ddnet/src/game/server/score.h
heinrich5991 94acac91a0 Overhauled job system
The engine now takes `std::shared_ptr<IJob>`, this will ensure the
appropriate lifetime of the given parameters, it also allows for proper
destruction. Remove the now obsolete `IFetcher` interface and `CFetcher`
class.

Also adds some locks to `CUpdater`, previously it didn't have any locks
at all.
2017-11-23 15:47:38 +01:00

74 lines
2 KiB
C++

#ifndef GAME_SERVER_INTERFACE_SCORE_H
#define GAME_SERVER_INTERFACE_SCORE_H
#include "entities/character.h"
#include "gamecontext.h"
#define NUM_CHECKPOINTS 25
class CPlayerData
{
public:
CPlayerData()
{
Reset();
}
void Reset()
{
m_BestTime = 0;
m_CurrentTime = 0;
for(int i = 0; i < NUM_CHECKPOINTS; i++)
m_aBestCpTime[i] = 0;
}
void Set(float Time, float CpTime[NUM_CHECKPOINTS])
{
m_BestTime = 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];
};
class IScore
{
CPlayerData m_aPlayerData[MAX_CLIENTS];
public:
virtual ~IScore() {}
CPlayerData *PlayerData(int ID) { return &m_aPlayerData[ID]; }
virtual void MapInfo(int ClientID, const char *pMapName) = 0;
virtual void MapVote(int ClientID, const char *pMapName) = 0;
virtual void CheckBirthday(int ClientID) = 0;
virtual void LoadScore(int ClientID) = 0;
virtual void SaveScore(int ClientID, float Time, float aCpTime[NUM_CHECKPOINTS]) = 0;
virtual void SaveTeamScore(int *pClientIDs, unsigned int Size, float Time) = 0;
virtual void ShowTop5(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0;
virtual void ShowRank(int ClientID, const char *pName, bool Search=false) = 0;
virtual void ShowTeamTop5(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0;
virtual void ShowTeamRank(int ClientID, const char *pName, bool Search=false) = 0;
virtual void ShowTopPoints(IConsole::IResult *pResult, int ClientID, void *pUserData, int Debut=1) = 0;
virtual void ShowPoints(int ClientID, const char *pName, bool Search=false) = 0;
virtual void RandomMap(int ClientID, int Stars) = 0;
virtual void RandomUnfinishedMap(int ClientID, int Stars) = 0;
virtual void SaveTeam(int Team, const char *pCode, int ClientID, const char *pServer) = 0;
virtual void LoadTeam(const char *pCode, int ClientID) = 0;
// called when the server is shut down but not on mapchange/reload
virtual void OnShutdown() = 0;
};
#endif