DarkflameServer/dGame/LeaderboardManager.cpp
jumpy-badger eaa962f265
Add Aarch64 support (#231)
* added mariadb-connector-cpp submodule

* raknet aarch64 support

* fix compile errors

* mariadb connector swap (in progress)

* update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors

* update types with missing aarch64 check

* corrected adding extra flag to properly compile mariadbconn in CMakeLists

* updated readme with arm builds section

* fix build failure if test folder does not exist

* Remove mysql connector from all builds, add mariadbconnector to windows build

* readd Linux check for backtrace lib to CMakeLists.txt

* Separate system specific mariadbconncpp extra compile flags

* Copy dlls to exes directory once built

* fetch prebuilt binaries on windows so that ClangCL can be used

* Delay load dll so that plugin directory is set correctly

* Fixed typo in glibcxx compile flag

* whitespacing, spaces -> tabs

* Updated README.md, included instructions to update

* Updated README.md

added libssl-dev requirement and removed mysql connector references from macOS builds section

* apple compile fixes for zlib and shared library name

* add windows arm64 checks to raknet

* remove extra . in shared library location

* Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple

* Fix copy paths for single config generators and non windows

* change plugin folder location, another single config generator fix

* GENERATOR_IS_MULTI_CONFIG is a property not a variable

* Fixed a few errors after merge

* Fix plugin directory path, force windows to look at the right folder

* fixed directory name for make_directory command

* Update README.md

Updated MacOS, Windows build instructions.

* set INSTALL_PLUGINDIR so that the right directory is used

* Support for relative rpath for docker build

* added mariadb-connector-cpp submodule

* raknet aarch64 support

* fix compile errors

* mariadb connector swap (in progress)

* update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors

* update types with missing aarch64 check

* corrected adding extra flag to properly compile mariadbconn in CMakeLists

* updated readme with arm builds section

* fix build failure if test folder does not exist

* Remove mysql connector from all builds, add mariadbconnector to windows build

* readd Linux check for backtrace lib to CMakeLists.txt

* Separate system specific mariadbconncpp extra compile flags

* Copy dlls to exes directory once built

* fetch prebuilt binaries on windows so that ClangCL can be used

* Delay load dll so that plugin directory is set correctly

* Fixed typo in glibcxx compile flag

* whitespacing, spaces -> tabs

* Updated README.md, included instructions to update

* Updated README.md

added libssl-dev requirement and removed mysql connector references from macOS builds section

* apple compile fixes for zlib and shared library name

* add windows arm64 checks to raknet

* Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple

* Fix copy paths for single config generators and non windows

* change plugin folder location, another single config generator fix

* GENERATOR_IS_MULTI_CONFIG is a property not a variable

* Fixed a few errors after merge

* Fix plugin directory path, force windows to look at the right folder

* fixed directory name for make_directory command

* Update README.md

Updated MacOS, Windows build instructions.

* set INSTALL_PLUGINDIR so that the right directory is used

* Support for relative rpath for docker build

* Rebase on main

* Remove extra git submodule

* Update CMakeLists.txt

* Remove CMakeLists.txt file from mariadb

Remove the CMakeLists.txt file from the mariaDBConnector so we dont build the tests.  Also add a config option to the CMakeVariables.txt so you can build the connector with multiple jobs

* Compile on windows

Specify the mariadbcpp.dll file location with a defined absolute path so windows knows it actually exists.

* default to 1 job

Default mariadb jobs running in parallel to 1 instead of 4

* Move mariadbcpp.dll file to the expected directory on windows

* Changed plugin

Updated the plugin location from the project binary directory to the expected location, the mariadb binary directory.

* Addressed windows dll issues by moving files to the expected directory instead of a directory that wouldnt get created

* Update README

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
Co-authored-by: EmosewaMC <39972741+EmosewaMC@users.noreply.github.com>
2022-07-03 21:33:05 -07:00

