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[carveJwlIkooP6JGAAIwe30JlM.git] / gameserver.c
index 1d67536e314d408f24738a66714128b4d32a45a0..9ac4b2f05ef3bbed94ee7e207058d11ddae88c54 100644 (file)
@@ -18,51 +18,58 @@ volatile sig_atomic_t sig_stop;
 #include "vg/vg_m.h"
 #include "vg/vg_msg.h"
 
+static u64 const k_steamid_max = 0xffffffffffffffff;
+
 static void inthandler( int signum ) {
    sig_stop = 1;
 }
 
-static const u64 k_connection_unauthorized = 0xffffffffffffffff;
-
-static u64_steamid get_connection_authsteamid( SteamNetworkingMessage_t *msg ){
-   i64 userdata = SteamAPI_ISteamNetworkingSockets_GetConnectionUserData(
-            hSteamNetworkingSockets, msg->m_conn );
+/*
+ * Send message to single client, with authentication checking
+ */
+static void gameserver_send_to_client( i32 client_id,
+                                       const void *pData, u32 cbData,
+                                       int nSendFlags ){
+   struct gameserver_client *client = &gameserver.clients[ client_id ];
 
-   return *((u64_steamid *)&userdata);
-}
+   if( !client->steamid )
+      return;
 
-static void set_connection_authsteamid(HSteamNetConnection con, u64_steamid id){
-   i64 userdata = *((i64 *)&id);
-   
-   SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
-         hSteamNetworkingSockets, con, userdata );
+   SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
+         hSteamNetworkingSockets, client->connection,
+         pData, cbData, nSendFlags, NULL );
 }
 
+/*
+ * Send message to all clients if they are authenticated
+ */
 static void gameserver_send_to_all( int ignore, 
                                     const void *pData, u32 cbData, 
                                     int nSendFlags ){
    for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
       struct gameserver_client *client = &gameserver.clients[i];
 
-      if( (i==ignore) || !client->active )
-         continue;
-
-      SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-            hSteamNetworkingSockets, client->connection,
-            pData, cbData, nSendFlags, NULL );
+      if( i != ignore )
+         gameserver_send_to_client( i, pData, cbData, nSendFlags );
    }
 }
 
+/*
+ * handle server update that client #'index' has joined
+ */
 static void gameserver_player_join( int index ){
    struct gameserver_client *joiner = &gameserver.clients[index];
    
    netmsg_playerjoin join = { .inetmsg_id = k_inetmsg_playerjoin,
-                              .index = index };
+                              .index = index,
+                              .steamid = joiner->steamid };
+
    gameserver_send_to_all( index, &join, sizeof(join),
                            k_nSteamNetworkingSend_Reliable );
 
-   /* update the joining user about current connections */
-
+   /* 
+    * update the joining user about current connections 
+    */
    netmsg_playerusername *username = 
       alloca( sizeof(netmsg_playerusername) + NETWORK_USERNAME_MAX );
    username->inetmsg_id = k_inetmsg_playerusername;
@@ -74,15 +81,15 @@ static void gameserver_player_join( int index ){
    for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
       struct gameserver_client *client = &gameserver.clients[i];
 
-      if( (i==index) || !client->active )
+      if( (i == index) || !client->steamid )
          continue;
 
       /* join */
       netmsg_playerjoin init = { .inetmsg_id = k_inetmsg_playerjoin,
-                                 .index = i };
-      SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-            hSteamNetworkingSockets, joiner->connection,
-            &init, sizeof(init), k_nSteamNetworkingSend_Reliable, NULL );
+                                 .index = i,
+                                 .steamid = client->steamid };
+      gameserver_send_to_client( index, &init, sizeof(init),
+                                 k_nSteamNetworkingSend_Reliable );
 
       /* username */
       username->index = i;
@@ -90,9 +97,8 @@ static void gameserver_player_join( int index ){
                             NETWORK_USERNAME_MAX,
                             k_strncpy_always_add_null );
       u32 size = sizeof(netmsg_playerusername) + chs + 1;
-      SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-            hSteamNetworkingSockets, joiner->connection,
-            username, size, k_nSteamNetworkingSend_Reliable, NULL );
+      gameserver_send_to_client( index, username, size,
+                                 k_nSteamNetworkingSend_Reliable );
 
