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Thread: grats' stats dev and variable requests

  1. #1
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    Default grats' stats dev and variable requests

    Hello, to the left you'll see the current Variables with their IDs. This dynamic image will change with the database, not that cool.
    pls senpai no share image to other sites
    http://stats.grats.pw
    register

    The newbie guide

    To submit variable requests
    Please give a list of everything in that category
    For example mining.. would have:
    Copper Ore (Mined)
    Tin Ore (Mined)
    ...
    Runite Ore (Mined)
    can be sent to me like:
    copper / tin / iron / runite ores (mined)
    etc

    This way I can add everything in that "genre" of variables at once.
    Thanks!


    Aerolib has stats inside!



    IDs will never change and when you setup your script on the stats you will be able to select your variables used in the script, majority of which will use the "something Xp (gained)" for example

    This stats system will not be SRL or SRL stats, it'll just simply be "stats" and will not be "bot specific" meaning other scripts from other bots may "commit" in the future.. we will see

    stats ID & pass are read from Simba/Stats/Info.txt see post #2 with the stats commit by flight for specifics
    why do we take a info.txt instead of putting stats ID & pass in a script? this way someone can input their info ONCE and doesn't have to do it ever again.. whether they're on OSR, RS3, new script, updated script.. doesn't matter.

    Use this for stats committing, remember it is embedded in aerolib so only use this if you're doing RS3 or a script without

    Note this post as important:
    https://villavu.com/forum/showthread...43#post1331243

    from flight:
    Simba Code:
    {
    =====
    Stats
    =====
    }


    Const
      stats_Path = AppPath+'Stats\';
      stats_File = 'Info.txt';

    type
      TStats_Vars = record
        Name: string;
        Value: integer;
      end;

    var
      stats_Timer : integer;
      stats_ID,stats_Pass,
      stats_ScriptID : string;
      stats_Vars  : Array of TStats_Vars;


    procedure stats_Setup(_ScriptID : String);
    var
      id,pass : String;
    begin
      if (not directoryExists(stats_Path)) then
      begin
        forceDirectories(stats_Path);
        writeINI('General', 'Stats_ID', '', stats_Path+stats_File);
        writeINI('General', 'Stats_Pass', '', stats_Path+stats_File);
      end;

      id   := readINI('General', 'Stats_ID', stats_Path+stats_File);
      pass := readINI('General', 'Stats_Pass', stats_Path+stats_File);

      if id = '' then
      begin
        case MessageBox('No Stats ID found, would you like to register?','Stats',1) of
          1: openWebPage('http://stats.grats.pw/reg.php');
        end;
      end;

      stats_ID       := id;
      stats_Pass     := pass;
      stats_ScriptID := _ScriptID;
      stats_Timer    := getSystemTime();
    end

    procedure stats_InitVariable(VarName: String; InitValue: Integer);
    var
      len: Integer;
    begin
      len := Length(stats_Vars);
      SetArrayLength(stats_Vars, len + 1);
      stats_Vars[len].Name := LowerCase(VarName);
      stats_Vars[len].Value := InitValue;
    end;

    procedure stats_SetVariable(VarName: string; NewValue: Integer);
    var
      i, h: Integer;
    begin
      h := High(stats_Vars);
      VarName := LowerCase(VarName);

      if (h >= 0) then
        for i := h downto 0 do
          if (VarName = stats_Vars[i].Name) then
          begin
            stats_Vars[i].Value := NewValue;
            Exit;
          end;

      stats_InitVariable(VarName, NewValue);
    end;

    procedure stats_IncVariable(VarName: string; Value: integer);
    var
      i, h: Integer;
    begin
      h := High(stats_Vars);
      VarName := LowerCase(VarName);

      if (h >= 0) then
        for i := h downto 0 do
          if (VarName = stats_Vars[i].Name) then
          begin
            stats_Vars[i].Value := stats_Vars[i].Value + Value;
            Exit;
          end;

      stats_InitVariable(VarName, Value);
    end;

    function stats_Commit(): Boolean;
    var
      S : String;
      Client,i,Worked,
      ExtraTime : integer;
    begin
      ExtraTime := getSystemTime() - stats_Timer;
      Worked    :=  ExtraTime div 60000;

      if Worked < 5 then Exit;
      ExtraTime := ExtraTime - (Worked*60000);

      stats_Timer := GetSystemTime - ExtraTime;