467 lines
20 KiB
C++

#include "LeaderboardManager.h"
#include <utility>
#include "Database.h"
#include "EntityManager.h"
#include "Character.h"
#include "Game.h"
#include "GameMessages.h"
#include "dLogger.h"
#include "dConfig.h"
Leaderboard::Leaderboard(uint32_t gameID, uint32_t infoType, bool weekly, std::vector<LeaderboardEntry> entries,
LWOOBJID relatedPlayer, LeaderboardType leaderboardType) {
this->relatedPlayer = relatedPlayer;
this->gameID = gameID;
this->weekly = weekly;
this->infoType = infoType;
this->entries = std::move(entries);
this->leaderboardType = leaderboardType;
}
std::u16string Leaderboard::ToString() const {
std::string leaderboard;
leaderboard += "ADO.Result=7:1\n";
leaderboard += "Result.Count=1:1\n";
leaderboard += "Result[0].Index=0:RowNumber\n";
leaderboard += "Result[0].RowCount=1:" + std::to_string(entries.size()) + "\n";
auto index = 0;
for (const auto& entry : entries) {
leaderboard += "Result[0].Row[" + std::to_string(index) + "].LastPlayed=8:" + std::to_string(entry.lastPlayed) + "\n";
leaderboard += "Result[0].Row[" + std::to_string(index) + "].CharacterID=8:" + std::to_string(entry.playerID) + "\n";
leaderboard += "Result[0].Row[" + std::to_string(index) + "].NumPlayed=1:1\n";
leaderboard += "Result[0].Row[" + std::to_string(index) + "].RowNumber=8:" + std::to_string(entry.placement) + "\n";
leaderboard += "Result[0].Row[" + std::to_string(index) + "].Time=1:" + std::to_string(entry.time) + "\n";
// Only these minigames have a points system
if (leaderboardType == Survival || leaderboardType == ShootingGallery) {
leaderboard += "Result[0].Row[" + std::to_string(index) + "].Points=1:" + std::to_string(entry.score) + "\n";
} else if (leaderboardType == SurvivalNS) {
leaderboard += "Result[0].Row[" + std::to_string(index) + "].Wave=1:" + std::to_string(entry.score) + "\n";
}
leaderboard += "Result[0].Row[" + std::to_string(index) + "].name=0:" + entry.playerName + "\n";
index++;
}
return GeneralUtils::ASCIIToUTF16(leaderboard);
}
std::vector<LeaderboardEntry> Leaderboard::GetEntries() {
return entries;
}
uint32_t Leaderboard::GetGameID() const {
return gameID;
}
uint32_t Leaderboard::GetInfoType() const {
return infoType;
}
void Leaderboard::Send(LWOOBJID targetID) const {
auto* player = EntityManager::Instance()->GetEntity(relatedPlayer);
if (player != nullptr) {
GameMessages::SendActivitySummaryLeaderboardData(targetID, this, player->GetSystemAddress());
}
}
void LeaderboardManager::SaveScore(LWOOBJID playerID, uint32_t gameID, uint32_t score, uint32_t time) {
const auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr)
return;
auto* character = player->GetCharacter();
if (character == nullptr)
return;
auto* select = Database::CreatePreppedStmt("SELECT time, score FROM leaderboard WHERE character_id = ? AND game_id = ?;");
select->setUInt64(1, character->GetID());
select->setInt(2, gameID);
auto any = false;
auto* result = select->executeQuery();
auto leaderboardType = GetLeaderboardType(gameID);
// Check if the new score is a high score
while (result->next()) {
any = true;
const auto storedTime = result->getInt(1);
const auto storedScore = result->getInt(2);
auto highscore = true;
bool classicSurvivalScoring = Game::config->GetValue("classic_survival_scoring") == "1";
switch (leaderboardType) {
case ShootingGallery:
if (score <= storedScore)
highscore = false;
break;
case Racing:
if (time >= storedTime)
highscore = false;
break;
case MonumentRace:
if (time >= storedTime)
highscore = false;
break;
case FootRace:
if (time <= storedTime)
highscore = false;
break;
case Survival:
if (classicSurvivalScoring) {
if (time <= storedTime) { // Based on time (LU live)
highscore = false;
}
}
else {
if (score <= storedScore) // Based on score (DLU)
highscore = false;
}
break;
case SurvivalNS:
if (!(score > storedScore || (time < storedTime && score >= storedScore)))
highscore = false;
break;
default:
highscore = false;
}
if (!highscore) {
delete select;
delete result;
return;
}
}
delete select;
delete result;
if (any) {
auto* statement = Database::CreatePreppedStmt("UPDATE leaderboard SET time = ?, score = ?, last_played=SYSDATE() WHERE character_id = ? AND game_id = ?;");
statement->setInt(1, time);
statement->setInt(2, score);
statement->setUInt64(3, character->GetID());
statement->setInt(4, gameID);
statement->execute();
delete statement;
} else {
// Note: last_played will be set to SYSDATE() by default when inserting into leaderboard
auto* statement = Database::CreatePreppedStmt("INSERT INTO leaderboard (character_id, game_id, time, score) VALUES (?, ?, ?, ?);");
statement->setUInt64(1, character->GetID());
statement->setInt(2, gameID);
statement->setInt(3, time);
statement->setInt(4, score);