       /* items */
       for( int j=0; j<k_netmsg_playeritem_max; j++ ){
@@ -101,15 +107,22 @@ static void gameserver_player_join( int index ){
          item->type_index = j;
          item->client = i;
          size = sizeof(netmsg_playeritem) + chs + 1;
-         SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
-               hSteamNetworkingSockets, joiner->connection,
-               item, size, k_nSteamNetworkingSend_Reliable, NULL );
+         gameserver_send_to_client( index, item, size,
+                                    k_nSteamNetworkingSend_Reliable );
       }
    }
 }
 
+/*
+ * Handle server update that player has left
+ */
 static void gameserver_player_leave( int index ){
-   netmsg_playerjoin leave;
+   if( gameserver.auth_mode == eServerModeAuthentication ){
+      if( !gameserver.clients[ index ].steamid )
+         return;
+   }
+
+   netmsg_playerleave leave;
    leave.inetmsg_id = k_inetmsg_playerleave;
    leave.index = index;
 
@@ -118,10 +131,33 @@ static void gameserver_player_leave( int index ){
                            k_nSteamNetworkingSend_Reliable );
 }
 
-static void new_client_connecting( HSteamNetConnection client ){
+/*
+ * Deletes client at index and disconnects the connection handle if it was 
+ * set.
+ */
+static void remove_client( int index ){
+   struct gameserver_client *client = &gameserver.clients[index];
+   if( client->connection ){
+      SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
+            hSteamNetworkingSockets, client->connection, -1 );
+      SteamAPI_ISteamNetworkingSockets_CloseConnection( 
+            hSteamNetworkingSockets, client->connection,
+            k_ESteamNetConnectionEnd_Misc_InternalError,
+            NULL, 1 );
+   }
+   memset( client, 0, sizeof(struct gameserver_client) );
+}
+
+/*
+ * Handle incoming new connection and init flags on the steam handle. if the 
+ * server is full the userdata (client_id) will be set to -1 on the handle.
+ */
+static void handle_new_connection( HSteamNetConnection conn ){
+   SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
+         hSteamNetworkingSockets, conn, -1 );
+
    int index = -1;
 
-   /* TODO: LRU */
    for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
       if( !gameserver.clients[i].active ){
          index = i;
@@ -132,37 +168,39 @@ static void new_client_connecting( HSteamNetConnection client ){
    if( index == -1 ){
       vg_error( "Server full\n" );
       SteamAPI_ISteamNetworkingSockets_CloseConnection( 
-            hSteamNetworkingSockets, client
+            hSteamNetworkingSockets, conn
             4500,
             NULL, 1 );
       return;
    }
 
+   struct gameserver_client *client = &gameserver.clients[index];
    EResult accept_status = SteamAPI_ISteamNetworkingSockets_AcceptConnection(
-            hSteamNetworkingSockets, client );
+            hSteamNetworkingSockets, conn );
+
    if( accept_status == k_EResultOK ){
-      vg_success( "Accepted client (id: %u, index: %d)\n", client, index );
-      memset( &gameserver.clients[index], 0, sizeof(struct gameserver_client) );
+      vg_success( "Accepted client (id: %u, index: %d)\n", conn, index );
 
-      gameserver.clients[index].active = 1;
-      gameserver.clients[index].connection = client;
+      client->active = 1;
+      client->connection = conn;
 
       SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup(
-            hSteamNetworkingSockets,
-            client, gameserver.client_group );
+            hSteamNetworkingSockets, conn, gameserver.client_group );
       
-      /* Just to be sure */
-      set_connection_authsteamid( client, -1 );
-      gameserver_player_join( index );
+      SteamAPI_ISteamNetworkingSockets_SetConnectionUserData(
+            hSteamNetworkingSockets, conn, index );
+      
+      if( gameserver.auth_mode != eServerModeAuthentication ){
+         client->steamid = k_steamid_max;
+         gameserver_player_join( index );
+      }
    }
    else{
-      vg_warn( "Error accepting client (id: %u)\n", client );
+      vg_warn( "Error accepting connection (id: %u)\n", conn );
       SteamAPI_ISteamNetworkingSockets_CloseConnection( 
-            hSteamNetworkingSockets, client
+            hSteamNetworkingSockets, conn
             k_ESteamNetConnectionEnd_Misc_InternalError,
             NULL, 1 );
-      gameserver.clients[index].active = 0;
-      gameserver.clients[index].connection = 0;
    }
 }
 
