Rich per-player stats + pick-your-metric leaderboard
- lib/player-stats.ts: single computePlayerStats() reads every world/stats/<uuid>.json plus world/advancements/<uuid>.json and joins with usercache.json. Returns a flat PlayerStats record per player: playtime, longest life, mob/player kills, deaths, K/D, damage dealt and taken (HP-scaled), blocks mined, items used / crafted / picked up (+ unique), distance (summed across all _one_cm stats), chest opens, nether/end trips, villager trades, fish caught, animals bred, and advancements (non-recipe) / recipes unlocked. - New GET /api/players/stats (authed, 60s memo). Existing /api/players/playtime now returns a thin projection of the same computed data (shared cache key keeps both endpoints cheap). - New components/Leaderboard.tsx with a metric select grouped into Time / Combat / World / Exploration / Progression / Economy (22 metrics). Sorts descending, top 10 with "show all" toggle, smart number formatting (1.2k / 3.4M / HP / km). Replaces the old PlaytimeLeaderboard in the Players tab. - PlayerDrawer upgraded: uses the full stats payload, shows small tiles for Kills / Deaths / K/D / Advs / Mined / Crafted / Distance alongside Playtime + Last seen. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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7 changed files with 521 additions and 214 deletions
28
app/api/players/stats/route.ts
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app/api/players/stats/route.ts
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import { NextResponse } from "next/server";
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import { auth } from "@/lib/auth";
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import { memoAsync } from "@/lib/cache";
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import { computePlayerStats } from "@/lib/player-stats";
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export const dynamic = "force-dynamic";
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export const runtime = "nodejs";
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export async function GET() {
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const session = await auth();
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if (!session) {
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return NextResponse.json({ error: "Unauthorized" }, { status: 403 });
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}
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try {
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const data = await memoAsync("players:stats", 60_000, async () =>
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computePlayerStats()
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);
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return NextResponse.json(data, {
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headers: { "Cache-Control": "private, max-age=60" },
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});
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} catch (e) {
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return NextResponse.json(
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{ error: (e as Error).message },
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{ status: 500 }
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);
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}
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}
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