mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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7f623d358c
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
413 lines
16 KiB
C++
413 lines
16 KiB
C++
#include "LeaderboardManager.h"
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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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void Leaderboard::QueryToLdf(std::unique_ptr<sql::ResultSet>& rows) {
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Clear();
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if (rows->rowsCount() == 0) return;
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this->entries.reserve(rows->rowsCount());
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while (rows->next()) {
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constexpr int32_t MAX_NUM_DATA_PER_ROW = 9;
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this->entries.push_back(std::vector<LDFBaseData*>());
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auto& entry = this->entries.back();
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entry.reserve(MAX_NUM_DATA_PER_ROW);
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entry.push_back(new LDFData<uint64_t>(u"CharacterID", rows->getInt("character_id")));
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entry.push_back(new LDFData<uint64_t>(u"LastPlayed", rows->getUInt64("lastPlayed")));
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entry.push_back(new LDFData<int32_t>(u"NumPlayed", rows->getInt("timesPlayed")));
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entry.push_back(new LDFData<std::u16string>(u"name", GeneralUtils::ASCIIToUTF16(rows->getString("name").c_str())));
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entry.push_back(new LDFData<uint64_t>(u"RowNumber", rows->getInt("ranking")));
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switch (leaderboardType) {
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case Type::ShootingGallery:
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entry.push_back(new LDFData<int32_t>(u"Score", rows->getInt("primaryScore")));
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// Score:1
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entry.push_back(new LDFData<int32_t>(u"Streak", rows->getInt("secondaryScore")));
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// Streak:1
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entry.push_back(new LDFData<float>(u"HitPercentage", (rows->getInt("tertiaryScore") / 100.0f)));
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// HitPercentage:3 between 0 and 1
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break;
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case Type::Racing:
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entry.push_back(new LDFData<float>(u"BestTime", rows->getDouble("primaryScore")));
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// BestLapTime:3
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entry.push_back(new LDFData<float>(u"BestLapTime", rows->getDouble("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", rows->getInt("numWins")));
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// NumWins:1
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break;
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case Type::UnusedLeaderboard4:
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entry.push_back(new LDFData<int32_t>(u"Points", rows->getInt("primaryScore")));
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// Points:1
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break;
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case Type::MonumentRace:
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entry.push_back(new LDFData<int32_t>(u"Time", rows->getInt("primaryScore")));
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// Time:1(?)
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break;
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case Type::FootRace:
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entry.push_back(new LDFData<int32_t>(u"Time", rows->getInt("primaryScore")));
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// Time:1
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break;
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case Type::Survival:
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entry.push_back(new LDFData<int32_t>(u"Points", rows->getInt("primaryScore")));
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// Points:1
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entry.push_back(new LDFData<int32_t>(u"Time", rows->getInt("secondaryScore")));
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// Time:1
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break;
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case Type::SurvivalNS:
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entry.push_back(new LDFData<int32_t>(u"Wave", rows->getInt("primaryScore")));
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// Wave:1
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entry.push_back(new LDFData<int32_t>(u"Time", rows->getInt("secondaryScore")));
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// Time:1
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break;
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case Type::Donations:
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entry.push_back(new LDFData<int32_t>(u"Score", rows->getInt("primaryScore")));
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// Score:1
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break;
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case Type::None:
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// This type is included here simply to resolve a compiler warning on mac about unused enum types
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break;
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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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const std::string_view Leaderboard::GetOrdering(Leaderboard::Type leaderboardType) {
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// Use a switch case and return desc for all 3 columns if higher is better and asc if lower is better
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switch (leaderboardType) {
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case Type::Racing:
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case Type::MonumentRace:
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return "primaryScore ASC, secondaryScore ASC, tertiaryScore ASC";
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case Type::Survival:
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return Game::config->GetValue("classic_survival_scoring") == "1" ?
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"secondaryScore DESC, primaryScore DESC, tertiaryScore DESC" :
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"primaryScore DESC, secondaryScore DESC, tertiaryScore DESC";
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case Type::SurvivalNS:
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return "primaryScore DESC, secondaryScore ASC, tertiaryScore DESC";
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case Type::ShootingGallery:
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case Type::FootRace:
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case Type::UnusedLeaderboard4:
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case Type::Donations:
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case Type::None:
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default:
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return "primaryScore DESC, secondaryScore DESC, tertiaryScore DESC";
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}
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}
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void Leaderboard::SetupLeaderboard(bool weekly, uint32_t resultStart, uint32_t resultEnd) {
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resultStart++;
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resultEnd++;
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// We need everything except 1 column so i'm selecting * from leaderboard
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const std::string queryBase =
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R"QUERY(
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WITH leaderboardsRanked AS (
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SELECT leaderboard.*, charinfo.name,
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RANK() OVER
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(
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ORDER BY %s, UNIX_TIMESTAMP(last_played) ASC, id DESC
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) AS ranking
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FROM leaderboard JOIN charinfo on charinfo.id = leaderboard.character_id
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WHERE game_id = ? %s
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),
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myStanding AS (
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SELECT
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ranking as myRank
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FROM leaderboardsRanked
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WHERE id = ?