statement->execute();
delete statement;
}
}
Leaderboard *LeaderboardManager::GetLeaderboard(uint32_t gameID, InfoType infoType, bool weekly, LWOOBJID playerID) {
auto leaderboardType = GetLeaderboardType(gameID);
std::string query;
bool classicSurvivalScoring = Game::config->GetValue("classic_survival_scoring") == "1";
switch (infoType) {
case InfoType::Standings:
switch (leaderboardType) {
case ShootingGallery:
query = standingsScoreQuery; // Shooting gallery is based on the highest score.
break;
case FootRace:
query = standingsTimeQuery; // The higher your time, the better for FootRace.
break;
case Survival:
query = classicSurvivalScoring ? standingsTimeQuery : standingsScoreQuery;
break;
case SurvivalNS:
query = standingsScoreQueryAsc; // BoNS is scored by highest wave (score) first, then time.
break;
default:
query = standingsTimeQueryAsc; // MonumentRace and Racing are based on the shortest time.
}
break;
case InfoType::Friends:
switch (leaderboardType) {
case ShootingGallery:
query = friendsScoreQuery; // Shooting gallery is based on the highest score.
break;
case FootRace:
query = friendsTimeQuery; // The higher your time, the better for FootRace.
break;
case Survival:
query = classicSurvivalScoring ? friendsTimeQuery : friendsScoreQuery;
break;
case SurvivalNS:
query = friendsScoreQueryAsc; // BoNS is scored by highest wave (score) first, then time.
break;
default:
query = friendsTimeQueryAsc; // MonumentRace and Racing are based on the shortest time.
}
break;
default:
switch (leaderboardType) {
case ShootingGallery:
query = topPlayersScoreQuery; // Shooting gallery is based on the highest score.
break;
case FootRace:
query = topPlayersTimeQuery; // The higher your time, the better for FootRace.
break;
case Survival:
query = classicSurvivalScoring ? topPlayersTimeQuery : topPlayersScoreQuery;
break;
case SurvivalNS:
query = topPlayersScoreQueryAsc; // BoNS is scored by highest wave (score) first, then time.
break;
default:
query = topPlayersTimeQueryAsc; // MonumentRace and Racing are based on the shortest time.
}
}
auto* statement = Database::CreatePreppedStmt(query);
statement->setUInt(1, gameID);
// Only the standings and friends leaderboards require the character ID to be set
if (infoType == Standings || infoType == Friends) {
auto characterID = 0;
const auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player != nullptr) {
auto* character = player->GetCharacter();
if (character != nullptr)
characterID = character->GetID();
}
statement->setUInt64(2, characterID);
}
auto* res = statement->executeQuery();
std::vector<LeaderboardEntry> entries {};
uint32_t index = 0;
while (res->next()) {
LeaderboardEntry entry;
entry.playerID = res->getUInt64(4);
entry.playerName = res->getString(5);
entry.time = res->getUInt(1);
entry.score = res->getUInt(2);
entry.placement = res->getUInt(3);
entry.lastPlayed = res->getUInt(6);
entries.push_back(entry);
index++;
}
delete res;
delete statement;
return new Leaderboard(gameID, infoType, weekly, entries, playerID, leaderboardType);
}
void LeaderboardManager::SendLeaderboard(uint32_t gameID, InfoType infoType, bool weekly, LWOOBJID targetID,
LWOOBJID playerID) {
const auto* leaderboard = LeaderboardManager::GetLeaderboard(gameID, infoType, weekly, playerID);
leaderboard->Send(targetID);
delete leaderboard;
}
LeaderboardType LeaderboardManager::GetLeaderboardType(uint32_t gameID) {
auto* activitiesTable = CDClientManager::Instance()->GetTable<CDActivitiesTable>("Activities");
std::vector<CDActivities> activities = activitiesTable->Query([=](const CDActivities& entry) {
return (entry.ActivityID == gameID);
});
for (const auto& activity : activities) {
return static_cast<LeaderboardType>(activity.leaderboardType);
}
return LeaderboardType::None;
}
const std::string LeaderboardManager::topPlayersScoreQuery =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
"RANK() OVER ( ORDER BY l.score DESC, l.time DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
"INNER JOIN charinfo c ON l.character_id = c.id "
"WHERE l.game_id = ? "
"ORDER BY leaderboard_rank) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales LIMIT 11;";
const std::string LeaderboardManager::friendsScoreQuery =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, f.friend_id, f.player_id, "
" RANK() OVER ( ORDER BY l.score DESC, l.time DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" INNER JOIN friends f ON f.player_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
" personal_values AS ( "
" SELECT id as related_player_id, "
" GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE leaderboard_vales.id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank AND (player_id = related_player_id OR friend_id = related_player_id);";
