocessableEntity("Invalid game meta")\r
-\r
-    if not is_supported_gametype(game_meta['G'], version):\r
-        log.debug("ERROR: Unsupported gametype")\r
-        raise pyramid.httpexceptions.HTTPOk("OK")\r
-\r
-    if not has_minimum_real_players(request.registry.settings, raw_players):\r
-        log.debug("ERROR: Not enough real players")\r
-        raise pyramid.httpexceptions.HTTPOk("OK")\r
-\r
-    if is_blank_game(game_meta['G'], raw_players):\r
-        log.debug("ERROR: Blank game")\r
-        raise pyramid.httpexceptions.HTTPOk("OK")\r
-\r
-\r
-def is_real_player(events):\r
-    """\r
-    Determines if a given set of events correspond with a non-bot\r
-    """\r
-    if not events['P'].startswith('bot'):\r
-        return True\r
-    else:\r
-        return False\r
-\r
-\r
-def played_in_game(events):\r
-    """\r
-    Determines if a given set of player events correspond with a player who\r
-    played in the game (matches 1 and scoreboardvalid 1)\r
-    """\r
-    if 'matches' in events and 'scoreboardvalid' in events:\r
-        return True\r
-    else:\r
-        return False\r
-\r
-\r
-def num_real_players(player_events):\r
-    """\r
-    Returns the number of real players (those who played\r
-    and are on the scoreboard).\r
-    """\r
-    real_players = 0\r
-\r
-    for events in player_events:\r
-        if is_real_player(events) and played_in_game(events):\r
-            real_players += 1\r
-\r
-    return real_players\r
-\r
-\r
-def has_minimum_real_players(settings, player_events):\r
-    """\r
-    Determines if the collection of player events has enough "real" players\r
-    to store in the database. The minimum setting comes from the config file\r
-    under the setting xonstat.minimum_real_players.\r
-    """\r
-    flg_has_min_real_players = True\r
-\r
-    try:\r
-        minimum_required_players = int(\r
-                settings['xonstat.minimum_required_players'])\r
-    except:\r
-        minimum_required_players = 2\r
-\r
-    real_players = num_real_players(player_events)\r
-\r
-    if real_players < minimum_required_players:\r
-        flg_has_min_real_players = False\r
-\r
-    return flg_has_min_real_players\r
-\r
-\r
-def has_required_metadata(metadata):\r
-    """\r
-    Determines if a give set of metadata has enough data to create a game,\r
-    server, and map with.\r
-    """\r
-    flg_has_req_metadata = True\r
-\r
-    if 'G' not in metadata or\\r
-        'M' not in metadata or\\r
-        'I' not in metadata or\\r
-        'S' not in metadata:\r
-            flg_has_req_metadata = False\r
-\r
-    return flg_has_req_metadata\r
-\r
-\r
-def should_do_weapon_stats(game_type_cd):\r
-    """True of the game type should record weapon stats. False otherwise."""\r
-    if game_type_cd in 'cts':\r
-        return False\r
-    else:\r
-        return True\r
-\r
-\r
-def should_do_elos(game_type_cd):\r
-    """True of the game type should process Elos. False otherwise."""\r
-    elo_game_types = ('duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft')\r
-\r
-    if game_type_cd in elo_game_types:\r
-        return True\r
-    else:\r
-        return False\r
-\r
-\r
-def register_new_nick(session, player, new_nick):\r
-    """\r
-    Change the player record's nick to the newly found nick. Store the old\r
-    nick in the player_nicks table for that player.\r
-\r
-    session - SQLAlchemy database session factory\r
-    player - player record whose nick is changing\r
-    new_nick - the new nickname\r
-    """\r
-    # see if that nick already exists\r
-    stripped_nick = strip_colors(qfont_decode(player.nick))\r
-    try:\r
-        player_nick = session.query(PlayerNick).filter_by(\r
-            player_id=player.player_id, stripped_nick=stripped_nick).one()\r
-    except NoResultFound, e:\r
-        # player_id/stripped_nick not found, create one\r
-        # but we don't store "Anonymous Player #N"\r
-        if not re.search('^Anonymous Player #\d+$', player.nick):\r
-            player_nick = PlayerNick()\r
-            player_nick.player_id = player.player_id\r
-            player_nick.stripped_nick = stripped_nick\r
-            player_nick.nick = player.nick\r
-            session.add(player_nick)\r
-\r
-    # We change to the new nick regardless\r
-    player.nick = new_nick\r
-    player.stripped_nick = strip_colors(qfont_decode(new_nick))\r
-    session.add(player)\r
-\r
-\r
-def update_fastest_cap(session, player_id, game_id,  map_id, captime):\r
-    """\r
-    Check the fastest cap time for the player and map. If there isn't\r
-    one, insert one. If there is, check if the passed time is faster.\r
-    If so, update!\r
-    """\r
-    # we don't record fastest cap times for bots or anonymous players\r
-    if player_id <= 2:\r
-        return\r
-\r
-    # see if a cap entry exists already\r
-    # then check to see if the new captime is faster\r
-    try:\r
-        cur_fastest_cap = session.query(PlayerCaptime).filter_by(\r
-            player_id=player_id, map_id=map_id).one()\r
-\r
-        # current captime is faster, so update\r
-        if captime < cur_fastest_cap.fastest_cap:\r
-            cur_fastest_cap.fastest_cap = captime\r
-            cur_fastest_cap.game_id = game_id\r
-            cur_fastest_cap.create_dt = datetime.datetime.utcnow()\r
-            session.add(cur_fastest_cap)\r
-\r
-    except NoResultFound, e:\r
-        # none exists, so insert\r
-        cur_fastest_cap = PlayerCaptime(player_id, game_id, map_id, captime)\r
-        session.add(cur_fastest_cap)\r
-        session.flush()\r
-\r
-\r
-def get_or_create_server(session, name, hashkey, ip_addr, revision, port):\r
-    """\r
-    Find a server by name or create one if not found. Parameters:\r
-\r
-    session - SQLAlchemy database session factory\r
-    name - server name of the server to be found or created\r
-    hashkey - server hashkey\r
-    """\r
-    server = None\r
-\r
-    try:\r
-        port = int(port)\r
-    except:\r
-        port = None\r
-\r
-    # finding by hashkey is preferred, but if not we will fall\r
-    # back to using name only, which can result in dupes\r
-    if hashkey is not None:\r
-        servers = session.query(Server).\\r
-            filter_by(hashkey=hashkey).\\r
-            order_by(expr.desc(Server.create_dt)).limit(1).all()\r
-\r
-        if len(servers) > 0:\r
-            server = servers[0]\r
-            log.debug("Found existing server {0} by hashkey ({1})".format(\r
-                server.server_id, server.hashkey))\r
-    else:\r
-        servers = session.query(Server).\\r
-            filter_by(name=name).\\r
-            order_by(expr.desc(Server.create_dt)).limit(1).all()\r
-\r
-        if len(servers) > 0:\r
-            server = servers[0]\r
-            log.debug("Found existing server {0} by name".format(server.server_id))\r
-\r
-    # still haven't found a server by hashkey or name, so we need to create one\r
-    if server is None:\r
-        server = Server(name=name, hashkey=hashkey)\r
-        session.add(server)\r
-        session.flush()\r
-        log.debug("Created server {0} with hashkey {1}".format(\r
-            server.server_id, server.hashkey))\r
-\r
-    # detect changed fields\r
