Files
ik-codex/src/Analyser/ProjectZomboid/ConnectionFailureAnalyser.php
indifferentketchup 73e9ca6181 Add ConnectionFailureAnalyser
First custom Analyser subclass in this game tree. PatternAnalyser
operates per-entry without cross-entry state, so pairing
'attempting to join' with 'allowed to join' per Steam ID requires a
bespoke pass over the log. The analyser counts attempts and allowed
events per Steam ID and emits a ConnectionFailureProblem for each
player whose attempt count exceeds their allowed count. Unmatched
'attempting to join used queue' rows are surfaced as failures in v1
because a long queue wait is indistinguishable from a real failure
without timing context.
2026-04-30 22:39:13 +00:00

65 lines
2.3 KiB
PHP

<?php
namespace IndifferentKetchup\Codex\Analyser\ProjectZomboid;
use IndifferentKetchup\Codex\Analyser\Analyser;
use IndifferentKetchup\Codex\Analysis\Analysis;
use IndifferentKetchup\Codex\Analysis\AnalysisInterface;
use IndifferentKetchup\Codex\Analysis\ProjectZomboid\ConnectionFailureProblem;
use IndifferentKetchup\Codex\Pattern\ProjectZomboid\UserPattern;
/**
* Pairs "attempting to join" with subsequent "allowed to join" events per
* Steam ID and flags any unmatched attempts. PatternAnalyser cannot express
* this because it operates per-entry without cross-entry state, so this
* walks the entire log once and aggregates before emitting Problems.
*
* "attempting to join used queue" is treated as an attempt; a player still
* waiting in queue at end-of-log will therefore be flagged. This is
* intentional v1 behaviour — a long-lived queue wait looks indistinguishable
* from a real failure without timing context, and surfacing both lets a
* human triage.
*/
class ConnectionFailureAnalyser extends Analyser
{
public function analyse(): AnalysisInterface
{
$analysis = new Analysis();
$analysis->setLog($this->log);
$attempts = [];
$allowed = [];
$playerName = [];
foreach ($this->log as $entry) {
$text = (string) $entry;
if (preg_match(UserPattern::PLAYER_EVENT, $text, $m) !== 1) {
continue;
}
$steamId = $m['steamid'];
$playerName[$steamId] = $m['player'];
if (str_starts_with($m['event'], 'attempting to join')) {
$attempts[$steamId] = ($attempts[$steamId] ?? 0) + 1;
} elseif (str_starts_with($m['event'], 'allowed to join')) {
$allowed[$steamId] = ($allowed[$steamId] ?? 0) + 1;
}
}
foreach ($attempts as $steamId => $attemptCount) {
$allowedCount = $allowed[$steamId] ?? 0;
$unmatched = $attemptCount - $allowedCount;
if ($unmatched <= 0) {
continue;
}
$analysis->addInsight((new ConnectionFailureProblem())
->setSteamId($steamId)
->setPlayer($playerName[$steamId] ?? '')
->setUnmatchedAttempts($unmatched));
}
return $analysis;
}
}