      Client := InitializeHTTPClient(False);
      ClearPostData(Client);

      if (stats_ID = '') then
      begin
        stats_ID   := '5';
        stats_Pass := 'anon1337';
      end;

      AddPostVariable(Client, 'user_id', STATS_ID);
      AddPostVariable(Client, 'password', STATS_PASS);
      AddPostVariable(Client, 'script_id', STATS_SCRIPTID);
      AddPostVariable(Client, 'timeamount', toStr(Worked));

      if (Length(stats_Vars) > 0) then
       for i := high(stats_Vars) downto 0 do
        with stats_Vars[i] do
        begin
          if (Value <= 0) then
            Continue;

          AddPostVariable(Client, Name, toStr(Min(Value, 30000))); //Capped at 30000
        end;

      // Get & translate the return code
      S := PostHTTPPageEx(Client, 'http://stats.grats.pw/POST.php');
      FreeHTTPClient(Client);

      case StrToIntDef(ExtractFromStr(S, Numbers), -1) of
        42  : Result := True;
    //  666 : writeln('Stats: User ID/Password not setup.');  // Disabled because of the default name ID & pass given above
        9001: writeln('Stats: Invalid user ID/Password.');
        1337: writeln('Stats: Invalid Script ID.');
        255,
        496 : writeln('Stats: Committing too fast; shame on you!');
        else
              writeln('Stats: No POST return');
      end;

      if Result then
      begin
        if (Length(stats_Vars) > 0) then
          for i := high(stats_Vars) downto 0 do
            with stats_Vars[i] do
            begin
              if (Value <= 0) then
                Continue;
              Value := 0; //Clear for next commit
            end;
      end;
    end;

    it is VERY important to note that stats server will reject commits faster than once every 5+ minutes
    therefore you should use a system like above or other that "adds up" your variables until that time..
    it also checks if you got the correct return code in order to "reset" your variables after committed
    therefore, clientside you know all your data is being correctly submitted and saved if any error occurs and then resubmitted later.




    See post #2 for tutorials on different things
    Last edited by grats; 02-25-2015 at 07:16 PM.
    The only true authority stems from knowledge, not from position.

    You can contact me via matrix protocol: @grats:grats.win or you can email me at the same domain, any user/email address.

  2. #2
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    Adding a script:

    Here is the layout:
    [ID] Script_name
    [ID] Variable (Action), [ID] Variable (Action) and continue.. etc

    These ID's you use in your script, you use the script ID to commit and the var IDs are what you commit, as seen in the above simba



    Dynamic Sig:
    Here is a very basic one, anyone feel free to go more into "detail"
    See explanation below
    You can find the script selector from the "custom graphs" tab when logged in
    PHP Code:
    <?php
    img
    ();
    exit();

    function 
    img()
    {
        
    ini_set("user_agent""Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.1.4322)");
        
    $data file_get_contents('http://stats.grats.pw/misc/sig.php?s=1');

        
    $font 'monofonto.ttf';
        
    $width 400;
        
    $height 200;

        
    $data explode("_._",$data);
        
    $scriptname $data[0];
        
    $script_total_time 'Total Time: ' $data[1];
        
    $loads $data[2] . ': ' $data[3];


        
    $image ImageCreate($width$height);
        
    $blk ImageColorAllocate($image000);
        
    $gray ImageColorAllocate($image204204204);
        
    ImageFill($image00$gray);

        
    imagettftext($image140618$blk$font$scriptname);
        
    imagettftext($image140640$blk$font$script_total_time);
        
    imagettftext($image140662$blk$font$loads);

        
    header("Content-Type: image/jpeg");
        
