using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net.Http;
using System.Net.Http.Headers;
namespace ArkData
{
///
/// The container for the data.
///
public partial class DataContainer
{
///
/// Instantiates the DataContainer and parses all the user data files
///
public static DataContainer Create(string playerFileFolder, string tribeFileFolder)
{
IEnumerable playerFiles = null;
IEnumerable tribeFiles = null;
if (Directory.Exists(playerFileFolder))
{
playerFiles = Directory.GetFiles(playerFileFolder).Where(f => Path.GetFileNameWithoutExtension(f).StartsWith(DataFileDetails.PlayerFilePrefix)
&& Path.GetFileNameWithoutExtension(f).EndsWith(DataFileDetails.PlayerFileSuffix)
&& Path.GetExtension(f).Equals(DataFileDetails.PlayerFileExtension));
}
if (Directory.Exists(tribeFileFolder))
{
tribeFiles = Directory.GetFiles(tribeFileFolder).Where(f => Path.GetFileNameWithoutExtension(f).StartsWith(DataFileDetails.TribeFilePrefix)
&& Path.GetFileNameWithoutExtension(f).EndsWith(DataFileDetails.TribeFileSuffix)
&& Path.GetExtension(f).Equals(DataFileDetails.TribeFileExtension));
}
var container = new DataContainer();
if (playerFiles != null)
{
foreach (var file in playerFiles)
{
container.Players.Add(Parser.ParsePlayer(file));
}
}
if (tribeFiles != null)
{
foreach (var file in tribeFiles)
{
container.Tribes.Add(Parser.ParseTribe(file));
}
}
container.LinkPlayerTribe();
return container;
}
///
/// Loads the profile data for all users from the steam service
///
/// The Steam API key
public DateTime LoadSteam(string apiKey, int steamUpdateInterval = 0)
{
// need to make multiple calls of 100 steam id's.
var lastSteamUpdateUtc = DateTime.UtcNow;
var startIndex = 0;
var playerSteamIds = Players
.Where(p => p.LastPlatformUpdateUtc.AddMinutes(steamUpdateInterval) < DateTime.UtcNow && p.NoUpdateCount < MAX_INVALID_COUNT)
.Select(p => p.PlayerId)
.ToArray();
while (true)
{
// check if the start index has exceeded the Players list count.
if (startIndex >= playerSteamIds.Count()) break;
// get the number of steam ids to read.
int steamIdsCount = Math.Min(MAX_STEAM_IDS, playerSteamIds.Count() - startIndex);
// get a comma delimited list of the steam ids to process
var builder = string.Join(",", playerSteamIds, startIndex, steamIdsCount);
using (var client = new HttpClient())
{
client.BaseAddress = new Uri("https://api.steampowered.com/");
client.DefaultRequestHeaders.Accept.Clear();
client.DefaultRequestHeaders.Accept.Add(new MediaTypeWithQualityHeaderValue("application/json"));
var response = client.GetAsync(string.Format("ISteamUser/GetPlayerSummaries/v0002/?key={0}&steamids={1}", apiKey, builder)).Result;
if (response.IsSuccessStatusCode)
{
using (var reader = new StreamReader(response.Content.ReadAsStreamAsync().Result))
{
LinkSteamProfiles(reader.ReadToEnd(), lastSteamUpdateUtc, playerSteamIds);
}
}
else
{
throw new System.Net.WebException("The Steam API request was unsuccessful. Are you using a valid key?");
}
}
startIndex += steamIdsCount;
}
SteamLoaded = true;
return lastSteamUpdateUtc;
}
///
/// Fetches the player server status. Can only be done after fetching Steam player data.
///
/// The IP of the server.
/// The port of the server.
public void LoadOnlinePlayers(string ipString, int port)
{
if (SteamLoaded)
{
LinkOnlinePlayers(ipString, port);
}
else
{
throw new Exception("The Steam user data should be loaded before the server status can be checked.");
}
}
}
}