DarkflameServer/dGame/LeaderboardManager.cpp

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#include "LeaderboardManager.h"
#include <ranges>
#include <sstream>
#include <utility>
#include "Database.h"
#include "EntityManager.h"
#include "Character.h"
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#include "Game.h"
#include "GameMessages.h"
#include "Logger.h"
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#include "dConfig.h"
#include "CDClientManager.h"
#include "GeneralUtils.h"
#include "Entity.h"
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#include "LDFFormat.h"
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#include "DluAssert.h"
#include "CDActivitiesTable.h"
#include "Metrics.hpp"
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namespace LeaderboardManager {
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std::map<GameID, Leaderboard::Type> leaderboardCache;
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}
Leaderboard::Leaderboard(const GameID gameID, const Leaderboard::InfoType infoType, const bool weekly, LWOOBJID relatedPlayer, const Leaderboard::Type leaderboardType) {
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this->gameID = gameID;
this->weekly = weekly;
this->infoType = infoType;
this->leaderboardType = leaderboardType;
this->relatedPlayer = relatedPlayer;
}
Leaderboard::~Leaderboard() {
Clear();
}
void Leaderboard::Clear() {
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for (auto& entry : entries) for (auto ldfData : entry) delete ldfData;
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}
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inline void WriteLeaderboardRow(std::ostringstream& leaderboard, const uint32_t& index, LDFBaseData* data) {
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leaderboard << "\nResult[0].Row[" << index << "]." << data->GetString();
}
void Leaderboard::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(gameID);
bitStream.Write(infoType);
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std::ostringstream leaderboard;
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leaderboard << "ADO.Result=7:1"; // Unused in 1.10.64, but is in captures
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leaderboard << "\nResult.Count=1:1"; // number of results, always 1
if (!this->entries.empty()) leaderboard << "\nResult[0].Index=0:RowNumber"; // "Primary key". Live doesn't include this if there are no entries.
leaderboard << "\nResult[0].RowCount=1:" << entries.size();
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int32_t rowNumber = 0;
for (auto& entry : entries) {
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for (auto* data : entry) {
WriteLeaderboardRow(leaderboard, rowNumber, data);
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}
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rowNumber++;
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}
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// Serialize the thing to a BitStream
uint32_t leaderboardSize = leaderboard.tellp();
bitStream.Write<uint32_t>(leaderboardSize);
// Doing this all in 1 call so there is no possbility of a dangling pointer.
bitStream.WriteAlignedBytes(reinterpret_cast<const unsigned char*>(GeneralUtils::ASCIIToUTF16(leaderboard.str()).c_str()), leaderboardSize * sizeof(char16_t));
if (leaderboardSize > 0) bitStream.Write<uint16_t>(0);
bitStream.Write0();
bitStream.Write0();
}
// Takes the resulting query from a leaderboard lookup and converts it to the LDF we need
// to send it to a client.
void QueryToLdf(Leaderboard& leaderboard, const std::vector<ILeaderboard::Entry>& leaderboardEntries) {
using enum Leaderboard::Type;
leaderboard.Clear();
if (leaderboardEntries.empty()) return;
for (const auto& leaderboardEntry : leaderboardEntries) {
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constexpr int32_t MAX_NUM_DATA_PER_ROW = 9;
auto& entry = leaderboard.PushBackEntry();
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entry.reserve(MAX_NUM_DATA_PER_ROW);
entry.push_back(new LDFData<uint64_t>(u"CharacterID", leaderboardEntry.charId));
entry.push_back(new LDFData<uint64_t>(u"LastPlayed", leaderboardEntry.lastPlayedTimestamp));
entry.push_back(new LDFData<int32_t>(u"NumPlayed", leaderboardEntry.numTimesPlayed));
entry.push_back(new LDFData<std::u16string>(u"name", GeneralUtils::ASCIIToUTF16(leaderboardEntry.name)));
entry.push_back(new LDFData<uint64_t>(u"RowNumber", leaderboardEntry.ranking));
switch (leaderboard.GetLeaderboardType()) {
case ShootingGallery:
entry.push_back(new LDFData<int32_t>(u"Score", leaderboardEntry.primaryScore));
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// Score:1
entry.push_back(new LDFData<int32_t>(u"Streak", leaderboardEntry.secondaryScore));
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// Streak:1
entry.push_back(new LDFData<float>(u"HitPercentage", (leaderboardEntry.tertiaryScore / 100.0f)));
// HitPercentage:3 between 0 and 1
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break;
case Racing:
entry.push_back(new LDFData<float>(u"BestTime", leaderboardEntry.primaryScore));
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// BestLapTime:3
entry.push_back(new LDFData<float>(u"BestLapTime", leaderboardEntry.secondaryScore));
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// BestTime:3
entry.push_back(new LDFData<int32_t>(u"License", 1));
// License:1 - 1 if player has completed mission 637 and 0 otherwise
entry.push_back(new LDFData<int32_t>(u"NumWins", leaderboardEntry.numWins));
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// NumWins:1
break;
case UnusedLeaderboard4:
entry.push_back(new LDFData<int32_t>(u"Points", leaderboardEntry.primaryScore));
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// Points:1
break;
case MonumentRace:
entry.push_back(new LDFData<int32_t>(u"Time", leaderboardEntry.primaryScore));
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// Time:1(?)
