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RangerMetrics/@RangerMetrics/addons/RangerMetrics/influxSchema.plantuml

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classDiagram
class server_state {
BUCKET
}
class server_events {
Measurement OnUserConnected
Measurement OnUserDisconnected
Measurement PlayerConnected
Measurement PlayerDisconnected
Measurement OnUserClientStateChanged
Measurement OnUserAdminStateChanged
Measurement OnUserKicked
Meausrement HandleChatMessage
Measurement MPEnded
Measurement EntityCreated
Measurement EntityKilled
Measurement GroupCreated
Measurement GroupDeleted
Measurement MarkerCreated
Measurement MarkerDeleted
Measurement MarkerUpdated
Measurement Service
}
server_state --> running_mission
class running_mission {
capture: ServerPoll, 60s
capture: MissionEH, MPEnded
tag string profileName
tag string connectedServer
field string onLoadName
field string missionName
field string missionNameSource
field string briefingName
}
server_state --> view_distance
class view_distance {
capture: ServerPoll, 60s
tag string profileName
tag string connectedServer
field string viewDistance
field string objectViewDistance
}
server_state --> server_time
class server_time {
capture: ServerPoll, 3s
tag string profileName
tag string connectedServer
field float diag_tickTime
field int serverTime
field float timeMultiplier
field int accTime
}
server_state --> running_scripts
class running_scripts {
capture: ServerPoll, 3s
tag string profileName
tag string connectedServer
field int spawn_total
field int execVM_total
field int exec_total
field int execFSM_total
field int pfh_total
}
server_state --> entities_local
class entities_local {
capture: ServerPoll, 30s
capture: MissionEH, EntityKilled
capture: MissionEH, EntityCreated
capture: MissionEH, GroupCreated
capture: MissionEH, GroupDeleted
tag string profileName
tag string connectedServer
field int units_alive
field int units_dead
field int vehicles_total
field int groups_total
}
server_state --> entities_global
class entities_global {
capture: ServerPoll, 30s
capture: MissionEH, EntityKilled
capture: MissionEH, EntityCreated
capture: MissionEH, GroupCreated
capture: MissionEH, GroupDeleted
tag string profileName
tag string connectedServer
field int units_alive
field int units_dead
field int vehicles_total
field int groups_total
}
server_state --> entities_remote
class entities_remote {
capture: ServerPoll, 30s
capture: MissionEH, EntityKilled
capture: MissionEH, EntityCreated
capture: MissionEH, GroupCreated
capture: MissionEH, GroupDeleted
tag string profileName
tag string connectedServer
field int units_alive
field int units_dead
field int vehicles_total
field int groups_total
}
server_state --> server_performance
class server_performance {
capture: ServerPoll, 1s
tag string profileName
tag string connectedServer
field string fps_avg
field string fps_min
}
server_state --> weather
class weather {
capture: ServerPoll, 60s
tag string profileName
tag string connectedServer
field string fog
field string overcast
field string rain
field string humidity
field string waves
field string windDir
field string windStr
field string gusts
field string lightnings
field string moonIntensity
field string moonPhase
field string sunOrMoon
}
class config_state {
tag string profileName
tag string connectedServer
Measurement mission_config_file
Measurement addon_options
Measurement mission_parameters
}
config_state --> mission_config_file
class mission_config_file {
tag string profileName
tag string connectedServer
tag string category [
mission_info
respawn
player_ui
corpse_and_wreck
mission_settings
]
}
%% ' link fields in each category
mission_config_file --> mission_info
class mission_info {
tag string profileName
tag string connectedServer
field string author
field string onLoadName
field string onLoadMission
field string loadScreen
%% field string header
field string gameType
field int minPlayers
field int maxPlayers
field int onLoadIntro
field int onLoadMissionTime
field int onLoadIntroTime
field string briefingName
field string overviewPicture
field string overviewText
field string overviewTextLocked
}
mission_config_file --> respawn
class respawn {
tag string profileName
tag string connectedServer
field string respawn
field string respawnButton
field string respawnDelay
field string respawnVehicleDelay
field string respawnDialog
field string respawnOnStart
field string respawnTemplates
field string respawnTemplatesWest
field string respawnTemplatesEast
field string respawnTemplatesGuer
field string respawnTemplatesCiv
field string respawnWeapons
field string respawnMagazines
field int reviveMode
field int reviveUnconsciousStateMode
field int reviveRequiredTrait
field int reviveRequiredItems
field int reviveRequiredItemsFakConsumed
field int reviveMedicSpeedMultiplier
field int reviveDelay
field int reviveForceRespawnDelay
field int reviveBleedOutDelay
field int enablePlayerAddRespawn
}
