import { Database } from "./Database"; import { LatLng } from "./LatLng"; import { RankingModes } from "../enums/RankingModes"; const StatusUpdate = require("./Packets/StatusUpdate.js"); const rankingModes = [ "pp_raw", "ranked_score", "avg_accuracy" ]; export class User { private static readonly EMPTY_BUFFER = Buffer.alloc(0); public id:number; public username:string; public uuid:string; public readonly connectTime:number = Date.now(); public timeoutTime:number = Date.now() + 30000; public queue:Buffer = User.EMPTY_BUFFER; // Binato data public rankingMode:RankingModes = RankingModes.PP; // osu! data public playMode:number = 0; public countryID:number = 0; //public spectators:Array; // TODO: Figure out if this was ever needed public spectating:number = -1; public location:LatLng = new LatLng(0, 0); public joinedChannels:Array = new Array(); // Presence data public actionID:number = 0; public actionText:string = ""; public actionMods:number = 0; public beatmapChecksum:string = ""; public beatmapID:number = 0; public currentMods:number = 0; // Cached db data public rankedScore:number = 0; public accuracy:number = 0; public playCount:number = 0; public totalScore:number = 0; public rank:number = 0; public pp:number = 0; // Multiplayer data public currentMatch = null; public matchSlotId:number = -1; public inMatch:boolean = false; // Tournament client flag public isTourneyUser:boolean = false; public dbConnection:Database; public constructor(id:number, username:string, uuid:string, dbConnection:Database) { this.id = id; this.username = username; this.uuid = uuid; this.dbConnection = dbConnection; } // Concats new actions to the user's queue public addActionToQueue(newData:Buffer) { this.queue = Buffer.concat([this.queue, newData], this.queue.length + newData.length); } clearQueue() { this.queue = User.EMPTY_BUFFER; } // Updates the user's current action updatePresence(action:any) : void { this.actionID = action.status; this.actionText = action.statusText; this.beatmapChecksum = action.beatmapChecksum; this.currentMods = action.currentMods; this.actionMods = action.currentMods; if (action.playMode != this.playMode) { this.updateUserInfo(true); this.playMode = action.playMode; } this.beatmapID = action.beatmapId; } // Gets the user's score information from the database and caches it async updateUserInfo(forceUpdate:boolean = false) : Promise { const userScoreDB:any = await this.dbConnection.query("SELECT * FROM users_modes_info WHERE user_id = ? AND mode_id = ? LIMIT 1", [this.id, this.playMode]); const mappedRankingMode = rankingModes[this.rankingMode]; const userRankDB:any = await this.dbConnection.query(`SELECT user_id, ${mappedRankingMode} FROM users_modes_info WHERE mode_id = ? ORDER BY ${mappedRankingMode} DESC`, [this.playMode]); if (userScoreDB == null || userRankDB == null) throw "fuck"; // Handle "if we should update" checks for each rankingMode let userScoreUpdate = false; switch (this.rankingMode) { case RankingModes.PP: if (this.pp != userScoreDB.pp_raw) userScoreUpdate = true; break; case RankingModes.RANKED_SCORE: if (this.rankedScore != userScoreDB.ranked_score) userScoreUpdate = true; break; case RankingModes.AVG_ACCURACY: 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; // Fetch rank for (let i = 0; i < userRankDB.length; i++) { if (userRankDB[i]["user_id"] == this.id) { this.rank = i + 1; break; } } // Set PP to none if ranking mode is not PP if (this.rankingMode == 0) this.pp = userScoreDB.pp_raw; else this.pp = 0; if (userScoreUpdate || forceUpdate) { StatusUpdate(this, this.id); } } }