-    if server.name != name:\r
-        server.name = name\r
-        session.add(server)\r
-\r
-    if server.hashkey != hashkey:\r
-        server.hashkey = hashkey\r
-        session.add(server)\r
-\r
-    if server.ip_addr != ip_addr:\r
-        server.ip_addr = ip_addr\r
-        session.add(server)\r
-\r
-    if server.port != port:\r
-        server.port = port\r
-        session.add(server)\r
-\r
-    if server.revision != revision:\r
-        server.revision = revision\r
-        session.add(server)\r
-\r
-    return server\r
-\r
-\r
-def get_or_create_map(session=None, name=None):\r
-    """\r
-    Find a map by name or create one if not found. Parameters:\r
-\r
-    session - SQLAlchemy database session factory\r
-    name - map name of the map to be found or created\r
-    """\r
-    try:\r
-        # find one by the name, if it exists\r
-        gmap = session.query(Map).filter_by(name=name).one()\r
-        log.debug("Found map id {0}: {1}".format(gmap.map_id,\r
-            gmap.name))\r
-    except NoResultFound, e:\r
-        gmap = Map(name=name)\r
-        session.add(gmap)\r
-        session.flush()\r
-        log.debug("Created map id {0}: {1}".format(gmap.map_id,\r
-            gmap.name))\r
-    except MultipleResultsFound, e:\r
-        # multiple found, so use the first one but warn\r
-        log.debug(e)\r
-        gmaps = session.query(Map).filter_by(name=name).order_by(\r
-                Map.map_id).all()\r
-        gmap = gmaps[0]\r
-        log.debug("Found map id {0}: {1} but found \\r
-                multiple".format(gmap.map_id, gmap.name))\r
-\r
-    return gmap\r
-\r
-\r
-def create_game(session, start_dt, game_type_cd, server_id, map_id,\r
-        match_id, duration, mod, winner=None):\r
-    """\r
-    Creates a game. Parameters:\r
-\r
-    session - SQLAlchemy database session factory\r
-    start_dt - when the game started (datetime object)\r
-    game_type_cd - the game type of the game being played\r
-    server_id - server identifier of the server hosting the game\r
-    map_id - map on which the game was played\r
-    winner - the team id of the team that won\r
-    duration - how long the game lasted\r
-    mod - mods in use during the game\r
-    """\r
-    seq = Sequence('games_game_id_seq')\r
-    game_id = session.execute(seq)\r
-    game = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd,\r
-                server_id=server_id, map_id=map_id, winner=winner)\r
-    game.match_id = match_id\r
-    game.mod = mod[:64]\r
-\r
-    try:\r
-        game.duration = datetime.timedelta(seconds=int(round(float(duration))))\r
-    except:\r
-        pass\r
-\r
-    try:\r
-        session.query(Game).filter(Game.server_id==server_id).\\r
-                filter(Game.match_id==match_id).one()\r
-\r
-        log.debug("Error: game with same server and match_id found! Ignoring.")\r
-\r
-        # if a game under the same server and match_id found,\r
-        # this is a duplicate game and can be ignored\r
-        raise pyramid.httpexceptions.HTTPOk('OK')\r
-    except NoResultFound, e:\r
-        # server_id/match_id combination not found. game is ok to insert\r
-        session.add(game)\r
-        session.flush()\r
-        log.debug("Created game id {0} on server {1}, map {2} at \\r
-                {3}".format(game.game_id,\r
-                    server_id, map_id, start_dt))\r
-\r
-    return game\r
-\r
-\r
-def get_or_create_player(session=None, hashkey=None, nick=None):\r
-    """\r
-    Finds a player by hashkey or creates a new one (along with a\r
-    corresponding hashkey entry. Parameters:\r
-\r
-    session - SQLAlchemy database session factory\r
-    hashkey - hashkey of the player to be found or created\r
-    nick - nick of the player (in case of a first time create)\r
-    """\r
-    # if we have a bot\r
-    if re.search('^bot#\d+$', hashkey) or re.search('^bot#\d+#', hashkey):\r
-        player = session.query(Player).filter_by(player_id=1).one()\r
-    # if we have an untracked player\r
-    elif re.search('^player#\d+$', hashkey):\r
-        player = session.query(Player).filter_by(player_id=2).one()\r
-    # else it is a tracked player\r
-    else:\r
-        # see if the player is already in the database\r
-        # if not, create one and the hashkey along with it\r
-        try:\r
-            hk = session.query(Hashkey).filter_by(\r
-                    hashkey=hashkey).one()\r
-            player = session.query(Player).filter_by(\r
-                    player_id=hk.player_id).one()\r
-            log.debug("Found existing player {0} with hashkey {1}".format(\r
-                player.player_id, hashkey))\r
-        except:\r
-            player = Player()\r
-            session.add(player)\r
-            session.flush()\r
-\r
-            # if nick is given to us, use it. If not, use "Anonymous Player"\r
-            # with a suffix added for uniqueness.\r
-            if nick:\r
-                player.nick = nick[:128]\r
-                player.stripped_nick = strip_colors(qfont_decode(nick[:128]))\r
-            else:\r
-                player.nick = "Anonymous Player #{0}".format(player.player_id)\r
-                player.stripped_nick = player.nick\r
-\r
-            hk = Hashkey(player_id=player.player_id, hashkey=hashkey)\r
-            session.add(hk)\r
-            log.debug("Created player {0} ({2}) with hashkey {1}".format(\r
-                player.player_id, hashkey, player.nick.encode('utf-8')))\r
-\r
-    return player\r
-\r
-\r
-def create_default_game_stat(session, game_type_cd):\r
-    """Creates a blanked-out pgstat record for the given game type"""\r
-\r
-    # this is what we have to do to get partitioned records in - grab the\r
-    # sequence value first, then insert using the explicit ID (vs autogenerate)\r
-    seq = Sequence('player_game_stats_player_game_stat_id_seq')\r
-    pgstat_id = session.execute(seq)\r
-    pgstat = PlayerGameStat(player_game_stat_id=pgstat_id,\r
-            create_dt=datetime.datetime.utcnow())\r
-\r
-    if game_type_cd == 'as':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.collects = 0\r
-\r
-    if game_type_cd in 'ca' 'dm' 'duel' 'rune' 'tdm':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = 0\r
-\r
-    if game_type_cd == 'cq':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0\r
-        pgstat.drops = 0\r
-\r
-    if game_type_cd == 'ctf':\r
-        pgstat.kills = pgstat.captures = pgstat.pickups = pgstat.drops = 0\r
-        pgstat.returns = pgstat.carrier_frags = 0\r
-\r
-    if game_type_cd == 'cts':\r
-        pgstat.deaths = 0\r
-\r
-    if game_type_cd == 'dom':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
-        pgstat.drops = 0\r
-\r
-    if game_type_cd == 'ft':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.revivals = 0\r
-\r
-    if game_type_cd == 'ka':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
-        pgstat.carrier_frags = 0\r
-        pgstat.time = datetime.timedelta(seconds=0)\r
-\r
-    if game_type_cd == 'kh':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0\r
-        pgstat.captures = pgstat.drops = pgstat.pushes = pgstat.destroys = 0\r
-        pgstat.carrier_frags = 0\r
-\r