break;
case FootRace:
entry.push_back(new LDFData<int32_t>(u"Time", leaderboardEntry.primaryScore));
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// Time:1
break;
case Survival:
entry.push_back(new LDFData<int32_t>(u"Points", leaderboardEntry.primaryScore));
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// Points:1
entry.push_back(new LDFData<int32_t>(u"Time", leaderboardEntry.secondaryScore));
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// Time:1
break;
case SurvivalNS:
entry.push_back(new LDFData<int32_t>(u"Wave", leaderboardEntry.primaryScore));
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// Wave:1
entry.push_back(new LDFData<int32_t>(u"Time", leaderboardEntry.secondaryScore));
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// Time:1
break;
case Donations:
entry.push_back(new LDFData<int32_t>(u"Score", leaderboardEntry.primaryScore));
// Score:1
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break;
case None:
[[fallthrough]];
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default:
break;
}
}
}
std::vector<ILeaderboard::Entry> FilterTo10(const std::vector<ILeaderboard::Entry>& leaderboard, const uint32_t relatedPlayer, const Leaderboard::InfoType infoType) {
std::vector<ILeaderboard::Entry> toReturn;
int32_t index = 0;
// for friends and top, we dont need to find this players index.
if (infoType == Leaderboard::InfoType::MyStanding) {
for (; index < leaderboard.size(); index++) {
if (leaderboard[index].charId == relatedPlayer) break;
}
}
if (leaderboard.size() < 10) {
toReturn.assign(leaderboard.begin(), leaderboard.end());
} else if (index < 10) {
toReturn.assign(leaderboard.begin(), leaderboard.begin() + 10); // get the top 10 since we are in the top 10
} else if (index > leaderboard.size() - 10) {
toReturn.assign(leaderboard.end() - 10, leaderboard.end()); // get the bottom 10 since we are in the bottom 10
} else {
toReturn.assign(leaderboard.begin() + index - 5, leaderboard.begin() + index + 5); // get the 5 above and below
}
int32_t i = index;
for (auto& entry : toReturn) {
entry.ranking = ++i;
}
return toReturn;
}
std::vector<ILeaderboard::Entry> FilterWeeklies(const std::vector<ILeaderboard::Entry>& leaderboard) {
// Filter the leaderboard to only include entries from the last week
const auto currentTime = std::chrono::system_clock::now();
auto epochTime = currentTime.time_since_epoch().count();
constexpr auto SECONDS_IN_A_WEEK = 60 * 60 * 24 * 7; // if you think im taking leap seconds into account thats cute.
std::vector<ILeaderboard::Entry> weeklyLeaderboard;
for (const auto& entry : leaderboard) {
if (epochTime - entry.lastPlayedTimestamp < SECONDS_IN_A_WEEK) {
weeklyLeaderboard.push_back(entry);
}
}
return weeklyLeaderboard;
}
std::vector<ILeaderboard::Entry> FilterFriends(const std::vector<ILeaderboard::Entry>& leaderboard, const uint32_t relatedPlayer) {
// Filter the leaderboard to only include friends of the player
auto friendOfPlayer = Database::Get()->GetFriendsList(relatedPlayer);
std::vector<ILeaderboard::Entry> friendsLeaderboard;
for (const auto& entry : leaderboard) {
if (std::ranges::find_if(friendOfPlayer, [&entry](const FriendData& data) { return entry.charId == data.friendID; }) != friendOfPlayer.end()) {
friendsLeaderboard.push_back(entry);
}
}
return friendsLeaderboard;
}
std::vector<ILeaderboard::Entry> ProcessLeaderboard(
const std::vector<ILeaderboard::Entry>& leaderboard,
const bool weekly,
const Leaderboard::InfoType infoType,
const uint32_t relatedPlayer) {
std::vector<ILeaderboard::Entry> toReturn;
if (infoType == Leaderboard::InfoType::Friends) {
const auto friendsLeaderboard = FilterFriends(leaderboard, relatedPlayer);
toReturn = FilterTo10(weekly ? FilterWeeklies(friendsLeaderboard) : friendsLeaderboard, relatedPlayer, infoType);
} else {
toReturn = FilterTo10(weekly ? FilterWeeklies(leaderboard) : leaderboard, relatedPlayer, infoType);
}
return toReturn;
}
void Leaderboard::SetupLeaderboard(bool weekly) {
const auto leaderboardType = LeaderboardManager::GetLeaderboardType(gameID);
std::vector<ILeaderboard::Entry> leaderboardRes;
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switch (leaderboardType) {
case Type::SurvivalNS:
leaderboardRes = Database::Get()->GetNsLeaderboard(gameID);
break;
case Type::Survival:
leaderboardRes = Database::Get()->GetAgsLeaderboard(gameID);
break;
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case Type::ShootingGallery:
[[fallthrough]];
