ddnet/src/game/server/score.h

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#ifndef GAME_SERVER_SCORE_H
#define GAME_SERVER_SCORE_H
#include <atomic>
#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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#include <engine/map.h>
#include <engine/server/databases/connection_pool.h>
#include <game/prng.h>
#include <game/voting.h>
#include "save.h"
struct ISqlData;
class IDbConnection;
class IServer;
class CGameContext;
enum
{
NUM_CHECKPOINTS = 25,
TIMESTAMP_STR_LENGTH = 20, // 2019-04-02 19:38:36
};
struct CScorePlayerResult : ISqlResult
{
CScorePlayerResult();
enum
{
MAX_MESSAGES = 7,
};
enum Variant
{
DIRECT,
ALL,
BROADCAST,
MAP_VOTE,
PLAYER_INFO,
} m_MessageKind;
union
{
char m_aaMessages[MAX_MESSAGES][512];
char m_Broadcast[1024];
struct
{
float m_Time;
float m_CpTime[NUM_CHECKPOINTS];
int m_Score;
int m_HasFinishScore;
int m_Birthday; // 0 indicates no birthday
} m_Info;
struct
{
char m_Reason[VOTE_REASON_LENGTH];
char m_Server[32 + 1];
char m_Map[MAX_MAP_LENGTH + 1];
} m_MapVote;
} m_Data; // PLAYER_INFO
void SetVariant(Variant v);
};
struct CScoreRandomMapResult : ISqlResult
{
CScoreRandomMapResult(int ClientID) :
m_ClientID(ClientID)
{
m_Map[0] = '\0';
m_aMessage[0] = '\0';
}
int m_ClientID;
char m_Map[MAX_MAP_LENGTH];
char m_aMessage[512];
};
struct CScoreSaveResult : ISqlResult
{
CScoreSaveResult(int PlayerID, IGameController *Controller) :
m_Status(SAVE_FAILED),
m_SavedTeam(CSaveTeam(Controller)),
m_RequestingPlayer(PlayerID)
{
m_aMessage[0] = '\0';
m_aBroadcast[0] = '\0';
}
enum
{
SAVE_SUCCESS,
// load team in the following two cases
SAVE_FAILED,
LOAD_SUCCESS,
LOAD_FAILED,
} m_Status;
char m_aMessage[512];
char m_aBroadcast[512];
CSaveTeam m_SavedTeam;
int m_RequestingPlayer;
CUuid m_SaveID;
};
struct CScoreInitResult : ISqlResult
{
CScoreInitResult() :
m_CurrentRecord(0)
{
}
float m_CurrentRecord;
};
class CPlayerData
{
public:
CPlayerData()
{
Reset();
}
~CPlayerData() {}
void Reset()
{
m_BestTime = 0;
m_CurrentTime = 0;
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for(float &BestCpTime : m_aBestCpTime)
BestCpTime = 0;
}
void Set(float Time, float CpTime[NUM_CHECKPOINTS])
{
m_BestTime = Time;
m_CurrentTime = Time;
for(int i = 0; i < NUM_CHECKPOINTS; i++)
m_aBestCpTime[i] = CpTime[i];
}
float m_BestTime;
float m_CurrentTime;
float m_aBestCpTime[NUM_CHECKPOINTS];
};
struct CSqlInitData : ISqlData
{
CSqlInitData(std::shared_ptr<CScoreInitResult> pResult) :
ISqlData(std::move(pResult))
{
}
// current map
char m_Map[MAX_MAP_LENGTH];
};
struct CSqlPlayerRequest : ISqlData
{
CSqlPlayerRequest(std::shared_ptr<CScorePlayerResult> pResult) :
ISqlData(std::move(pResult))
{
}
// object being requested, either map (128 bytes) or player (16 bytes)
char m_Name[MAX_MAP_LENGTH];
// current map
char m_Map[MAX_MAP_LENGTH];
char m_RequestingPlayer[MAX_NAME_LENGTH];
// relevant for /top5 kind of requests
int m_Offset;
};
struct CSqlRandomMapRequest : ISqlData
{
CSqlRandomMapRequest(std::shared_ptr<CScoreRandomMapResult> pResult) :
ISqlData(std::move(pResult))
{
}
char m_ServerType[32];
char m_CurrentMap[MAX_MAP_LENGTH];
char m_RequestingPlayer[MAX_NAME_LENGTH];
int m_Stars;
};
struct CSqlScoreData : ISqlData
{
CSqlScoreData(std::shared_ptr<CScorePlayerResult> pResult) :
ISqlData(std::move(pResult))
{
}
virtual ~CSqlScoreData(){};
char m_Map[MAX_MAP_LENGTH];
char m_GameUuid[UUID_MAXSTRSIZE];
char m_Name[MAX_MAP_LENGTH];
int m_ClientID;
float m_Time;
char m_aTimestamp[TIMESTAMP_STR_LENGTH];
float m_aCpCurrent[NUM_CHECKPOINTS];
int m_Num;
bool m_Search;
char m_aRequestingPlayer[MAX_NAME_LENGTH];
};
struct CSqlTeamScoreData : ISqlData
{
CSqlTeamScoreData() :
ISqlData(nullptr)
{
}
char m_GameUuid[UUID_MAXSTRSIZE];
char m_Map[MAX_MAP_LENGTH];
float m_Time;
char m_aTimestamp[TIMESTAMP_STR_LENGTH];
unsigned int m_Size;
char m_aNames[MAX_CLIENTS][MAX_NAME_LENGTH];
};
struct CSqlTeamSave : ISqlData
{
CSqlTeamSave(std::shared_ptr<CScoreSaveResult> pResult) :
ISqlData(std::move(pResult))
{
}
virtual ~CSqlTeamSave(){};
char m_ClientName[MAX_NAME_LENGTH];
char m_Map[MAX_MAP_LENGTH];
char m_Code[128];
char m_aGeneratedCode[128];
char m_Server[5];
};
struct CSqlTeamLoad : ISqlData
{
CSqlTeamLoad(std::shared_ptr<CScoreSaveResult> pResult) :
ISqlData(std::move(pResult))
{
}
virtual ~CSqlTeamLoad(){};