-    if game_type_cd == 'lms':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.lives = 0\r
-\r
-    if game_type_cd == 'nb':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0\r
-        pgstat.drops = 0\r
-\r
-    if game_type_cd == 'rc':\r
-        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.laps = 0\r
-\r
-    return pgstat\r
-\r
-\r
-def create_game_stat(session, game_meta, game, server, gmap, player, events):\r
-    """Game stats handler for all game types"""\r
-\r
-    game_type_cd = game.game_type_cd\r
-\r
-    pgstat = create_default_game_stat(session, game_type_cd)\r
-\r
-    # these fields should be on every pgstat record\r
-    pgstat.game_id       = game.game_id\r
-    pgstat.player_id     = player.player_id\r
-    pgstat.nick          = events.get('n', 'Anonymous Player')[:128]\r
-    pgstat.stripped_nick = strip_colors(qfont_decode(pgstat.nick))\r
-    pgstat.score         = int(round(float(events.get('scoreboard-score', 0))))\r
-    pgstat.alivetime     = datetime.timedelta(seconds=int(round(float(events.get('alivetime', 0.0)))))\r
-    pgstat.rank          = int(events.get('rank', None))\r
-    pgstat.scoreboardpos = int(events.get('scoreboardpos', pgstat.rank))\r
-\r
-    if pgstat.nick != player.nick \\r
-            and player.player_id > 2 \\r
-            and pgstat.nick != 'Anonymous Player':\r
-        register_new_nick(session, player, pgstat.nick)\r
-\r
-    wins = False\r
-\r
-    # gametype-specific stuff is handled here. if passed to us, we store it\r
-    for (key,value) in events.items():\r
-        if key == 'wins': wins = True\r
-        if key == 't': pgstat.team = int(value)\r
-\r
-        if key == 'scoreboard-drops': pgstat.drops = int(value)\r
-        if key == 'scoreboard-returns': pgstat.returns = int(value)\r
-        if key == 'scoreboard-fckills': pgstat.carrier_frags = int(value)\r
-        if key == 'scoreboard-pickups': pgstat.pickups = int(value)\r
-        if key == 'scoreboard-caps': pgstat.captures = int(value)\r
-        if key == 'scoreboard-score': pgstat.score = int(round(float(value)))\r
-        if key == 'scoreboard-deaths': pgstat.deaths = int(value)\r
-        if key == 'scoreboard-kills': pgstat.kills = int(value)\r
-        if key == 'scoreboard-suicides': pgstat.suicides = int(value)\r
-        if key == 'scoreboard-objectives': pgstat.collects = int(value)\r
-        if key == 'scoreboard-captured': pgstat.captures = int(value)\r
-        if key == 'scoreboard-released': pgstat.drops = int(value)\r
-        if key == 'scoreboard-fastest':\r
-            pgstat.fastest = datetime.timedelta(seconds=float(value)/100)\r
-        if key == 'scoreboard-takes': pgstat.pickups = int(value)\r
-        if key == 'scoreboard-ticks': pgstat.drops = int(value)\r
-        if key == 'scoreboard-revivals': pgstat.revivals = int(value)\r
-        if key == 'scoreboard-bctime':\r
-            pgstat.time = datetime.timedelta(seconds=int(value))\r
-        if key == 'scoreboard-bckills': pgstat.carrier_frags = int(value)\r
-        if key == 'scoreboard-losses': pgstat.drops = int(value)\r
-        if key == 'scoreboard-pushes': pgstat.pushes = int(value)\r
-        if key == 'scoreboard-destroyed': pgstat.destroys = int(value)\r
-        if key == 'scoreboard-kckills': pgstat.carrier_frags = int(value)\r
-        if key == 'scoreboard-lives': pgstat.lives = int(value)\r
-        if key == 'scoreboard-goals': pgstat.captures = int(value)\r
-        if key == 'scoreboard-faults': pgstat.drops = int(value)\r
-        if key == 'scoreboard-laps': pgstat.laps = int(value)\r
-\r
-        if key == 'avglatency': pgstat.avg_latency = float(value)\r
-        if key == 'scoreboard-captime':\r
-            pgstat.fastest = datetime.timedelta(seconds=float(value)/100)\r
-            if game.game_type_cd == 'ctf':\r
-                update_fastest_cap(session, player.player_id, game.game_id,\r
-                        gmap.map_id, pgstat.fastest)\r
-\r
-    # there is no "winning team" field, so we have to derive it\r
-    if wins and pgstat.team is not None and game.winner is None:\r
-        game.winner = pgstat.team\r
-        session.add(game)\r
-\r
-    session.add(pgstat)\r
-\r
-    return pgstat\r
-\r
-\r
-def create_anticheats(session, pgstat, game, player, events):\r
-    """Anticheats handler for all game types"""\r
-\r
-    anticheats = []\r
-\r
-    # all anticheat events are prefixed by "anticheat"\r
-    for (key,value) in events.items():\r
-        if key.startswith("anticheat"):\r
-            try:\r
-                ac = PlayerGameAnticheat(\r
-                    player.player_id,\r
-                    game.game_id,\r
-                    key,\r
-                    float(value)\r
-                )\r
-                anticheats.append(ac)\r
-                session.add(ac)\r
-            except Exception as e:\r
-                log.debug("Could not parse value for key %s. Ignoring." % key)\r
-\r
-    return anticheats\r
-\r
-\r
-def create_default_team_stat(session, game_type_cd):\r
-    """Creates a blanked-out teamstat record for the given game type"""\r
-\r
-    # this is what we have to do to get partitioned records in - grab the\r
-    # sequence value first, then insert using the explicit ID (vs autogenerate)\r
-    seq = Sequence('team_game_stats_team_game_stat_id_seq')\r
-    teamstat_id = session.execute(seq)\r
-    teamstat = TeamGameStat(team_game_stat_id=teamstat_id,\r
-            create_dt=datetime.datetime.utcnow())\r
-\r
-    # all team game modes have a score, so we'll zero that out always\r
-    teamstat.score = 0\r
-\r
-    if game_type_cd in 'ca' 'ft' 'lms' 'ka':\r
-        teamstat.rounds = 0\r
-\r
-    if game_type_cd == 'ctf':\r
-        teamstat.caps = 0\r
-\r
-    return teamstat\r
-\r
-\r
-def create_team_stat(session, game, events):\r
-    """Team stats handler for all game types"""\r
-\r
-    try:\r
-        teamstat = create_default_team_stat(session, game.game_type_cd)\r
-        teamstat.game_id = game.game_id\r
-\r
-        # we should have a team ID if we have a 'Q' event\r
-        if re.match(r'^team#\d+$', events.get('Q', '')):\r
-            team = int(events.get('Q').replace('team#', ''))\r
-            teamstat.team = team\r
-\r
-        # gametype-specific stuff is handled here. if passed to us, we store it\r
-        for (key,value) in events.items():\r
-            if key == 'scoreboard-score': teamstat.score = int(round(float(value)))\r
-            if key == 'scoreboard-caps': teamstat.caps = int(value)\r
-            if key == 'scoreboard-rounds': teamstat.rounds = int(value)\r
-\r
-        session.add(teamstat)\r
-    except Exception as e:\r
-        raise e\r
-\r
-    return teamstat\r
-\r
-\r
-def create_weapon_stats(session, game_meta, game, player, pgstat, events):\r
-    """Weapon stats handler for all game types"""\r
-    pwstats = []\r
-\r
-    # Version 1 of stats submissions doubled the data sent.\r
-    # To counteract this we divide the data by 2 only for\r
-    # POSTs coming from version 1.\r
-    try:\r
-        version = int(game_meta['V'])\r
-        if version == 1:\r
-            is_doubled = True\r
-            log.debug('NOTICE: found a version 1 request, halving the weapon stats...')\r
-        else:\r