mission_config_file --> player_ui
class player_ui {
tag string profileName
tag string connectedServer
field int overrideFeedback
field int showHUD
field int showCompass
field int showGPS
field int showGroupIndicator
field int showMap
field int showNotePad
field int showPad
field int showWatch
field int showUAVFeed
field int showSquadRadar
}
mission_config_file --> corpse_and_wreck
class corpse_and_wreck {
tag string profileName
tag string connectedServer
field int corpseManagerMode
field int corpseLimit
field int corpseRemovalMinTime
field int corpseRemovalMaxTime
field int wreckManagerMode
field int wreckLimit
field int wreckRemovalMinTime
field int wreckRemovalMaxTime
field int minPlayerDistance
}
mission_config_file --> mission_settings
class mission_settings {
tag string profileName
tag string connectedServer
field int aiKills
field int briefing
field int debriefing
field string disableChannels
field int disabledAI
field string disableRandomization
field List~string~ enableDebugConsole
field int enableItemsDropping
field int enableTeamSwitch
field int forceRotorLibSimulation
field int joinUnassigned
field int minScore
field int avgScore
field int maxScore
field string onCheat
field string onPauseScript
field int saving
field int scriptedPlayer
field int skipLobby
field int HostDoesNotSkipLobby
field string missionGroup
}
class player_state
player_state --> player_identity
class player_identity {
capture: MissionEH, OnUserConnected
capture: MissionEH, OnUserDisconnected
capture: MissionEH, PlayerConnected
capture: MissionEH, PlayerDisconnected
capture: MissionEH, OnUserKicked
tag string connectedServer
tag string playerUID
field string playerID
field string ownerId
field string playerUID
field string profileName
field string displayName
field string steamName
field bool isHC
field bool isJip
field string roleDescription
}
player_state --> player_status
class player_status {
capture: MissionEH, OnUserConnected
capture: MissionEH, OnUserDisconnected
capture: MissionEH, PlayerConnected
capture: MissionEH, PlayerDisconnected
capture: MissionEH, OnUserClientStateChanged
capture: MissionEH, OnUserAdminStateChanged
capture: MissionEH, OnUserKicked
tag string connectedServer
tag string playerUID
field int clientStateNumber
field int adminState
}
player_state --> player_performance
class player_performance {
capture: ServerPoll
tag string connectedServer
tag string playerUID
field float avgPing
field float avgBandwidth
field float desync
}
player_state --> unit_inventory
class unit_inventory {
capture: InventoryClosedEH
tag string connectedServer
tag string playerUID
field string currentWeapon
field string uniform
field string vest
field string backpack
field string headgear
field string goggles
field string hmd
field string primaryWeapon
field string primaryWeaponMagazine
field string secondaryWeapon
field string secondaryWeaponMagazine
field string handgunWeapon
field string handgunMagazine
}
player_state --> unit_state
class unit_state {
capture: UnitEH, GetInMan
capture: UnitEH, GetOutMan
tag string connectedServer
tag string playerUID
field float health
field bool is_unconscious
field bool is_cardiac_arrest
field bool is_captive
field bool in_vehicle
field string vehicle_role
field float speed_kmh
field string unitTraitX
field bool unitTraitY
field int unitTraitZ
}
class player_events
player_events --> Dammaged
class Dammaged {
capture: UnitEH, Dammaged
tag string connectedServer
tag string playerUID
field string selection
field string damage
field string hitIndex
field string hitPoint
field string shooter
field string projectile
}
player_events --> FiredMan
class FiredMan {
capture: UnitEH, FiredMan
tag string connectedServer
tag string playerUID
field string weapon
field string muzzle
field string mode
field string ammo
field string magazine
field string vehicle
field string vehicleClass
}
player_events --> GetInMan
class GetInMan {
capture: UnitEH, GetInMan
tag string connectedServer
tag string playerUID
field string role
field string vehicle
field string turret
}
player_events --> GetOutMan
class GetOutMan {
capture: UnitEH, GetOutMan
tag string connectedServer
tag string playerUID
field string role
field string vehicle
field string turret
}
player_events --> HandleScore
class HandleScore {
capture: UnitEH, HandleScore
tag string connectedServer
tag string playerUID
field int score
field string object
field string objectclass
}
player_events --> InventoryClosed
class InventoryClosed {
capture: UnitEH, InventoryClosed
tag string connectedServer
tag string playerUID
field string currentWeaponClass
field string uniformClass
field string vestClass
field string backpackClass
field string headgearClass
field string gogglesClass
field string hmdClass
field string primaryWeaponClass
field string primaryWeaponMagazineClass
field string secondaryWeaponClass
field string secondaryWeaponMagazineClass
field string handgunWeaponClass
field string handgunMagazineClass
}