    ImageJpeg($image);
        
    ImageDestroy($image);
    }
    ?>
    Looks like:

    Notice the URL we get is "1" for the ID of the script.. this is your script ID, whatever it may be
    keep in mind data isn't shown on most stuff until at least 1 commit is there... so let your script run a few before actually trying to get that to "work"
    The data we get from that URL is:
    Code:
    Justin's GoldFarm_._21_._Loads (Done)_._47_._Gold (Profited)_._1052800_._Items (Looted)_._1316
    We explode it, which makes it all an array of $data
    $data[0] is the first part of the array.. there are 8 total parts, 0 - 7 for this specific script
    so $data[0] would be our name, and 21 would be our "total commit time in minutes"
    loads done and 47 is the amount of loads done $data[2] is "Loads (Done)" and $data[3] is "47" value
    gold profited and 1052800 is our gold.. these would be $data[4] and $data[5]

    etc
    that should explain it.. that's quick and you're obviously welcome to handle the data however you want, I don't care
    I do have blockers for popular chinese witchary ones so be careful if you use some funky user agent
    best to just use the ie 6.0 one or some random one that actually exists.. firefox, opera, chrome doesn't matter really


    This one is slightly different:
    PHP Code:
    <?php
    img
    ();
    exit();

    function 
    img()
    {
        
    ini_set("user_agent""Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.1.4322)");
        
    $data file_get_contents('http://stats.grats.pw/misc/sig.php?s=1');

        
    $font 'monofonto.ttf';
        
    $image = @imagecreatefrompng('img.png');


        
    $data explode("_._",$data);
        
    $scriptname $data[0];
        
    $script_total_time 'Total Time: ' $data[1];
        
    $loads $data[2] . ': ' $data[3];
        



        
    $pink imagecolorallocate($image2500251);
        
    imagefilledrectangle($im00029$pink);

        
    imagettftext($image140618$pink$font$scriptname);
        
    imagettftext($image140640$pink$font$script_total_time);
        
    imagettftext($image140662$pink$font$loads);

        
    header("Content-Type: image/png");
        
    Imagepng($image);
        
    ImageDestroy($image);
    }
    ?>
    With this one we use an image "img.png" to create the background, we also create the image as "image/png" instead, this renders a bit better quality, though it takes longer.
    The outcome of this image is having a nice background to work on, rather than ugly gray

    I also used pink font as black didn't show up well
    Last edited by grats; 02-20-2015 at 05:38 AM.
    The only true authority stems from knowledge, not from position.

    You can contact me via matrix protocol: @grats:grats.win or you can email me at the same domain, any user/email address.

  3. #3
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    As far as other variables go, I'm pretty fond of "Loads", which I use all of the time. Also I don't see any mention of TimeRunning, it would be nice to be able to see how long scripts run too.

    I have a feeling you'll get a bunch of oddly specific things to put in once you get this up and running. Very exciting though, I'd love to have stats back!

    Scripts: Edgeville Chop & Bank, GE Merchanting Aid
    Tutorials: How to Dominate the Grand Exchange

    Quote Originally Posted by YoHoJo View Post
    I like hentai.

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    Quote Originally Posted by 3Garrett3 View Post
    As far as other variables go, I'm pretty fond of "Loads", which I use all of the time. Also I don't see any mention of TimeRunning, it would be nice to be able to see how long scripts run too.

    I have a feeling you'll get a bunch of oddly specific things to put in once you get this up and running. Very exciting though, I'd love to have stats back!
    Thanks
    So how are "loads" used?
    right now I have in the commits the "timeamount" which is 5< minutes, meaning a commit is only sent once every 5 or more minutes
    for example you can see here:

    and then we take "data" and JOIN them if we were to want everything for certain commit

    as you see here we have TWO items sent for the commit "1" which is, the first commit ever made
    the variables or items are "3" AND "5"
    which can be matched above if you care about their name (client side on the site it is just showing name)
    and 3 has "27" of them and 5 has "3555" of them, for example this could be 27 runite ore maybe that gives 3555 exp (I have no clue lol of values)
    so if we took the commit there we get a total of 5 minutes
    however the script has many commits, I think 7 total so we could sum all of those together and take their script_name and then we get a nice graph of x amount of minutes per script


