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366 lines
9.5 KiB
C++
366 lines
9.5 KiB
C++
#ifndef GAME_SERVER_SCORE_H
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#define GAME_SERVER_SCORE_H
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#include <atomic>
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#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>
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#include <engine/server/databases/connection_pool.h>
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#include <game/prng.h>
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#include <game/voting.h>
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#include "save.h"
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struct ISqlData;
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class IDbConnection;
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class IServer;
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class CGameContext;
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enum
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{
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NUM_CHECKPOINTS = 25,
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TIMESTAMP_STR_LENGTH = 20, // 2019-04-02 19:38:36
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};
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struct CScorePlayerResult : ISqlResult
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{
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CScorePlayerResult();
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enum
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{
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MAX_MESSAGES = 10,
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};
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enum Variant
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{
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DIRECT,
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ALL,
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BROADCAST,
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MAP_VOTE,
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PLAYER_INFO,
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} m_MessageKind;
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union
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{
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char m_aaMessages[MAX_MESSAGES][512];
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char m_aBroadcast[1024];
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struct
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{
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float m_Time;
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float m_CpTime[NUM_CHECKPOINTS];
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int m_Score;
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int m_HasFinishScore;
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int m_Birthday; // 0 indicates no birthday
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} m_Info;
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struct
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{
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char m_aReason[VOTE_REASON_LENGTH];
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char m_aServer[32 + 1];
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char m_aMap[MAX_MAP_LENGTH + 1];
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} m_MapVote;
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} m_Data; // PLAYER_INFO
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void SetVariant(Variant v);
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};
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struct CScoreRandomMapResult : ISqlResult
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{
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CScoreRandomMapResult(int ClientID) :
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m_ClientID(ClientID)
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{
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m_aMap[0] = '\0';
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m_aMessage[0] = '\0';
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}
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int m_ClientID;
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char m_aMap[MAX_MAP_LENGTH];
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char m_aMessage[512];
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};
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struct CScoreSaveResult : ISqlResult
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{
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CScoreSaveResult(int PlayerID, IGameController *Controller) :
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m_Status(SAVE_FAILED),
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m_SavedTeam(CSaveTeam(Controller)),
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m_RequestingPlayer(PlayerID)
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{
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m_aMessage[0] = '\0';
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m_aBroadcast[0] = '\0';
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}
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enum
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{
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SAVE_SUCCESS,
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// load team in the following two cases
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SAVE_FAILED,
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LOAD_SUCCESS,
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LOAD_FAILED,
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} m_Status;
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char m_aMessage[512];
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char m_aBroadcast[512];
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CSaveTeam m_SavedTeam;
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int m_RequestingPlayer;
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CUuid m_SaveID;
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};
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struct CScoreInitResult : ISqlResult
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{
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CScoreInitResult() :
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m_CurrentRecord(0)
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{
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}
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float m_CurrentRecord;
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};
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class CPlayerData
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{
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public:
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CPlayerData()
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{
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Reset();
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}
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~CPlayerData() {}
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void Reset()
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{
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m_BestTime = 0;
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m_CurrentTime = 0;
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for(float &BestCpTime : m_aBestCpTime)
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BestCpTime = 0;
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}
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void Set(float Time, float CpTime[NUM_CHECKPOINTS])
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{
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m_BestTime = Time;
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m_CurrentTime = Time;
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for(int i = 0; i < NUM_CHECKPOINTS; i++)
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m_aBestCpTime[i] = CpTime[i];
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}
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float m_BestTime;
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float m_CurrentTime;
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float m_aBestCpTime[NUM_CHECKPOINTS];
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};
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struct CSqlInitData : ISqlData
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{
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CSqlInitData(std::shared_ptr<CScoreInitResult> pResult) :
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ISqlData(std::move(pResult))
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{
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}
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// current map
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char m_aMap[MAX_MAP_LENGTH];
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};
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struct CSqlPlayerRequest : ISqlData
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{
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CSqlPlayerRequest(std::shared_ptr<CScorePlayerResult> pResult) :
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ISqlData(std::move(pResult))
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{
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}
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// object being requested, either map (128 bytes) or player (16 bytes)
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char m_aName[MAX_MAP_LENGTH];
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// current map
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char m_aMap[MAX_MAP_LENGTH];
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char m_aRequestingPlayer[MAX_NAME_LENGTH];
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// relevant for /top5 kind of requests
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int m_Offset;
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char m_aServer[5];
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};
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struct CSqlRandomMapRequest : ISqlData
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{
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CSqlRandomMapRequest(std::shared_ptr<CScoreRandomMapResult> pResult) :
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ISqlData(std::move(pResult))
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{
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}
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char m_aServerType[32];
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char m_aCurrentMap[MAX_MAP_LENGTH];
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char m_aRequestingPlayer[MAX_NAME_LENGTH];
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int m_Stars;
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};
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struct CSqlScoreData : ISqlData
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{
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CSqlScoreData(std::shared_ptr<CScorePlayerResult> pResult) :
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ISqlData(std::move(pResult))
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{
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}
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virtual ~CSqlScoreData(){};
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char m_aMap[MAX_MAP_LENGTH];
