Merge branch 'good' into hudfix

This commit is contained in:
Mika Bostrom 2009-11-24 10:56:07 +02:00
commit 175366934b
19 changed files with 322 additions and 1113 deletions

View File

@ -361,16 +361,16 @@ class HudUI:
self.node = node
self.label = node.getAttribute('label')
#
self.hud_style = node.getAttribute('stat_range')
self.hud_days = node.getAttribute('stat_days')
self.aggregate_ring = string_to_bool(node.getAttribute('aggregate_ring_game_stats'))
self.aggregate_tour = string_to_bool(node.getAttribute('aggregate_tourney_stats'))
self.hud_style = node.getAttribute('stat_aggregation_range')
self.hud_days = node.getAttribute('aggregation_days')
self.agg_bb_mult = node.getAttribute('aggregation_level_multiplier')
#
self.h_aggregate_ring = string_to_bool(node.getAttribute('aggregate_hero_ring_game_stats'))
self.h_aggregate_tour = string_to_bool(node.getAttribute('aggregate_hero_tourney_stats'))
self.h_hud_style = node.getAttribute('hero_stat_aggregation_range')
self.h_hud_days = node.getAttribute('hero_aggregation_days')
self.h_hud_style = node.getAttribute('hero_stat_range')
self.h_hud_days = node.getAttribute('hero_stat_days')
self.h_aggregate_ring = string_to_bool(node.getAttribute('aggregate_hero_ring_game_stats'))
self.h_aggregate_tour = string_to_bool(node.getAttribute('aggregate_hero_tourney_stats'))
self.h_agg_bb_mult = node.getAttribute('hero_aggregation_level_multiplier')

View File

@ -432,16 +432,14 @@ class Database:
print "*** Database Error: "+err[2]+"("+str(err[1])+"): "+str(sys.exc_info()[1])
def get_stats_from_hand( self, hand, type # type is "ring" or "tour"
, hud_params = {'aggregate_tour':False, 'aggregate_ring':False, 'hud_style':'A', 'hud_days':30, 'agg_bb_mult':100
,'h_aggregate_tour':False, 'h_aggregate_ring':False, 'h_hud_style':'S', 'h_hud_days':30, 'h_agg_bb_mult':100}
, hud_params = {'hud_style':'A', 'agg_bb_mult':1000
,'h_hud_style':'S', 'h_agg_bb_mult':1000}
, hero_id = -1
):
aggregate = hud_params['aggregate_tour'] if type == "tour" else hud_params['aggregate_ring']
hud_style = hud_params['hud_style']
agg_bb_mult = hud_params['agg_bb_mult'] if aggregate else 1
h_aggregate = hud_params['h_aggregate_tour'] if type == "tour" else hud_params['h_aggregate_ring']
agg_bb_mult = hud_params['agg_bb_mult']
h_hud_style = hud_params['h_hud_style']
h_agg_bb_mult = hud_params['h_agg_bb_mult'] if h_aggregate else 1
h_agg_bb_mult = hud_params['h_agg_bb_mult']
stat_dict = {}
if hud_style == 'S' or h_hud_style == 'S':
@ -456,6 +454,10 @@ class Database:
stylekey = '0000000' # all stylekey values should be higher than this
elif hud_style == 'S':
stylekey = 'zzzzzzz' # all stylekey values should be lower than this
else:
stylekey = '0000000'
log.info('hud_style: %s' % hud_style)
#elif hud_style == 'H':
# stylekey = date_nhands_ago needs array by player here ...
@ -465,16 +467,15 @@ class Database:
h_stylekey = '0000000' # all stylekey values should be higher than this
elif h_hud_style == 'S':
h_stylekey = 'zzzzzzz' # all stylekey values should be lower than this
else:
h_stylekey = '000000'
log.info('h_hud_style: %s' % h_hud_style)
#elif h_hud_style == 'H':
# h_stylekey = date_nhands_ago needs array by player here ...
#if aggregate: always use aggregate query now: use agg_bb_mult of 1 for no aggregation:
query = 'get_stats_from_hand_aggregated'
subs = (hand, hero_id, stylekey, agg_bb_mult, agg_bb_mult, hero_id, h_stylekey, h_agg_bb_mult, h_agg_bb_mult)
#print "agg query subs:", subs
#else:
# query = 'get_stats_from_hand'
# subs = (hand, stylekey)
#print "get stats: hud style =", hud_style, "query =", query, "subs =", subs
c = self.connection.cursor()

