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Sessions

This page documents how Sessions are constructed. For a humanised explaination of sessions, see this page.


Creating New Sessions

Scores are sorted on the time they were achieved. Scores without timestamps are discarded from any session processing.

Scores are then grouped into buckets of two hours, in pseudocode:

let lastTimestamp = 0;

for (score of scores) {
    if (score.timestamp > lastTimestamp + TWO_HOURS) {
        CloseBucket();
        CreateNewBucketWithThisScore();
    }
    else {
        AppendToBucket();
    }

    lastTimestamp = score.timestamp;
}

This means that if there was more than two hours between any two successive scores, the session is marked as terminated and a new bucket of scores is created.

Once we have gotten all the scores we can create a session from them. We need to generate a random name (we have some stuff in src/datasets for this).

We also need to calculate statistics for this session, this is dependent on the game + playtype being used.

Appending To Sessions

If a score within 2 hours of an existing session, then that score is appended to the session.

Bug

Sessions do not currently conjoin if a user was to get a score between two sessions such that there was now less than two hours between the first sessions last score and the second sessions first score.

This is so difficult to properly resolve that Tachi simply makes no attempt to stop it.