275 lines
11 KiB
Python
275 lines
11 KiB
Python
# vim: set fileencoding=utf-8
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from typing import Dict, List, Optional
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from typing_extensions import Final
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from bemani.backend.base import Base
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from bemani.backend.core import CoreHandler, CardManagerHandler, PASELIHandler
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from bemani.common import Profile, ValidatedDict, GameConstants, DBConstants, Time
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from bemani.data import Machine, ScoreSaveException, UserID
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from bemani.protocol import Node
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class ReflecBeatBase(CoreHandler, CardManagerHandler, PASELIHandler, Base):
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"""
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Base game class for all Reflec Beat version that we support.
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"""
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game: GameConstants = GameConstants.REFLEC_BEAT
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# Chart types, as stored in the DB
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CHART_TYPE_BASIC: Final[int] = 0
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CHART_TYPE_MEDIUM: Final[int] = 1
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CHART_TYPE_HARD: Final[int] = 2
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CHART_TYPE_SPECIAL: Final[int] = 3
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# Clear types, as saved/loaded from the DB
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CLEAR_TYPE_NO_PLAY: Final[int] = DBConstants.REFLEC_BEAT_CLEAR_TYPE_NO_PLAY
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CLEAR_TYPE_FAILED: Final[int] = DBConstants.REFLEC_BEAT_CLEAR_TYPE_FAILED
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CLEAR_TYPE_CLEARED: Final[int] = DBConstants.REFLEC_BEAT_CLEAR_TYPE_CLEARED
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CLEAR_TYPE_HARD_CLEARED: Final[int] = DBConstants.REFLEC_BEAT_CLEAR_TYPE_HARD_CLEARED
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CLEAR_TYPE_S_HARD_CLEARED: Final[int] = DBConstants.REFLEC_BEAT_CLEAR_TYPE_S_HARD_CLEARED
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# Combo types, as saved/loaded from the DB
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COMBO_TYPE_NONE: Final[int] = DBConstants.REFLEC_BEAT_COMBO_TYPE_NONE
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COMBO_TYPE_ALMOST_COMBO: Final[int] = DBConstants.REFLEC_BEAT_COMBO_TYPE_ALMOST_COMBO
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COMBO_TYPE_FULL_COMBO: Final[int] = DBConstants.REFLEC_BEAT_COMBO_TYPE_FULL_COMBO
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COMBO_TYPE_FULL_COMBO_ALL_JUST: Final[int] = DBConstants.REFLEC_BEAT_COMBO_TYPE_FULL_COMBO_ALL_JUST
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# Return the local2 and lobby2 service so that matching will work on newer
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# Reflec Beat games.
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extra_services: List[str] = [
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'local2',
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'lobby2',
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]
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def previous_version(self) -> Optional['ReflecBeatBase']:
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"""
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Returns the previous version of the game, based on this game. Should
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be overridden.
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"""
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return None
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def format_profile(self, userid: UserID, profile: Profile) -> Node:
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"""
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Base handler for a profile. Given a userid and a profile dictionary,
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return a Node representing a profile. Should be overridden.
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"""
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return Node.void('pc')
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def unformat_profile(self, userid: UserID, request: Node, oldprofile: Profile) -> Profile:
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"""
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Base handler for profile parsing. Given a request and an old profile,
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return a new profile that's been updated with the contents of the request.
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Should be overridden.
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"""
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return oldprofile
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def get_profile_by_refid(self, refid: Optional[str]) -> Optional[Node]:
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"""
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Given a RefID, return a formatted profile node. Basically every game
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needs a profile lookup, even if it handles where that happens in
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a different request. This is provided for code deduplication.
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"""
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if refid is None:
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return None
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userid = self.data.remote.user.from_refid(self.game, self.version, refid)
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if userid is None:
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# User doesn't exist but should at this point
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return None
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# Trying to import from current version
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profile = self.get_profile(userid)
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if profile is None:
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return None
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return self.format_profile(userid, profile)
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def put_profile_by_refid(self, refid: Optional[str], request: Node) -> Optional[Profile]:
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"""
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Given a RefID and a request node, unformat the profile and save it.
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"""
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userid = self.data.remote.user.from_refid(self.game, self.version, refid)
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if userid is None:
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return None
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oldprofile = self.get_profile(userid)
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if oldprofile is None:
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# Create one so we can get refid/extid
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oldprofile = Profile(self.game, self.version, refid, 0)
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self.put_profile(userid, oldprofile)
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newprofile = self.unformat_profile(userid, request, oldprofile)
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if newprofile is not None:
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self.put_profile(userid, newprofile)
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return newprofile
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else:
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return oldprofile
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def get_machine_by_id(self, shop_id: int) -> Optional[Machine]:
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pcbid = self.data.local.machine.from_machine_id(shop_id)
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if pcbid is not None:
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return self.data.local.machine.get_machine(pcbid)
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else:
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return None
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def update_score(
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self,
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userid: UserID,
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songid: int,
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chart: int,
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points: int,
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achievement_rate: int,
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clear_type: int,
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combo_type: int,
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miss_count: int,
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combo: Optional[int]=None,
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stats: Optional[Dict[str, int]]=None,
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param: Optional[int]=None,
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kflag: Optional[int]=None,
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) -> None:
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"""
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Given various pieces of a score, update the user's high score and score
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history in a controlled manner, so all games in Reflec series can expect
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the same attributes in a score. Note that the clear_types passed here are
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expected to be converted from game identifier to our internal identifier,
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so that any game in the series may convert them back.