-            is_doubled = False\r
-    except:\r
-        is_doubled = False\r
-\r
-    for (key,value) in events.items():\r
-        matched = re.search("acc-(.*?)-cnt-fired", key)\r
-        if matched:\r
-            weapon_cd = matched.group(1)\r
-\r
-            # Weapon names changed for 0.8. We'll convert the old\r
-            # ones to use the new scheme as well.\r
-            mapped_weapon_cd = weapon_map.get(weapon_cd, weapon_cd)\r
-\r
-            seq = Sequence('player_weapon_stats_player_weapon_stats_id_seq')\r
-            pwstat_id = session.execute(seq)\r
-            pwstat = PlayerWeaponStat()\r
-            pwstat.player_weapon_stats_id = pwstat_id\r
-            pwstat.player_id = player.player_id\r
-            pwstat.game_id = game.game_id\r
-            pwstat.player_game_stat_id = pgstat.player_game_stat_id\r
-            pwstat.weapon_cd = mapped_weapon_cd\r
-\r
-            if 'n' in events:\r
-                pwstat.nick = events['n']\r
-            else:\r
-                pwstat.nick = events['P']\r
-\r
-            if 'acc-' + weapon_cd + '-cnt-fired' in events:\r
-                pwstat.fired = int(round(float(\r
-                        events['acc-' + weapon_cd + '-cnt-fired'])))\r
-            if 'acc-' + weapon_cd + '-fired' in events:\r
-                pwstat.max = int(round(float(\r
-                        events['acc-' + weapon_cd + '-fired'])))\r
-            if 'acc-' + weapon_cd + '-cnt-hit' in events:\r
-                pwstat.hit = int(round(float(\r
-                        events['acc-' + weapon_cd + '-cnt-hit'])))\r
-            if 'acc-' + weapon_cd + '-hit' in events:\r
-                pwstat.actual = int(round(float(\r
-                        events['acc-' + weapon_cd + '-hit'])))\r
-            if 'acc-' + weapon_cd + '-frags' in events:\r
-                pwstat.frags = int(round(float(\r
-                        events['acc-' + weapon_cd + '-frags'])))\r
-\r
-            if is_doubled:\r
-                pwstat.fired = pwstat.fired/2\r
-                pwstat.max = pwstat.max/2\r
-                pwstat.hit = pwstat.hit/2\r
-                pwstat.actual = pwstat.actual/2\r
-                pwstat.frags = pwstat.frags/2\r
-\r
-            session.add(pwstat)\r
-            pwstats.append(pwstat)\r
-\r
-    return pwstats\r
-\r
-\r
-def create_elos(session, game):\r
-    """Elo handler for all game types."""\r
-    try:\r
-        process_elos(game, session)\r
-    except Exception as e:\r
-        log.debug('Error (non-fatal): elo processing failed.')\r
-\r
-\r
-def submit_stats(request):\r
-    """\r
-    Entry handler for POST stats submissions.\r
-    """\r
-    try:\r
-        # placeholder for the actual session\r
-        session = None\r
-\r
-        log.debug("\n----- BEGIN REQUEST BODY -----\n" + request.body +\r
-                "----- END REQUEST BODY -----\n\n")\r
-\r
-        (idfp, status) = verify_request(request)\r
-        (game_meta, raw_players, raw_teams) = parse_stats_submission(request.body)\r
-        revision = game_meta.get('R', 'unknown')\r
-        duration = game_meta.get('D', None)\r
-\r
-        # only players present at the end of the match are eligible for stats\r
-        raw_players = filter(played_in_game, raw_players)\r
-\r
-        do_precondition_checks(request, game_meta, raw_players)\r
-\r
-        # the "duel" gametype is fake\r
-        if len(raw_players) == 2 \\r
-            and num_real_players(raw_players) == 2 \\r
-            and game_meta['G'] == 'dm':\r
-            game_meta['G'] = 'duel'\r
-\r
-        #----------------------------------------------------------------------\r
-        # Actual setup (inserts/updates) below here\r
-        #----------------------------------------------------------------------\r
-        session = DBSession()\r
-\r
-        game_type_cd = game_meta['G']\r
-\r
-        # All game types create Game, Server, Map, and Player records\r
-        # the same way.\r
-        server = get_or_create_server(\r
-                session  = session,\r
-                hashkey  = idfp,\r
-                name     = game_meta['S'],\r
-                revision = revision,\r
-                ip_addr  = get_remote_addr(request),\r
-                port     = game_meta.get('U', None))\r
-\r
-        gmap = get_or_create_map(\r
-                session = session,\r
-                name    = game_meta['M'])\r
-\r
-        game = create_game(\r
-                session      = session,\r
-                start_dt     = datetime.datetime.utcnow(),\r
-                server_id    = server.server_id,\r
-                game_type_cd = game_type_cd,\r
-                map_id       = gmap.map_id,\r
-                match_id     = game_meta['I'],\r
-                duration     = duration,\r
-                mod          = game_meta.get('O', None))\r
-\r
-        # keep track of the players we've seen\r
-        player_ids = []\r
-        for events in raw_players:\r
-            player = get_or_create_player(\r
-                session = session,\r
-                hashkey = events['P'],\r
-                nick    = events.get('n', None))\r
-\r
-            pgstat = create_game_stat(session, game_meta, game, server,\r
-                    gmap, player, events)\r
-\r
-            if player.player_id > 1:\r
-                anticheats = create_anticheats(session, pgstat, game, player,\r
-                    events)\r
-                player_ids.append(player.player_id)\r
-\r
-            if should_do_weapon_stats(game_type_cd) and player.player_id > 1:\r
-                pwstats = create_weapon_stats(session, game_meta, game, player,\r
-                        pgstat, events)\r
-\r
-        # store them on games for easy access\r
-        game.players = player_ids\r
-\r
-        for events in raw_teams:\r
-            try:\r
-                teamstat = create_team_stat(session, game, events)\r
-            except Exception as e:\r
-                raise e\r
-\r
-        if should_do_elos(game_type_cd):\r
-            create_elos(session, game)\r
-\r
-        session.commit()\r
-        log.debug('Success! Stats recorded.')\r
-        return Response('200 OK')\r
-    except Exception as e:\r
-        if session:\r
-            session.rollback()\r
-        raise e\r
+import datetime
+import logging
+import os
+import pyramid.httpexceptions
+import re
+import time
+import sqlalchemy.sql.expression as expr
+from pyramid.response import Response
+from sqlalchemy import Sequence
+from sqlalchemy.orm.exc import MultipleResultsFound, NoResultFound
+from xonstat.elo import process_elos
+from xonstat.models import *
+from xonstat.util import strip_colors, qfont_decode, verify_request, weapon_map
+
+
+log = logging.getLogger(__name__)
+
+
+def parse_stats_submission(body):
+    """
+    Parses the POST request body for a stats submission
+    """
+    # storage vars for the request body
+    game_meta = {}
+    events = {}
+    players = []
+    teams = []
+
+    # we're not in either stanza to start
+    in_P = in_Q = False
+
+    for line in body.split('\n'):
+        try:
+            (key, value) = line.strip().split(' ', 1)
+
+            # Server (S) and Nick (n) fields can have international characters.