View File

@ -117,693 +117,6 @@ class DerivedStats():
def assembleHudCache(self, hand):
# # def generateHudCacheData(player_ids, base, category, action_types, allIns, actionTypeByNo
# # ,winnings, totalWinnings, positions, actionTypes, actionAmounts, antes):
# #"""calculates data for the HUD during import. IMPORTANT: if you change this method make
# # sure to also change the following storage method and table_viewer.prepare_data if necessary
# #"""
# #print "generateHudCacheData, len(player_ids)=", len(player_ids)
# #setup subarrays of the result dictionary.
# street0VPI=[]
# street0Aggr=[]
# street0_3BChance=[]
# street0_3BDone=[]
# street1Seen=[]
# street2Seen=[]
# street3Seen=[]
# street4Seen=[]
# sawShowdown=[]
# street1Aggr=[]
# street2Aggr=[]
# street3Aggr=[]
# street4Aggr=[]
# otherRaisedStreet1=[]
# otherRaisedStreet2=[]
# otherRaisedStreet3=[]
# otherRaisedStreet4=[]
# foldToOtherRaisedStreet1=[]
# foldToOtherRaisedStreet2=[]
# foldToOtherRaisedStreet3=[]
# foldToOtherRaisedStreet4=[]
# wonWhenSeenStreet1=[]
#
# wonAtSD=[]
# stealAttemptChance=[]
# stealAttempted=[]
# hudDataPositions=[]
#
# street0Calls=[]
# street1Calls=[]
# street2Calls=[]
# street3Calls=[]
# street4Calls=[]
# street0Bets=[]
# street1Bets=[]
# street2Bets=[]
# street3Bets=[]
# street4Bets=[]
# #street0Raises=[]
# #street1Raises=[]
# #street2Raises=[]
# #street3Raises=[]
# #street4Raises=[]
#
# # Summary figures for hand table:
# result={}
# result['playersVpi']=0
# result['playersAtStreet1']=0
# result['playersAtStreet2']=0
# result['playersAtStreet3']=0
# result['playersAtStreet4']=0
# result['playersAtShowdown']=0
# result['street0Raises']=0
# result['street1Raises']=0
# result['street2Raises']=0
# result['street3Raises']=0
# result['street4Raises']=0
# result['street1Pot']=0
# result['street2Pot']=0
# result['street3Pot']=0
# result['street4Pot']=0
# result['showdownPot']=0
#
# firstPfRaiseByNo=-1
# firstPfRaiserId=-1
# firstPfRaiserNo=-1
# firstPfCallByNo=-1
# firstPfCallerId=-1
#
# for i, action in enumerate(actionTypeByNo[0]):
# if action[1] == "bet":
# firstPfRaiseByNo = i
# firstPfRaiserId = action[0]
# for j, pid in enumerate(player_ids):
# if pid == firstPfRaiserId:
# firstPfRaiserNo = j
# break
# break
# for i, action in enumerate(actionTypeByNo[0]):
# if action[1] == "call":
# firstPfCallByNo = i
# firstPfCallerId = action[0]
# break
# firstPlayId = firstPfCallerId
# if firstPfRaiseByNo <> -1:
# if firstPfRaiseByNo < firstPfCallByNo or firstPfCallByNo == -1:
# firstPlayId = firstPfRaiserId
#
#
# cutoffId=-1
# buttonId=-1
# sbId=-1
# bbId=-1
# if base=="hold":
# for player, pos in enumerate(positions):
# if pos == 1:
# cutoffId = player_ids[player]
# if pos == 0:
# buttonId = player_ids[player]
# if pos == 'S':
# sbId = player_ids[player]
# if pos == 'B':
# bbId = player_ids[player]
#
# someoneStole=False
#
# #run a loop for each player preparing the actual values that will be commited to SQL
# for player in xrange(len(player_ids)):
# #set default values
# myStreet0VPI=False
# myStreet0Aggr=False
# myStreet0_3BChance=False
# myStreet0_3BDone=False
# myStreet1Seen=False
# myStreet2Seen=False
# myStreet3Seen=False
# myStreet4Seen=False
# mySawShowdown=False
# myStreet1Aggr=False
# myStreet2Aggr=False
# myStreet3Aggr=False
# myStreet4Aggr=False
# myOtherRaisedStreet1=False
# myOtherRaisedStreet2=False
# myOtherRaisedStreet3=False
# myOtherRaisedStreet4=False
# myFoldToOtherRaisedStreet1=False
# myFoldToOtherRaisedStreet2=False
# myFoldToOtherRaisedStreet3=False
# myFoldToOtherRaisedStreet4=False
# myWonWhenSeenStreet1=0.0
# myWonAtSD=0.0
# myStealAttemptChance=False
# myStealAttempted=False
# myStreet0Calls=0
# myStreet1Calls=0
# myStreet2Calls=0
# myStreet3Calls=0
# myStreet4Calls=0
# myStreet0Bets=0
# myStreet1Bets=0
# myStreet2Bets=0
# myStreet3Bets=0
# myStreet4Bets=0
# #myStreet0Raises=0
# #myStreet1Raises=0
# #myStreet2Raises=0
# #myStreet3Raises=0
# #myStreet4Raises=0
#
# #calculate VPIP and PFR
# street=0
# heroPfRaiseCount=0
# for currentAction in action_types[street][player]: # finally individual actions
# if currentAction == "bet":
# myStreet0Aggr = True
# if currentAction == "bet" or currentAction == "call":
# myStreet0VPI = True
#
# if myStreet0VPI:
# result['playersVpi'] += 1
# myStreet0Calls = action_types[street][player].count('call')
# myStreet0Bets = action_types[street][player].count('bet')
# # street0Raises = action_types[street][player].count('raise') bet count includes raises for now
# result['street0Raises'] += myStreet0Bets
#
# #PF3BChance and PF3B
# pfFold=-1
# pfRaise=-1
# if firstPfRaiseByNo != -1:
# for i, actionType in enumerate(actionTypeByNo[0]):
# if actionType[0] == player_ids[player]:
# if actionType[1] == "bet" and pfRaise == -1 and i > firstPfRaiseByNo:
# pfRaise = i
# if actionType[1] == "fold" and pfFold == -1:
# pfFold = i
# if pfFold == -1 or pfFold > firstPfRaiseByNo:
# myStreet0_3BChance = True
# if pfRaise > firstPfRaiseByNo:
# myStreet0_3BDone = True
#
# #steal calculations
# if base=="hold":
# if len(player_ids)>=3: # no point otherwise # was 5, use 3 to match pokertracker definition
# if positions[player]==1:
# if firstPfRaiserId==player_ids[player] \
# and (firstPfCallByNo==-1 or firstPfCallByNo>firstPfRaiseByNo):
# myStealAttempted=True
# myStealAttemptChance=True
# if firstPlayId==cutoffId or firstPlayId==buttonId or firstPlayId==sbId or firstPlayId==bbId or firstPlayId==-1:
# myStealAttemptChance=True
# if positions[player]==0:
# if firstPfRaiserId==player_ids[player] \
# and (firstPfCallByNo==-1 or firstPfCallByNo>firstPfRaiseByNo):
# myStealAttempted=True
# myStealAttemptChance=True
# if firstPlayId==buttonId or firstPlayId==sbId or firstPlayId==bbId or firstPlayId==-1:
# myStealAttemptChance=True
# if positions[player]=='S':
# if firstPfRaiserId==player_ids[player] \
# and (firstPfCallByNo==-1 or firstPfCallByNo>firstPfRaiseByNo):
# myStealAttempted=True
# myStealAttemptChance=True
# if firstPlayId==sbId or firstPlayId==bbId or firstPlayId==-1:
# myStealAttemptChance=True
# if positions[player]=='B':
# pass
#
# if myStealAttempted:
# someoneStole=True
#
#
# #calculate saw* values
# isAllIn = False
# if any(i for i in allIns[0][player]):
# isAllIn = True
# if (len(action_types[1][player])>0 or isAllIn):
# myStreet1Seen = True
#
# if any(i for i in allIns[1][player]):
# isAllIn = True
# if (len(action_types[2][player])>0 or isAllIn):
# myStreet2Seen = True
#
# if any(i for i in allIns[2][player]):
# isAllIn = True
# if (len(action_types[3][player])>0 or isAllIn):
# myStreet3Seen = True
#
# #print "base:", base
# if base=="hold":
# mySawShowdown = True
# if any(actiontype == "fold" for actiontype in action_types[3][player]):
# mySawShowdown = False
# else:
# #print "in else"
# if any(i for i in allIns[3][player]):
# isAllIn = True
# if (len(action_types[4][player])>0 or isAllIn):
# #print "in if"
# myStreet4Seen = True
#
# mySawShowdown = True
# if any(actiontype == "fold" for actiontype in action_types[4][player]):
# mySawShowdown = False
#
# if myStreet1Seen:
# result['playersAtStreet1'] += 1
# if myStreet2Seen:
# result['playersAtStreet2'] += 1
# if myStreet3Seen:
# result['playersAtStreet3'] += 1
# if myStreet4Seen:
# result['playersAtStreet4'] += 1
# if mySawShowdown:
# result['playersAtShowdown'] += 1
#
# #flop stuff
# street=1
# if myStreet1Seen:
# if any(actiontype == "bet" for actiontype in action_types[street][player]):
# myStreet1Aggr = True
#
# myStreet1Calls = action_types[street][player].count('call')
# myStreet1Bets = action_types[street][player].count('bet')
# # street1Raises = action_types[street][player].count('raise') bet count includes raises for now
# result['street1Raises'] += myStreet1Bets
#
# for otherPlayer in xrange(len(player_ids)):
# if player==otherPlayer:
# pass
# else:
# for countOther in xrange(len(action_types[street][otherPlayer])):
# if action_types[street][otherPlayer][countOther]=="bet":
# myOtherRaisedStreet1=True
# for countOtherFold in xrange(len(action_types[street][player])):
# if action_types[street][player][countOtherFold]=="fold":
# myFoldToOtherRaisedStreet1=True
#
# #turn stuff - copy of flop with different vars
# street=2
# if myStreet2Seen:
# if any(actiontype == "bet" for actiontype in action_types[street][player]):
# myStreet2Aggr = True
#
# myStreet2Calls = action_types[street][player].count('call')
# myStreet2Bets = action_types[street][player].count('bet')
# # street2Raises = action_types[street][player].count('raise') bet count includes raises for now
# result['street2Raises'] += myStreet2Bets
#
# for otherPlayer in xrange(len(player_ids)):
# if player==otherPlayer:
# pass
# else:
# for countOther in xrange(len(action_types[street][otherPlayer])):
# if action_types[street][otherPlayer][countOther]=="bet":
# myOtherRaisedStreet2=True
# for countOtherFold in xrange(len(action_types[street][player])):
# if action_types[street][player][countOtherFold]=="fold":
# myFoldToOtherRaisedStreet2=True
#
# #river stuff - copy of flop with different vars
# street=3
# if myStreet3Seen:
# if any(actiontype == "bet" for actiontype in action_types[street][player]):
# myStreet3Aggr = True
#
# myStreet3Calls = action_types[street][player].count('call')
# myStreet3Bets = action_types[street][player].count('bet')
# # street3Raises = action_types[street][player].count('raise') bet count includes raises for now
# result['street3Raises'] += myStreet3Bets
#
# for otherPlayer in xrange(len(player_ids)):
# if player==otherPlayer:
# pass
# else:
# for countOther in xrange(len(action_types[street][otherPlayer])):
# if action_types[street][otherPlayer][countOther]=="bet":
# myOtherRaisedStreet3=True
# for countOtherFold in xrange(len(action_types[street][player])):
# if action_types[street][player][countOtherFold]=="fold":
# myFoldToOtherRaisedStreet3=True
#
# #stud river stuff - copy of flop with different vars
# street=4
# if myStreet4Seen:
# if any(actiontype == "bet" for actiontype in action_types[street][player]):
# myStreet4Aggr=True
#
# myStreet4Calls = action_types[street][player].count('call')
# myStreet4Bets = action_types[street][player].count('bet')
# # street4Raises = action_types[street][player].count('raise') bet count includes raises for now
# result['street4Raises'] += myStreet4Bets
#
# for otherPlayer in xrange(len(player_ids)):
# if player==otherPlayer:
# pass
# else:
# for countOther in xrange(len(action_types[street][otherPlayer])):
# if action_types[street][otherPlayer][countOther]=="bet":
# myOtherRaisedStreet4=True
# for countOtherFold in xrange(len(action_types[street][player])):
# if action_types[street][player][countOtherFold]=="fold":
# myFoldToOtherRaisedStreet4=True
#
# if winnings[player] != 0:
# if myStreet1Seen:
# myWonWhenSeenStreet1 = winnings[player] / float(totalWinnings)
# if mySawShowdown:
# myWonAtSD=myWonWhenSeenStreet1
#
# #add each value to the appropriate array
# street0VPI.append(myStreet0VPI)
# street0Aggr.append(myStreet0Aggr)
# street0_3BChance.append(myStreet0_3BChance)
# street0_3BDone.append(myStreet0_3BDone)
# street1Seen.append(myStreet1Seen)
# street2Seen.append(myStreet2Seen)
# street3Seen.append(myStreet3Seen)
# street4Seen.append(myStreet4Seen)
# sawShowdown.append(mySawShowdown)
