}
}
+struct db_set_username_thread_data {
+ u64 steamid;
+ char username[ NETWORK_USERNAME_MAX ];
+};
+
+static void gameserver_update_db_username( db_request *db_req ){
+ struct db_set_username_thread_data *inf = (void *)db_req->data;
+
+ if( inf->steamid == k_connection_unauthorized )
+ return;
+
+ int admin = 0;
+ if( inf->steamid == 76561198072130043 )
+ admin = 2;
+
+ db_updateuser( inf->steamid, inf->username, admin );
+}
+
static void gameserver_rx_200_300( SteamNetworkingMessage_t *msg ){
netmsg_blank *tmp = msg->m_pData;
u32 propsize = sizeof(netmsg_playerusername) + chs + 1;
gameserver_send_to_all( client_id, prop, propsize,
k_nSteamNetworkingSend_Reliable );
+
+ /* update database about this */
+ db_request *call = db_alloc_request(
+ sizeof(struct db_set_username_thread_data) );
+ struct db_set_username_thread_data *inf = (void *)call->data;
+ inf->steamid = get_connection_authsteamid( msg );
+ vg_strncpy( client->username, inf->username,
+ sizeof(inf->username), k_strncpy_always_add_null );
+ call->handler = gameserver_update_db_username;
+ db_send_request( call );
}
else if( tmp->inetmsg_id == k_inetmsg_playerframe ){
/* propogate */
SteamNetworkingMessage_t *msg ){
int client_id = gameserver_client_index( msg->m_conn );
u32 len = 0;
- if( status == k_request_status_ok ){
+ if( body ){
len = body->cur.co;
- vg_success( "[%d#%d] Response: %d\n", client_id, (i32)res->id, status );
+ vg_low( "[%d#%d] Response: %d\n", client_id, (i32)res->id, status );
vg_msg_print( body, len );
}
- else{
- vg_warn( "[%d#%d] Response: %d\n", client_id, (i32)res->id, status );
- }
res->status = status;
SteamNetworkingMessage_t *msg;
};
+static u32 gameserver_get_current_week(void){
+ return time(NULL) / (7*24*60*60);
+}
+
static void gameserver_process_user_request( db_request *db_req ){
struct user_request_thread_data *inf = (void *)db_req->data;
SteamNetworkingMessage_t *msg = inf->msg;
i64 steamid_i64 = sqlite3_column_int64( stmt, 0 );
u64 steamid = *((u64 *)&steamid_i64);
+ if( steamid == k_connection_unauthorized )
+ continue;
+
vg_msg_frame( &body, "" );
vg_msg_wkvu32( &body, "time", time );
vg_msg_wkvu64( &body, "steamid", steamid );
gameserver_request_respond( k_request_status_ok, res, &body, msg );
}
+ else if( !strcmp( endpoint, "setlap" ) ){
+ /* TODO: we can change userdata to be the client ID and store that in
+ * the client structure. it also would save us scanning the
+ * client array over and over..?
+ */
+ u64 steamid = get_connection_authsteamid( msg );
+ if( steamid == k_connection_unauthorized ){
+ gameserver_request_respond( k_request_status_unauthorized,
+ res, NULL, msg );
+ return;
+ }
+
+ const char *mod = vg_msg_getkvstr( &data, "mod" );
+ const char *route = vg_msg_getkvstr( &data, "route" );
+
+ char weekly_table[ DB_TABLE_UID_MAX ],
+ alltime_table[ DB_TABLE_UID_MAX ];
+
+ u32 week = gameserver_get_current_week();
+
+ if( !db_get_highscore_table_name( mod, route, 0, alltime_table ) ||
+ !db_get_highscore_table_name( mod, route, week, weekly_table ) ){
+ gameserver_request_respond( k_request_status_out_of_memory,
+ res, NULL, msg );
+ return;
+ }
+
+ i32 centiseconds = vg_msg_getkvi32( &data, "time", -1 );
+ if( centiseconds < 5*100 ){
+ gameserver_request_respond( k_request_status_client_error,
+ res, NULL, msg );
+ return;
+ }
+
+ db_writeusertime( alltime_table, steamid, centiseconds, 1 );
+ db_writeusertime( weekly_table, steamid, centiseconds, 1 );
+
+ gameserver_request_respond( k_request_status_ok, res, NULL, msg );
+ }
else{
gameserver_request_respond( k_request_status_invalid_endpoint,
res, NULL, msg );