    and as of last night it is up & running, the commits and my dynamic graphs (well some of them) and that all works, but user accounts don't so I added flight in to test, if you want to test you can msg me too.. the database will be emptied upon release thus you can commit all the bogus stuff you want currently just for testing :P
    Last edited by grats; 02-04-2015 at 06:37 PM.
    The only true authority stems from knowledge, not from position.

    You can contact me via matrix protocol: @grats:grats.win or you can email me at the same domain, any user/email address.

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    Quote Originally Posted by grats View Post
    Thanks
    So how are "loads" used?
    A script would keep track of how many times it has completed a load of some material. Some examples of 1 load:
    • Withdrawing 28 silver ore from the bank, running to the furnace, smelting them into 28 silver bars, and running back to the bank.
    • Fishing 28 crayfish, running to the bank, banking them, and running back to the fishing spot.
    • Mining 28 ore and dropping it could be considered completing a load.
    • Anything else that can be easily divided into parts based on backpack capacity.

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    Quote Originally Posted by BMWxi View Post
    A script would keep track of how many times it has completed a load of some material. Some examples of 1 load:
    • Withdrawing 28 silver ore from the bank, running to the furnace, smelting them into 28 silver bars, and running back to the bank.
    • Fishing 28 crayfish, running to the bank, banking them, and running back to the fishing spot.
    • Mining 28 ore and dropping it could be considered completing a load.
    • Anything else that can be easily divided into parts based on backpack capacity.
    Ohh ok
    so these would probably use
    "silver Ore (smelted)"
    and
    "silver Ore (Loads)"

    in the same script

    and basically 28 smelted == 1 load

    I got the smithing part I understand copper + tin = bronze so there are less "smithing" overall than mining
    I didn't treat smelting that way because you're smelting tin and copper, 14 of each.. into 14 bronze,
    but that would be 1 load then

    so I'll give some of you the ability to add the variables I like to keep them organized as the old stats has tons of duplicates.. like majority of stuff, and then it has hundreds of variables that have "0"
    The only true authority stems from knowledge, not from position.

    You can contact me via matrix protocol: @grats:grats.win or you can email me at the same domain, any user/email address.

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    Quote Originally Posted by grats View Post
    Ohh ok
    so these would probably use
    "silver Ore (smelted)"
    and
    "silver Ore (Loads)"

    in the same script

    and basically 28 smelted == 1 load
    Yes this is what it works out to. It's essentially a duplicate but I find for comparison between scripts it's easier to think in terms of loads than in individual items. I think all beginner tutorials on the forums show "Loads" and "Logs" (or whatever) so probably new scripters would use both.

    There are other slightly more complicated versions. Using your smelting example, the current public scripts (I think) say "Bars Smelted" and "Loads Done". Under this system, all bars would be under the same variable, not individual types, and different users would have different amount of loads depending on their bar choice.

    Scripts: Edgeville Chop & Bank, GE Merchanting Aid
    Tutorials: How to Dominate the Grand Exchange

    Quote Originally Posted by YoHoJo View Post
    I like hentai.

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    Quote Originally Posted by 3Garrett3 View Post
    Yes this is what it works out to. It's essentially a duplicate but I find for comparison between scripts it's easier to think in terms of loads than in individual items. I think all beginner tutorials on the forums show "Loads" and "Logs" (or whatever) so probably new scripters would use both.

