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#pragma once
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#include <climits>
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2023-04-13 07:45:03 +00:00
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#include <map>
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#include <vector>
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2023-04-13 04:57:58 +00:00
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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 sql {
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class ResultSet;
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};
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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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* @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(uint32_t resultStart = 0, uint32_t resultEnd = 10);
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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);
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// Helper functions to get the columns, ordering and insert format for a leaderboard
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static std::string GetColumns(Type leaderboardType);
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static std::string GetInsertFormat(Type leaderboardType);
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static std::string GetOrdering(Type leaderboardType);
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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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// Returns true if the string needs formatting
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bool GetRankingQuery(std::string& lookupReturn) const;
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// Takes the resulting query from a leaderboard lookup and converts it to the LDF we need
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// to send it to a client.
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void QueryToLdf(std::unique_ptr<sql::ResultSet>& rows);
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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 playerID, uint32_t resultStart = 0, uint32_t resultEnd = 10);
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// Saves a score to the database for the Racing minigame
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inline void SaveRacingScore(const LWOOBJID& playerID, GameID gameID, uint32_t bestLapTime, uint32_t bestTime, bool won) {
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SaveScore(playerID, gameID, Leaderboard::Racing, 3, bestLapTime, bestTime, won);
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};
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// Saves a score to the database for the Shooting Gallery minigame
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inline void SaveShootingGalleryScore(const LWOOBJID& playerID, GameID gameID, uint32_t score, float hitPercentage, uint32_t streak) {
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SaveScore(playerID, gameID, Leaderboard::ShootingGallery, 3, score, hitPercentage, streak);
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};
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// Saves a score to the database for the footrace minigame
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inline void SaveFootRaceScore(const LWOOBJID& playerID, GameID gameID, uint32_t bestTime) {
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SaveScore(playerID, gameID, Leaderboard::FootRace, 1, bestTime);
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};
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// Saves a score to the database for the Monument footrace minigame
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inline void SaveMonumentRaceScore(const LWOOBJID& playerID, GameID gameID, uint32_t bestTime) {
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SaveScore(playerID, gameID, Leaderboard::MonumentRace, 1, bestTime);
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};
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// Saves a score to the database for the Survival minigame
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inline void SaveSurvivalScore(const LWOOBJID& playerID, GameID gameID, uint32_t score, uint32_t waves) {
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SaveScore(playerID, gameID, Leaderboard::Survival, 2, score, waves);
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};
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// Saves a score to the database for the SurvivalNS minigame
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// Same as the Survival minigame, but good for explicitness
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inline void SaveSurvivalNSScore(const LWOOBJID& playerID, GameID gameID, uint32_t score, uint32_t waves) {
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SaveScore(playerID, gameID, Leaderboard::SurvivalNS, 2, score, waves);
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};
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// Saves a score to the database for the Donations minigame
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inline void SaveDonationsScore(const LWOOBJID& playerID, GameID gameID, uint32_t score) {
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SaveScore(playerID, gameID, Leaderboard::Donations, 1, score);
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};
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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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/**
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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 ... The score to save
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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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Leaderboard::Type GetLeaderboardType(const GameID gameID);
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LeaderboardCache leaderboardCache;
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};
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