# street1Aggr.append(myStreet1Aggr)
# street2Aggr.append(myStreet2Aggr)
# street3Aggr.append(myStreet3Aggr)
# street4Aggr.append(myStreet4Aggr)
# otherRaisedStreet1.append(myOtherRaisedStreet1)
# otherRaisedStreet2.append(myOtherRaisedStreet2)
# otherRaisedStreet3.append(myOtherRaisedStreet3)
# otherRaisedStreet4.append(myOtherRaisedStreet4)
# foldToOtherRaisedStreet1.append(myFoldToOtherRaisedStreet1)
# foldToOtherRaisedStreet2.append(myFoldToOtherRaisedStreet2)
# foldToOtherRaisedStreet3.append(myFoldToOtherRaisedStreet3)
# foldToOtherRaisedStreet4.append(myFoldToOtherRaisedStreet4)
# wonWhenSeenStreet1.append(myWonWhenSeenStreet1)
# wonAtSD.append(myWonAtSD)
# stealAttemptChance.append(myStealAttemptChance)
# stealAttempted.append(myStealAttempted)
# if base=="hold":
# pos=positions[player]
# if pos=='B':
# hudDataPositions.append('B')
# elif pos=='S':
# hudDataPositions.append('S')
# elif pos==0:
# hudDataPositions.append('D')
# elif pos==1:
# hudDataPositions.append('C')
# elif pos>=2 and pos<=4:
# hudDataPositions.append('M')
# elif pos>=5 and pos<=8:
# hudDataPositions.append('E')
# ### RHH Added this elif to handle being a dead hand before the BB (pos==9)
# elif pos==9:
# hudDataPositions.append('X')
# else:
# raise FpdbError("invalid position")
# elif base=="stud":
# #todo: stud positions and steals
# pass
#
# street0Calls.append(myStreet0Calls)
# street1Calls.append(myStreet1Calls)
# street2Calls.append(myStreet2Calls)
# street3Calls.append(myStreet3Calls)
# street4Calls.append(myStreet4Calls)
# street0Bets.append(myStreet0Bets)
# street1Bets.append(myStreet1Bets)
# street2Bets.append(myStreet2Bets)
# street3Bets.append(myStreet3Bets)
# street4Bets.append(myStreet4Bets)
# #street0Raises.append(myStreet0Raises)
# #street1Raises.append(myStreet1Raises)
# #street2Raises.append(myStreet2Raises)
# #street3Raises.append(myStreet3Raises)
# #street4Raises.append(myStreet4Raises)
#
# #add each array to the to-be-returned dictionary
# result['street0VPI']=street0VPI
# result['street0Aggr']=street0Aggr
# result['street0_3BChance']=street0_3BChance
# result['street0_3BDone']=street0_3BDone
# result['street1Seen']=street1Seen
# result['street2Seen']=street2Seen
# result['street3Seen']=street3Seen
# result['street4Seen']=street4Seen
# result['sawShowdown']=sawShowdown
#
# result['street1Aggr']=street1Aggr
# result['otherRaisedStreet1']=otherRaisedStreet1
# result['foldToOtherRaisedStreet1']=foldToOtherRaisedStreet1
# result['street2Aggr']=street2Aggr
# result['otherRaisedStreet2']=otherRaisedStreet2
# result['foldToOtherRaisedStreet2']=foldToOtherRaisedStreet2
# result['street3Aggr']=street3Aggr
# result['otherRaisedStreet3']=otherRaisedStreet3
# result['foldToOtherRaisedStreet3']=foldToOtherRaisedStreet3
# result['street4Aggr']=street4Aggr
# result['otherRaisedStreet4']=otherRaisedStreet4
# result['foldToOtherRaisedStreet4']=foldToOtherRaisedStreet4
# result['wonWhenSeenStreet1']=wonWhenSeenStreet1
# result['wonAtSD']=wonAtSD
# result['stealAttemptChance']=stealAttemptChance
# result['stealAttempted']=stealAttempted
# result['street0Calls']=street0Calls
# result['street1Calls']=street1Calls
# result['street2Calls']=street2Calls
# result['street3Calls']=street3Calls
# result['street4Calls']=street4Calls
# result['street0Bets']=street0Bets
# result['street1Bets']=street1Bets
# result['street2Bets']=street2Bets
# result['street3Bets']=street3Bets
# result['street4Bets']=street4Bets
# #result['street0Raises']=street0Raises
# #result['street1Raises']=street1Raises
# #result['street2Raises']=street2Raises
# #result['street3Raises']=street3Raises
# #result['street4Raises']=street4Raises
#
# #now the various steal values
# foldBbToStealChance=[]
# foldedBbToSteal=[]
# foldSbToStealChance=[]
# foldedSbToSteal=[]
# for player in xrange(len(player_ids)):
# myFoldBbToStealChance=False
# myFoldedBbToSteal=False
# myFoldSbToStealChance=False
# myFoldedSbToSteal=False
#
# if base=="hold":
# if someoneStole and (positions[player]=='B' or positions[player]=='S') and firstPfRaiserId!=player_ids[player]:
# street=0
# for count in xrange(len(action_types[street][player])):#individual actions
# if positions[player]=='B':
# myFoldBbToStealChance=True
# if action_types[street][player][count]=="fold":
# myFoldedBbToSteal=True
# if positions[player]=='S':
# myFoldSbToStealChance=True
# if action_types[street][player][count]=="fold":
# myFoldedSbToSteal=True
#
#
# foldBbToStealChance.append(myFoldBbToStealChance)
# foldedBbToSteal.append(myFoldedBbToSteal)
# foldSbToStealChance.append(myFoldSbToStealChance)
# foldedSbToSteal.append(myFoldedSbToSteal)
# result['foldBbToStealChance']=foldBbToStealChance
# result['foldedBbToSteal']=foldedBbToSteal
# result['foldSbToStealChance']=foldSbToStealChance
# result['foldedSbToSteal']=foldedSbToSteal
#
# #now CB
# street1CBChance=[]
# street1CBDone=[]
# didStreet1CB=[]
# for player in xrange(len(player_ids)):
# myStreet1CBChance=False
# myStreet1CBDone=False
#
# if street0VPI[player]:
# myStreet1CBChance=True
# if street1Aggr[player]:
# myStreet1CBDone=True
# didStreet1CB.append(player_ids[player])
#
# street1CBChance.append(myStreet1CBChance)
# street1CBDone.append(myStreet1CBDone)
# result['street1CBChance']=street1CBChance
# result['street1CBDone']=street1CBDone
#
# #now 2B
# street2CBChance=[]
# street2CBDone=[]
# didStreet2CB=[]
# for player in xrange(len(player_ids)):
# myStreet2CBChance=False
# myStreet2CBDone=False
#
# if street1CBDone[player]:
# myStreet2CBChance=True
# if street2Aggr[player]:
# myStreet2CBDone=True
# didStreet2CB.append(player_ids[player])
#
# street2CBChance.append(myStreet2CBChance)
# street2CBDone.append(myStreet2CBDone)
# result['street2CBChance']=street2CBChance
# result['street2CBDone']=street2CBDone
#
# #now 3B
# street3CBChance=[]
# street3CBDone=[]
# didStreet3CB=[]
# for player in xrange(len(player_ids)):
# myStreet3CBChance=False
# myStreet3CBDone=False
#
# if street2CBDone[player]:
# myStreet3CBChance=True
# if street3Aggr[player]:
# myStreet3CBDone=True
# didStreet3CB.append(player_ids[player])
#
# street3CBChance.append(myStreet3CBChance)
# street3CBDone.append(myStreet3CBDone)
# result['street3CBChance']=street3CBChance
# result['street3CBDone']=street3CBDone
#
# #and 4B
# street4CBChance=[]
# street4CBDone=[]
# didStreet4CB=[]
# for player in xrange(len(player_ids)):
# myStreet4CBChance=False
# myStreet4CBDone=False
#
# if street3CBDone[player]:
# myStreet4CBChance=True
# if street4Aggr[player]:
# myStreet4CBDone=True
# didStreet4CB.append(player_ids[player])
#
# street4CBChance.append(myStreet4CBChance)
# street4CBDone.append(myStreet4CBDone)
# result['street4CBChance']=street4CBChance
# result['street4CBDone']=street4CBDone
#
#
# result['position']=hudDataPositions
#
# foldToStreet1CBChance=[]
# foldToStreet1CBDone=[]
# foldToStreet2CBChance=[]
# foldToStreet2CBDone=[]
# foldToStreet3CBChance=[]
# foldToStreet3CBDone=[]
# foldToStreet4CBChance=[]
# foldToStreet4CBDone=[]
#
# for player in xrange(len(player_ids)):
# myFoldToStreet1CBChance=False
# myFoldToStreet1CBDone=False
# foldToStreet1CBChance.append(myFoldToStreet1CBChance)
# foldToStreet1CBDone.append(myFoldToStreet1CBDone)
#
# myFoldToStreet2CBChance=False
# myFoldToStreet2CBDone=False
# foldToStreet2CBChance.append(myFoldToStreet2CBChance)
# foldToStreet2CBDone.append(myFoldToStreet2CBDone)
#
# myFoldToStreet3CBChance=False
# myFoldToStreet3CBDone=False
# foldToStreet3CBChance.append(myFoldToStreet3CBChance)
# foldToStreet3CBDone.append(myFoldToStreet3CBDone)
#
# myFoldToStreet4CBChance=False
# myFoldToStreet4CBDone=False
# foldToStreet4CBChance.append(myFoldToStreet4CBChance)
# foldToStreet4CBDone.append(myFoldToStreet4CBDone)
#
# if len(didStreet1CB)>=1:
# generateFoldToCB(1, player_ids, didStreet1CB, street1CBDone, foldToStreet1CBChance, foldToStreet1CBDone, actionTypeByNo)
#
# if len(didStreet2CB)>=1:
# generateFoldToCB(2, player_ids, didStreet2CB, street2CBDone, foldToStreet2CBChance, foldToStreet2CBDone, actionTypeByNo)
#
# if len(didStreet3CB)>=1:
# generateFoldToCB(3, player_ids, didStreet3CB, street3CBDone, foldToStreet3CBChance, foldToStreet3CBDone, actionTypeByNo)
#
# if len(didStreet4CB)>=1:
# generateFoldToCB(4, player_ids, didStreet4CB, street4CBDone, foldToStreet4CBChance, foldToStreet4CBDone, actionTypeByNo)
#
# result['foldToStreet1CBChance']=foldToStreet1CBChance
# result['foldToStreet1CBDone']=foldToStreet1CBDone
# result['foldToStreet2CBChance']=foldToStreet2CBChance
# result['foldToStreet2CBDone']=foldToStreet2CBDone
# result['foldToStreet3CBChance']=foldToStreet3CBChance
# result['foldToStreet3CBDone']=foldToStreet3CBDone
# result['foldToStreet4CBChance']=foldToStreet4CBChance
# result['foldToStreet4CBDone']=foldToStreet4CBDone
#
#
# totalProfit=[]
#
# street1CheckCallRaiseChance=[]
# street1CheckCallRaiseDone=[]
# street2CheckCallRaiseChance=[]
# street2CheckCallRaiseDone=[]
# street3CheckCallRaiseChance=[]
# street3CheckCallRaiseDone=[]
# street4CheckCallRaiseChance=[]
# street4CheckCallRaiseDone=[]
# #print "b4 totprof calc, len(playerIds)=", len(player_ids)
# for pl in xrange(len(player_ids)):
# #print "pl=", pl
# myTotalProfit=winnings[pl] # still need to deduct other costs
# if antes:
# myTotalProfit=winnings[pl] - antes[pl]
# for i in xrange(len(actionTypes)): #iterate through streets
# #for j in xrange(len(actionTypes[i])): #iterate through names (using pl loop above)
# for k in xrange(len(actionTypes[i][pl])): #iterate through individual actions of that player on that street
# myTotalProfit -= actionAmounts[i][pl][k]
#
# myStreet1CheckCallRaiseChance=False
# myStreet1CheckCallRaiseDone=False
# myStreet2CheckCallRaiseChance=False
# myStreet2CheckCallRaiseDone=False
# myStreet3CheckCallRaiseChance=False
# myStreet3CheckCallRaiseDone=False
# myStreet4CheckCallRaiseChance=False
# myStreet4CheckCallRaiseDone=False
#
# #print "myTotalProfit=", myTotalProfit
# totalProfit.append(myTotalProfit)
# #print "totalProfit[]=", totalProfit
#
# street1CheckCallRaiseChance.append(myStreet1CheckCallRaiseChance)
# street1CheckCallRaiseDone.append(myStreet1CheckCallRaiseDone)
# street2CheckCallRaiseChance.append(myStreet2CheckCallRaiseChance)
# street2CheckCallRaiseDone.append(myStreet2CheckCallRaiseDone)
# street3CheckCallRaiseChance.append(myStreet3CheckCallRaiseChance)
# street3CheckCallRaiseDone.append(myStreet3CheckCallRaiseDone)
# street4CheckCallRaiseChance.append(myStreet4CheckCallRaiseChance)
# street4CheckCallRaiseDone.append(myStreet4CheckCallRaiseDone)
#
# result['totalProfit']=totalProfit
# #print "res[totalProfit]=", result['totalProfit']
#
# result['street1CheckCallRaiseChance']=street1CheckCallRaiseChance
# result['street1CheckCallRaiseDone']=street1CheckCallRaiseDone
# result['street2CheckCallRaiseChance']=street2CheckCallRaiseChance
# result['street2CheckCallRaiseDone']=street2CheckCallRaiseDone
# result['street3CheckCallRaiseChance']=street3CheckCallRaiseChance
# result['street3CheckCallRaiseDone']=street3CheckCallRaiseDone
# result['street4CheckCallRaiseChance']=street4CheckCallRaiseChance
# result['street4CheckCallRaiseDone']=street4CheckCallRaiseDone
# return result
# #end def generateHudCacheData
pass
def vpip(self, hand):