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char m_aGameUuid[UUID_MAXSTRSIZE];
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char m_aName[MAX_MAP_LENGTH];
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int m_ClientID;
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float m_Time;
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char m_aTimestamp[TIMESTAMP_STR_LENGTH];
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float m_aCpCurrent[NUM_CHECKPOINTS];
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int m_Num;
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bool m_Search;
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char m_aRequestingPlayer[MAX_NAME_LENGTH];
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};
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struct CSqlTeamScoreData : ISqlData
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{
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CSqlTeamScoreData() :
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ISqlData(nullptr)
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{
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}
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char m_aGameUuid[UUID_MAXSTRSIZE];
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char m_aMap[MAX_MAP_LENGTH];
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float m_Time;
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char m_aTimestamp[TIMESTAMP_STR_LENGTH];
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unsigned int m_Size;
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char m_aaNames[MAX_CLIENTS][MAX_NAME_LENGTH];
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};
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struct CSqlTeamSave : ISqlData
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{
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CSqlTeamSave(std::shared_ptr<CScoreSaveResult> pResult) :
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ISqlData(std::move(pResult))
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{
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}
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virtual ~CSqlTeamSave(){};
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char m_aClientName[MAX_NAME_LENGTH];
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char m_aMap[MAX_MAP_LENGTH];
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char m_aCode[128];
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char m_aGeneratedCode[128];
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char m_aServer[5];
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};
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struct CSqlTeamLoad : ISqlData
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{
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CSqlTeamLoad(std::shared_ptr<CScoreSaveResult> pResult) :
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ISqlData(std::move(pResult))
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{
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}
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virtual ~CSqlTeamLoad(){};
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char m_aCode[128];
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char m_aMap[MAX_MAP_LENGTH];
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char m_aRequestingPlayer[MAX_NAME_LENGTH];
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int m_ClientID;
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// struct holding all player names in the team or an empty string
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char m_aClientNames[MAX_CLIENTS][MAX_NAME_LENGTH];
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int m_aClientID[MAX_CLIENTS];
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int m_NumPlayer;
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};
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struct CTeamrank
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{
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CUuid m_TeamID;
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char m_aaNames[MAX_CLIENTS][MAX_NAME_LENGTH];
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unsigned int m_NumNames;
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CTeamrank();
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// Assumes that a database query equivalent to
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//
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// SELECT TeamID, Name [, ...] -- the order is important
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// FROM record_teamrace
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// ORDER BY TeamID, Name
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//
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// was executed and that the result line of the first team member is already selected.
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// Afterwards the team member of the next team is selected.
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//
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// Returns true on SQL failure
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//
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// if another team can be extracted
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bool NextSqlResult(IDbConnection *pSqlServer, bool *pEnd, char *pError, int ErrorSize);
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bool SamePlayers(const std::vector<std::string> *aSortedNames);
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};
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class CScore
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{
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CPlayerData m_aPlayerData[MAX_CLIENTS];
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CDbConnectionPool *m_pPool;
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static bool Init(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool RandomMapThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool RandomUnfinishedMapThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool MapVoteThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool LoadPlayerDataThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool MapInfoThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowRankThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowTeamRankThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowTopThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowTeamTop5Thread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowPlayerTeamTop5Thread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowTimesThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowPointsThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool ShowTopPointsThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool GetSavesThread(IDbConnection *pSqlServer, const ISqlData *pGameData, char *pError, int ErrorSize);
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static bool SaveTeamThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure, char *pError, int ErrorSize);
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static bool LoadTeamThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure, char *pError, int ErrorSize);
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static bool SaveScoreThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure, char *pError, int ErrorSize);
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static bool SaveTeamScoreThread(IDbConnection *pSqlServer, const ISqlData *pGameData, bool Failure, char *pError, int ErrorSize);
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CGameContext *GameServer() const { return m_pGameServer; }
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IServer *Server() const { return m_pServer; }
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CGameContext *m_pGameServer;
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IServer *m_pServer;
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std::vector<std::string> m_aWordlist;
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CPrng m_Prng;
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void GeneratePassphrase(char *pBuf, int BufSize);
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// returns new SqlResult bound to the player, if no current Thread is active for this player
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std::shared_ptr<CScorePlayerResult> NewSqlPlayerResult(int ClientID);
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// Creates for player database requests
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void ExecPlayerThread(
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bool (*pFuncPtr)(IDbConnection *, const ISqlData *, char *pError, int ErrorSize),
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const char *pThreadName,
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int ClientID,
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const char *pName,
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int Offset);
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// returns true if the player should be rate limited
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bool RateLimitPlayer(int ClientID);
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public:
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CScore(CGameContext *pGameServer, CDbConnectionPool *pPool);
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~CScore() {}
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CPlayerData *PlayerData(int ID) { return &m_aPlayerData[ID]; }
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void MapInfo(int ClientID, const char *pMapName);
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void MapVote(int ClientID, const char *pMapName);
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void LoadPlayerData(int ClientID);
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void SaveScore(int ClientID, float Time, const char *pTimestamp, float aCpTime[NUM_CHECKPOINTS], bool NotEligible);
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void SaveTeamScore(int *pClientIDs, unsigned int Size, float Time, const char *pTimestamp);
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void ShowTop(int ClientID, int Offset = 1);
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void ShowRank(int ClientID, const char *pName);
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void ShowTeamTop5(int ClientID, int Offset = 1);
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void ShowTeamTop5(int ClientID, const char *pName, int Offset = 1);
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void ShowTeamRank(int ClientID, const char *pName);
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void ShowTopPoints(int ClientID, int Offset = 1);
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void ShowPoints(int ClientID, const char *pName);
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void ShowTimes(int ClientID, const char *pName, int Offset = 1);
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void ShowTimes(int ClientID, int Offset = 1);
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void RandomMap(int ClientID, int Stars);
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void RandomUnfinishedMap(int ClientID, int Stars);
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void SaveTeam(int ClientID, const char *pCode, const char *pServer);
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void LoadTeam(const char *pCode, int ClientID);
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void GetSaves(int ClientID);
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};
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#endif // GAME_SERVER_SCORE_H
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