    There are other slightly more complicated versions. Using your smelting example, the current public scripts (I think) say "Bars Smelted" and "Loads Done". Under this system, all bars would be under the same variable, not individual types, and different users would have different amount of loads depending on their bar choice.
    For Graphing purposes I want to keep them all separate

    and for graphing purposes I can combine them into their total by their suffix, so if it is "smelted" as the suffix, I can grab all of them and combine into a "total"
    and we can do that on a per script base.. or
    per user per script.. or
    per user (meaning multiple scripts)
    etc. this makes it more dynamic
    "loads" done will be more of a "looking at the commit page" I guess? because it might not be used for graphs that much or unless I think of how that would work haven't thought about it
    but I don't really want the total bars or total of anything to exist in my varaibles list, this way scripts can be exponentially more dynamic and show very specific details while also being able to "total" everything in a given prefix like we can have all of the mined ores in their separate section of a graph, and then the "total of all ores" there, without having redundant or incorrect data, because of every single script doesn't give the "total" and only commits their "iron ore mined" then we already have a "total mined" or "ore mined" which is incorrect data

    so loads I am ok adding and I will see what specifics with that. but total bars not so much we can have that on every script especially AIO ones we can have "total mined" with all the individual too
    The only true authority stems from knowledge, not from position.

    You can contact me via matrix protocol: @grats:grats.win or you can email me at the same domain, any user/email address.

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    Quote Originally Posted by grats View Post
    -snip-
    I completely understand the reasoning you're coming from. If I'm understanding right, essentially you want each variable (bronze, iron, etc) separate and the stats site will have the capability to add all together for a "total bars" stat.

    The other side of the coin is that this will go against what is "typical" in all scripts, because I'm not sure there's any script that wants to add 10 (or however many) variables to track individual bar amounts and handle the math associated with a tidy progress report, when one overall bars variable could be used. Obviously those who want to use stats will be completely fine modifying their scripts, but new users following along with the generally accepted beginner tutorials (by The Mayor) will have more difficulty expanding the logic immediately and it could be a barrier. Generally I think all scripts could have it retro-actively added but it will be a pain especially for those with more complicated scripts to change all the variables and ensure the logic remains the same.

    Scripts: Edgeville Chop & Bank, GE Merchanting Aid
    Tutorials: How to Dominate the Grand Exchange

    Quote Originally Posted by YoHoJo View Post
    I like hentai.

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    Quote Originally Posted by 3Garrett3 View Post
    I completely understand the reasoning you're coming from. If I'm understanding right, essentially you want each variable (bronze, iron, etc) separate and the stats site will have the capability to add all together for a "total bars" stat.

    The other side of the coin is that this will go against what is "typical" in all scripts, because I'm not sure there's any script that wants to add 10 (or however many) variables to track individual bar amounts and handle the math associated with a tidy progress report, when one overall bars variable could be used. Obviously those who want to use stats will be completely fine modifying their scripts, but new users following along with the generally accepted beginner tutorials (by The Mayor) will have more difficulty expanding the logic immediately and it could be a barrier. Generally I think all scripts could have it retro-actively added but it will be a pain especially for those with more complicated scripts to change all the variables and ensure the logic remains the same.
    Scripts will require modification to add stats anyhow, and it wont that complicated to add to most scripts. And if people are really stuck they can make posts in the help section like they do with all their other scripting questions.

    For my scripts, I track loads in the progress report as extra information for the person running the script, but I don't track the number of loads with my stats page.

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    Quote Originally Posted by BMWxi View Post
    Scripts will require modification to add stats anyhow, and it wont that complicated to add to most scripts. And if people are really stuck they can make posts in the help section like they do with all their other scripting questions.
    Yup, my main point was to offer some insight as someone who has occasionally scripted and to give an overview of how SRL scripts are typically constructed, because grats said he didn't bot RS any so I hoped to add a bit of understanding to the current script scene from what I knew.

    Scripts: Edgeville Chop & Bank, GE Merchanting Aid
    Tutorials: How to Dominate the Grand Exchange

    Quote Originally Posted by YoHoJo View Post
    I like hentai.

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    Quote Originally Posted by 3Garrett3 View Post
    Yup, my main point was to offer some insight as someone who has occasionally scripted and to give an overview of how SRL scripts are typically constructed, because grats said he didn't bot RS any so I hoped to add a bit of understanding to the current script scene from what I knew.
    Grats updated his earlier post with an updated example of using the soon-to-come Stats. I'm sure we could push for the official includes to include what I wrote above, AeroLib for sure will come with Stats, making the scripter's job much easier.

