mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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7fcbb9507b
* simplify leaderboard code, fully abstract database * update exception catching * update exception catching and sql references, remove ugc from gamemessages fix deleting model remove unrelated changes Update GameMessages.cpp * remove ugc from gamemessages * Update GameMessages.cpp * Update Leaderboard.cpp * bug fixes * fix racing leaderboard * remove extra stuff * update
102 lines
2.5 KiB
C++
102 lines
2.5 KiB
C++
#ifndef __LEADERBOARDMANAGER__H__
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#define __LEADERBOARDMANAGER__H__
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#include <map>
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#include <memory>
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#include <string_view>
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#include <vector>
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#include "dCommonVars.h"
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#include "LDFFormat.h"
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namespace RakNet {
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class BitStream;
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};
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using GameID = uint32_t;
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class Leaderboard {
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public:
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// Enums for leaderboards
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enum InfoType : uint32_t {
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Top, // Top 11 all time players
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MyStanding, // Ranking of the current player
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Friends // Ranking between friends
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};
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enum Type : uint32_t {
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ShootingGallery,
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Racing,
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MonumentRace,
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FootRace,
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UnusedLeaderboard4, // There is no 4 defined anywhere in the cdclient, but it takes a Score.
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Survival,
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SurvivalNS,
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Donations,
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None
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};
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Leaderboard() = delete;
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Leaderboard(const GameID gameID, const Leaderboard::InfoType infoType, const bool weekly, LWOOBJID relatedPlayer, const Leaderboard::Type = None);
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~Leaderboard();
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/**
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* @brief Resets the leaderboard state and frees its allocated memory
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*
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*/
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void Clear();
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/**
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* Serialize the Leaderboard to a BitStream
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*
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* Expensive! Leaderboards are very string intensive so be wary of performatnce calling this method.
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*/
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void Serialize(RakNet::BitStream& bitStream) const;
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/**
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* Builds the leaderboard from the database based on the associated gameID
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*
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* @param resultStart The index to start the leaderboard at. Zero indexed.
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* @param resultEnd The index to end the leaderboard at. Zero indexed.
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*/
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void SetupLeaderboard(bool weekly);
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/**
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* Sends the leaderboard to the client specified by targetID.
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*/
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void Send(const LWOOBJID targetID) const;
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private:
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using LeaderboardEntry = std::vector<LDFBaseData*>;
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using LeaderboardEntries = std::vector<LeaderboardEntry>;
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LeaderboardEntries entries;
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LWOOBJID relatedPlayer;
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GameID gameID;
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InfoType infoType;
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Leaderboard::Type leaderboardType;
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bool weekly;
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public:
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LeaderboardEntry& PushBackEntry() {
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return entries.emplace_back();
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}
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Type GetLeaderboardType() const {
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return leaderboardType;
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}
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};
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namespace LeaderboardManager {
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void SendLeaderboard(const GameID gameID, const Leaderboard::InfoType infoType, const bool weekly, const LWOOBJID playerID, const LWOOBJID targetID);
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void SaveScore(const LWOOBJID& playerID, const GameID activityId, const float primaryScore, const float secondaryScore = 0, const float tertiaryScore = 0);
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Leaderboard::Type GetLeaderboardType(const GameID gameID);
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extern std::map<GameID, Leaderboard::Type> leaderboardCache;
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};
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#endif //!__LEADERBOARDMANAGER__H__
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