case Type::Racing:
[[fallthrough]];
case Type::MonumentRace:
[[fallthrough]];
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case Type::FootRace:
[[fallthrough]];
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case Type::Donations:
[[fallthrough]];
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case Type::None:
[[fallthrough]];
default:
leaderboardRes = Database::Get()->GetDefaultLeaderboard(gameID);
break;
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}
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const auto processedLeaderboard = ProcessLeaderboard(leaderboardRes, weekly, infoType, relatedPlayer);
QueryToLdf(*this, processedLeaderboard);
}
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void Leaderboard::Send(const LWOOBJID targetID) const {
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auto* player = Game::entityManager->GetEntity(relatedPlayer);
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if (player != nullptr) {
GameMessages::SendActivitySummaryLeaderboardData(targetID, this, player->GetSystemAddress());
}
}
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void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activityId, const float primaryScore, const float secondaryScore, const float tertiaryScore) {
const Leaderboard::Type leaderboardType = GetLeaderboardType(activityId);
const auto oldScore = Database::Get()->GetPlayerScore(playerID, activityId);
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std::string saveQuery("UPDATE leaderboard SET timesPlayed = timesPlayed + 1 WHERE character_id = ? AND game_id = ?;");
ILeaderboard::Score newScore{ .primaryScore = primaryScore, .secondaryScore = secondaryScore, .tertiaryScore = tertiaryScore };
if (oldScore.has_value()) {
bool lowerScoreBetter = leaderboardType == Leaderboard::Type::Racing || leaderboardType == Leaderboard::Type::MonumentRace;
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bool newHighScore = lowerScoreBetter ? newScore < oldScore : newScore > oldScore;
// Nimbus station has a weird leaderboard where we need a custom scoring system
if (leaderboardType == Leaderboard::Type::SurvivalNS) {
newHighScore = newScore.primaryScore > oldScore->primaryScore ||
(newScore.primaryScore == oldScore->primaryScore && newScore.secondaryScore < oldScore->secondaryScore);
} else if (leaderboardType == Leaderboard::Type::Survival && Game::config->GetValue("classic_survival_scoring") == "1") {
ILeaderboard::Score oldScoreFlipped(oldScore->secondaryScore, oldScore->primaryScore);
ILeaderboard::Score newScoreFlipped(newScore.secondaryScore, newScore.primaryScore);
newHighScore = newScoreFlipped > oldScoreFlipped;
}
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if (newHighScore) {
Database::Get()->UpdateScore(playerID, activityId, newScore);
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}
} else {
Database::Get()->SaveScore(playerID, activityId, newScore);
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}
LOG("save query %s %i %i", saveQuery.c_str(), playerID, activityId);
// track wins separately
if (leaderboardType == Leaderboard::Type::Racing && tertiaryScore != 0.0f) {
Database::Get()->IncrementNumWins(playerID, activityId);
}
}
void LeaderboardManager::SendLeaderboard(const GameID gameID, const Leaderboard::InfoType infoType, const bool weekly, const LWOOBJID playerID, const LWOOBJID targetID) {
Leaderboard leaderboard(gameID, infoType, weekly, playerID, GetLeaderboardType(gameID));
leaderboard.SetupLeaderboard(weekly);
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leaderboard.Send(targetID);
}
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Leaderboard::Type LeaderboardManager::GetLeaderboardType(const GameID gameID) {
auto lookup = leaderboardCache.find(gameID);
if (lookup != leaderboardCache.end()) return lookup->second;
auto* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
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std::vector<CDActivities> activities = activitiesTable->Query([gameID](const CDActivities& entry) {
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return entry.ActivityID == gameID;
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});
auto type = !activities.empty() ? static_cast<Leaderboard::Type>(activities.at(0).leaderboardType) : Leaderboard::Type::None;
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leaderboardCache.insert_or_assign(gameID, type);
return type;
}