+            if key in 'S' 'n':
+                value = unicode(value, 'utf-8')
+
+            if key not in 'P' 'Q' 'n' 'e' 't' 'i':
+                game_meta[key] = value
+
+            if key == 'Q' or key == 'P':
+                #log.debug('Found a {0}'.format(key))
+                #log.debug('in_Q: {0}'.format(in_Q))
+                #log.debug('in_P: {0}'.format(in_P))
+                #log.debug('events: {0}'.format(events))
+
+                # check where we were before and append events accordingly
+                if in_Q and len(events) > 0:
+                    #log.debug('creating a team (Q) entry')
+                    teams.append(events)
+                    events = {}
+                elif in_P and len(events) > 0:
+                    #log.debug('creating a player (P) entry')
+                    players.append(events)
+                    events = {}
+
+                if key == 'P':
+                    #log.debug('key == P')
+                    in_P = True
+                    in_Q = False
+                elif key == 'Q':
+                    #log.debug('key == Q')
+                    in_P = False
+                    in_Q = True
+
+                events[key] = value
+
+            if key == 'e':
+                (subkey, subvalue) = value.split(' ', 1)
+                events[subkey] = subvalue
+            if key == 'n':
+                events[key] = value
+            if key == 't':
+                events[key] = value
+        except:
+            # no key/value pair - move on to the next line
+            pass
+
+    # add the last entity we were working on
+    if in_P and len(events) > 0:
+        players.append(events)
+    elif in_Q and len(events) > 0:
+        teams.append(events)
+
+    return (game_meta, players, teams)
+
+
+def is_blank_game(gametype, players):
+    """Determine if this is a blank game or not. A blank game is either:
+
+    1) a match that ended in the warmup stage, where accuracy events are not
+    present (for non-CTS games)
+
+    2) a match in which no player made a positive or negative score AND was
+    on the scoreboard
+
+    ... or for CTS, which doesn't record accuracy events
+
+    1) a match in which no player made a fastest lap AND was
+    on the scoreboard
+
+    ... or for NB, in which not all maps have weapons
+
+    1) a match in which no player made a positive or negative score
+    """
+    r = re.compile(r'acc-.*-cnt-fired')
+    flg_nonzero_score = False
+    flg_acc_events = False
+    flg_fastest_lap = False
+
+    for events in players:
+        if is_real_player(events) and played_in_game(events):
+            for (key,value) in events.items():
+                if key == 'scoreboard-score' and value != 0:
+                    flg_nonzero_score = True
+                if r.search(key):
+                    flg_acc_events = True
+                if key == 'scoreboard-fastest':
+                    flg_fastest_lap = True
+
+    if gametype == 'cts':
+        return not flg_fastest_lap
+    elif gametype == 'nb':
+        return not flg_nonzero_score
+    else:
+        return not (flg_nonzero_score and flg_acc_events)
+
+
+def get_remote_addr(request):
+    """Get the Xonotic server's IP address"""
+    if 'X-Forwarded-For' in request.headers:
+        return request.headers['X-Forwarded-For']
+    else:
+        return request.remote_addr
+
+
+def is_supported_gametype(gametype, version):
+    """Whether a gametype is supported or not"""
+    is_supported = False
+
+    # if the type can be supported, but with version constraints, uncomment
+    # here and add the restriction for a specific version below
+    supported_game_types = (
+            'as',
+            'ca',
+            # 'cq',
+            'ctf',
+            'cts',
+            'dm',
+            'dom',
+            'ft', 'freezetag',
+            'ka', 'keepaway',
+            'kh',
+            # 'lms',
+            'nb', 'nexball',
+            # 'rc',
+            'rune',
+            'tdm',
+        )
+
+    if gametype in supported_game_types:
+        is_supported = True
+    else:
+        is_supported = False
+
+    # some game types were buggy before revisions, thus this additional filter
+    if gametype == 'ca' and version <= 5:
+        is_supported = False
+
+    return is_supported
+
+
+def do_precondition_checks(request, game_meta, raw_players):
+    """Precondition checks for ALL gametypes.
+       These do not require a database connection."""
+    if not has_required_metadata(game_meta):
+        log.debug("ERROR: Required game meta missing")
+        raise pyramid.httpexceptions.HTTPUnprocessableEntity("Missing game meta")
+
+    try:
+        version = int(game_meta['V'])
+    except:
+        log.debug("ERROR: Required game meta invalid")
+        raise pyramid.httpexceptions.HTTPUnprocessableEntity("Invalid game meta")
+
+    if not is_supported_gametype(game_meta['G'], version):
+        log.debug("ERROR: Unsupported gametype")
+        raise pyramid.httpexceptions.HTTPOk("OK")
+
+    if not has_minimum_real_players(request.registry.settings, raw_players):
+        log.debug("ERROR: Not enough real players")
+        raise pyramid.httpexceptions.HTTPOk("OK")
+
+    if is_blank_game(game_meta['G'], raw_players):
+        log.debug("ERROR: Blank game")
+        raise pyramid.httpexceptions.HTTPOk("OK")
+
+
+def is_real_player(events):
+    """
+    Determines if a given set of events correspond with a non-bot
+    """
+    if not events['P'].startswith('bot'):
+        return True
+    else:
+        return False
+
+
+def played_in_game(events):
+    """
+    Determines if a given set of player events correspond with a player who
+    played in the game (matches 1 and scoreboardvalid 1)
+    """
+    if 'matches' in events and 'scoreboardvalid' in events:
+        return True
+    else:
+        return False
+
+
+def num_real_players(player_events):
+    """
+    Returns the number of real players (those who played
+    and are on the scoreboard).
+    """
+    real_players = 0
+
+    for events in player_events:
+        if is_real_player(events) and played_in_game(events):
+            real_players += 1
+
+    return real_players
+
+
+def has_minimum_real_players(settings, player_events):
+    """
+    Determines if the collection of player events has enough "real" players
+    to store in the database. The minimum setting comes from the config file
+    under the setting xonstat.minimum_real_players.
+    """
+    flg_has_min_real_players = True
+
+    try:
+        minimum_required_players = int(
+                settings['xonstat.minimum_required_players'])
+    except:
+        minimum_required_players = 2
+
+    real_players = num_real_players(player_events)
+
+    if real_players < minimum_required_players:
+        flg_has_min_real_players = False
+
+    return flg_has_min_real_players
+
+
+def has_required_metadata(metadata):
+    """
+    Determines if a give set of metadata has enough data to create a game,
+    server, and map with.
+    """
+    flg_has_req_metadata = True
+
+    if 'G' not in metadata or\
+        'M' not in metadata or\
+        'I' not in metadata or\
+        'S' not in metadata:
+            flg_has_req_metadata = False
+
+    return flg_has_req_metadata
+
+
+def should_do_weapon_stats(game_type_cd):
+    """True of the game type should record weapon stats. False otherwise."""
+    if game_type_cd in 'cts':
+        return False
+    else:
+        return True
+
+
+def should_do_elos(game_type_cd):
+    """True of the game type should process Elos. False otherwise."""
+    elo_game_types = ('duel', 'dm', 'ca', 'ctf', 'tdm', 'ka', 'ft')
+
+    if game_type_cd in elo_game_types:
+        return True
+    else:
+        return False
+
+
+def register_new_nick(session, player, new_nick):
+    """
+    Change the player record's nick to the newly found nick. Store the old
+    nick in the player_nicks table for that player.