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"""
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# Range check clear type
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if clear_type not in [
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self.CLEAR_TYPE_NO_PLAY,
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self.CLEAR_TYPE_FAILED,
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self.CLEAR_TYPE_CLEARED,
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self.CLEAR_TYPE_HARD_CLEARED,
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self.CLEAR_TYPE_S_HARD_CLEARED,
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]:
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raise Exception(f"Invalid clear_type value {clear_type}")
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# Range check combo type
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if combo_type not in [
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self.COMBO_TYPE_NONE,
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self.COMBO_TYPE_ALMOST_COMBO,
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self.COMBO_TYPE_FULL_COMBO,
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self.COMBO_TYPE_FULL_COMBO_ALL_JUST,
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]:
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raise Exception(f"Invalid combo_type value {combo_type}")
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oldscore = self.data.local.music.get_score(
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self.game,
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self.version,
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userid,
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songid,
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chart,
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)
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# Score history is verbatum, instead of highest score
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now = Time.now()
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history = ValidatedDict({})
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oldpoints = points
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if oldscore is None:
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# If it is a new score, create a new dictionary to add to
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scoredata = ValidatedDict({})
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highscore = True
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else:
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# Set the score to any new record achieved
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highscore = points >= oldscore.points
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points = max(points, oldscore.points)
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scoredata = oldscore.data
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# Update the last played time
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scoredata.replace_int('last_played_time', now)
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# Replace clear type with highest value and timestamps
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if clear_type >= scoredata.get_int('clear_type'):
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scoredata.replace_int('clear_type', max(scoredata.get_int('clear_type'), clear_type))
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scoredata.replace_int('best_clear_type_time', now)
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history.replace_int('clear_type', clear_type)
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# Replace combo type with highest value and timestamps
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if combo_type >= scoredata.get_int('combo_type'):
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scoredata.replace_int('combo_type', max(scoredata.get_int('combo_type'), combo_type))
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scoredata.replace_int('best_clear_type_time', now)
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history.replace_int('combo_type', combo_type)
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# Update the combo for this song
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if combo is not None:
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scoredata.replace_int('combo', max(scoredata.get_int('combo'), combo))
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history.replace_int('combo', combo)
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# Update the param for this song
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if param is not None:
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scoredata.replace_int('param', max(scoredata.get_int('param'), param))
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history.replace_int('param', param)
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# Update the kflag for this song
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if kflag is not None:
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scoredata.replace_int('kflag', max(scoredata.get_int('kflag'), kflag))
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history.replace_int('kflag', kflag)
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# Update win/lost/draw stats for this song
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if stats is not None:
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scoredata.replace_dict('stats', stats)
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history.replace_dict('stats', stats)
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# Update the achievement rate with timestamps
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if achievement_rate >= scoredata.get_int('achievement_rate'):
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scoredata.replace_int('achievement_rate', max(scoredata.get_int('achievement_rate'), achievement_rate))
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scoredata.replace_int('best_achievement_rate_time', now)
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history.replace_int('achievement_rate', achievement_rate)
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# Update the miss count with timestamps, either if it was lowered, or if the old value was blank.
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# If the new value is -1 (we didn't get a miss count this time), never update the old value.
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if miss_count >= 0:
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if miss_count <= scoredata.get_int('miss_count', 999999) or scoredata.get_int('miss_count') == -1:
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scoredata.replace_int('miss_count', min(scoredata.get_int('miss_count', 999999), miss_count))
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scoredata.replace_int('best_miss_count_time', now)
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history.replace_int('miss_count', miss_count)
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# Look up where this score was earned
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lid = self.get_machine_id()
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# Reflec Beat happens to send all songs that were played by a player
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# at the end of the round. It sends timestamps for the songs, but as of
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# Colette they were identical for each song in the round. So, if a user
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# plays the same song/chart# more than once in a round, we will end up
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# failing to store the attempt since we don't allow two of the same
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# attempt at the same time for the same user and song/chart. So, bump
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# the timestamp by one second and retry well past the maximum number of
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# songs.
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for bump in range(10):
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timestamp = now + bump
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# Write the new score back
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self.data.local.music.put_score(
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self.game,
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self.version,
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userid,
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songid,
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chart,
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lid,
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points,
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scoredata,
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highscore,
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timestamp=timestamp,
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)
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try:
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# Save the history of this score too
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self.data.local.music.put_attempt(
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self.game,
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self.version,
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userid,
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songid,
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chart,
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lid,
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oldpoints,
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history,
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highscore,
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timestamp=timestamp,
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)
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except ScoreSaveException:
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# Try again one second in the future
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continue
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# We saved successfully
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break
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