#include "score.h" #include "gamemodes/DDRace.h" #include "player.h" #include "save.h" #include "scoreworker.h" #include #include #include #include #include #include #include #include #include #include std::shared_ptr CScore::NewSqlPlayerResult(int ClientID) { CPlayer *pCurPlayer = GameServer()->m_apPlayers[ClientID]; if(pCurPlayer->m_ScoreQueryResult != nullptr) // TODO: send player a message: "too many requests" return nullptr; pCurPlayer->m_ScoreQueryResult = std::make_shared(); return pCurPlayer->m_ScoreQueryResult; } void CScore::ExecPlayerThread( bool (*pFuncPtr)(IDbConnection *, const ISqlData *, char *pError, int ErrorSize), const char *pThreadName, int ClientID, const char *pName, int Offset) { auto pResult = NewSqlPlayerResult(ClientID); if(pResult == nullptr) return; auto Tmp = std::make_unique(pResult); str_copy(Tmp->m_aName, pName, sizeof(Tmp->m_aName)); str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap)); str_copy(Tmp->m_aServer, g_Config.m_SvSqlServerName, sizeof(Tmp->m_aServer)); str_copy(Tmp->m_aRequestingPlayer, Server()->ClientName(ClientID), sizeof(Tmp->m_aRequestingPlayer)); Tmp->m_Offset = Offset; m_pPool->Execute(pFuncPtr, std::move(Tmp), pThreadName); } bool CScore::RateLimitPlayer(int ClientID) { CPlayer *pPlayer = GameServer()->m_apPlayers[ClientID]; if(pPlayer == 0) return true; if(pPlayer->m_LastSQLQuery + (int64_t)g_Config.m_SvSqlQueriesDelay * Server()->TickSpeed() >= Server()->Tick()) return true; pPlayer->m_LastSQLQuery = Server()->Tick(); return false; } void CScore::GeneratePassphrase(char *pBuf, int BufSize) { for(int i = 0; i < 3; i++) { if(i != 0) str_append(pBuf, " ", BufSize); // TODO: decide if the slight bias towards lower numbers is ok int Rand = m_Prng.RandomBits() % m_aWordlist.size(); str_append(pBuf, m_aWordlist[Rand].c_str(), BufSize); } } CScore::CScore(CGameContext *pGameServer, CDbConnectionPool *pPool) : m_pPool(pPool), m_pGameServer(pGameServer), m_pServer(pGameServer->Server()) { auto InitResult = std::make_shared(); auto Tmp = std::make_unique(InitResult); ((CGameControllerDDRace *)(pGameServer->m_pController))->m_pInitResult = InitResult; str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap)); uint64_t aSeed[2]; secure_random_fill(aSeed, sizeof(aSeed)); m_Prng.Seed(aSeed); IOHANDLE File = GameServer()->Storage()->OpenFile("wordlist.txt", IOFLAG_READ | IOFLAG_SKIP_BOM, IStorage::TYPE_ALL); if(File) { CLineReader LineReader; LineReader.Init(File); char *pLine; while((pLine = LineReader.Get())) { char aWord[32] = {0}; sscanf(pLine, "%*s %31s", aWord); aWord[31] = 0; m_aWordlist.emplace_back(aWord); } io_close(File); } else { dbg_msg("sql", "failed to open wordlist, using fallback"); m_aWordlist.assign(std::begin(g_aFallbackWordlist), std::end(g_aFallbackWordlist)); } if(m_aWordlist.size() < 1000) { dbg_msg("sql", "too few words in wordlist"); Server()->SetErrorShutdown("sql too few words in wordlist"); return; } m_pPool->Execute(CScoreWorker::Init, std::move(Tmp), "load best time"); } void CScore::LoadPlayerData(int ClientID, const char *pName) { ExecPlayerThread(CScoreWorker::LoadPlayerData, "load player data", ClientID, pName, 0); } void CScore::MapVote(int ClientID, const char *MapName) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::MapVote, "map vote", ClientID, MapName, 0); } void CScore::MapInfo(int ClientID, const char *MapName) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::MapInfo, "map info", ClientID, MapName, 0); } void CScore::SaveScore(int ClientID, float Time, const char *pTimestamp, float