#ifndef GAME_SERVER_SCORE_H #define GAME_SERVER_SCORE_H #include #include #include #include #include #include #include #include #include #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 { std::atomic_bool m_Done; 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 { std::atomic_bool m_Done; CScoreRandomMapResult(int ClientID) : m_Done(false), 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 { 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 { CScoreInitResult() : m_Done(false), m_CurrentRecord(0) { } std::atomic_bool m_Done; float m_CurrentRecord; }; class CPlayerData { public: CPlayerData() { Reset(); } ~CPlayerData() {} void Reset() { m_BestTime = 0; m_CurrentTime = 0; 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 pResult) : m_pResult(std::move(pResult)) { } std::shared_ptr m_pResult; // current map char m_Map[MAX_MAP_LENGTH]; }; struct CSqlPlayerRequest : ISqlData { CSqlPlayerRequest(std::shared_ptr pResult) : m_pResult(std::move(pResult)) { } std::shared_ptr m_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 pResult) : m_pResult(std::move(pResult)) { } std::shared_ptr m_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 pResult) : m_pResult(std::move(pResult)) { } virtual ~CSqlScoreData(){}; std::shared_ptr m_pResult; 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 { 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 pResult) : m_pResult(std::move(pResult)) { } virtual ~CSqlTeamSave(){}; std::shared_ptr m_pResult; 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 pResult) : m_pResult(std::move(pResult)) { } virtual ~CSqlTeamLoad(){}; std::shared_ptr m_pResult; 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 *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); 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 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 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); void ShowTeamTop5(int ClientID, int Offset = 1); void ShowTeamRank(int ClientID, const char *pName); 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); 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