View File

@ -9,8 +9,8 @@ class FpdbParseError(FpdbError):
self.value = value
self.hid = hid
def __str__(self):
if hid:
return repr("HID:"+hid+", "+self.value)
if self.hid:
return repr("HID:"+self.hid+", "+self.value)
else:
return repr(self.value)

View File

@ -312,9 +312,11 @@ class Filters(threading.Thread):
self.cbAllLimits.set_active(False)
if not self.limits[limit]:
if limit.isdigit():
self.cbFL.set_active(False)
if self.cbFl is not None:
self.cbFl.set_active(False)
else:
self.cbNL.set_active(False)
if self.cbNL is not None:
self.cbNL.set_active(False)
elif limit == "all":
if self.limits[limit]:
#for cb in self.cbLimits.values():

View File

@ -53,7 +53,7 @@ class GuiBulkImport():
# Does the lock acquisition need to be more sophisticated for multiple dirs?
# (see comment above about what to do if pipe already open)
if self.settings['global_lock'].acquire(False): # returns false immediately if lock not acquired
try:
#try:
print "\nGlobal lock taken ..."
self.progressbar.set_text("Importing...")
self.progressbar.pulse()
@ -116,10 +116,11 @@ class GuiBulkImport():
self.progressbar.set_text("Import Complete")
self.progressbar.set_fraction(0)
except:
err = traceback.extract_tb(sys.exc_info()[2])[-1]
print "*** BulkImport Error: "+err[2]+"("+str(err[1])+"): "+str(sys.exc_info()[1])
self.settings['global_lock'].release()
#except:
#err = traceback.extract_tb(sys.exc_info()[2])[-1]
#print "*** BulkImport Error: "+err[2]+"("+str(err[1])+"): "+str(sys.exc_info()[1])
#self.settings['global_lock'].release()
self.settings['global_lock'].release()
else:
print "bulk-import aborted - global lock not available"

View File

@ -216,6 +216,7 @@ class GuiGraphViewer (threading.Thread):
#nametest = nametest.replace("L", "")
lims = [int(x) for x in limits if x.isdigit()]
potlims = [int(x[0:-2]) for x in limits if len(x) > 2 and x[-2:] == 'pl']
nolims = [int(x[0:-2]) for x in limits if len(x) > 2 and x[-2:] == 'nl']
limittest = "and ( (gt.limitType = 'fl' and gt.bigBlind in "
# and ( (limit and bb in()) or (nolimit and bb in ()) )
@ -226,6 +227,14 @@ class GuiGraphViewer (threading.Thread):
limittest = limittest + blindtest + ' ) '
else:
limittest = limittest + '(-1) ) '
limittest = limittest + " or (gt.limitType = 'pl' and gt.bigBlind in "
if potlims:
blindtest = str(tuple(potlims))
blindtest = blindtest.replace("L", "")
blindtest = blindtest.replace(",)",")")
limittest = limittest + blindtest + ' ) '
else:
limittest = limittest + '(-1) ) '
limittest = limittest + " or (gt.limitType = 'nl' and gt.bigBlind in "
if nolims:
blindtest = str(tuple(nolims))
@ -234,6 +243,7 @@ class GuiGraphViewer (threading.Thread):
limittest = limittest + blindtest + ' ) )'
else:
limittest = limittest + '(-1) ) )'
if type == 'ring':
limittest = limittest + " and gt.type = 'ring' "
elif type == 'tour':