CpTime[NUM_CHECKPOINTS], bool NotEligible) { CConsole *pCon = (CConsole *)GameServer()->Console(); if(pCon->m_Cheated || NotEligible) return; CPlayer *pCurPlayer = GameServer()->m_apPlayers[ClientID]; if(pCurPlayer->m_ScoreFinishResult != nullptr) dbg_msg("sql", "WARNING: previous save score result didn't complete, overwriting it now"); pCurPlayer->m_ScoreFinishResult = std::make_shared(); auto Tmp = std::make_unique(pCurPlayer->m_ScoreFinishResult); str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap)); FormatUuid(GameServer()->GameUuid(), Tmp->m_aGameUuid, sizeof(Tmp->m_aGameUuid)); Tmp->m_ClientID = ClientID; str_copy(Tmp->m_aName, Server()->ClientName(ClientID), sizeof(Tmp->m_aName)); Tmp->m_Time = Time; str_copy(Tmp->m_aTimestamp, pTimestamp, sizeof(Tmp->m_aTimestamp)); for(int i = 0; i < NUM_CHECKPOINTS; i++) Tmp->m_aCpCurrent[i] = CpTime[i]; m_pPool->ExecuteWrite(CScoreWorker::SaveScore, std::move(Tmp), "save score"); } void CScore::SaveTeamScore(int *pClientIDs, unsigned int Size, float Time, const char *pTimestamp) { CConsole *pCon = (CConsole *)GameServer()->Console(); if(pCon->m_Cheated) return; for(unsigned int i = 0; i < Size; i++) { if(GameServer()->m_apPlayers[pClientIDs[i]]->m_NotEligibleForFinish) return; } auto Tmp = std::make_unique(); for(unsigned int i = 0; i < Size; i++) str_copy(Tmp->m_aaNames[i], Server()->ClientName(pClientIDs[i]), sizeof(Tmp->m_aaNames[i])); Tmp->m_Size = Size; Tmp->m_Time = Time; str_copy(Tmp->m_aTimestamp, pTimestamp, sizeof(Tmp->m_aTimestamp)); FormatUuid(GameServer()->GameUuid(), Tmp->m_aGameUuid, sizeof(Tmp->m_aGameUuid)); str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap)); m_pPool->ExecuteWrite(CScoreWorker::SaveTeamScore, std::move(Tmp), "save team score"); } void CScore::ShowRank(int ClientID, const char *pName) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowRank, "show rank", ClientID, pName, 0); } void CScore::ShowTeamRank(int ClientID, const char *pName) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowTeamRank, "show team rank", ClientID, pName, 0); } void CScore::ShowTop(int ClientID, int Offset) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowTop, "show top5", ClientID, "", Offset); } void CScore::ShowTeamTop5(int ClientID, int Offset) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowTeamTop5, "show team top5", ClientID, "", Offset); } void CScore::ShowPlayerTeamTop5(int ClientID, const char *pName, int Offset) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowPlayerTeamTop5, "show team top5 player", ClientID, pName, Offset); } void CScore::ShowTimes(int ClientID, int Offset) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowTimes, "show times", ClientID, "", Offset); } void CScore::ShowTimes(int ClientID, const char *pName, int Offset) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowTimes, "show times", ClientID, pName, Offset); } void CScore::ShowPoints(int ClientID, const char *pName) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowPoints, "show points", ClientID, pName, 0); } void CScore::ShowTopPoints(int ClientID, int Offset) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::ShowTopPoints, "show top points", ClientID, "", Offset); } void CScore::RandomMap(int ClientID, int Stars) { auto pResult = std::make_shared(ClientID); GameServer()->m_SqlRandomMapResult = pResult; auto Tmp = std::make_unique(pResult); Tmp->m_Stars = Stars; str_copy(Tmp->m_aCurrentMap, g_Config.m_SvMap, sizeof(Tmp->m_aCurrentMap)); str_copy(Tmp->m_aServerType, g_Config.m_SvServerType, sizeof(Tmp->m_aServerType)); str_copy(Tmp->m_aRequestingPlayer, GameServer()->Server()->ClientName(ClientID), sizeof(Tmp->m_aRequestingPlayer)); m_pPool->Execute(CScoreWorker::RandomMap, std::move(Tmp), "random map"); } void CScore::RandomUnfinishedMap(int ClientID, int Stars) { auto pResult = std::make_shared(ClientID); GameServer()->m_SqlRandomMapResult = pResult; auto Tmp = std::make_unique(pResult); Tmp->m_Stars = Stars; str_copy(Tmp->m_aCurrentMap, g_Config.m_SvMap, sizeof(Tmp->m_aCurrentMap)); str_copy(Tmp->m_aServerType, g_Config.m_SvServerType, sizeof(Tmp->m_aServerType)); str_copy(Tmp->m_aRequestingPlayer, GameServer()->Server()->ClientName(ClientID), sizeof(Tmp->m_aRequestingPlayer)); m_pPool->Execute(CScoreWorker::RandomUnfinishedMap, std::move(Tmp), "random unfinished map"); } void CScore::SaveTeam(int ClientID, const char *Code, const char *Server) { if(RateLimitPlayer(ClientID)) return; auto *pController = ((CGameControllerDDRace *)(GameServer()->m_pController)); int Team = pController->m_Teams.m_Core.Team(ClientID); if(pController->m_Teams.GetSaving(Team)) return; auto SaveResult = std::make_shared(ClientID, pController); SaveResult->m_SaveID = RandomUuid(); int Result = SaveResult->m_SavedTeam.Save(Team); if(CSaveTeam::HandleSaveError(Result, ClientID, GameServer())) return; pController->m_Teams.SetSaving(Team, SaveResult); auto Tmp = std::make_unique(SaveResult); str_copy(Tmp->m_aCode, Code, sizeof(Tmp->m_aCode)); str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap)); str_copy(Tmp->m_aServer, Server, sizeof(Tmp->m_aServer)); str_copy(Tmp->m_aClientName, this->Server()->ClientName(ClientID), sizeof(Tmp->m_aClientName)); Tmp->m_aGeneratedCode[0] = '\0'; GeneratePassphrase(Tmp->m_aGeneratedCode, sizeof(Tmp->m_aGeneratedCode)); pController->m_Teams.KillSavedTeam(ClientID, Team); m_pPool->ExecuteWrite(CScoreWorker::SaveTeam, std::move(Tmp), "save team"); } void CScore::LoadTeam(const char *Code, int ClientID) { if(RateLimitPlayer(ClientID)) return; auto *pController = ((CGameControllerDDRace *)(GameServer()->m_pController)); int Team = pController->m_Teams.m_Core.Team(ClientID); if(pController->m_Teams.GetSaving(Team)) return; if(Team < TEAM_FLOCK || Team >= MAX_CLIENTS || (g_Config.m_SvTeam != SV_TEAM_FORCED_SOLO && Team == TEAM_FLOCK)) { GameServer()->SendChatTarget(ClientID, "You have to be in a team (from 1-63)"); return; } if(pController->m_Teams.GetTeamState(Team) != CGameTeams::TEAMSTATE_OPEN) { GameServer()->SendChatTarget(ClientID, "Team can't be loaded while racing"); return; } auto SaveResult = std::make_shared(ClientID, pController); SaveResult->m_Status = CScoreSaveResult::LOAD_FAILED; pController->m_Teams.SetSaving(Team, SaveResult); auto Tmp = std::make_unique(SaveResult); str_copy(Tmp->m_aCode, Code, sizeof(Tmp->m_aCode)); str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap)); Tmp->m_ClientID = ClientID; str_copy(Tmp->m_aRequestingPlayer, Server()->ClientName(ClientID), sizeof(Tmp->m_aRequestingPlayer)); Tmp->m_NumPlayer = 0; for(int i = 0; i < MAX_CLIENTS; i++) { if(pController->m_Teams.m_Core.Team(i) == Team) { // put all names at the beginning of the array str_copy(Tmp->m_aClientNames[Tmp->m_NumPlayer], Server()->ClientName(i), sizeof(Tmp->m_aClientNames[Tmp->m_NumPlayer])); Tmp->m_aClientID[Tmp->m_NumPlayer] = i; Tmp->m_NumPlayer++; } } m_pPool->ExecuteWrite(CScoreWorker::LoadTeam, std::move(Tmp), "load team"); } void CScore::GetSaves(int ClientID) { if(RateLimitPlayer(ClientID)) return; ExecPlayerThread(CScoreWorker::GetSaves, "get saves", ClientID, "", 0); }