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mirror of https://github.com/thepeacockproject/Peacock synced 2025-03-01 14:43:02 +01:00
Peacock/components/databaseHandler.ts
Anthony Fuller 46052c7b0e
Multi-Version Mastery and Sniper Scoring (#270)
* Add multi-version mastery files

* Add pro1 unlocks to legacy allunlockables

* Add 47's suit to scpc all unlockables

* Add and remove various configs

* Remove some useless promises

* Fix scpc hub

* Fix issue with user profile saving

* Fix scpc issues for hub

* Add singleplayer/multiplayer sniper

* A great many things

- Add multi-version mastery
- Improve sniper mastery support
- Improve general H2016 support

* Fix some warnings

* Fix pro1 mastery on destination screens

* Remove entP from createInventory, lock/unlock pro1 accordingly

* Remove JSDoc entP parameter from createInventory

* Remove difficultyunlocks from safehouse pages

* Add versioned user profiles

* Prettier run

* Remove false point from user profiles docs

* Add comment about profile versioning to types

* Fix default profile links

* Remove remaining lowercase

* Fix sniper showing XP as XP

* Add game versions to the unlockable map

* Update getMasteryForUnlockable call in planning

* Fix missing locations when updating profiles

* Update versions to v7

* Fix ICA Facility destination mastery

* Fix sniper challenge unlockables showing in inventory

* Sniper Scoring (#273)

* Initial sniper scoring

* Fix linting errors

* Update require table

* Calculate and display final sniper score on end screen

* Bump SMP version to v5.7.0

* Update since version for scoring

* Fix create inventory call for sniper scoring

* Support sniper unlockables in the inventory

* Update versions to v7

* Reflect changes to createInventory in scoreHandler

* Get unlockable name in completion data

* It was not okay.

* Thanks webstorm

* Add support for /profiles/page/GetMasteryCompletionDataForUnlockable

* Support sniper play next

* Remove sniper gamemodes template from overrides

* Remove debug prints from scoring event handler

* Fix challenge multiplier

* Exclude sniper unlockables from stashpoint

* Start fixing up the missionEnd response for sniper

* Update misleading comment

* Use existing global challenge to check for SA on sniper contracts

* Re-add removed global challenges

* Proper support for the mission end screen on sniper contracts

* Remove redundant label

---------

Signed-off-by: Anthony Fuller <24512050+AnthonyFuller@users.noreply.github.com>
Co-authored-by: Govert de Gans <grappigegovert@hotmail.com>

* Add co-op sniper scoring defs

* Update MasteryUnlockable template

* Bump SMP version to v5.9.3

* Re-add deepmerge

* Fix SMP checksum

* Fix linting errors caused by merge

* Fix score handler imports

* Move load flags

* Remove unnecessary game version arg

* Whoopsies

Co-authored-by: Reece Dunham <me@rdil.rocks>
Signed-off-by: Anthony Fuller <24512050+AnthonyFuller@users.noreply.github.com>

---------

Signed-off-by: Anthony Fuller <24512050+AnthonyFuller@users.noreply.github.com>
Co-authored-by: Govert de Gans <grappigegovert@hotmail.com>
Co-authored-by: Reece Dunham <me@rdil.rocks>
2023-07-24 23:47:28 +01:00

