mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
a3626a3b53
Still better than 9 different queries all with 1 minor change i guess.
100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
#pragma once
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#include <climits>
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#include <map>
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#include <vector>
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#include "Singleton.h"
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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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typedef uint32_t GameID;
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class Leaderboard {
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public:
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using LeaderboardEntry = std::vector<LDFBaseData*>;
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using LeaderboardEntries = std::vector<LeaderboardEntry>;
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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 = UINT_MAX
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};
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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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* 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);
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/**
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* Based on the associated gameID, return true if the score provided
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* is better than the current entries' score
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* @param score
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* @return true
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* @return false
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*/
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bool IsScoreBetter(const uint32_t score) const { return false; };
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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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void SetupLeaderboard();
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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(LWOOBJID targetID) const;
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private:
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inline void WriteLeaderboardRow(std::ostringstream& leaderboard, const uint32_t& index, LDFBaseData* data);
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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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};
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class LeaderboardManager: public Singleton<LeaderboardManager> {
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typedef std::map<GameID, Leaderboard::Type> LeaderboardCache;
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public:
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void SendLeaderboard(GameID gameID, Leaderboard::InfoType infoType, bool weekly, LWOOBJID targetID,
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LWOOBJID playerID = LWOOBJID_EMPTY);
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/**
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* @brief Public facing Score saving method. This method is simply a wrapper to ensure va_end is called properly.
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*
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* @param playerID The player whos score to save
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* @param gameID The ID of the game which was played
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* @param argumentCount The number of arguments in the va_list
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* @param ...
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*/
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void SaveScore(const LWOOBJID& playerID, GameID gameID, Leaderboard::Type leaderboardType, uint32_t argumentCount, ...);
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private:
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void SaveScore(const LWOOBJID& playerID, GameID gameID, Leaderboard::Type leaderboardType, va_list args);
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void GetLeaderboard(uint32_t gameID, Leaderboard::InfoType infoType, bool weekly, LWOOBJID playerID = LWOOBJID_EMPTY);
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Leaderboard::Type GetLeaderboardType(const GameID gameID);
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LeaderboardCache leaderboardCache;
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};
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