View File

@ -480,6 +480,7 @@ class GuiPlayerStats (threading.Thread):
query = query.replace('<orderbyseats>', '')
lims = [int(x) for x in limits if x.isdigit()]
potlims = [int(x[0:-2]) for x in limits if len(x) > 2 and x[-2:] == 'pl']
nolims = [int(x[0:-2]) for x in limits if len(x) > 2 and x[-2:] == 'nl']
bbtest = "and ( (gt.limitType = 'fl' and gt.bigBlind in "
# and ( (limit and bb in()) or (nolimit and bb in ()) )
@ -490,6 +491,14 @@ class GuiPlayerStats (threading.Thread):
bbtest = bbtest + blindtest + ' ) '
else:
bbtest = bbtest + '(-1) ) '
bbtest = bbtest + " or (gt.limitType = 'pl' and gt.bigBlind in "
if potlims:
blindtest = str(tuple(potlims))
blindtest = blindtest.replace("L", "")
blindtest = blindtest.replace(",)",")")
bbtest = bbtest + blindtest + ' ) '
else:
bbtest = bbtest + '(-1) ) '
bbtest = bbtest + " or (gt.limitType = 'nl' and gt.bigBlind in "
if nolims:
blindtest = str(tuple(nolims))
@ -544,7 +553,7 @@ class GuiPlayerStats (threading.Thread):
# set flag in self.columns to show posn column
[x for x in self.columns if x[0] == 'plposition'][0][1] = True
else:
query = query.replace("<position>", "'1'")
query = query.replace("<position>", "gt.base")
# unset flag in self.columns to hide posn column
[x for x in self.columns if x[0] == 'plposition'][0][1] = False

View File

@ -4,91 +4,95 @@
<import callFpdbHud = "True" interval = "10" fastStoreHudCache="False" hhArchiveBase="~/.fpdb/HandHistories/" saveActions="True"></import>
<!-- These values need some explaining
<!-- These values determine what stats are displayed in the HUD
aggregate_ring_game_stats :
The following values define how opponents' stats are done, the first 2 determine
the time period stats are displayed for, the next 3 determine what blind levels
are included (i.e. aggregated):
stat_range :
- A/S/T
- if set to A, includes stats from all time
- if set to S, includes stats from current session
- if set to T, includes stats from last N days; set value in stat_days
- defaults to A
stat_days :
- a numeric value
- only used if stat_range is set to 'T', this value tells how many days are
included in the stat calculation
- defaults to 90
- value not used by default as it depends on stat_range setting
aggregate_ring_game_stats :
- True/False
- if set to True, includes data from other blind levels
- if set to True, opponents stats include other blind levels during ring games
- defaults to False
aggregate_tourney_stats :
- True/False
- if set to True, includes data from other blind levels
- if set to True, opponents stats include other blind levels during tourneys
- defaults to True
stat_aggregation_range :
- A/S/T
- if set to A, includes stats from all time
- if set to S, includes stats from current sessions
- if set to T, includes stats from last N days; set value in hud_days
- defaults to A
aggregation_days :
- a numeric value
- if hud_style is set to 'T', this value tells how many days are
included in the stat calculation
- defaults to 90
- value not used by default, as depends on hud_style setting
aggregation_level_multiplier :
- float value
- defines how many blind levels are used for aggregation
- the logic is weird, at best
- if value is 100, almost all levels are included
- if value is 2.1, levels from half to double the current blind
level are included
- if value it 1, no aggregation is performed
- defaults to 1
- defines how many blind levels are included in stats displayed in HUD
- if value is M, stats for blind levels are combined if the higher level
is less than or equal to M times the lower blind level
- defaults to 3, meaning blind levels from 1/3 of the current level to 3
times the current level are included in the stats displayed in the HUD
- e.g. if current big blind is 50, stats for blind levels from big blind
of 16.7 (50 divided by 3) to big blind of 150 (50 times 3) are included
The following values define how hero's stats are done
The following values define how hero's stats are done, the first 2 determine
the time period stats are displayed for, the next 3 determine what blind levels
are included (i.e. aggregated):
hero_stat_range :
- A/S/T
- if set to A, includes stats from all time
- if set to S, includes stats from current session
- if set to T, includes stats from last N days; set value in hero_stat_days
- defaults to S
hero_stat_days :
- a numeric value
- if hero_stat_range is set to 'T', this value tells how many days are
included in the stat calculation
- defaults to 30
- value not used by default as it depends on hero_stat_range setting
aggregate_hero_ring_game_stats :
- True/False
- if set to True, hero's data is calculated over multiple blind levels
- if set to True, hero's stats are calculated over multiple blind levels
- defaults to False
aggregate_hero_tourney_stats :
- True/False
- if set to True, hero's data is calculated over multiple blind levels
- if set to True, hero's stats are calculated over multiple blind levels
- defaults to False
hero_stat_aggregation_range :
- A/S/T
- if set to A, includes stats from all time
- if set to S, includes stats from current sessions
- if set to T, includes stats from last N days; set value in hud_days
- defaults to S
hero_aggregation_days :
- a numeric value
- if hero_stat_aggregation_range is set to 'T', this value tells
how many days are included in the stat calculation
- defaults to 30
- value not used by default, as depends on hud_style setting
hero_aggregation_level_multiplier :
- float value
- defines how many blind levels are used for aggregation
- the logic is weird, at best
- if value is 100, almost all levels are included
- if value is 2.1, levels from half to double the current blind
level are included
- if value it 1, no aggregation is performed
- defaults to 1
- defines how many blind levels are included in stats displayed in HUD
- if value is M, stats for blind levels are combined if the higher level
is less than or equal to M times the lower blind level
- defaults to 1, meaning only stats from current blind level are included
- e.g. if set to 3 and current big blind is 50, stats for blind levels from
16.7 (50 divided by 3) to big blind of 150 (50 times 3) are included
-->
<hud_ui
stat_range="A"
stat_days="90"
aggregate_ring_game_stats="False"
aggregate_tourney_stats="False"
stat_aggregation_range="A"
aggregation_days="90"
aggregation_level_multiplier="1"
aggregate_tourney_stats="True"
aggregation_level_multiplier="3"
hero_stat_range="S"
hero_stat_days="30"
aggregate_hero_ring_game_stats="False"
aggregate_hero_tourney_stats="True"
hero_stat_aggregation_range="S"
hero_aggregation_days="30"
aggregate_hero_tourney_stats="False"
hero_aggregation_level_multiplier="1"
label="FPDB Menu - Right-click

View File

@ -53,6 +53,7 @@ import gobject
# FreePokerTools modules
import Configuration
import Database
from HandHistoryConverter import getTableTitleRe
# get the correct module for the current os
if os.name == 'posix':
import XTables as Tables
@ -62,34 +63,6 @@ elif os.name == 'nt':
import Hud
# HUD params:
# - Set aggregate_ring and/or aggregate_tour to True is you want to include stats from other blind levels in the HUD display
# - If aggregation is used, the value of agg_bb_mult determines what levels are included. If
# agg_bb_mult is M and current blind level is L, blinds between L/M and L*M are included. e.g.
# if agg_bb_mult is 100, almost all levels are included in all HUD displays
# if agg_bb_mult is 2, levels from half to double the current blind level are included in the HUD
# if agg_bb_mult is 1 only the current level is included
# - Set hud_style to A to see stats for all-time
# Set hud_style to S to only see stats for current session (currently this shows stats for the last 24 hours)
# Set hud_style to T to only see stats for the last N days (uses value in hud_days)
# - Set hud_days to N to see stats for the last N days in the HUD (only applies if hud_style is T)
def_hud_params = { # Settings for all players apart from program owner ('hero')
'aggregate_ring' : False
, 'aggregate_tour' : True
, 'hud_style' : 'A'
, 'hud_days' : 90
, 'agg_bb_mult' : 10000 # 1 means no aggregation
# , 'hud_session_gap' : 30 not currently used
# Second set of variables for hero - these settings only apply to the program owner
, 'h_aggregate_ring' : False
, 'h_aggregate_tour' : True
, 'h_hud_style' : 'S' # A(ll) / S(ession) / T(ime in days)
, 'h_hud_days' : 60
, 'h_agg_bb_mult' : 10000 # 1 means no aggregation
# , 'h_hud_session_gap' : 30 not currently used
}
class HUD_main(object):
"""A main() object to own both the read_stdin thread and the gui."""
# This class mainly provides state for controlling the multiple HUDs.
@ -158,6 +131,8 @@ class HUD_main(object):
self.hud_dict[table_name].stat_dict = stat_dict
self.hud_dict[table_name].cards = cards
# set agg_bb_mult so that aggregate_tour and aggregate_ring can be ignored,
# agg_bb_mult == 1 means no aggregation after these if statements:
if type == "tour" and self.hud_params['aggregate_tour'] == False:
self.hud_dict[table_name].hud_params['agg_bb_mult'] = 1
elif type == "ring" and self.hud_params['aggregate_ring'] == False:
@ -166,8 +141,13 @@ class HUD_main(object):
self.hud_dict[table_name].hud_params['h_agg_bb_mult'] = 1
elif type == "ring" and self.hud_params['h_aggregate_ring'] == False:
self.hud_dict[table_name].hud_params['h_agg_bb_mult'] = 1
# sqlcoder: I forget why these are set to true (aren't they ignored from now on?)
# but I think it's needed:
self.hud_params['aggregate_ring'] == True
self.hud_params['h_aggregate_ring'] == True
# so maybe the tour ones should be set as well? does this fix the bug I see mentioned?
self.hud_params['aggregate_tour'] = True
self.hud_params['h_aggregate_tour'] == True
[aw.update_data(new_hand_id, self.db_connection) for aw in self.hud_dict[table_name].aux_windows]
gobject.idle_add(idle_func)
@ -258,10 +238,10 @@ class HUD_main(object):
if comm_cards != {}: # stud!
cards['common'] = comm_cards['common']
if type == "tour":
tablewindow = Tables.Table(tournament = tour_number, table_number = tab_number)
else:
tablewindow = Tables.Table(table_name = table_name)
table_kwargs = dict(table_name = table_name, tournament = tour_number, table_number = tab_number)
search_string = getTableTitleRe(self.config, site, type, **table_kwargs)
tablewindow = Tables.Table(search_string, **table_kwargs)
if tablewindow is None:
# If no client window is found on the screen, complain and continue
if type == "tour":

