DarkflameServer/dGame/LeaderboardManager.cpp
David Markowitz fcb088d263 Further work on leaderboards
- Modularize tests
- Add migrations
- Fix switch case so it actually breaks
- Add in missing writes
- Beginning work on custom migration to move the leaderboard to the final state
2023-04-17 01:16:23 -07:00

234 lines
8.0 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"
#include "CDClientManager.h"
#include "GeneralUtils.h"
#include "Entity.h"
#include "LDFFormat.h"
#include <sstream>
#include "CDActivitiesTable.h"
#include "Metrics.hpp"
Leaderboard::Leaderboard(const GameID gameID, const Leaderboard::InfoType infoType, const bool weekly, const Leaderboard::Type leaderboardType) {
this->gameID = gameID;
this->weekly = weekly;
this->infoType = infoType;
this->leaderboardType = leaderboardType;
}
template<class TypeToWrite>
void Leaderboard::WriteLeaderboardRow(std::ostringstream& leaderboard, const uint32_t& index, const std::string& key, const eLDFType& ldfType, const TypeToWrite& value) const {
leaderboard << "Result[0].Row[" << index << "]." << key << '=' << ldfType << ':' << value << '\n';
}
void Leaderboard::Serialize(RakNet::BitStream* bitStream) const {
std::ostringstream leaderboard;
leaderboard << "ADO.Result=7:1\n"; // Unused in 1.10.64, but is in captures
leaderboard << "Result.Count=1:1\n"; // number of results, always 1?
leaderboard << "Result[0].Index=0:RowNumber\n"; // "Primary key"
leaderboard << "Result[0].RowCount=1:" << entries.size() << '\n'; // number of rows
auto index = 0;
for (const auto& entry : entries) {
WriteLeaderboardRow(leaderboard, index, "CharacterID", eLDFType::LDF_TYPE_U64, entry.playerID);
WriteLeaderboardRow(leaderboard, index, "LastPlayed", eLDFType::LDF_TYPE_U64, entry.lastPlayed);
WriteLeaderboardRow(leaderboard, index, "NumPlayed", eLDFType::LDF_TYPE_S32, 1);
WriteLeaderboardRow(leaderboard, index, "name", eLDFType::LDF_TYPE_UTF_16, entry.playerName);
WriteLeaderboardRow(leaderboard, index, "RowNumber", eLDFType::LDF_TYPE_S32, entry.placement);
// Each minigame has its own "points" system
switch (leaderboardType) {
case Type::ShootingGallery:
WriteLeaderboardRow(leaderboard, index, "HitPercentage", eLDFType::LDF_TYPE_FLOAT, 0.0f);
// HitPercentage:3 between 0 and 1
WriteLeaderboardRow(leaderboard, index, "Score", eLDFType::LDF_TYPE_S32, entry.score);
// Score:1
WriteLeaderboardRow(leaderboard, index, "Streak", eLDFType::LDF_TYPE_S32, 0);
// Streak:1
break;
case Type::Racing:
WriteLeaderboardRow(leaderboard, index, "BestLapTime", eLDFType::LDF_TYPE_FLOAT, 0.0f);
// BestLapTime:3
WriteLeaderboardRow(leaderboard, index, "BestTime", eLDFType::LDF_TYPE_FLOAT, 0.0f);
// BestTime:3
WriteLeaderboardRow(leaderboard, index, "License", eLDFType::LDF_TYPE_S32, 0);
// License:1
WriteLeaderboardRow(leaderboard, index, "NumWins", eLDFType::LDF_TYPE_S32, 0);
// NumWins:1
break;
case Type::UnusedLeaderboard4:
WriteLeaderboardRow(leaderboard, index, "Points", eLDFType::LDF_TYPE_S32, entry.score);
// Points:1
break;
case Type::MonumentRace:
WriteLeaderboardRow(leaderboard, index, "Time", eLDFType::LDF_TYPE_S32, entry.time);
// Time:1(?)
break;
case Type::FootRace:
WriteLeaderboardRow(leaderboard, index, "Time", eLDFType::LDF_TYPE_S32, entry.time);
// Time:1
break;
case Type::Survival:
WriteLeaderboardRow(leaderboard, index, "Points", eLDFType::LDF_TYPE_S32, entry.score);
// Points:1
WriteLeaderboardRow(leaderboard, index, "Time", eLDFType::LDF_TYPE_S32, entry.time);
// Time:1
break;
case Type::SurvivalNS:
WriteLeaderboardRow(leaderboard, index, "Time", eLDFType::LDF_TYPE_S32, entry.time);
// Time:1
WriteLeaderboardRow(leaderboard, index, "Wave", eLDFType::LDF_TYPE_S32, entry.score);
// Wave:1
break;
case Type::Donations:
WriteLeaderboardRow(leaderboard, index, "Score", eLDFType::LDF_TYPE_S32, entry.score);
// Score:1
// Something? idk yet.
break;
case Type::None:
// This type is included here simply to resolve a compiler warning on mac about unused enum types
break;
default:
break;
}
index++;
}
// Serialize the thing to a BitStream
bitStream->Write(leaderboard.str().c_str(), leaderboard.tellp());
}
void Leaderboard::SetupLeaderboard() {
// Setup query based on activity.
// Where clause will vary based on what query we are doing
}
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)
return;
std::unique_ptr<sql::PreparedStatement> 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 Leaderboard::Type::ShootingGallery:
if (score <= storedScore)
highscore = false;
break;
case Leaderboard::Type::Racing:
if (time >= storedTime)
highscore = false;
break;
case Leaderboard::Type::MonumentRace:
if (time >= storedTime)
highscore = false;
break;
case Leaderboard::Type::FootRace:
if (time <= storedTime)
highscore = false;
break;
case Leaderboard::Type::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 Leaderboard::Type::SurvivalNS:
if (!(score > storedScore || (time < storedTime && score >= storedScore)))
highscore = false;
break;
default:
highscore = false;
}
if (!highscore) {
delete result;
return;
}
}
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;
}
}
void LeaderboardManager::SendLeaderboard(uint32_t gameID, Leaderboard::InfoType infoType, bool weekly, LWOOBJID targetID,
LWOOBJID playerID) {
// Create the leaderboard here and then send it right after. On the stack.
Leaderboard leaderboard(gameID, infoType, weekly, GetLeaderboardType(gameID));
leaderboard.SetupLeaderboard();
leaderboard.Send(targetID);
}
// Done
Leaderboard::Type LeaderboardManager::GetLeaderboardType(const GameID gameID) {
auto lookup = leaderboardCache.find(gameID);
if (lookup != leaderboardCache.end()) return lookup->second;
auto* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([=](const CDActivities& entry) {
return (entry.ActivityID == gameID);
});
auto type = activities.empty() ? static_cast<Leaderboard::Type>(activities.at(0).leaderboardType) : Leaderboard::Type::None;
leaderboardCache.insert_or_assign(gameID, type);
return type;
}