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const StatusUpdate = require ( "./Packets/StatusUpdate.js" ) ;
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module . exports = class {
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constructor ( id , username , uuid , connectTime , isTourneyUser = false ) {
this . id = id ;
this . username = username ;
this . uuid = uuid ;
this . connectTime = connectTime ;
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this . queue = Buffer . alloc ( 0 ) ;
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// Binato specific
this . rankingMode = 0 ;
this . playMode = 0 ;
this . countryID = 0 ;
this . spectators = [ ] ;
this . spectating = 0 ;
this . location = [ 0 , 0 ] ;
this . joinedChannels = [ ] ;
// Presence data
this . actionID = 0 ;
this . actionText = "" ;
this . actionMods = 0 ;
this . beatmapChecksum = "" ;
this . beatmapID = 0 ;
this . currentMods = 0 ;
// Cached db data
this . rankedScore = 0 ;
this . accuracy = 0 ;
this . playCount = 0 ;
this . totalScore = 0 ;
this . rank = 0 ;
this . pp = 0 ;
// Multiplayer data
this . currentMatch = null ;
this . matchSlotId = - 1 ;
this . isTourneyUser = isTourneyUser ;
}
// Adds new actions to the user's queue
addActionToQueue ( newData ) {
this . queue = Buffer . concat ( [ this . queue , newData ] , this . queue . length + newData . length ) ;
}
// Updates the user's current action
updatePresence ( action ) {
this . actionID = action . status ;
this . actionText = action . statusText ;
this . beatmapChecksum = action . beatmapChecksum ;
this . currentMods = action . currentMods ;
this . actionMods = action . currentMods ;
this . playMode = action . playMode ;
this . beatmapID = action . beatmapId ;
}
// Gets the user's score information from the database and caches it
async getNewUserInformationFromDatabase ( forceUpdate = false ) {
const userScoreDB = await global . DatabaseHelper . query ( ` SELECT * FROM users_modes_info WHERE user_id = ${ this . id } AND mode_id = ${ this . playMode } LIMIT 1 ` ) ;
let userRankDB = null ;
switch ( this . rankingMode ) {
case 0 :
userRankDB = await global . DatabaseHelper . query ( ` SELECT user_id, pp_raw FROM users_modes_info WHERE mode_id = ${ this . playMode } ORDER BY pp_raw DESC ` ) ;
break ;
case 1 :
userRankDB = await global . DatabaseHelper . query ( ` SELECT user_id, ranked_score FROM users_modes_info WHERE mode_id = ${ this . playMode } ORDER BY ranked_score DESC ` ) ;
break ;
case 2 :
userRankDB = await global . DatabaseHelper . query ( ` SELECT user_id, avg_accuracy FROM users_modes_info WHERE mode_id = ${ this . playMode } ORDER BY avg_accuracy DESC ` ) ;
break ;
}
if ( userScoreDB == null || userRankDB == null ) throw "fuck" ;
let userScoreUpdate = false ;
if ( forceUpdate ) {
userScoreUpdate = true ;
} else {
switch ( this . rankingMode ) {
case 0 :
if ( this . pp != userScoreDB . pp _raw ) {
userScoreUpdate = true ;
}
break ;
case 1 :
if ( this . rankedScore != userScoreDB . ranked _score ) {
userScoreUpdate = true ;
}
break ;
case 2 :
if ( this . accuracy != userScoreDB . avg _accuracy ) {
userScoreUpdate = true ;
}
break ;
}
}
this . rankedScore = userScoreDB . ranked _score ;
this . totalScore = userScoreDB . total _score ;
this . accuracy = userScoreDB . avg _accuracy ;
this . playCount = userScoreDB . playcount ;
for ( let i = 0 ; i < userRankDB . length ; i ++ ) {
if ( userRankDB [ i ] [ "user_id" ] == this . id ) this . rank = i + 1 ;
}
switch ( this . rankingMode ) {
case 0 :
this . pp = userScoreDB . pp _raw ;
break ;
case 1 :
this . pp = 0 ;
break ;
case 2 :
this . pp = 0 ;
break ;
}
if ( userScoreUpdate ) {
StatusUpdate ( this , this . id ) ;
}
}
// Clears out the user's queue
clearQueue ( ) {
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this . queue = Buffer . alloc ( 0 ) ;
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}
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}