const std::string LeaderboardManager::standingsScoreQuery =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
" RANK() OVER ( ORDER BY l.score DESC, l.time DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
"personal_values AS ( "
" SELECT GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank;";
const std::string LeaderboardManager::topPlayersScoreQueryAsc =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
"RANK() OVER ( ORDER BY l.score DESC, l.time ASC, last_played ) leaderboard_rank "
" FROM leaderboard l "
"INNER JOIN charinfo c ON l.character_id = c.id "
"WHERE l.game_id = ? "
"ORDER BY leaderboard_rank) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales LIMIT 11;";
const std::string LeaderboardManager::friendsScoreQueryAsc =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, f.friend_id, f.player_id, "
" RANK() OVER ( ORDER BY l.score DESC, l.time ASC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" INNER JOIN friends f ON f.player_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
" personal_values AS ( "
" SELECT id as related_player_id, "
" GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE leaderboard_vales.id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank AND (player_id = related_player_id OR friend_id = related_player_id);";
const std::string LeaderboardManager::standingsScoreQueryAsc =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
" RANK() OVER ( ORDER BY l.score DESC, l.time ASC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
"personal_values AS ( "
" SELECT GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank;";
const std::string LeaderboardManager::topPlayersTimeQuery =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
"RANK() OVER ( ORDER BY l.time DESC, l.score DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
"INNER JOIN charinfo c ON l.character_id = c.id "
"WHERE l.game_id = ? "
"ORDER BY leaderboard_rank) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales LIMIT 11;";
const std::string LeaderboardManager::friendsTimeQuery =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, f.friend_id, f.player_id, "
" RANK() OVER ( ORDER BY l.time DESC, l.score DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" INNER JOIN friends f ON f.player_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
" personal_values AS ( "
" SELECT id as related_player_id, "
" GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE leaderboard_vales.id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank AND (player_id = related_player_id OR friend_id = related_player_id);";
const std::string LeaderboardManager::standingsTimeQuery =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
" RANK() OVER ( ORDER BY l.time DESC, l.score DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
"personal_values AS ( "
" SELECT GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank;";
const std::string LeaderboardManager::topPlayersTimeQueryAsc =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
"RANK() OVER ( ORDER BY l.time ASC, l.score DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
"INNER JOIN charinfo c ON l.character_id = c.id "
"WHERE l.game_id = ? "
"ORDER BY leaderboard_rank) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales LIMIT 11;";
const std::string LeaderboardManager::friendsTimeQueryAsc =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, f.friend_id, f.player_id, "
" RANK() OVER ( ORDER BY l.time ASC, l.score DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" INNER JOIN friends f ON f.player_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
" personal_values AS ( "
" SELECT id as related_player_id, "
" GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE leaderboard_vales.id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank AND (player_id = related_player_id OR friend_id = related_player_id);";
const std::string LeaderboardManager::standingsTimeQueryAsc =
"WITH leaderboard_vales AS ( "
" SELECT l.time, l.score, UNIX_TIMESTAMP(l.last_played) last_played, c.name, c.id, "
" RANK() OVER ( ORDER BY l.time ASC, l.score DESC, last_played ) leaderboard_rank "
" FROM leaderboard l "
" INNER JOIN charinfo c ON l.character_id = c.id "
" WHERE l.game_id = ? "
" ORDER BY leaderboard_rank), "
"personal_values AS ( "
" SELECT GREATEST(CAST(leaderboard_rank AS SIGNED) - 5, 1) AS min_rank, "
" GREATEST(leaderboard_rank + 5, 11) AS max_rank "
" FROM leaderboard_vales WHERE id = ? LIMIT 1) "
"SELECT time, score, leaderboard_rank, id, name, last_played "
"FROM leaderboard_vales, personal_values "
"WHERE leaderboard_rank BETWEEN min_rank AND max_rank;";