+
+    session - SQLAlchemy database session factory
+    player - player record whose nick is changing
+    new_nick - the new nickname
+    """
+    # see if that nick already exists
+    stripped_nick = strip_colors(qfont_decode(player.nick))
+    try:
+        player_nick = session.query(PlayerNick).filter_by(
+            player_id=player.player_id, stripped_nick=stripped_nick).one()
+    except NoResultFound, e:
+        # player_id/stripped_nick not found, create one
+        # but we don't store "Anonymous Player #N"
+        if not re.search('^Anonymous Player #\d+$', player.nick):
+            player_nick = PlayerNick()
+            player_nick.player_id = player.player_id
+            player_nick.stripped_nick = stripped_nick
+            player_nick.nick = player.nick
+            session.add(player_nick)
+
+    # We change to the new nick regardless
+    player.nick = new_nick
+    player.stripped_nick = strip_colors(qfont_decode(new_nick))
+    session.add(player)
+
+
+def update_fastest_cap(session, player_id, game_id,  map_id, captime):
+    """
+    Check the fastest cap time for the player and map. If there isn't
+    one, insert one. If there is, check if the passed time is faster.
+    If so, update!
+    """
+    # we don't record fastest cap times for bots or anonymous players
+    if player_id <= 2:
+        return
+
+    # see if a cap entry exists already
+    # then check to see if the new captime is faster
+    try:
+        cur_fastest_cap = session.query(PlayerCaptime).filter_by(
+            player_id=player_id, map_id=map_id).one()
+
+        # current captime is faster, so update
+        if captime < cur_fastest_cap.fastest_cap:
+            cur_fastest_cap.fastest_cap = captime
+            cur_fastest_cap.game_id = game_id
+            cur_fastest_cap.create_dt = datetime.datetime.utcnow()
+            session.add(cur_fastest_cap)
+
+    except NoResultFound, e:
+        # none exists, so insert
+        cur_fastest_cap = PlayerCaptime(player_id, game_id, map_id, captime)
+        session.add(cur_fastest_cap)
+        session.flush()
+
+
+def get_or_create_server(session, name, hashkey, ip_addr, revision, port,
+        impure_cvars):
+    """
+    Find a server by name or create one if not found. Parameters:
+
+    session - SQLAlchemy database session factory
+    name - server name of the server to be found or created
+    hashkey - server hashkey
+    ip_addr - the IP address of the server
+    revision - the xonotic revision number
+    port - the port number of the server
+    impure_cvars - the number of impure cvar changes
+    """
+    server = None
+
+    try:
+        port = int(port)
+    except:
+        port = None
+
+    try: 
+        impure_cvars = int(impure_cvars)
+    except:
+        impure_cvars = 0
+
+    # finding by hashkey is preferred, but if not we will fall
+    # back to using name only, which can result in dupes
+    if hashkey is not None:
+        servers = session.query(Server).\
+            filter_by(hashkey=hashkey).\
+            order_by(expr.desc(Server.create_dt)).limit(1).all()
+
+        if len(servers) > 0:
+            server = servers[0]
+            log.debug("Found existing server {0} by hashkey ({1})".format(
+                server.server_id, server.hashkey))
+    else:
+        servers = session.query(Server).\
+            filter_by(name=name).\
+            order_by(expr.desc(Server.create_dt)).limit(1).all()
+
+        if len(servers) > 0:
+            server = servers[0]
+            log.debug("Found existing server {0} by name".format(server.server_id))
+
+    # still haven't found a server by hashkey or name, so we need to create one
+    if server is None:
+        server = Server(name=name, hashkey=hashkey)
+        session.add(server)
+        session.flush()
+        log.debug("Created server {0} with hashkey {1}".format(
+            server.server_id, server.hashkey))
+
+    # detect changed fields
+    if server.name != name:
+        server.name = name
+        session.add(server)
+
+    if server.hashkey != hashkey:
+        server.hashkey = hashkey
+        session.add(server)
+
+    if server.ip_addr != ip_addr:
+        server.ip_addr = ip_addr
+        session.add(server)
+
+    if server.port != port:
+        server.port = port
+        session.add(server)
+
+    if server.revision != revision:
+        server.revision = revision
+        session.add(server)
+
+    if server.impure_cvars != impure_cvars:
+        server.impure_cvars = impure_cvars
+        if impure_cvars > 0:
+            server.pure_ind = False
+        else:
+            server.pure_ind = True
+        session.add(server)
+
+    return server
+
+
+def get_or_create_map(session=None, name=None):
+    """
+    Find a map by name or create one if not found. Parameters:
+
+    session - SQLAlchemy database session factory
+    name - map name of the map to be found or created
+    """
+    try:
+        # find one by the name, if it exists
+        gmap = session.query(Map).filter_by(name=name).one()
+        log.debug("Found map id {0}: {1}".format(gmap.map_id,
+            gmap.name))
+    except NoResultFound, e:
+        gmap = Map(name=name)
+        session.add(gmap)
+        session.flush()
+        log.debug("Created map id {0}: {1}".format(gmap.map_id,
+            gmap.name))
+    except MultipleResultsFound, e:
+        # multiple found, so use the first one but warn
+        log.debug(e)
+        gmaps = session.query(Map).filter_by(name=name).order_by(
+                Map.map_id).all()
+        gmap = gmaps[0]
+        log.debug("Found map id {0}: {1} but found \
+                multiple".format(gmap.map_id, gmap.name))
+
+    return gmap
+
+
+def create_game(session, start_dt, game_type_cd, server_id, map_id,
+        match_id, duration, mod, winner=None):
+    """
+    Creates a game. Parameters:
+
+    session - SQLAlchemy database session factory
+    start_dt - when the game started (datetime object)
+    game_type_cd - the game type of the game being played
+    server_id - server identifier of the server hosting the game
+    map_id - map on which the game was played
+    winner - the team id of the team that won
+    duration - how long the game lasted
+    mod - mods in use during the game
+    """
+    seq = Sequence('games_game_id_seq')
+    game_id = session.execute(seq)
+    game = Game(game_id=game_id, start_dt=start_dt, game_type_cd=game_type_cd,
+                server_id=server_id, map_id=map_id, winner=winner)
+    game.match_id = match_id
+    game.mod = mod[:64]
+
+    try:
+        game.duration = datetime.timedelta(seconds=int(round(float(duration))))
+    except:
+        pass
+
+    try:
+        session.query(Game).filter(Game.server_id==server_id).\
+                filter(Game.match_id==match_id).one()
+
+        log.debug("Error: game with same server and match_id found! Ignoring.")
+
+        # if a game under the same server and match_id found,
+        # this is a duplicate game and can be ignored
+        raise pyramid.httpexceptions.HTTPOk('OK')
+    except NoResultFound, e:
+        # server_id/match_id combination not found. game is ok to insert
+        session.add(game)
+        session.flush()
+        log.debug("Created game id {0} on server {1}, map {2} at \
+                {3}".format(game.game_id,
+                    server_id, map_id, start_dt))
+
+    return game
+
+
+def get_or_create_player(session=None, hashkey=None, nick=None):
+    """
+    Finds a player by hashkey or creates a new one (along with a
+    corresponding hashkey entry. Parameters:
+
+    session - SQLAlchemy database session factory
+    hashkey - hashkey of the player to be found or created
+    nick - nick of the player (in case of a first time create)
+    """
+    # if we have a bot
+    if re.search('^bot#\d+$', hashkey) or re.search('^bot#\d+#', hashkey):
+        player = session.query(Player).filter_by(player_id=1).one()
+    # if we have an untracked player
+    elif re.search('^player#\d+$', hashkey):
+        player = session.query(Player).filter_by(player_id=2).one()
+    # else it is a tracked player
+    else:
+        # see if the player is already in the database
+        # if not, create one and the hashkey along with it
+        try:
+            hk = session.query(Hashkey).filter_by(
+                    hashkey=hashkey).one()
+            player = session.query(Player).filter_by(
+                    player_id=hk.player_id).one()
+            log.debug("Found existing player {0} with hashkey {1}".format(
+                player.player_id, hashkey))
+        except:
+            player = Player()
+            session.add(player)
+            session.flush()
+
+            # if nick is given to us, use it. If not, use "Anonymous Player"
+            # with a suffix added for uniqueness.
