Next level FAF stats

Moderator: keyser

Re: Next level FAF stats

Postby Exotic_Retard » 21 Nov 2016, 00:43

oh and also since faf likes to store all your local replays i dont want to have 999 10 mb replays in my pc, but i do want it to store my replays locally.
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Exotic_Retard
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FAF User Name: Exotic_Retard

Re: Next level FAF stats

Postby Softly » 21 Nov 2016, 00:58

Downlord wrote:
Spoiler: show
Let's do the calculation with a random sample.

I replayed a 18.5min Gap of Rohan. These were the resulting stats:
Code: Select all
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it contains how many of each unit were built, killed and lost, same for some unit categories, each per player, plus the total eco stats. It's ~20KiB or 2.5KiB per player.
Now there are of course different games with more/less player/time/units and the first 15min (until the game reaches T4) there would be fewer data than for 15min+ (where data stored per second stays +/- the same), but let's just assume this is the average.

If we wanted to store this data every 10s, we would produce a total of ~277.5KiB per game per player (ignoring the size of the replay). Multiplied by 2800 people-games results in ~758 MiB per day - producing 1TiB in about 3.5 years, ignoring all other data we produce. But then again, we can compress this metadata, maybe down to 1/4th of its original size which leaves us with 189MiB per day (additional replay data only) - so far within your estimation.

But let's calculate with more extreme values: A 60min 12 player games would produce a 12x60x6x2.5KiB = 10MiB replay file - with 2800people-games / 12player, this would be a total of 2.3GiB per day and, by the way, would cause all 12 players to upload 10MiB of data at the end of every game. For some, this can take quite a while.

To make a better estimation, we need to know what the average number of players and average game time is.

Very nice data.

We could reduce the amount sent though by encoding what we get more efficiently, and on reflection the best solution for getting this to the server would be to do it during the game (as you play). There's already precedent for transferring data to the server (think live replays), so that shouldn't be a blocker.

Also we wouldn't need to store these stats locally after the end of the game, so it won't affect HDD/SSD space either for users.
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Re: Next level FAF stats

Postby Aulex » 21 Nov 2016, 01:30

If this is all tossed into a db wouldn't the indexing drastically increase the space requirement?
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Re: Next level FAF stats

Postby Cuddles » 21 Nov 2016, 07:42

Aulex wrote:If this is all tossed into a db wouldn't the indexing drastically increase the space requirement?


Exactly what I said :mrgreen:

There is also the actual physical act of writing the data to disk and then the indexes plus doublewrite. Also what ends up being cached and not cached
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Re: Next level FAF stats

Postby JoonasTo » 21 Nov 2016, 11:49

KeyBlue wrote:No data error also can be caused by leaving the game too fast.
There is apparantly a 3second delay for syncing the score at the end of the game.

Not sure if it is the only cause, but in my last couple of games, i only had no data whenever i went to the score screen immediatly.
(purely anecdotal evidence ofcourse)

Does the online vault have a working replay for those games?
Do you have a working local replay for those games?

I bet if you try to put them into the replay parser you get an error.
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Re: Next level FAF stats

Postby DukeOfEarl » 22 Nov 2016, 10:58

I just talked to Sheeo. So basically the stance of the dev team is that we very much like having stats and we will provide infrastructure (storage / db / a place for code to run) for any reasonable implementation.

Personally, I think this should be separated from the rest of the server as much as possible just because separation makes things easier to manage (e.g. bug in the stats collection couldn't impact other server functions).

So please come up with a good plan for this and coordinate people to write the necessary code.
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Re: Next level FAF stats

Postby Morax » 23 Nov 2016, 18:06

Softly, will this have any performance impacts on connections and frame rate? I do enjoy this level of statistics as they are powerful tools for argument, but I question it's ability to keep stable.
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Re: Next level FAF stats

Postby Exotic_Retard » 23 Nov 2016, 18:24

if you ever played with an older version of blackops or blackops faf v10 then the performance impact there is worse than what these stats would have.

that had a thread on every unit checking if it was cloaked or not every 0.2 seconds

so yeah i wouldnt worry about that too much.
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Re: Next level FAF stats

Postby Viba » 23 Nov 2016, 18:28

Yeah if the scripting in this game is anything close to that of ArmA, I'd say there's nothing to worry about gathering units created and killed.
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Re: Next level FAF stats

Postby Softly » 25 Nov 2016, 21:08

I am starting work on this, first steps are to scope out what pretty graphs/numbers we want to see.

If people want to get involved, either pm me (I'll invite you to the dedicated slack channel) or post in this thread.

Once we've sorted out what the end goal is, we'll work out what stats that means we need to collect and how we store them, followed by the implementation work.
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