@@ -173,19 +211,23 @@ static void on_auth_status( CallbackMsg_t *msg ){
    vg_info( "  %s\n", info->m_debugMsg );
 }
 
-static int gameserver_client_index( HSteamNetConnection hconn ){
-   for( int i=0; i<vg_list_size(gameserver.clients); i++ ){
-      struct gameserver_client *client = &gameserver.clients[i];
+/*
+ * Get client id of connection handle. Will be -1 if unkown to us either because
+ * the server is full or we already disconnected them
+ */
+static i32 gameserver_conid( HSteamNetConnection hconn ){
+   i64 id = SteamAPI_ISteamNetworkingSockets_GetConnectionUserData(
+               hSteamNetworkingSockets, hconn );
 
-      if( client->active ){
-         if( client->connection == hconn ){
-            return i;
-         }
-      }
-   }
-   return -1;
+   if( (id < 0) || (id >= NETWORK_MAX_PLAYERS) )
+      return -1;
+
+   return id;
 }
 
+/*
+ * Callback for steam connection state change
+ */
 static void on_connect_status( CallbackMsg_t *msg ){
    SteamNetConnectionStatusChangedCallback_t *info = (void *)msg->m_pubParam;
    vg_info( "  Connection status changed for %lu\n", info->m_hConn );
@@ -195,28 +237,36 @@ static void on_connect_status( CallbackMsg_t *msg ){
          string_ESteamNetworkingConnectionState(info->m_info.m_eState) );
 
    if( info->m_info.m_eState==k_ESteamNetworkingConnectionState_Connecting ){
-      new_client_connecting( info->m_hConn );
+      handle_new_connection( info->m_hConn );
    }
 
    if( (info->m_info.m_eState == 
             k_ESteamNetworkingConnectionState_ClosedByPeer ) ||
        (info->m_info.m_eState == 
-        k_ESteamNetworkingConnectionState_ProblemDetectedLocally ) ){
+        k_ESteamNetworkingConnectionState_ProblemDetectedLocally ) ||
+       (info->m_info.m_eState == 
+        k_ESteamNetworkingConnectionState_Dead) ||
+       (info->m_info.m_eState ==
+        k_ESteamNetworkingConnectionState_None) )
+   {
+      vg_info( "End reason: %d\n", info->m_info.m_eEndReason );
 
-      int client_id = gameserver_client_index( info->m_hConn );
+      int client_id = gameserver_conid( info->m_hConn );
       if( client_id != -1 ){
-         struct gameserver_client *client = &gameserver.clients[client_id];
-         client->connection = 0;
-         client->active = 0;
-         gameserver_player_leave(client_id);
+         gameserver_player_leave( client_id );
+         remove_client( client_id );
+      }
+      else {
+         SteamAPI_ISteamNetworkingSockets_CloseConnection( 
+               hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
       }
-
-      vg_info( "End reason: %d\n", info->m_info.m_eEndReason );
-      SteamAPI_ISteamNetworkingSockets_CloseConnection( 
-            hSteamNetworkingSockets, info->m_hConn, 0, NULL, 0 );
    }
 }
 
+/* 
+ * recieve auth ticket from connection. will only accept it if we've added them
+ * to the client list first.
+ */
 static void gameserver_rx_auth( SteamNetworkingMessage_t *msg ){
    if( gameserver.auth_mode != eServerModeAuthentication ){
       vg_error( "Running server without authentication. "
@@ -224,9 +274,18 @@ static void gameserver_rx_auth( SteamNetworkingMessage_t *msg ){
       return;
    }
 
