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