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),
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lowestRanking AS (
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SELECT MAX(ranking) AS lowestRank
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FROM leaderboardsRanked
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)
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SELECT leaderboardsRanked.*, character_id, UNIX_TIMESTAMP(last_played) as lastPlayed, leaderboardsRanked.name, leaderboardsRanked.ranking FROM leaderboardsRanked, myStanding, lowestRanking
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WHERE leaderboardsRanked.ranking
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BETWEEN
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LEAST(GREATEST(CAST(myRank AS SIGNED) - 5, %i), lowestRanking.lowestRank - 9)
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AND
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LEAST(GREATEST(myRank + 5, %i), lowestRanking.lowestRank)
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ORDER BY ranking ASC;
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)QUERY";
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std::string friendsFilter =
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R"QUERY(
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AND (
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character_id IN (
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SELECT fr.requested_player FROM (
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SELECT CASE
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WHEN player_id = ? THEN friend_id
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WHEN friend_id = ? THEN player_id
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END AS requested_player
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FROM friends
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) AS fr
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JOIN charinfo AS ci
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ON ci.id = fr.requested_player
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WHERE fr.requested_player IS NOT NULL
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)
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OR character_id = ?
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)
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)QUERY";
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std::string weeklyFilter = " AND UNIX_TIMESTAMP(last_played) BETWEEN UNIX_TIMESTAMP(date_sub(now(),INTERVAL 1 WEEK)) AND UNIX_TIMESTAMP(now()) ";
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std::string filter;
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// Setup our filter based on the query type
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if (this->infoType == InfoType::Friends) filter += friendsFilter;
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if (this->weekly) filter += weeklyFilter;
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const auto orderBase = GetOrdering(this->leaderboardType);
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// For top query, we want to just rank all scores, but for all others we need the scores around a specific player
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std::string baseLookup;
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if (this->infoType == InfoType::Top) {
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baseLookup = "SELECT id, last_played FROM leaderboard WHERE game_id = ? " + (this->weekly ? weeklyFilter : std::string("")) + " ORDER BY ";
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baseLookup += orderBase.data();
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} else {
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baseLookup = "SELECT id, last_played FROM leaderboard WHERE game_id = ? " + (this->weekly ? weeklyFilter : std::string("")) + " AND character_id = ";
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baseLookup += std::to_string(static_cast<uint32_t>(this->relatedPlayer));
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}
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baseLookup += " LIMIT 1";
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LOG_DEBUG("query is %s", baseLookup.c_str());
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std::unique_ptr<sql::PreparedStatement> baseQuery(Database::Get()->CreatePreppedStmt(baseLookup));
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baseQuery->setInt(1, this->gameID);
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std::unique_ptr<sql::ResultSet> baseResult(baseQuery->executeQuery());
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if (!baseResult->next()) return; // In this case, there are no entries in the leaderboard for this game.
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uint32_t relatedPlayerLeaderboardId = baseResult->getInt("id");
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// Create and execute the actual save here. Using a heap allocated buffer to avoid stack overflow
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constexpr uint16_t STRING_LENGTH = 4096;
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std::unique_ptr<char[]> lookupBuffer = std::make_unique<char[]>(STRING_LENGTH);
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int32_t res = snprintf(lookupBuffer.get(), STRING_LENGTH, queryBase.c_str(), orderBase.data(), filter.c_str(), resultStart, resultEnd);
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DluAssert(res != -1);
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std::unique_ptr<sql::PreparedStatement> query(Database::Get()->CreatePreppedStmt(lookupBuffer.get()));
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LOG_DEBUG("Query is %s vars are %i %i %i", lookupBuffer.get(), this->gameID, this->relatedPlayer, relatedPlayerLeaderboardId);
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query->setInt(1, this->gameID);
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if (this->infoType == InfoType::Friends) {
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query->setInt(2, this->relatedPlayer);
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query->setInt(3, this->relatedPlayer);
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query->setInt(4, this->relatedPlayer);
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query->setInt(5, relatedPlayerLeaderboardId);
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} else {
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query->setInt(2, relatedPlayerLeaderboardId);
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}
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std::unique_ptr<sql::ResultSet> result(query->executeQuery());
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QueryToLdf(result);
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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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std::string FormatInsert(const Leaderboard::Type& type, const Score& score, const bool useUpdate) {
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std::string insertStatement;
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if (useUpdate) {
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insertStatement =
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R"QUERY(
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UPDATE leaderboard
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SET primaryScore = %f, secondaryScore = %f, tertiaryScore = %f,
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timesPlayed = timesPlayed + 1 WHERE character_id = ? AND game_id = ?;
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)QUERY";
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} else {
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insertStatement =
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R"QUERY(
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INSERT leaderboard SET
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primaryScore = %f, secondaryScore = %f, tertiaryScore = %f,
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character_id = ?, game_id = ?;
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)QUERY";
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}
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constexpr uint16_t STRING_LENGTH = 400;
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// Then fill in our score
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char finishedQuery[STRING_LENGTH];