View File

@ -147,6 +147,7 @@ Otherwise, finish at EOF.
except FpdbParseError, e:
numErrors += 1
log.warning("Failed to convert hand %s" % e.hid)
log.warning("Exception msg: '%s'" % str(e))
log.debug(handText)
else:
handsList = self.allHandsAsList()
@ -161,6 +162,7 @@ Otherwise, finish at EOF.
except FpdbParseError, e:
numErrors += 1
log.warning("Failed to convert hand %s" % e.hid)
log.warning("Exception msg: '%s'" % str(e))
log.debug(handText)
numHands = len(handsList)
endtime = time.time()
@ -499,3 +501,26 @@ or None if we fail to get the info """
def getTourney(self):
return self.tourney
@staticmethod
def getTableTitleRe(type, table_name=None, tournament = None, table_number=None):
"Returns string to search in windows titles"
if type=="tour":
return "%s.+Table\s%s" % (tournament, table_number)
else:
return table_name
def getTableTitleRe(config, sitename, *args, **kwargs):
"Returns string to search in windows titles for current site"
return getSiteHhc(config, sitename).getTableTitleRe(*args, **kwargs)
def getSiteHhc(config, sitename):
"Returns HHC class for current site"
hhcName = config.supported_sites[sitename].converter
hhcModule = __import__(hhcName)
return getattr(hhcModule, hhcName[:-6])

View File

@ -386,9 +386,9 @@ class Hud:
(x, y) = loc[adj[i+1]]
w.relocate(x, y)
# While we're at it, fix the positions of mucked cards too
for aux in self.aux_windows:
aux.update_card_positions()
# While we're at it, fix the positions of mucked cards too
for aux in self.aux_windows:
aux.update_card_positions()
return True
@ -440,7 +440,7 @@ class Hud:
new_layout[self.stat_windows[sw].adj - 1] = new_loc
self.config.edit_layout(self.table.site, self.max, locations = new_layout)
# ask each aux to save its layout back to the config object
(aux.save_layout() for aux in self.aux_windows)
[aux.save_layout() for aux in self.aux_windows]
# save the config object back to the file
print "saving new xml file"
self.config.save()