+            if nick:
+                player.nick = nick[:128]
+                player.stripped_nick = strip_colors(qfont_decode(nick[:128]))
+            else:
+                player.nick = "Anonymous Player #{0}".format(player.player_id)
+                player.stripped_nick = player.nick
+
+            hk = Hashkey(player_id=player.player_id, hashkey=hashkey)
+            session.add(hk)
+            log.debug("Created player {0} ({2}) with hashkey {1}".format(
+                player.player_id, hashkey, player.nick.encode('utf-8')))
+
+    return player
+
+
+def create_default_game_stat(session, game_type_cd):
+    """Creates a blanked-out pgstat record for the given game type"""
+
+    # this is what we have to do to get partitioned records in - grab the
+    # sequence value first, then insert using the explicit ID (vs autogenerate)
+    seq = Sequence('player_game_stats_player_game_stat_id_seq')
+    pgstat_id = session.execute(seq)
+    pgstat = PlayerGameStat(player_game_stat_id=pgstat_id,
+            create_dt=datetime.datetime.utcnow())
+
+    if game_type_cd == 'as':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.collects = 0
+
+    if game_type_cd in 'ca' 'dm' 'duel' 'rune' 'tdm':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = 0
+
+    if game_type_cd == 'cq':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0
+        pgstat.drops = 0
+
+    if game_type_cd == 'ctf':
+        pgstat.kills = pgstat.captures = pgstat.pickups = pgstat.drops = 0
+        pgstat.returns = pgstat.carrier_frags = 0
+
+    if game_type_cd == 'cts':
+        pgstat.deaths = 0
+
+    if game_type_cd == 'dom':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0
+        pgstat.drops = 0
+
+    if game_type_cd == 'ft':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.revivals = 0
+
+    if game_type_cd == 'ka':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0
+        pgstat.carrier_frags = 0
+        pgstat.time = datetime.timedelta(seconds=0)
+
+    if game_type_cd == 'kh':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.pickups = 0
+        pgstat.captures = pgstat.drops = pgstat.pushes = pgstat.destroys = 0
+        pgstat.carrier_frags = 0
+
+    if game_type_cd == 'lms':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.lives = 0
+
+    if game_type_cd == 'nb':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.captures = 0
+        pgstat.drops = 0
+
+    if game_type_cd == 'rc':
+        pgstat.kills = pgstat.deaths = pgstat.suicides = pgstat.laps = 0
+
+    return pgstat
+
+
+def create_game_stat(session, game_meta, game, server, gmap, player, events):
+    """Game stats handler for all game types"""
+
+    game_type_cd = game.game_type_cd
+
+    pgstat = create_default_game_stat(session, game_type_cd)
+
+    # these fields should be on every pgstat record
+    pgstat.game_id       = game.game_id
+    pgstat.player_id     = player.player_id
+    pgstat.nick          = events.get('n', 'Anonymous Player')[:128]
+    pgstat.stripped_nick = strip_colors(qfont_decode(pgstat.nick))
+    pgstat.score         = int(round(float(events.get('scoreboard-score', 0))))
+    pgstat.alivetime     = datetime.timedelta(seconds=int(round(float(events.get('alivetime', 0.0)))))
+    pgstat.rank          = int(events.get('rank', None))
+    pgstat.scoreboardpos = int(events.get('scoreboardpos', pgstat.rank))
+
+    if pgstat.nick != player.nick \
+            and player.player_id > 2 \
+            and pgstat.nick != 'Anonymous Player':
+        register_new_nick(session, player, pgstat.nick)
+
+    wins = False
+
+    # gametype-specific stuff is handled here. if passed to us, we store it
+    for (key,value) in events.items():
+        if key == 'wins': wins = True
+        if key == 't': pgstat.team = int(value)
+
+        if key == 'scoreboard-drops': pgstat.drops = int(value)
+        if key == 'scoreboard-returns': pgstat.returns = int(value)
+        if key == 'scoreboard-fckills': pgstat.carrier_frags = int(value)
+        if key == 'scoreboard-pickups': pgstat.pickups = int(value)
+        if key == 'scoreboard-caps': pgstat.captures = int(value)
+        if key == 'scoreboard-score': pgstat.score = int(round(float(value)))
+        if key == 'scoreboard-deaths': pgstat.deaths = int(value)
+        if key == 'scoreboard-kills': pgstat.kills = int(value)
+        if key == 'scoreboard-suicides': pgstat.suicides = int(value)
+        if key == 'scoreboard-objectives': pgstat.collects = int(value)
+        if key == 'scoreboard-captured': pgstat.captures = int(value)
+        if key == 'scoreboard-released': pgstat.drops = int(value)
+        if key == 'scoreboard-fastest':
+            pgstat.fastest = datetime.timedelta(seconds=float(value)/100)
+        if key == 'scoreboard-takes': pgstat.pickups = int(value)
+        if key == 'scoreboard-ticks': pgstat.drops = int(value)
+        if key == 'scoreboard-revivals': pgstat.revivals = int(value)
+        if key == 'scoreboard-bctime':
+            pgstat.time = datetime.timedelta(seconds=int(value))
+        if key == 'scoreboard-bckills': pgstat.carrier_frags = int(value)
+        if key == 'scoreboard-losses': pgstat.drops = int(value)
+        if key == 'scoreboard-pushes': pgstat.pushes = int(value)
+        if key == 'scoreboard-destroyed': pgstat.destroys = int(value)
+        if key == 'scoreboard-kckills': pgstat.carrier_frags = int(value)
+        if key == 'scoreboard-lives': pgstat.lives = int(value)
+        if key == 'scoreboard-goals': pgstat.captures = int(value)
+        if key == 'scoreboard-faults': pgstat.drops = int(value)
+        if key == 'scoreboard-laps': pgstat.laps = int(value)
+
+        if key == 'avglatency': pgstat.avg_latency = float(value)
+        if key == 'scoreboard-captime':
+            pgstat.fastest = datetime.timedelta(seconds=float(value)/100)
+            if game.game_type_cd == 'ctf':
+                update_fastest_cap(session, player.player_id, game.game_id,
+                        gmap.map_id, pgstat.fastest)
+
+    # there is no "winning team" field, so we have to derive it
+    if wins and pgstat.team is not None and game.winner is None:
+        game.winner = pgstat.team
+        session.add(game)
+
+    session.add(pgstat)
+
+    return pgstat
+
+
+def create_anticheats(session, pgstat, game, player, events):
+    """Anticheats handler for all game types"""
+
+    anticheats = []
+
+    # all anticheat events are prefixed by "anticheat"
+    for (key,value) in events.items():
+        if key.startswith("anticheat"):
+            try:
+                ac = PlayerGameAnticheat(
+                    player.player_id,
+                    game.game_id,
+                    key,
+                    float(value)
+                )
+                anticheats.append(ac)
+                session.add(ac)
+            except Exception as e:
+                log.debug("Could not parse value for key %s. Ignoring." % key)
+
+    return anticheats
+
+
+def create_default_team_stat(session, game_type_cd):
+    """Creates a blanked-out teamstat record for the given game type"""
+
+    # this is what we have to do to get partitioned records in - grab the
+    # sequence value first, then insert using the explicit ID (vs autogenerate)
+    seq = Sequence('team_game_stats_team_game_stat_id_seq')
+    teamstat_id = session.execute(seq)
+    teamstat = TeamGameStat(team_game_stat_id=teamstat_id,
+            create_dt=datetime.datetime.utcnow())
+
+    # all team game modes have a score, so we'll zero that out always
+    teamstat.score = 0
+
+    if game_type_cd in 'ca' 'ft' 'lms' 'ka':
+        teamstat.rounds = 0
+
+    if game_type_cd == 'ctf':
+        teamstat.caps = 0
+
+    return teamstat
+
+
+def create_team_stat(session, game, events):
+    """Team stats handler for all game types"""
+
+    try:
+        teamstat = create_default_team_stat(session, game.game_type_cd)
+        teamstat.game_id = game.game_id
+
+        # we should have a team ID if we have a 'Q' event
+        if re.match(r'^team#\d+$', events.get('Q', '')):
+            team = int(events.get('Q').replace('team#', ''))
+            teamstat.team = team
+
+        # gametype-specific stuff is handled here. if passed to us, we store it
+        for (key,value) in events.items():
+            if key == 'scoreboard-score': teamstat.score = int(round(float(value)))
+            if key == 'scoreboard-caps': teamstat.caps = int(value)
+            if key == 'scoreboard-rounds': teamstat.rounds = int(value)
+
+        session.add(teamstat)
+    except Exception as e:
+        raise e
+
+    return teamstat
+
+
+def create_weapon_stats(session, game_meta, game, player, pgstat, events):
+    """Weapon stats handler for all game types"""
+    pwstats = []
+
+    # Version 1 of stats submissions doubled the data sent.
