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https://github.com/DarkflameUniverse/DarkflameServer.git
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The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch: accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes they need. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
306 lines
12 KiB
C++
306 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 <chrono>
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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 uint32_t numResults, 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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this->numResults = numResults;
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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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entries.clear();
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}
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inline void WriteLeaderboardRow(std::ostringstream& leaderboard, const uint32_t& index, const std::unique_ptr<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 (const auto& data : entry.values | std::views::values) {
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if (data) 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 eLeaderboardType;
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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.Insert<uint64_t>(u"CharacterID", leaderboardEntry.charId);
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entry.Insert<uint64_t>(u"LastPlayed", leaderboardEntry.lastPlayedTimestamp);
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entry.Insert<int32_t>(u"NumPlayed", leaderboardEntry.numTimesPlayed);
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entry.Insert<std::u16string>(u"name", GeneralUtils::ASCIIToUTF16(leaderboardEntry.name));
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entry.Insert<uint64_t>(u"RowNumber", leaderboardEntry.ranking);
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switch (leaderboard.GetLeaderboardType()) {
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case ShootingGallery:
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entry.Insert<int32_t>(u"Score", leaderboardEntry.primaryScore);
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// Score:1
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entry.Insert<int32_t>(u"Streak", leaderboardEntry.secondaryScore);
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// Streak:1
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entry.Insert<float>(u"HitPercentage", leaderboardEntry.tertiaryScore);
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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.Insert<float>(u"BestTime", leaderboardEntry.primaryScore);
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// BestLapTime:3
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entry.Insert<float>(u"BestLapTime", leaderboardEntry.secondaryScore);
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// BestTime:3
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entry.Insert<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.Insert<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.Insert<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.Insert<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.Insert<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.Insert<int32_t>(u"Points", leaderboardEntry.primaryScore);
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// Points:1
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entry.Insert<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.Insert<int32_t>(u"Wave", leaderboardEntry.primaryScore);
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// Wave:1
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entry.Insert<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.Insert<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> FilterToNumResults(const std::vector<ILeaderboard::Entry>& leaderboard, const LWOOBJID relatedPlayer, const Leaderboard::InfoType infoType, const uint32_t numResults) {
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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() < numResults) {
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toReturn.assign(leaderboard.begin(), leaderboard.end());
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index = 0;
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} else if (index < numResults) {
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toReturn.assign(leaderboard.begin(), leaderboard.begin() + numResults); // 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() - numResults) {
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toReturn.assign(leaderboard.end() - numResults, leaderboard.end()); // get the bottom 10 since we are in the bottom 10
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index = leaderboard.size() - numResults;
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} else {
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auto half = numResults / 2;
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toReturn.assign(leaderboard.begin() + index - half, leaderboard.begin() + index + half); // get the 5 above and below
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index -= half;
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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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using namespace std::chrono;
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// Filter the leaderboard to only include entries from the last week
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const auto epochTime = system_clock::now();
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constexpr auto oneWeek = weeks(1);
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std::vector<ILeaderboard::Entry> weeklyLeaderboard;
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for (const auto& entry : leaderboard) {
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const sys_time<seconds> asSysTime(seconds(entry.lastPlayedTimestamp));
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const auto timeDiff = epochTime - asSysTime;
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if (timeDiff < oneWeek) {
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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 LWOOBJID 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;
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});
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if (res != friendOfPlayer.cend() || entry.charId == relatedPlayer) {
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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 LWOOBJID relatedPlayer,
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const uint32_t numResults) {
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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 = FilterToNumResults(weekly ? FilterWeeklies(friendsLeaderboard) : friendsLeaderboard, relatedPlayer, infoType, numResults);
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} else {
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toReturn = FilterToNumResults(weekly ? FilterWeeklies(leaderboard) : leaderboard, relatedPlayer, infoType, numResults);
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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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// Shared with the dashboard's leaderboards so both rank the same way
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const auto leaderboardRes = Database::Get()->GetRankedLeaderboard(LeaderboardManager::GetLeaderboardType(gameID), gameID);
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const auto processedLeaderboard = ProcessLeaderboard(leaderboardRes, weekly, infoType, relatedPlayer, numResults);
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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 = ILeaderboard::LowerIsBetter(leaderboardType);
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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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} else if (leaderboardType == Leaderboard::Type::Donations) {
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// Donations just need to go up if updated
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newHighScore = true;
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newScore.primaryScore += oldScore->primaryScore;
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}
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if (newHighScore) {
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Database::Get()->UpdateScore(playerID, activityId, newScore);
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} else {
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Database::Get()->IncrementTimesPlayed(playerID, activityId);
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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, const uint32_t numResults) {
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Leaderboard leaderboard(gameID, infoType, weekly, playerID, numResults, 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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