#ifndef GAME_SERVER_SCORE_H #define GAME_SERVER_SCORE_H #include #include "scoreworker.h" class CDbConnectionPool; class CGameContext; class IDbConnection; class IServer; struct ISqlData; class CScore { CPlayerData m_aPlayerData[MAX_CLIENTS]; CDbConnectionPool *m_pPool; CGameContext *GameServer() const { return m_pGameServer; } IServer *Server() const { return m_pServer; } CGameContext *m_pGameServer; IServer *m_pServer; std::vector m_vWordlist; 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 *, char *pError, int ErrorSize), 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, const char *pName = ""); 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 ShowTop(int ClientID, int Offset = 1); void ShowRank(int ClientID, const char *pName); void ShowTeamTop5(int ClientID, int Offset = 1); void ShowPlayerTeamTop5(int ClientID, const char *pName, 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