    We'll put out a tutorial later on for adding Stats to scripts and making dynamic forum signatures linked to it. I'm hoping to see some friendly competition as a result of this.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


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    I'd prefer it like:

    Simba Code:
    stats.initVar();
    stats.incVar();
    stats.commit();

    E: and don't forget about SRL-6 stats
    Last edited by The Mayor; 02-04-2015 at 09:20 PM.

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    Quote Originally Posted by 3Garrett3 View Post
    I completely understand the reasoning you're coming from. If I'm understanding right, essentially you want each variable (bronze, iron, etc) separate and the stats site will have the capability to add all together for a "total bars" stat.

    The other side of the coin is that this will go against what is "typical" in all scripts, because I'm not sure there's any script that wants to add 10 (or however many) variables to track individual bar amounts and handle the math associated with a tidy progress report, when one overall bars variable could be used. Obviously those who want to use stats will be completely fine modifying their scripts, but new users following along with the generally accepted beginner tutorials (by The Mayor) will have more difficulty expanding the logic immediately and it could be a barrier. Generally I think all scripts could have it retro-actively added but it will be a pain especially for those with more complicated scripts to change all the variables and ensure the logic remains the same.
    Well ill do loads (done) and yes thats correct but i doont think thebindividual things will matter cuz for example my first scripts were li e "burn willoww logs" so you o need ly handle one thing in thee first place. Only exception is alio scripts which have a var to set to do oak or yew or willoe etc and those can easily change what is committed too. That isnt beginener no matter what imo.

    So a beginner focuses on their onr thing.

    Also sry mm for typos on tablet i use these like once a year lol

    Also ive botted and ran scripts i was one of the first with my testers cup and tested stats etc. Just never actually plsyed rs so idkk those things for the most part
    Quote Originally Posted by The Mayor View Post
    I'd prefer it like:

    Simba Code:
    stats.initVar();
    stats.incVar();
    stats.commit();

    E: and don't forget about SRL-6 stats
    The srl6 thing is for the old stats which has been broken for years and nobody hss say in much about it and never had graphs etc. I get wizzup is super busy.. i got enough free time with work where i can do the stats.. so it can be added to whatever anyone wants and dB i hope it does.
    Also if flight can do how you like it or if you can.. its up to any of you with how it looks... you get to choose just needs the correct info to send. I like any of it

    Yep so flight said he will do it OO style because srl6 u is that way and then new people can learn easier
    Last edited by grats; 02-04-2015 at 10:02 PM.
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    Need some testers & their skypes to start getting some data for this weekend.

    anyone interested skype / post / pm etc


    this will involve you registering & creating a script (on the site) & putting stats in that script of yours on simba & running it
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    Quote Originally Posted by grats View Post
    creating a script (on the site)
    what?

    btw: could you add fletched/superheated/crafted/cleaned(herbs) to the list?

    if i have time i would give it a shot

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    Quote Originally Posted by hoodz View Post
    what?

    btw: could you add fletched/superheated/crafted/cleaned(herbs) to the list?

    if i have time i would give it a shot
    on stats systems you have to "register" your script to be used on the stats site... so it can have "commits" specific to that "script" you "registered"

    & yea what do I add?

    Herbs (Cleaned)
    Oak Log (Fletched) ??

    I got no idea about that stuff lol

    Link me if you got a list of the stuff
    Last edited by grats; 02-12-2015 at 11:19 PM.
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    Quote Originally Posted by grats View Post
    on stats systems you have to "register" your script to be used on the stats site... so it can have "commits" specific to that "script" you "registered"

    & yea what do I add?

    Herbs (Cleaned)
    Oak Log (Fletched) ??

    I got no idea about that stuff lol

    Link me if you got a list of the stuff
    i could make a list

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    What would it take to convince you that the current SRL Stats is actually quite a sane codebase and improvement to that system would be quite welcome?