+    # To counteract this we divide the data by 2 only for
+    # POSTs coming from version 1.
+    try:
+        version = int(game_meta['V'])
+        if version == 1:
+            is_doubled = True
+            log.debug('NOTICE: found a version 1 request, halving the weapon stats...')
+        else:
+            is_doubled = False
+    except:
+        is_doubled = False
+
+    for (key,value) in events.items():
+        matched = re.search("acc-(.*?)-cnt-fired", key)
+        if matched:
+            weapon_cd = matched.group(1)
+
+            # Weapon names changed for 0.8. We'll convert the old
+            # ones to use the new scheme as well.
+            mapped_weapon_cd = weapon_map.get(weapon_cd, weapon_cd)
+
+            seq = Sequence('player_weapon_stats_player_weapon_stats_id_seq')
+            pwstat_id = session.execute(seq)
+            pwstat = PlayerWeaponStat()
+            pwstat.player_weapon_stats_id = pwstat_id
+            pwstat.player_id = player.player_id
+            pwstat.game_id = game.game_id
+            pwstat.player_game_stat_id = pgstat.player_game_stat_id
+            pwstat.weapon_cd = mapped_weapon_cd
+
+            if 'n' in events:
+                pwstat.nick = events['n']
+            else:
+                pwstat.nick = events['P']
+
+            if 'acc-' + weapon_cd + '-cnt-fired' in events:
+                pwstat.fired = int(round(float(
+                        events['acc-' + weapon_cd + '-cnt-fired'])))
+            if 'acc-' + weapon_cd + '-fired' in events:
+                pwstat.max = int(round(float(
+                        events['acc-' + weapon_cd + '-fired'])))
+            if 'acc-' + weapon_cd + '-cnt-hit' in events:
+                pwstat.hit = int(round(float(
+                        events['acc-' + weapon_cd + '-cnt-hit'])))
+            if 'acc-' + weapon_cd + '-hit' in events:
+                pwstat.actual = int(round(float(
+                        events['acc-' + weapon_cd + '-hit'])))
+            if 'acc-' + weapon_cd + '-frags' in events:
+                pwstat.frags = int(round(float(
+                        events['acc-' + weapon_cd + '-frags'])))
+
+            if is_doubled:
+                pwstat.fired = pwstat.fired/2
+                pwstat.max = pwstat.max/2
+                pwstat.hit = pwstat.hit/2
+                pwstat.actual = pwstat.actual/2
+                pwstat.frags = pwstat.frags/2
+
+            session.add(pwstat)
+            pwstats.append(pwstat)
+
+    return pwstats
+
+
+def create_elos(session, game):
+    """Elo handler for all game types."""
+    try:
+        process_elos(game, session)
+    except Exception as e:
+        log.debug('Error (non-fatal): elo processing failed.')
+
+
+def submit_stats(request):
+    """
+    Entry handler for POST stats submissions.
+    """
+    try:
+        # placeholder for the actual session
+        session = None
+
+        log.debug("\n----- BEGIN REQUEST BODY -----\n" + request.body +
+                "----- END REQUEST BODY -----\n\n")
+
+        (idfp, status) = verify_request(request)
+        (game_meta, raw_players, raw_teams) = parse_stats_submission(request.body)
+        revision = game_meta.get('R', 'unknown')
+        duration = game_meta.get('D', None)
+
+        # only players present at the end of the match are eligible for stats
+        raw_players = filter(played_in_game, raw_players)
+
+        do_precondition_checks(request, game_meta, raw_players)
+
+        # the "duel" gametype is fake
+        if len(raw_players) == 2 \
+            and num_real_players(raw_players) == 2 \
+            and game_meta['G'] == 'dm':
+            game_meta['G'] = 'duel'
+
+        #----------------------------------------------------------------------
+        # Actual setup (inserts/updates) below here
+        #----------------------------------------------------------------------
+        session = DBSession()
+
+        game_type_cd = game_meta['G']
+
+        # All game types create Game, Server, Map, and Player records
+        # the same way.
+        server = get_or_create_server(
+                session      = session,
+                hashkey      = idfp,
+                name         = game_meta['S'],
+                revision     = revision,
+                ip_addr      = get_remote_addr(request),
+                port         = game_meta.get('U', None),
+                impure_cvars = game_meta.get('C', 0))
+
+        gmap = get_or_create_map(
+                session = session,
+                name    = game_meta['M'])
+
+        game = create_game(
+                session      = session,
+                start_dt     = datetime.datetime.utcnow(),
+                server_id    = server.server_id,
+                game_type_cd = game_type_cd,
+                map_id       = gmap.map_id,
+                match_id     = game_meta['I'],
+                duration     = duration,
+                mod          = game_meta.get('O', None))
+
+        # keep track of the players we've seen
+        player_ids = []
+        for events in raw_players:
+            player = get_or_create_player(
+                session = session,
+                hashkey = events['P'],
+                nick    = events.get('n', None))
+
+            pgstat = create_game_stat(session, game_meta, game, server,
+                    gmap, player, events)
+
+            if player.player_id > 1:
+                anticheats = create_anticheats(session, pgstat, game, player,
+                    events)
+                player_ids.append(player.player_id)
+
+            if should_do_weapon_stats(game_type_cd) and player.player_id > 1:
+                pwstats = create_weapon_stats(session, game_meta, game, player,
+                        pgstat, events)
+
+        # store them on games for easy access
+        game.players = player_ids
+
+        for events in raw_teams:
+            try:
+                teamstat = create_team_stat(session, game, events)
+            except Exception as e:
+                raise e
+
+        if should_do_elos(game_type_cd):
+            create_elos(session, game)
+
+        session.commit()
+        log.debug('Success! Stats recorded.')
+        return Response('200 OK')
+    except Exception as e:
+        if session:
+            session.rollback()
+        raise e