/** * 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; }
/** * Run the Update * * @return mixed|void */ public function call() { // Killmails is another tricky one to update correctly. // Refer to the comment in character/killmails of this // project for some background. $pheal = $this->setScope('corp')->setCorporationID()->getPheal(); // 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(['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('corporationID', $this->corporationID)->where('killID', $kill->killID)->first()) { continue; } // Create the killmail link to this corporation KillMail::create(['corporationID' => $this->corporationID, '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 corporationID 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; }