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int32_t res = snprintf(finishedQuery, STRING_LENGTH, insertStatement.c_str(), score.GetPrimaryScore(), score.GetSecondaryScore(), score.GetTertiaryScore());
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DluAssert(res != -1);
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return finishedQuery;
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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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std::unique_ptr<sql::PreparedStatement> query(Database::Get()->CreatePreppedStmt("SELECT * FROM leaderboard WHERE character_id = ? AND game_id = ?;"));
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query->setInt(1, playerID);
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query->setInt(2, activityId);
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std::unique_ptr<sql::ResultSet> myScoreResult(query->executeQuery());
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std::string saveQuery("UPDATE leaderboard SET timesPlayed = timesPlayed + 1 WHERE character_id = ? AND game_id = ?;");
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Score newScore(primaryScore, secondaryScore, tertiaryScore);
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if (myScoreResult->next()) {
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Score oldScore;
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bool lowerScoreBetter = false;
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switch (leaderboardType) {
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// Higher score better
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case Leaderboard::Type::ShootingGallery: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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oldScore.SetSecondaryScore(myScoreResult->getInt("secondaryScore"));
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oldScore.SetTertiaryScore(myScoreResult->getInt("tertiaryScore"));
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break;
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}
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case Leaderboard::Type::FootRace: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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break;
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}
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case Leaderboard::Type::Survival: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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oldScore.SetSecondaryScore(myScoreResult->getInt("secondaryScore"));
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break;
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}
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case Leaderboard::Type::SurvivalNS: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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oldScore.SetSecondaryScore(myScoreResult->getInt("secondaryScore"));
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break;
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}
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case Leaderboard::Type::UnusedLeaderboard4:
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case Leaderboard::Type::Donations: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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newScore.SetPrimaryScore(oldScore.GetPrimaryScore() + newScore.GetPrimaryScore());
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break;
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}
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case Leaderboard::Type::Racing: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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oldScore.SetSecondaryScore(myScoreResult->getInt("secondaryScore"));
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// For wins we dont care about the score, just the time, so zero out the tertiary.
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// Wins are updated later.
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oldScore.SetTertiaryScore(0);
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newScore.SetTertiaryScore(0);
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lowerScoreBetter = true;
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break;
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}
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case Leaderboard::Type::MonumentRace: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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lowerScoreBetter = true;
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// Do score checking here
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break;
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}
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case Leaderboard::Type::None:
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default:
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LOG("Unknown leaderboard type %i for game %i. Cannot save score!", leaderboardType, activityId);
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return;
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}
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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.GetPrimaryScore() > oldScore.GetPrimaryScore() ||
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(newScore.GetPrimaryScore() == oldScore.GetPrimaryScore() && newScore.GetSecondaryScore() < oldScore.GetSecondaryScore());
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} else if (leaderboardType == Leaderboard::Type::Survival && Game::config->GetValue("classic_survival_scoring") == "1") {
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Score oldScoreFlipped(oldScore.GetSecondaryScore(), oldScore.GetPrimaryScore());
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Score newScoreFlipped(newScore.GetSecondaryScore(), newScore.GetPrimaryScore());
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newHighScore = newScoreFlipped > oldScoreFlipped;
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}
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if (newHighScore) {
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saveQuery = FormatInsert(leaderboardType, newScore, true);
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}
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} else {
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saveQuery = FormatInsert(leaderboardType, newScore, false);
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}
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LOG("save query %s %i %i", saveQuery.c_str(), playerID, activityId);
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std::unique_ptr<sql::PreparedStatement> saveStatement(Database::Get()->CreatePreppedStmt(saveQuery));
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saveStatement->setInt(1, playerID);
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saveStatement->setInt(2, activityId);
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saveStatement->execute();
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// track wins separately
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if (leaderboardType == Leaderboard::Type::Racing && tertiaryScore != 0.0f) {
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std::unique_ptr<sql::PreparedStatement> winUpdate(Database::Get()->CreatePreppedStmt("UPDATE leaderboard SET numWins = numWins + 1 WHERE character_id = ? AND game_id = ?;"));
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winUpdate->setInt(1, playerID);
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winUpdate->setInt(2, activityId);
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winUpdate->execute();
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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 resultStart, const uint32_t resultEnd) {
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Leaderboard leaderboard(gameID, infoType, weekly, playerID, GetLeaderboardType(gameID));
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leaderboard.SetupLeaderboard(weekly, resultStart, resultEnd);
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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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|
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auto* activitiesTable = CDClientManager::Instance().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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