#pragma once #include #include #include "Singleton.h" #include "dCommonVars.h" namespace RakNet{ class BitStream; }; typedef uint32_t GameID; class Leaderboard { public: struct Entry { uint64_t playerID; uint32_t time; uint32_t score; uint32_t placement; time_t lastPlayed; std::string playerName; }; typedef std::vector LeaderboardEntries; // Enums for leaderboards enum InfoType : uint32_t { Top, // Top 11 all time players MyStanding, // Ranking of the current player Friends // Ranking between friends }; enum Type : uint32_t { ShootingGallery, Racing, MonumentRace, FootRace, Survival = 5, SurvivalNS = 6, None = UINT_MAX }; Leaderboard(const GameID gameID, const Leaderboard::InfoType infoType, const bool weekly, const Leaderboard::Type = None); /** * Serialize the Leaderboard to a BitStream * * Expensive! Leaderboards are very string intensive so be wary of performatnce calling this method. */ void Serialize(RakNet::BitStream* bitStream) const; /** * Based on the associated gameID, return true if the score provided * is better than the current entries' score * @param score * @return true * @return false */ bool IsScoreBetter(const uint32_t score) const; /** * Builds the leaderboard from the database based on the associated gameID */ void SetupLeaderboard(); /** * Sends the leaderboard to the client specified by targetID. */ void Send(LWOOBJID targetID) const; private: LeaderboardEntries entries; LWOOBJID relatedPlayer; GameID gameID; InfoType infoType; Leaderboard::Type leaderboardType; bool weekly; }; class LeaderboardManager: public Singleton { typedef std::map LeaderboardCache; public: void SendLeaderboard(GameID gameID, Leaderboard::InfoType infoType, bool weekly, LWOOBJID targetID, LWOOBJID playerID = LWOOBJID_EMPTY); void SaveScore(LWOOBJID playerID, GameID gameID, uint32_t score, uint32_t time); private: Leaderboard::Type GetLeaderboardType(const GameID gameID); void GetLeaderboard(uint32_t gameID, Leaderboard::InfoType infoType, bool weekly, LWOOBJID playerID = LWOOBJID_EMPTY); LeaderboardCache leaderboardCache; };