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This is why I don't like having to resolve merge conflicts because I don't know what I'm doing.
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@ -2126,7 +2126,7 @@ public class ContentController : Controller {
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[Route("ContentWebService.asmx/GetPeriodicGameDataByGame")] // used by Math Blaster and WoJS (probably from 24 hours ago to now)
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[Route("ContentWebService.asmx/GetPeriodicGameDataByGame")] // used by Math Blaster and WoJS (probably from 24 hours ago to now)
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[VikingSession(UseLock = true)]
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[VikingSession(UseLock = true)]
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public IActionResult GetPeriodicGameDataByGame(Viking viking, [FromForm] int gameId, bool isMultiplayer, int difficulty, int gameLevel, string key, int count, bool AscendingOrder, int score, bool buddyFilter, string apiKey) {
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public IActionResult GetPeriodicGameDataByGame(Viking viking, [FromForm] int gameId, bool isMultiplayer, int difficulty, int gameLevel, string key, int count, bool AscendingOrder, int score, bool buddyFilter, string apiKey) {
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return Ok(gameDataService.GetDailyGameData(viking, gameId, isMultiplayer, difficulty, gameLevel, key, count, AscendingOrder, buddyFilter, apiKey));
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return Ok(gameDataService.GetGameData(viking, gameId, isMultiplayer, difficulty, gameLevel, key, count, AscendingOrder, buddyFilter, apiKey, DateTime.Now.AddHours(-24), DateTime.Now));
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}
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}
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[HttpPost]
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[HttpPost]
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@ -7,6 +7,5 @@ public class GameDataPair {
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public int GameDataId { get; set; }
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public int GameDataId { get; set; }
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public string Name { get; set; } = null!;
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public string Name { get; set; } = null!;
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public int Value { get; set; }
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public int Value { get; set; }
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public int DailyValue { get; set; }
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public virtual GameData GameData { get; set; } = null!;
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public virtual GameData GameData { get; set; } = null!;
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}
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}
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@ -31,9 +31,9 @@ public class GameDataService {
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viking.GameData.Add(gameData);
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viking.GameData.Add(gameData);
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}
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}
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SavePairs(gameData, xmlDocumentData);
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gameData.DatePlayed = DateTime.UtcNow;
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gameData.DatePlayed = DateTime.UtcNow;
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SavePairs(gameData, xmlDocumentData);
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ctx.SaveChanges();
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ctx.SaveChanges();
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return true;
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return true;
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@ -72,33 +72,6 @@ public class GameDataService {
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return GetSummaryFromResponse(viking, isMultiplayer, difficulty, gameLevel, key, selectedData);
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return GetSummaryFromResponse(viking, isMultiplayer, difficulty, gameLevel, key, selectedData);
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}
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}
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public GameDataSummary GetDailyGameData(Viking viking, int gameId, bool isMultiplayer, int difficulty, int gameLevel, string key, int count, bool AscendingOrder, bool buddyFilter, string apiKey) {
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IQueryable<GameDataPair> query = ctx.GameData
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.Where(x =>
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x.GameId == gameId && x.IsMultiplayer == false &&
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x.Difficulty == difficulty && x.GameLevel == gameLevel &&
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x.DatePlayed.Date == DateTime.UtcNow.Date
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).SelectMany(e => e.GameDataPairs).Where(x => x.Name == key);
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// TODO: Buddy filter
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if (AscendingOrder) query = query.OrderBy(e => e.Value);
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else query = query.OrderByDescending(e => e.Value);
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List<GameDataResponse> selectedData;
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if (ClientVersion.GetVersion(apiKey) <= ClientVersion.Max_OldJS)
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// use DisplayName instead of Name
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selectedData = query.Select(e => new GameDataResponse(
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XmlUtil.DeserializeXml<AvatarData>(e.GameData.Viking.AvatarSerialized).DisplayName, e.GameData.Viking.Uid, e.GameData.DatePlayed, false, false, e.DailyValue)
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).Take(count).ToList();
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else
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selectedData = query.Select(e => new GameDataResponse(
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e.GameData.Viking.Name, e.GameData.Viking.Uid, e.GameData.DatePlayed, false, false, e.DailyValue)
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).Take(count).ToList();
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return GetSummaryFromResponse(viking, isMultiplayer, difficulty, gameLevel, key, selectedData);
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}
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// ByUser for JumpStart's My Scores
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// ByUser for JumpStart's My Scores
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public GameDataSummary GetGameDataByUser(Viking viking, int gameId, bool isMultiplayer, int difficulty, int gameLevel, string key, int count, bool AscendingOrder, string apiKey) {
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public GameDataSummary GetGameDataByUser(Viking viking, int gameId, bool isMultiplayer, int difficulty, int gameLevel, string key, int count, bool AscendingOrder, string apiKey) {
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@ -170,20 +143,12 @@ public class GameDataService {
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private void SavePairs(Model.GameData gameData, string xmlDocumentData) {
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private void SavePairs(Model.GameData gameData, string xmlDocumentData) {
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foreach (var pair in GetGameDataPairs(xmlDocumentData)) {
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foreach (var pair in GetGameDataPairs(xmlDocumentData)) {
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GameDataPair? dbPair = gameData.GameDataPairs.FirstOrDefault(x => x.Name == pair.Name);
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GameDataPair? dbPair = gameData.GameDataPairs.FirstOrDefault(x => x.Name == pair.Name);
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if (dbPair == null)
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// If Name == "time" then (existing <= incoming) needs to be false (effectively (existing > incoming), as time should function).
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// if Name is anything else, then second condition as normal.
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bool newBest = (dbPair == null) || ((pair.Name == "time") != (dbPair.Value <= pair.Value));
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if (dbPair == null) {
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gameData.GameDataPairs.Add(pair);
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gameData.GameDataPairs.Add(pair);
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dbPair = pair;
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else if (pair.Name == "time" && dbPair.Value > pair.Value)
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} else if (newBest) dbPair.Value = pair.Value;
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dbPair.Value = pair.Value;
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else if (pair.Name != "time" && dbPair.Value <= pair.Value)
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if (
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dbPair.Value = pair.Value;
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newBest || // Surpassed Score (or Unset)
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gameData.DatePlayed.Date != DateTime.UtcNow.Date // Another Day
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) dbPair.DailyValue = pair.Value;
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}
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}
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}
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}
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