-   if( get_connection_authsteamid( msg ) != k_connection_unauthorized ){
-      vg_warn( "Already authorized this user but app ticket was sent"
-               " again (%u)\n", msg->m_conn );
+   int client_id = gameserver_conid( msg->m_conn );
+   if( client_id == -1 ) {
+      vg_warn( "Recieved auth ticket from unkown connection (%u)\n", 
+               msg->m_conn );
+      return;
+   }
+
+   struct gameserver_client *client = &gameserver.clients[ client_id ];
+
+   if( client->steamid ){
+      vg_warn( "Already authorized this user but another app ticket was sent"
+               " again (%d conn: %u)\n", client_id, msg->m_conn );
       return;
    }
 
@@ -257,10 +316,7 @@ static void gameserver_rx_auth( SteamNetworkingMessage_t *msg ){
    if( !success ){
       vg_error( "Failed to decrypt users ticket (client %u)\n", msg->m_conn );
       vg_error( "  ticket length: %u\n", auth->ticket_length );
-
-      SteamAPI_ISteamNetworkingSockets_CloseConnection(
-            hSteamNetworkingSockets,
-            msg->m_conn, 0, NULL, 1 );
+      remove_client( client_id );
       return;
    }
 
@@ -272,11 +328,7 @@ static void gameserver_rx_auth( SteamNetworkingMessage_t *msg ){
       
       if( ctime > expiretime ){
          vg_error( "Ticket expired (client %u)\n", msg->m_conn );
-
-         /* TODO: Send expired information */
-         SteamAPI_ISteamNetworkingSockets_CloseConnection(
-               hSteamNetworkingSockets,
-               msg->m_conn, 0, NULL, 1 );
+         remove_client( client_id );
          return;
       }
    }
@@ -286,24 +338,8 @@ static void gameserver_rx_auth( SteamNetworkingMessage_t *msg ){
    vg_success( "User is authenticated! steamid %lu (%u)\n", 
          steamid.m_unAll64Bits, msg->m_conn );
 
-   set_connection_authsteamid( msg->m_conn, steamid.m_unAll64Bits );
-}
-
-static int inet_require_auth( SteamNetworkingMessage_t *msg ){
-   if( gameserver.auth_mode == eServerModeNoAuthentication )
-      return 1;
-
-   if( get_connection_authsteamid( msg ) == k_connection_unauthorized ){
-      vg_warn( "Unauthorized request! Disconnecting client: %u\n", 
-               msg->m_conn );
-
-      SteamAPI_ISteamNetworkingSockets_CloseConnection(
-            hSteamNetworkingSockets,
-            msg->m_conn, 0, NULL, 1 );
-
-      return 0;
-   }
-   else return 1;
+   client->steamid = steamid.m_unAll64Bits;
+   gameserver_player_join( client_id );
 }
 
 /*
@@ -321,17 +357,36 @@ static int packet_minsize( SteamNetworkingMessage_t *msg, u32 size ){
    }
 }
 
+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_steamid_max )
+      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;
 
-   int client_id = gameserver_client_index( msg->m_conn );
+   int client_id = gameserver_conid( msg->m_conn );
    if( client_id == -1 ) return;
 
+   struct gameserver_client *client = &gameserver.clients[ client_id ];
+
    if( tmp->inetmsg_id == k_inetmsg_playerusername ){
       if( !packet_minsize( msg, sizeof(netmsg_playerusername)+1 ))
          return;
       
-      struct gameserver_client *client = &gameserver.clients[ client_id ];
       netmsg_playerusername *src = msg->m_pData;
 
       u32 name_len = network_msgstring( src->name, msg->m_cbSize, 
@@ -353,6 +408,16 @@ static void gameserver_rx_200_300( SteamNetworkingMessage_t *msg ){
       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 = client->steamid;
+      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 */
@@ -366,7 +431,6 @@ static void gameserver_rx_200_300( SteamNetworkingMessage_t *msg ){
       netmsg_playeritem *item = msg->m_pData;
 
       /* record */
-      struct gameserver_client *client = &gameserver.clients[ client_id ];
 
       if( item->type_index >= k_netmsg_playeritem_max ){
          vg_warn( "Client #%d invalid equip type %u\n", 
@@ -403,16 +467,13 @@ static void gameserver_rx_200_300( SteamNetworkingMessage_t *msg ){
 static void gameserver_request_respond( enum request_status status,
                                         netmsg_request *res, vg_msg *body,
                                         SteamNetworkingMessage_t *msg ){
-   int client_id = gameserver_client_index( msg->m_conn );
+   int client_id = gameserver_conid( 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;
 
