Beispiel #1
0
 /**
  * Return the killmails for a character
  *
  * @param int  $character_id
  * @param bool $get
  * @param int  $chunk
  *
  * @return
  */
 public function getCharacterKillmails(int $character_id, bool $get = true, int $chunk = 200)
 {
     $killmails = KillMail::select('*', 'character_kill_mails.characterID as ownerID', 'kill_mail_details.characterID as victimID')->leftJoin('kill_mail_details', 'character_kill_mails.killID', '=', 'kill_mail_details.killID')->leftJoin('invTypes', 'kill_mail_details.shipTypeID', '=', 'invTypes.typeID')->leftJoin('mapDenormalize', 'kill_mail_details.solarSystemID', '=', 'mapDenormalize.itemID')->where('character_kill_mails.characterID', $character_id);
     if ($get) {
         return $killmails->orderBy('character_kill_mails.killID', 'desc')->paginate($chunk);
     }
     return $killmails;
 }
 /**
  * Return the killmails for a character
  *
  * @param $character_id
  *
  * @return mixed
  */
 public function getCharacterKillmails($character_id)
 {
     return KillMail::select('*', 'character_kill_mails.characterID as ownerID', 'kill_mail_details.characterID as victimID')->leftJoin('kill_mail_details', 'character_kill_mails.killID', '=', 'kill_mail_details.killID')->leftJoin('invTypes', 'kill_mail_details.shipTypeID', '=', 'invTypes.typeID')->leftJoin('mapDenormalize', 'kill_mail_details.solarSystemID', '=', 'mapDenormalize.itemID')->where('character_kill_mails.characterID', $character_id)->get();
 }
Beispiel #3
0
 /**
  * Run the Update
  *
  * @return mixed|void
  */
 public function call()
 {
     // Killmails is another tricky one to update correctly.
     // A few things need to be kept in mind. Refer to the
     // documentation here[1] as the basis for why things are
     // being the done the way it is in this function.
     //
     // First off, we have to keep in mind that if we have more
     // than one API key with the same kill on it, one of them
     // may be the victm. Kill mails have a lot of information
     // in the form of attackers, items and the victim. Most
     // of this information is static regardless if you are the
     // victim or not. In both cases, the killID remains the
     // same, and therefore all of the related information too.
     // So, we will start by using a link table that will allow
     // us to associate the characterID <-> killID relationship.
     // This will help with future queries so that one does not
     // have to use arb things to figure out ownership of the
     // killmails by joining attackers/victims etc. With the
     // link table done, the rest of the killmail information
     // is pretty static and all relates to one unique killID.
     //
     // The next thing to keep in mind is the fact that it is
     // possible to journal walk killmails. We will support that
     // in an effort to get as much historic information as we
     // possibly can. At a very basic level, the implementation
     // will be as follows.
     //  - Start by setting the largest possible PHP number.
     //  - Each request to the EVE API sends this number along.
     //  - While looping over the killmails in the response, we
     //    will check that we keep the from_id as low as the
     //    lowest killID. This will result in the next call to
     //    the API only returning killmails form that killID
     //    backwards.
     //
     // We will also have to do a lookup to check what is the
     // smallest killID that we already know of. If we query
     // the API and reach this number then it will be safe to
     // assume that we have all of the possible killmails for
     // the affected character.
     //
     // [1] https://neweden-dev.com/Char/KillMails
     $pheal = $this->setScope('char')->getPheal();
     foreach ($this->api_info->characters as $character) {
         // Define the first MAX from_id to use when
         // retreiving killmails.
         $from_id = PHP_INT_MAX;
         // This infinite loop needs to be broken out of
         // once we have reached the end of the backwards
         // journal walking. Walking ends when we have
         // either received less rows than asked for, or
         // we have reached a known killID.
         while (true) {
             $result = $pheal->KillMails(['characterID' => $character->characterID, 'rowCount' => $this->rows_per_call] + ($from_id == PHP_INT_MAX ? [] : ['fromID' => $from_id]));
             foreach ($result->kills as $kill) {
                 // Ensure that $from_id is at its lowest
                 $from_id = min($kill->killID, $from_id);
                 // Check if the killmail is known. If it is,
                 // then we can just continue to the next. We
                 // are assuming the kill details already is
                 // known here.
                 if (KillMail::where('characterID', $character->characterID)->where('killID', $kill->killID)->first()) {
                     continue;
                 }
                 // Create the killmail link to this character
                 KillMail::create(['characterID' => $character->characterID, 'killID' => $kill->killID]);
                 // With the link complete, we should check if we
                 // have the information for this kill recorded.
                 // If it is already in the database, then there
                 // is simply no need for us to redo all of that
                 // work again. Remember, from this point on, we
                 // refer to a kill by killID, regardless of the
                 // assosiated characterID
                 if (Detail::where('killID', $kill->killID)->first()) {
                     continue;
                 }
                 // Create the killDetails, attacker and item info
                 Detail::create(['killID' => $kill->killID, 'solarSystemID' => $kill->solarSystemID, 'killTime' => $kill->killTime, 'moonID' => $kill->moonID, 'characterID' => $kill->victim->characterID, 'characterName' => $kill->victim->characterName, 'corporationID' => $kill->victim->corporationID, 'corporationName' => $kill->victim->corporationName, 'allianceID' => $kill->victim->allianceID, 'allianceName' => $kill->victim->allianceName, 'factionID' => $kill->victim->factionID, 'factionName' => $kill->victim->factionName, 'damageTaken' => $kill->victim->damageTaken, 'shipTypeID' => $kill->victim->shipTypeID]);
                 foreach ($kill->attackers as $attacker) {
                     Attacker::create(['killID' => $kill->killID, 'characterID' => $attacker->characterID, 'characterName' => $attacker->characterName, 'corporationID' => $attacker->corporationID, 'corporationName' => $attacker->corporationName, 'allianceID' => $attacker->allianceID, 'allianceName' => $attacker->allianceName, 'factionID' => $attacker->factionID, 'factionName' => $attacker->factionName, 'securityStatus' => $attacker->securityStatus, 'damageDone' => $attacker->damageDone, 'finalBlow' => $attacker->finalBlow, 'weaponTypeID' => $attacker->weaponTypeID, 'shipTypeID' => $attacker->shipTypeID]);
                 }
                 foreach ($kill->items as $item) {
                     Item::create(['killID' => $kill->killID, 'typeID' => $item->typeID, 'flag' => $item->flag, 'qtyDropped' => $item->qtyDropped, 'qtyDestroyed' => $item->qtyDestroyed, 'singleton' => $item->singleton]);
                 }
             }
             // Foreach kills
             // As previously mentioned, there may be a few
             // conditions where we may decide its time to
             // break out of the infinite loop. This is where
             // we will be doing those checks. The most ob-
             // vious one being that we may have received less
             // than the total amount of rows asked for.
             if (count($result->kills) < $this->rows_per_call) {
                 break;
             }
         }
         // while(true)
     }
     return;
 }