View File

@ -1940,7 +1940,7 @@ class Sql:
and h.seats <seats_test>
<flagtest>
<gtbigBlind_test>
and to_char(h.handStart, 'YYYY-MM-DD') <datestest>
and date(h.handStart) <datestest>
group by hgameTypeId
,hp.playerId
,gt.base
@ -1960,272 +1960,7 @@ class Sql:
end
<orderbyhgameTypeId>
,upper(gt.limitType) desc
,maxbigblind desc
,s.name
"""
if db_server == 'mysql':
self.query['playerStats'] = """
SELECT
concat(upper(stats.limitType), ' '
,concat(upper(substring(stats.category,1,1)),substring(stats.category,2) ), ' '
,stats.name, ' '
,cast(stats.bigBlindDesc as char)
) AS Game
,stats.n
,stats.vpip
,stats.pfr
,stats.pf3
,stats.steals
,stats.saw_f
,stats.sawsd
,stats.wtsdwsf
,stats.wmsd
,stats.FlAFq
,stats.TuAFq
,stats.RvAFq
,stats.PoFAFq
,stats.Net
,stats.BBper100
,stats.Profitperhand
,case when hprof2.variance = -999 then '-'
else format(hprof2.variance, 2)
end AS Variance
,stats.AvgSeats
FROM
(select /* stats from hudcache */
gt.base
,gt.category
,upper(gt.limitType) as limitType
,s.name
,<selectgt.bigBlind> AS bigBlindDesc
,<hcgametypeId> AS gtId
,sum(HDs) AS n
,format(100.0*sum(street0VPI)/sum(HDs),1) AS vpip
,format(100.0*sum(street0Aggr)/sum(HDs),1) AS pfr
,case when sum(street0_3Bchance) = 0 then '0'
else format(100.0*sum(street0_3Bdone)/sum(street0_3Bchance),1)
end AS pf3
,case when sum(stealattemptchance) = 0 then '-'
else format(100.0*sum(stealattempted)/sum(stealattemptchance),1)
end AS steals
,format(100.0*sum(street1Seen)/sum(HDs),1) AS saw_f
,format(100.0*sum(sawShowdown)/sum(HDs),1) AS sawsd
,case when sum(street1Seen) = 0 then '-'
else format(100.0*sum(sawShowdown)/sum(street1Seen),1)
end AS wtsdwsf
,case when sum(sawShowdown) = 0 then '-'
else format(100.0*sum(wonAtSD)/sum(sawShowdown),1)
end AS wmsd
,case when sum(street1Seen) = 0 then '-'
else format(100.0*sum(street1Aggr)/sum(street1Seen),1)
end AS FlAFq
,case when sum(street2Seen) = 0 then '-'
else format(100.0*sum(street2Aggr)/sum(street2Seen),1)
end AS TuAFq
,case when sum(street3Seen) = 0 then '-'
else format(100.0*sum(street3Aggr)/sum(street3Seen),1)
end AS RvAFq
,case when sum(street1Seen)+sum(street2Seen)+sum(street3Seen) = 0 then '-'
else format(100.0*(sum(street1Aggr)+sum(street2Aggr)+sum(street3Aggr))
/(sum(street1Seen)+sum(street2Seen)+sum(street3Seen)),1)
end AS PoFAFq
,format(sum(totalProfit)/100.0,2) AS Net
,format((sum(totalProfit/(gt.bigBlind+0.0))) / (sum(HDs)/100.0),2)
AS BBper100
,format( (sum(totalProfit)/100.0) / sum(HDs), 4) AS Profitperhand
,format( sum(activeSeats*HDs)/(sum(HDs)+0.0), 2) AS AvgSeats
from Gametypes gt
inner join Sites s on s.Id = gt.siteId
inner join HudCache hc on hc.gameTypeId = gt.Id
where hc.playerId in <player_test>
and <gtbigBlind_test>
and hc.activeSeats <seats_test>
and concat( '20', substring(hc.styleKey,2,2), '-', substring(hc.styleKey,4,2), '-'
, substring(hc.styleKey,6,2) ) <datestest>
group by gt.base
,gt.category
<groupbyseats>
,plposition
,upper(gt.limitType)
,s.name
having 1 = 1 <havingclause>
order by pname
,gt.base
,gt.category
<orderbyseats>
,case <position> when 'B' then 'B'
when 'S' then 'S'
else concat('Z', <position>)
end
<orderbyhgameTypeId>
,upper(gt.limitType) desc
,maxbigblind desc
,s.name
"""
elif db_server == 'postgresql':
self.query['playerDetailedStats'] = """
select <hgameTypeId> AS hgametypeid
,<playerName> AS pname
,gt.base
,gt.category
,upper(gt.limitType) AS limittype
,s.name
,min(gt.bigBlind) AS minbigblind
,max(gt.bigBlind) AS maxbigblind
/*,<hcgametypeId> AS gtid*/
,<position> AS plposition
,count(1) AS n
,100.0*sum(cast(hp.street0VPI as <signed>integer))/count(1) AS vpip
,100.0*sum(cast(hp.street0Aggr as <signed>integer))/count(1) AS pfr
,case when sum(cast(hp.street0_3Bchance as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street0_3Bdone as <signed>integer))/sum(cast(hp.street0_3Bchance as <signed>integer))
end AS pf3
,case when sum(cast(hp.stealattemptchance as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.stealattempted as <signed>integer))/sum(cast(hp.stealattemptchance as <signed>integer))
end AS steals
,100.0*sum(cast(hp.street1Seen as <signed>integer))/count(1) AS saw_f
,100.0*sum(cast(hp.sawShowdown as <signed>integer))/count(1) AS sawsd
,case when sum(cast(hp.street1Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.sawShowdown as <signed>integer))/sum(cast(hp.street1Seen as <signed>integer))
end AS wtsdwsf
,case when sum(cast(hp.sawShowdown as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.wonAtSD as <signed>integer))/sum(cast(hp.sawShowdown as <signed>integer))
end AS wmsd
,case when sum(cast(hp.street1Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street1Aggr as <signed>integer))/sum(cast(hp.street1Seen as <signed>integer))
end AS flafq
,case when sum(cast(hp.street2Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street2Aggr as <signed>integer))/sum(cast(hp.street2Seen as <signed>integer))
end AS tuafq
,case when sum(cast(hp.street3Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street3Aggr as <signed>integer))/sum(cast(hp.street3Seen as <signed>integer))
end AS rvafq
,case when sum(cast(hp.street1Seen as <signed>integer))+sum(cast(hp.street2Seen as <signed>integer))+sum(cast(hp.street3Seen as <signed>integer)) = 0 then -999
else 100.0*(sum(cast(hp.street1Aggr as <signed>integer))+sum(cast(hp.street2Aggr as <signed>integer))+sum(cast(hp.street3Aggr as <signed>integer)))
/(sum(cast(hp.street1Seen as <signed>integer))+sum(cast(hp.street2Seen as <signed>integer))+sum(cast(hp.street3Seen as <signed>integer)))
end AS pofafq
,sum(hp.totalProfit)/100.0 AS net
,sum(hp.rake)/100.0 AS rake
,100.0*avg(hp.totalProfit/(gt.bigBlind+0.0)) AS bbper100
,avg(hp.totalProfit)/100.0 AS profitperhand
,100.0*avg((hp.totalProfit+hp.rake)/(gt.bigBlind+0.0)) AS bb100xr
,avg((hp.totalProfit+hp.rake)/100.0) AS profhndxr
,avg(h.seats+0.0) AS avgseats
,variance(hp.totalProfit/100.0) AS variance
from HandsPlayers hp
inner join Hands h on (h.id = hp.handId)
inner join Gametypes gt on (gt.Id = h.gameTypeId)
inner join Sites s on (s.Id = gt.siteId)
inner join Players p on (p.Id = hp.playerId)
where hp.playerId in <player_test>
/*and hp.tourneysPlayersId IS NULL*/
and h.seats <seats_test>
<flagtest>
<gtbigBlind_test>
and to_char(h.handStart, 'YYYY-MM-DD') <datestest>
group by hgameTypeId
,pname
,gt.base
,gt.category
<groupbyseats>
,plposition
,upper(gt.limitType)
,s.name
having 1 = 1 <havingclause>
order by pname
,gt.base
,gt.category
<orderbyseats>
,case <position> when 'B' then 'B'
when 'S' then 'S'
when '0' then 'Y'
else 'Z'||<position>
end
<orderbyhgameTypeId>
,upper(gt.limitType) desc
,maxbigblind desc
,s.name
"""
elif db_server == 'sqlite':
self.query['playerDetailedStats'] = """
select <hgameTypeId> AS hgametypeid
,gt.base
,gt.category
,upper(gt.limitType) AS limittype
,s.name
,min(gt.bigBlind) AS minbigblind
,max(gt.bigBlind) AS maxbigblind
/*,<hcgametypeId> AS gtid*/
,<position> AS plposition
,count(1) AS n
,100.0*sum(cast(hp.street0VPI as <signed>integer))/count(1) AS vpip
,100.0*sum(cast(hp.street0Aggr as <signed>integer))/count(1) AS pfr
,case when sum(cast(hp.street0_3Bchance as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street0_3Bdone as <signed>integer))/sum(cast(hp.street0_3Bchance as <signed>integer))
end AS pf3
,case when sum(cast(hp.stealattemptchance as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.stealattempted as <signed>integer))/sum(cast(hp.stealattemptchance as <signed>integer))
end AS steals
,100.0*sum(cast(hp.street1Seen as <signed>integer))/count(1) AS saw_f
,100.0*sum(cast(hp.sawShowdown as <signed>integer))/count(1) AS sawsd
,case when sum(cast(hp.street1Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.sawShowdown as <signed>integer))/sum(cast(hp.street1Seen as <signed>integer))
end AS wtsdwsf
,case when sum(cast(hp.sawShowdown as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.wonAtSD as <signed>integer))/sum(cast(hp.sawShowdown as <signed>integer))
end AS wmsd
,case when sum(cast(hp.street1Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street1Aggr as <signed>integer))/sum(cast(hp.street1Seen as <signed>integer))
end AS flafq
,case when sum(cast(hp.street2Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street2Aggr as <signed>integer))/sum(cast(hp.street2Seen as <signed>integer))
end AS tuafq
,case when sum(cast(hp.street3Seen as <signed>integer)) = 0 then -999
else 100.0*sum(cast(hp.street3Aggr as <signed>integer))/sum(cast(hp.street3Seen as <signed>integer))
end AS rvafq
,case when sum(cast(hp.street1Seen as <signed>integer))+sum(cast(hp.street2Seen as <signed>integer))+sum(cast(hp.street3Seen as <signed>integer)) = 0 then -999
else 100.0*(sum(cast(hp.street1Aggr as <signed>integer))+sum(cast(hp.street2Aggr as <signed>integer))+sum(cast(hp.street3Aggr as <signed>integer)))
/(sum(cast(hp.street1Seen as <signed>integer))+sum(cast(hp.street2Seen as <signed>integer))+sum(cast(hp.street3Seen as <signed>integer)))
end AS pofafq
,sum(hp.totalProfit)/100.0 AS net
,sum(hp.rake)/100.0 AS rake
,100.0*avg(hp.totalProfit/(gt.bigBlind+0.0)) AS bbper100
,avg(hp.totalProfit)/100.0 AS profitperhand
,100.0*avg((hp.totalProfit+hp.rake)/(gt.bigBlind+0.0)) AS bb100xr
,avg((hp.totalProfit+hp.rake)/100.0) AS profhndxr
,avg(h.seats+0.0) AS avgseats
,variance(hp.totalProfit/100.0) AS variance
from HandsPlayers hp
inner join Hands h on (h.id = hp.handId)
inner join Gametypes gt on (gt.Id = h.gameTypeId)
inner join Sites s on (s.Id = gt.siteId)
where hp.playerId in <player_test>
/*and hp.tourneysPlayersId IS NULL*/
and h.seats <seats_test>
<flagtest>
<gtbigBlind_test>
and to_char(h.handStart, 'YYYY-MM-DD') <datestest>
group by hgameTypeId
,hp.playerId
,gt.base
,gt.category
<groupbyseats>
,plposition
,upper(gt.limitType)
,s.name
order by hp.playerId
,gt.base
,gt.category
<orderbyseats>
,case <position> when 'B' then 'B'
when 'S' then 'S'
when '0' then 'Y'
else 'Z'||<position>
end
<orderbyhgameTypeId>
,upper(gt.limitType) desc
,maxbigblind desc
,max(gt.bigBlind) desc
,s.name
"""

View File

@ -93,19 +93,17 @@ gobject.signal_new("client_destroyed", gtk.Window,
# screen location of (0, 0) in the working window.
class Table_Window(object):
def __init__(self, table_name = None, tournament = None, table_number = None):
def __init__(self, search_string, table_name = None, tournament = None, table_number = None):
if table_name is not None:
search_string = table_name
self.name = table_name
self.tournament = None
self.table = None
elif tournament is not None and table_number is not None:
if tournament is not None and table_number is not None:
print "tournament %s, table %s" % (tournament, table_number)
self.tournament = int(tournament)
self.table = int(table_number)
self.name = "%s - %s" % (self.tournament, self.table)
search_string = "%s.+Table\s%s" % (tournament, table_number)
elif table_name is not None:
search_string = table_name
self.name = table_name
self.tournament = None
else:
return None
@ -151,4 +149,4 @@ class Table_Window(object):
def check_bad_words(self, title):
for word in bad_words:
if word in title: return True
return False
return False

View File

@ -82,18 +82,19 @@ if __name__=="__main__":
(tour_no, tab_no) = table_name.split(",", 1)
tour_no = tour_no.rstrip()
tab_no = tab_no.rstrip()
table = Tables.Table(tournament = tour_no, table_number = tab_no)
table = Tables.Table(None, tournament = tour_no, table_number = tab_no)
else: # not a tournament
print "cash game"
table_name = table_name.rstrip()
table = Tables.Table(table_name = table_name)
table = Tables.Table(None, table_name = table_name)
table.gdk_handle = gtk.gdk.window_foreign_new(table.number)
print "table =", table
print "game =", table.get_game()
# print "game =", table.get_game()
fake = fake_hud(table)
print "fake =", fake
gobject.timeout_add(100, check_on_table, table, fake)
# gobject.timeout_add(100, check_on_table, table, fake)
print "calling main"
gtk.main()