@@ -427,16 +488,78 @@ struct user_request_thread_data {
    SteamNetworkingMessage_t *msg;
 };
 
+static u32 gameserver_get_current_week(void){
+   return time(NULL) / (7*24*60*60);
+}
+
+static enum request_status gameserver_cat_table( 
+      vg_msg *msg, 
+      const char *mod, const char *route, u32 week, const char *alias )
+{
+   char table_name[ DB_TABLE_UID_MAX ];
+   if( !db_get_highscore_table_name( mod, route, week, table_name ) )
+      return k_request_status_out_of_memory;
+
+   char buf[512];
+   vg_str q;
+   vg_strnull( &q, buf, 512 );
+   vg_strcat( &q, "SELECT * FROM \"" );
+   vg_strcat( &q, table_name );
+   vg_strcat( &q, "\" ORDER BY time DESC LIMIT 10;" );
+   if( !vg_strgood(&q) )
+      return k_request_status_out_of_memory;
+
+   sqlite3_stmt *stmt = db_stmt( q.buffer );
+   if( !stmt )
+      return k_request_status_database_error;
+
+   vg_msg_frame( msg, alias );
+   for( u32 i=0; i<10; i ++ ){
+      int fc = sqlite3_step( stmt );
+
+      if( fc == SQLITE_ROW ){
+         i32 time = sqlite3_column_int( stmt, 1 );
+         i64 steamid_i64 = sqlite3_column_int64( stmt, 0 );
+         u64 steamid = *((u64 *)&steamid_i64);
+
+         if( steamid == k_steamid_max )
+            continue;
+
+         vg_msg_frame( msg, "" );
+         vg_msg_wkvu32( msg, "time", time );
+         vg_msg_wkvu64( msg, "steamid", steamid );
+
+         char username[32];
+         if( db_getuserinfo( steamid, username, sizeof(username), NULL ) )
+            vg_msg_wkvstr( msg, "username", username );
+         vg_msg_end_frame( msg );
+      }
+      else if( fc == SQLITE_DONE ){
+         break;
+      }
+      else {
+         log_sqlite3( fc );
+         break;
+      }
+   }
+
+   sqlite3_finalize( stmt );
+   vg_msg_end_frame( msg );
+   return k_request_status_ok;
+}
+
 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;
 
-   int client_id = gameserver_client_index( msg->m_conn );
+   int client_id = gameserver_conid( msg->m_conn );
    if( client_id == -1 ){
       SteamAPI_SteamNetworkingMessage_t_Release( msg );
       return;
    }
 
+   struct gameserver_client *client = &gameserver.clients[ client_id ];
+
    netmsg_request *req = (netmsg_request *)msg->m_pData;
    vg_msg data;
    vg_msg_init( &data, req->q, msg->m_cbSize - sizeof(netmsg_request) );
@@ -461,72 +584,59 @@ static void gameserver_process_user_request( db_request *db_req ){
       const char *route = vg_msg_getkvstr( &data, "route" );
       u32 week = vg_msg_getkvu32( &data, "week", 0 );
       
-      char table_name[ DB_TABLE_UID_MAX ];
-      if( !db_get_highscore_table_name( mod, route, week, table_name ) ){
-         gameserver_request_respond( k_request_status_out_of_memory,
-                                     res, NULL, msg );
-         return;
+      if( week == NETWORK_LEADERBOARD_CURRENT_WEEK ){
+         gameserver_cat_table( &body, mod, route, 
+                               gameserver_get_current_week(), "rows_weekly" );
       }
+      else if( week == NETWORK_LEADERBOARD_ALLTIME_AND_CURRENT_WEEK ){
+         gameserver_cat_table( &body, mod, route, 0, "rows" );
+         gameserver_cat_table( &body, mod, route, 
+                               gameserver_get_current_week(), "rows_weekly" );
+      }
+      else 
+         gameserver_cat_table( &body, mod, route, week, "rows" );
 