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    Quote Originally Posted by hoodz View Post
    i could make a list
    yea go for it & I'll add it in

    Quote Originally Posted by Wizzup? View Post
    What would it take to convince you that the current SRL Stats is actually quite a sane codebase and improvement to that system would be quite welcome?
    Well I looked at it and learned from it (long ago as well).. but it wasn't fixed in year(s) and taking one hat from you that you no longer have to wear is good imo... so you can focus on other stuff.
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    Quote Originally Posted by grats View Post
    Well I looked at it and learned from it (long ago as well).. but it wasn't fixed in year(s) and taking one hat from you that you no longer have to wear is good imo... so you can focus on other stuff.
    What exactly wasn't fixed? Does it have bugs that I don't know of? AFAIK, it was mostly safe/sane and quite fast once I implemented the extra caching. It's still in use, too: http://stats.villavu.com/commit/all

    I don't want to discourage you, it's just that I am not sure why everyone says that the current stats system is broken. It's actually quite rich in features, extensibility and has a nice API for third party graphs / data mining.

    Regardless of what you want/choose, good luck.

    EDIT: If there is any interest I can definitely port it to "Flask" instead of my own arcane "webtool" code.



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    Quote Originally Posted by Wizzup? View Post
    What exactly wasn't fixed? Does it have bugs that I don't know of? AFAIK, it was mostly safe/sane and quite fast once I implemented the extra caching. It's still in use, too: http://stats.villavu.com/commit/all

    I don't want to discourage you, it's just that I am not sure why everyone says that the current stats system is broken. It's actually quite rich in features, extensibility and has a nice API for third party graphs / data mining.

    Regardless of what you want/choose, good luck.

    EDIT: If there is any interest I can definitely port it to "Flask" instead of my own arcane "webtool" code.
    AshamanRogueCooker has total running time of 0:00:00 with 0 individual commits.

    you said yourself it was broken in another thread over a year ago, (linked above). Kevin rebuild the stats system in .net & back then it wasn't open source etc so it wasn't used (still is poor on linux with mono)

    In use or not there are timing errors:
    Anonymous has added 0 minutes to AshamanRogueCooker in 0 commits .
    and that goes for every script, time isn't "added" which seems like an easy fix..
    but anyway mines already done and has graphs for everything and nearing 400 commits in past 2 days from testing, while there is still some stuff I'm going to add I'm still unsure why you'd not rather invest that time into simba or other projects you have.. while this would be the only villavu /rs / simba related project I have...

    I only started mine because people said it was broken, and I looked, and I saw broken stuff on it.. and I thought to myself 'hey, now wizzup will not have to worry about stats system'
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    I see, I don't recall what the exact problem was. I think there was a problem that we reached the integer size limit. That is, we exceeded 2^32. That was hard to work around without majorly changing the database. My guess is that if we "reset" the database (flush all commits and cache), it will run fine again for many years. But I'm going offtopic, sorry.

    If are in need of variables, you could also look at http://stats.villavu.com/variable/all



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    Quote Originally Posted by Wizzup? View Post
    I see, I don't recall what the exact problem was. I think there was a problem that we reached the integer size limit. That is, we exceeded 2^32. That was hard to work around without majorly changing the database. My guess is that if we "reset" the database (flush all commits and cache), it will run fine again for many years. But I'm going offtopic, sorry.

    If are in need of variables, you could also look at http://stats.villavu.com/variable/all
    off topic doesn't really matter to me as long as I won't get yelled at lol..

    Yea I saw the variables, I'm trying a different suffix system for items & noticed there's a lot there that are the same thing but slightly different like:
    Steel Bars Melted
    Iron Ore (Mined)
    Iron Bars Melted
    without having the ( ) around the suffix
    and technically when smelting you smelt the ores and then you (create) bars imo
    I'm anal about that variable type things though

    I was going to copy them then I noticed those things, not perfect enough
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    Currently testing this out, so far it's worked flawless for me, nice work grats

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