char m_Code[128];
char m_Map[MAX_MAP_LENGTH];
char m_RequestingPlayer[MAX_NAME_LENGTH];
int m_ClientID;
// struct holding all player names in the team or an empty string
char m_aClientNames[MAX_CLIENTS][MAX_NAME_LENGTH];
int m_aClientID[MAX_CLIENTS];
int m_NumPlayer;
};
struct CTeamrank
{
CUuid m_TeamID;
char m_aaNames[MAX_CLIENTS][MAX_NAME_LENGTH];
unsigned int m_NumNames;
CTeamrank();
// Assumes that a database query equivalent to
//
// SELECT TeamID, Name [, ...] -- the order is important
// FROM record_teamrace
// ORDER BY TeamID, Name
//
// was executed and that the result line of the first team member is already selected.
// Afterwards the team member of the next team is selected.
// Returns if another team can be extracted
bool NextSqlResult(IDbConnection *pSqlServer);
bool SamePlayers(const std::vector<std::string> *aSortedNames);
};
class CScore
{
CPlayerData m_aPlayerData[MAX_CLIENTS];
CDbConnectionPool *m_pPool;
static bool Init(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool RandomMapThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool RandomUnfinishedMapThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool MapVoteThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool LoadPlayerDataThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool MapInfoThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool ShowRankThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool ShowTeamRankThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool ShowTop5Thread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool ShowTeamTop5Thread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool ShowTimesThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool ShowPointsThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool ShowTopPointsThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool GetSavesThread(IDbConnection *pSqlServer, const ISqlData *pGameData);
static bool SaveTeamThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure);
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static bool LoadTeamThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure);
static bool SaveScoreThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure);
static bool SaveTeamScoreThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure);
CGameContext *GameServer() const { return m_pGameServer; }
IServer *Server() const { return m_pServer; }
CGameContext *m_pGameServer;
IServer *m_pServer;
std::vector<std::string> m_aWordlist;
CPrng m_Prng;
void GeneratePassphrase(char *pBuf, int BufSize);
// returns new SqlResult bound to the player, if no current Thread is active for this player
std::shared_ptr<CScorePlayerResult> NewSqlPlayerResult(int ClientID);
// Creates for player database requests
void ExecPlayerThread(
bool (*pFuncPtr)(IDbConnection *, const ISqlData *),
const char *pThreadName,
int ClientID,
const char *pName,
int Offset);
// returns true if the player should be rate limited
bool RateLimitPlayer(int ClientID);
public:
CScore(CGameContext *pGameServer, CDbConnectionPool *pPool);
~CScore() {}
CPlayerData *PlayerData(int ID) { return &m_aPlayerData[ID]; }
void MapInfo(int ClientID, const char *pMapName);
void MapVote(int ClientID, const char *pMapName);
void LoadPlayerData(int ClientID);
void SaveScore(int ClientID, float Time, const char *pTimestamp, float aCpTime[NUM_CHECKPOINTS], bool NotEligible);
void SaveTeamScore(int *pClientIDs, unsigned int Size, float Time, const char *pTimestamp);
void ShowTop5(int ClientID, int Offset = 1);
void ShowRank(int ClientID, const char *pName);
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void ShowTeamTop5(int ClientID, int Offset = 1);
void ShowTeamRank(int ClientID, const char *pName);
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void ShowTopPoints(int ClientID, int Offset = 1);
void ShowPoints(int ClientID, const char *pName);
void ShowTimes(int ClientID, const char *pName, int Offset = 1);
void ShowTimes(int ClientID, int Offset = 1);
void RandomMap(int ClientID, int Stars);
void RandomUnfinishedMap(int ClientID, int Stars);
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void SaveTeam(int ClientID, const char *pCode, const char *pServer);
void LoadTeam(const char *pCode, int ClientID);
void GetSaves(int ClientID);
};
#endif // GAME_SERVER_SCORE_H