-      char buf[512];
-      vg_str q;
-      vg_strnull( &q, buf, 512 );
-      vg_strcat( &q, "SELECT * FROM \"" );
-      vg_strcat( &q, table_name );
-      vg_strcat( &q, "\" ORDER BY time DESC LIMIT 10;" );
-      if( !vg_strgood(&q) ) {
+      if( body.error != k_vg_msg_error_OK ){
          gameserver_request_respond( k_request_status_out_of_memory,
                                      res, NULL, msg );
          return;
       }
 
-      sqlite3_stmt *stmt = db_stmt( q.buffer );
-
-      if( !stmt ){
-         gameserver_request_respond( k_request_status_database_error,
+      gameserver_request_respond( k_request_status_ok, res, &body, msg );
+   }
+   else if( !strcmp( endpoint, "setlap" ) ){
+      if( client->steamid == k_steamid_max ){
+         gameserver_request_respond( k_request_status_unauthorized,
                                      res, NULL, msg );
          return;
       }
 
-      vg_msg_frame( &body, "rows" );
-      for( u32 i=0; i<10; i ++ ){
-         int fc = sqlite3_step( stmt );
-
-         if( fc == SQLITE_ROW ){
-            i32 time = sqlite3_column_int( stmt, 1 );
-            i64 steamid_i64 = sqlite3_column_int64( stmt, 0 );
-            u64 steamid = *((u64 *)&steamid_i64);
-
-            vg_msg_frame( &body, "" );
-            vg_msg_wkvu32( &body, "time", time );
-            vg_msg_wkvu64( &body, "steamid", steamid );
+      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 ];
 
-            char username[32];
-            if( db_getuserinfo( steamid, username, sizeof(username), NULL ) ){
-               vg_msg_wkvstr( &body, "username", username );
-            }
+      u32 week = gameserver_get_current_week();
 
-            vg_msg_end_frame( &body );
-         }
-         else if( fc == SQLITE_DONE ){
-            break;
-         }
-         else {
-            log_sqlite3( fc );
-            break;
-         }
+      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;
       }
 
-      sqlite3_finalize( stmt );
-      vg_msg_end_frame( &body );
-
-      if( body.error != k_vg_msg_error_OK ){
-         gameserver_request_respond( k_request_status_out_of_memory,
+      i32 centiseconds = vg_msg_getkvi32( &data, "time", -1 );
+      if( centiseconds < 5*100 ){
+         gameserver_request_respond( k_request_status_client_error,
                                      res, NULL, msg );
          return;
       }
 
-      gameserver_request_respond( k_request_status_ok, res, &body, msg );
+      db_writeusertime( alltime_table, client->steamid, centiseconds, 1 );
+      db_writeusertime( weekly_table, client->steamid, centiseconds, 1 );
+
+      gameserver_request_respond( k_request_status_ok, res, NULL, msg );
    }
    else{
       gameserver_request_respond( k_request_status_invalid_endpoint,
@@ -537,7 +647,7 @@ static void gameserver_process_user_request( db_request *db_req ){
 static void gameserver_rx_300_400( SteamNetworkingMessage_t *msg ){
    netmsg_blank *tmp = msg->m_pData;
 
-   int client_id = gameserver_client_index( msg->m_conn );
+   int client_id = gameserver_conid( msg->m_conn );
    if( client_id == -1 ){
       SteamAPI_SteamNetworkingMessage_t_Release( msg );
       return;
@@ -659,7 +769,7 @@ int main( int argc, char *argv[] ){
       vg_warn( "Running without user authentication.\n" );
    }
 
-   if( !SteamGameServer_Init( 0, 27400, 27401, 
+   if( !SteamGameServer_Init( 0, NETWORK_PORT, NETWORK_PORT+1, 
                               gameserver.auth_mode, "1.0.0.0" ) ){
       vg_error( "SteamGameServer_Init failed\n" );
       return 0;
@@ -686,7 +796,7 @@ int main( int argc, char *argv[] ){
    HSteamListenSocket listener;
    SteamNetworkingIPAddr localAddr;
    SteamAPI_SteamNetworkingIPAddr_Clear( &localAddr );
-   localAddr.m_port = 27402;
+   localAddr.m_port = NETWORK_PORT;
 
    listener = SteamAPI_ISteamNetworkingSockets_CreateListenSocketIP(
                   hSteamNetworkingSockets, &localAddr, 0, NULL );