View File

@ -25,6 +25,7 @@ of Table_Window objects representing the windows found.
# Standard Library modules
import re
import os
# pyGTK modules
import pygtk
@ -40,39 +41,70 @@ from TableWindow import Table_Window
# We might as well do this once and make them globals
disp = Xlib.display.Display()
root = disp.screen().root
name_atom = disp.get_atom("WM_NAME", 1)
class Table(Table_Window):
def find_table_parameters(self, search_string):
self.window = None
done_looping = False
for outside in root.query_tree().children:
for inside in outside.query_tree().children:
if done_looping: break
if inside.get_wm_name() and re.search(search_string, inside.get_wm_name()):
if self.check_bad_words(inside.get_wm_name()): continue
self.window = inside
self.parent = outside
done_looping = True
break
# self.window = None
# done_looping = False
# for outside in root.query_tree().children:
# for inside in outside.query_tree().children:
# if done_looping: break
# prop = inside.get_property(name_atom, Xlib.Xatom.STRING, 0, 1000)
# print prop
# if prop is None: continue
# if prop.value and re.search(search_string, prop.value):
# if self.check_bad_words(prop.value): continue
## if inside.get_wm_name() and re.search(search_string, inside.get_wm_name()):
## if self.check_bad_words(inside.get_wm_name()):
## print "bad word =", inside.get_wm_name()
## continue
# self.window = inside
# self.parent = outside
# done_looping = True
# break
if self.window == None or self.parent == None:
window_number = None
for listing in os.popen('xwininfo -root -tree').readlines():
if re.search(search_string, listing):
print listing
mo = re.match('\s+([\dxabcdef]+) (.+):\s\(\"([a-zA-Z.]+)\".+ (\d+)x(\d+)\+\d+\+\d+ \+(\d+)\+(\d+)', listing)
self.number = int( mo.group(1), 0)
self.width = int( mo.group(4) )
self.height = int( mo.group(5) )
self.x = int( mo.group(6) )
self.y = int( mo.group(7) )
self.title = re.sub('\"', '', mo.group(2))
self.exe = "" # not used?
self.hud = None
# done_looping = False
# for outside in root.query_tree().children:
# for inside in outside.query_tree().children:
# if done_looping: break
# if inside.id == window_number:
# self.window = inside
# self.parent = outside
# done_looping = True
# break
if window_number is None:
print "Window %s not found. Skipping." % search_string
return None
my_geo = self.window.get_geometry()
pa_geo = self.parent.get_geometry()
# my_geo = self.window.get_geometry()
# pa_geo = self.parent.get_geometry()
#
# self.x = pa_geo.x + my_geo.x
# self.y = pa_geo.y + my_geo.y
# self.width = my_geo.width
# self.height = my_geo.height
# self.exe = self.window.get_wm_class()[0]
# self.title = self.window.get_wm_name()
# self.site = ""
# self.hud = None
self.x = pa_geo.x + my_geo.x
self.y = pa_geo.y + my_geo.y
self.width = my_geo.width
self.height = my_geo.height
self.exe = self.window.get_wm_class()[0]
self.title = self.window.get_wm_name()
self.site = ""
self.hud = None
window_string = str(self.window)
# window_string = str(self.window)
mo = re.match('Xlib\.display\.Window\(([\dxabcdef]+)', window_string)
if not mo:
print "Not matched"

View File

@ -20,6 +20,7 @@ import os
import re
import sys
import logging
import math
from time import time, strftime
from Exceptions import *
@ -30,11 +31,33 @@ except ImportError:
logging.info("Not using sqlalchemy connection pool.")
use_pool = False
try:
from numpy import var
use_numpy = True
except ImportError:
logging.info("Not using numpy to define variance in sqlite.")
use_numpy = False
import fpdb_simple
import FpdbSQLQueries
import Configuration
# Variance created as sqlite has a bunch of undefined aggregate functions.
class VARIANCE:
def __init__(self):
self.store = []
def step(self, value):
self.store.append(value)
def finalize(self):
return float(var(self.store))
class sqlitemath:
def mod(self, a, b):
return a%b
class fpdb_db:
MYSQL_INNODB = 2
PGSQL = 3
@ -130,6 +153,13 @@ class fpdb_db:
, detect_types=sqlite3.PARSE_DECLTYPES )
sqlite3.register_converter("bool", lambda x: bool(int(x)))
sqlite3.register_adapter(bool, lambda x: "1" if x else "0")
self.db.create_function("floor", 1, math.floor)
tmp = sqlitemath()
self.db.create_function("mod", 2, tmp.mod)
if use_numpy:
self.db.create_aggregate("variance", 1, VARIANCE)
else:
logging.warning("Some database functions will not work without NumPy support")
else:
raise FpdbError("unrecognised database backend:"+backend)
self.cursor = self.db.cursor()

View File

@ -927,7 +927,7 @@ def recogniseTourneyTypeId(db, siteId, tourneySiteId, buyin, fee, knockout, rebu
except:
cursor.execute( """SELECT id FROM TourneyTypes
WHERE siteId=%s AND buyin=%s AND fee=%s
AND knockout=%s AND rebuyOrAddon=%s"""
AND knockout=%s AND rebuyOrAddon=%s""".replace('%s', db.sql.query['placeholder'])
, (siteId, buyin, fee, knockout, rebuyOrAddon) )
result = cursor.fetchone()
#print "tried selecting tourneytypes.id, result:", result
@ -939,14 +939,14 @@ def recogniseTourneyTypeId(db, siteId, tourneySiteId, buyin, fee, knockout, rebu
#print "insert new tourneytype record ..."
try:
cursor.execute( """INSERT INTO TourneyTypes (siteId, buyin, fee, knockout, rebuyOrAddon)
VALUES (%s, %s, %s, %s, %s)"""
VALUES (%s, %s, %s, %s, %s)""".replace('%s', db.sql.query['placeholder'])
, (siteId, buyin, fee, knockout, rebuyOrAddon) )
ret = db.get_last_insert_id(cursor)
except:
#print "maybe tourneytype was created since select, try selecting again ..."
cursor.execute( """SELECT id FROM TourneyTypes
WHERE siteId=%s AND buyin=%s AND fee=%s
AND knockout=%s AND rebuyOrAddon=%s"""
AND knockout=%s AND rebuyOrAddon=%s""".replace('%s', db.sql.query['placeholder'])
, (siteId, buyin, fee, knockout, rebuyOrAddon) )
result = cursor.fetchone()
try:

68
pyfpdb/test_Database.py Normal file
View File

@ -0,0 +1,68 @@
# -*- coding: utf-8 -*-
import sqlite3
import fpdb_db
import math
# Should probably use our wrapper classes - creating sqlite db in memory
sqlite3.register_converter("bool", lambda x: bool(int(x)))
sqlite3.register_adapter(bool, lambda x: "1" if x else "0")
con = sqlite3.connect(":memory:")
con.isolation_level = None
#Floor function
con.create_function("floor", 1, math.floor)
#Mod function
tmp = fpdb_db.sqlitemath()
con.create_function("mod", 2, tmp.mod)
# Aggregate function VARIANCE()
con.create_aggregate("variance", 1, fpdb_db.VARIANCE)
cur = con.cursor()
def testSQLiteVarianceFunction():
cur.execute("CREATE TABLE test(i)")
cur.execute("INSERT INTO test(i) values (1)")
cur.execute("INSERT INTO test(i) values (2)")
cur.execute("INSERT INTO test(i) values (3)")
cur.execute("SELECT variance(i) from test")
result = cur.fetchone()[0]
print "DEBUG: Testing variance function"
print "DEBUG: result: %s expecting: 0.666666 (result-expecting ~= 0.0): %s" % (result, (result - 0.66666))
cur.execute("DROP TABLE test")
assert (result - 0.66666) <= 0.0001
def testSQLiteFloorFunction():
vars = [0.1, 1.5, 2.6, 3.5, 4.9]
cur.execute("CREATE TABLE test(i float)")
for var in vars:
cur.execute("INSERT INTO test(i) values(%f)" % var)
cur.execute("SELECT floor(i) from test")
result = cur.fetchall()
print "DEBUG: result: %s" % result
answer = 0
for i in result:
print "DEBUG: int(var): %s" % int(i[0])
assert answer == int(i[0])
answer = answer + 1
cur.execute("DROP TABLE test")
def testSQLiteModFunction():
vars = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 ,17, 18]
cur.execute("CREATE TABLE test(i int)")
for var in vars:
cur.execute("INSERT INTO test(i) values(%i)" % var)
cur.execute("SELECT mod(i,13) from test")
result = cur.fetchall()
idx = 0
for i in result:
print "DEBUG: int(var): %s" % i[0]
assert vars[idx]%13 == int(i[0])
idx = idx+1
assert 0 == 1
cur.execute("DROP TABLE test")