292 lines
8.4 KiB
TypeScript

/*
* The Peacock Project - a HITMAN server replacement.
* Copyright (C) 2021-2023 The Peacock Project Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
import { readFile, writeFile } from "atomically"
import { join } from "path"
import type { ContractSession, GameVersion, UserProfile } from "./types/types"
import { serializeSession, deserializeSession } from "./sessionSerialization"
import { castUserProfile } from "./utils"
import { log, LogLevel } from "./loggingInterop"
import { unlink, readdir } from "fs/promises"
/**
* Container for functions that handle file read/writes,
* which could otherwise break if writing partial data.
*/
class AsyncUserDataGuard {
private readonly userData: Record<string, UserProfile> = {}
private readonly dirtyProfiles: Set<string> = new Set()
getProfile(id: string): UserProfile {
return this.userData[id]
}
addLoadedProfile(id: string, profile: UserProfile): void {
if (!this.userData[id]) {
setInterval(() => {
if (!this.dirtyProfiles.has(id)) {
return
}
this.dirtyProfiles.delete(id)
this.write(id)
.then(() => undefined)
.catch((e) => {
log(
LogLevel.ERROR,
`Failed to write user profile ${id}: ${e}`,
)
})
}, 3000).unref()
}
this.userData[id] = profile
// just in case
this.dirtyProfiles.delete(id)
}
markDirty(id: string): void {
this.dirtyProfiles.add(id)
}
private async write(versionedId: string): Promise<void> {
let path
const [id, gameVersion] = versionedId.split(".")
if (["scpc", "h1", "h2"].includes(gameVersion)) {
path = join("userdata", gameVersion, "users", `${id}.json`)
} else {
path = join("userdata", "users", `${id}.json`)
}
await writeFile(path, JSON.stringify(this.getProfile(versionedId)))
}
}
const asyncGuard = new AsyncUserDataGuard()
/**
* Gets a user's profile data.
*
* @param userId The user's ID.
* @param gameVersion The game's version.
* @returns The user's profile
*/
export function getUserData(
userId: string,
gameVersion: GameVersion,
): UserProfile {
const data = asyncGuard.getProfile(`${userId}.${gameVersion}`)
// NOTE: ProfileLevel always starts at 1
if (data?.Extensions?.progression?.PlayerProfileXP?.ProfileLevel === 0) {
data.Extensions.progression.PlayerProfileXP.ProfileLevel = 1
}
return data
}
/**
* Only attempt to load a user's profile if it hasn't been loaded yet
*
* @param userId The user's ID.
* @param gameVersion The game's version.
*/
export async function cheapLoadUserData(
userId: string,
gameVersion: GameVersion,
): Promise<void> {
if (!userId || !gameVersion) {
return
}
const userProfile = asyncGuard.getProfile(`${userId}.${gameVersion}`)
if (userProfile) {
return
}
try {
await loadUserData(userId, gameVersion)
} catch (e) {
log(LogLevel.DEBUG, "Unable to load profile information.")
}
}
/**
* Loads a user's profile data.
*
* @param userId The user's ID.
* @param gameVersion The game's version.
* @returns The raw JSON data.
*/
export async function loadUserData(
userId: string,
gameVersion: GameVersion,
): Promise<UserProfile> {
let path
if (["scpc", "h1", "h2"].includes(gameVersion)) {
path = join("userdata", gameVersion, "users", `${userId}.json`)
} else {
path = join("userdata", "users", `${userId}.json`)
}
const userProfile = castUserProfile(
JSON.parse((await readFile(path)).toString()),
gameVersion,
path,
)
asyncGuard.addLoadedProfile(`${userId}.${gameVersion}`, userProfile)
return userProfile
}
/**
* Marks a user's profile as dirty.
* Dirty profiles are automatically saved by a background thread every 3 seconds.
*
* @param userId The user's ID.
* @param gameVersion The game's version.
*/
export function writeUserData(userId: string, gameVersion: GameVersion): void {
asyncGuard.markDirty(`${userId}.${gameVersion}`)
}
/**
* Writes a previously-non existent user profile.
* This is used for creating new profiles.
*
* @param userId The user's ID.
* @param userProfile
* @param gameVersion The game's version.
*/
export function writeNewUserData(
userId: string,
userProfile: UserProfile,
gameVersion: GameVersion,
): void {
asyncGuard.addLoadedProfile(`${userId}.${gameVersion}`, userProfile)
asyncGuard.markDirty(`${userId}.${gameVersion}`)
}
/**
* Gets the value of an external provider binding.
*
* @param userId The user's ID.
* @param externalFolder The folder where this provider's users are stored.
* @param gameVersion The game's version.
*/
export async function getExternalUserData(
userId: string,
externalFolder: string,
gameVersion: GameVersion,
): Promise<string> {
if (["scpc", "h1", "h2"].includes(gameVersion)) {
return (
await readFile(
join("userdata", gameVersion, externalFolder, `${userId}.json`),
)
).toString()
}
return (
await readFile(join("userdata", externalFolder, `${userId}.json`))
).toString()
}
/**
* Writes the value of an external provider binding.
*
* @param userId The user's ID.
* @param externalFolder The folder where this provider's users are stored.
* @param userData The data to write to the binding.
* @param gameVersion The game's version.
*/
export async function writeExternalUserData(
userId: string,
externalFolder: string,
userData: string,
gameVersion: GameVersion,
): Promise<void> {
if (["scpc", "h1", "h2"].includes(gameVersion)) {
return await writeFile(
join("userdata", gameVersion, externalFolder, `${userId}.json`),
userData,
)
}
return await writeFile(
join("userdata", externalFolder, `${userId}.json`),
userData,
)
}
/**
* Reads a contract session from the contractSessions folder.
*
* @param identifier The identifier for the saved session, in the format of token_sessionID.
* @returns The contract session.
*/
export async function getContractSession(
identifier: string,
): Promise<ContractSession> {
const files = await readdir("contractSessions")
const filtered = files.filter((fn) => fn.endsWith(`_${identifier}.json`))
if (filtered.length === 0) {
throw new Error(`No session saved with identifier ${identifier}`)
}
// The filtered files have the same identifier, they are just stored at different slots
// So we can read any of them and it will be the same.
return deserializeSession(
JSON.parse(
(await readFile(join("contractSessions", filtered[0]))).toString(),
),
)
}
/**
* Writes a contract session to the contractsSessions folder.
*
* @param identifier The identifier for the saved session, in the format of slot_token_sessionID.
* @param session The contract session.
*/
export async function writeContractSession(
identifier: string,
session: ContractSession,
): Promise<void> {
return await writeFile(
join("contractSessions", `${identifier}.json`),
JSON.stringify(serializeSession(session)),
)
}
/**
* Deletes a saved contract session from the contractsSessions folder.
*
* @param fileName The identifier for the saved session, in the format of slot_token_sessionID.
* @throws ENOENT if the file is not found.
*/
export async function deleteContractSession(fileName: string): Promise<void> {
return await unlink(join("contractSessions", `${fileName}.json`))
}