removed broken and obsolete xpsave script

This commit is contained in:
Remy Marquis 2020-02-09 11:09:29 +01:00
parent 4e6c9f8a95
commit 03fe896bbb
2 changed files with 0 additions and 207 deletions

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@ -25,11 +25,6 @@ All cvars should be filled before lua module gets initialized.
* Clients can toggle dynatimer with `setu v_dynatimer 1/0`
## xpsave
* Save XP between play sessions.
* LuaSQL module with sqlite3 driver is required
## announcehp
* Killer's HP is displayed to their victims.

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@ -1,202 +0,0 @@
--[[
Author: Jan Šimek [Radegast]
Contributors: Kewin Polok [Sheldar]
License: MIT
Released on 23.11.2013
Website: http://www.etlegacy.com
Mod: compatible with Legacy, but might also work with other mods
Description: this script saves users' experience points into
a database and thus preserves them between connections
]]--
-- Lua module version
local version = "0.3"
-- load sqlite driver (or mysql..)
local luasql = require "luasql.sqlite3"
local env -- environment object
local con -- database connection
local cur -- cursor
-- skill identifiers
local BATTLESENSE = 0
local ENGINEERING = 1
local MEDIC = 2
local FIELDOPS = 3
local LIGHTWEAPONS = 4
local HEAVYWEAPONS = 5
local COVERTOPS = 6
local skills = {}
skills[BATTLESENSE] = "Battlesense"
skills[ENGINEERING] = "Engineering"
skills[MEDIC] = "Medic"
skills[FIELDOPS] = "Field ops"
skills[LIGHTWEAPONS] = "Light weapons"
skills[HEAVYWEAPONS] = "Heavy weapons"
skills[COVERTOPS] = "Covert ops"
-- database helper function
-- returns database rows matching sql_statement
function rows(connection, sql_statement)
local cursor = assert (connection:execute (sql_statement))
return function ()
return cursor:fetch()
end
end -- rows
-- con:prepare with bind_names should be used to prevent sql injections
-- but it doesn't work on my version of luasql
function validateGUID(cno, guid)
-- allow only alphanumeric characters in guid
if(string.match(guid, "%W")) then
-- Invalid characters detected. We should probably drop this client
et.G_Print("^3WARNING: (XP Save) user with ID " .. cno .. " has an invalid GUID: " .. guid .. "\n")
et.trap_SendServerCommand (cno, "cpm \"" .. "^3Your XP won't be saved because you have an invalid GUID!\n\"")
return false
end
return true
end
-- saves XP values of a player with id 'cno' into sqlite database
function saveXP(cno)
local name = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "name" )
local guid = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "cl_guid" )
if not validateGUID(cno, guid) then return end
cur = assert (con:execute(string.format("SELECT * FROM users WHERE guid='%s' LIMIT 1", guid)))
local player = cur:fetch({}, 'a')
if not player then
-- This should not happen
et.G_Print ("^1ERROR: (XP Save) user was not found in the database!\n")
return
else
et.trap_SendServerCommand (cno, "cpm \"" .. "^3See you again soon, ^7" .. name .. "\n\"")
--for id, name in pairs(skills) do et.G_Print (name .. ": " .. et.gentity_get (cno, "sess.skillpoints", id) .. " XP\n") end
cur = assert (con:execute(string.format([[UPDATE users SET
last_seen='%s',
xp_battlesense='%s',
xp_engineering='%s',
xp_medic='%s',
xp_fieldops='%s',
xp_lightweapons='%s',
xp_heavyweapons='%s',
xp_covertops='%s'
WHERE guid='%s']],
os.date("%Y-%m-%d %H:%M:%S"),
et.gentity_get (cno, "sess.skillpoints", BATTLESENSE),
et.gentity_get (cno, "sess.skillpoints", ENGINEERING),
et.gentity_get (cno, "sess.skillpoints", MEDIC),
et.gentity_get (cno, "sess.skillpoints", FIELDOPS),
et.gentity_get (cno, "sess.skillpoints", LIGHTWEAPONS),
et.gentity_get (cno, "sess.skillpoints", HEAVYWEAPONS),
et.gentity_get (cno, "sess.skillpoints", COVERTOPS),
guid
)))
end
end
-- init db on game start
function et_InitGame(levelTime, randomSeed, restart)
-- register name of this module
et.RegisterModname ("XP Save Module " .. version)
-- create environement object
env = assert (luasql.sqlite3())
-- connect to database
con = assert (env:connect("xpsave.sqlite"))
--cur = assert (con:execute("DROP TABLE users"))
cur = assert (con:execute[[
CREATE TABLE IF NOT EXISTS users(
guid VARCHAR(64),
last_seen VARCHAR(64),
xp_battlesense REAL,
xp_engineering REAL,
xp_medic REAL,
xp_fieldops REAL,
xp_lightweapons REAL,
xp_heavyweapons REAL,
xp_covertops REAL,
UNIQUE (guid)
)
]])
cur = assert (con:execute(string.format("SELECT COUNT(*) FROM users")))
et.G_Print("XP Save: there are " .. tonumber(cur:fetch(row, 'a')) .. " users in the database\n")
--et.G_Print ("^4List of users in XP Save database:\n")
--for guid, date in rows (con, "SELECT * FROM users") do
-- et.G_Print (string.format ("\tGUID %s was last seen on %s\n", guid, date))
--end
end -- et_InitGame
function et_ShutdownGame(restart)
local cno = 0
local maxclients = tonumber(et.trap_Cvar_Get("sv_maxclients"))
-- iterate through clients and save their XP
while cno < maxclients do
local cs = et.trap_GetConfigstring(tonumber(et.CS_PLAYERS) + cno)
if cs and cs ~= "" then
saveXP(cno)
end
cno = cno + 1
end
-- clean up
cur:close()
con:close()
env:close()
end -- et_ShutdownGame
-- called when a client enters the game world
function et_ClientBegin(cno)
local name = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "name" )
local guid = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "cl_guid" )
if not validateGUID(cno, guid) then return end
cur = assert (con:execute(string.format("SELECT * FROM users WHERE guid='%s'", guid)))
local player = cur:fetch({}, 'a')
if not player then
-- First time we see this player
et.trap_SendServerCommand (cno, "cpm \"" .. "^3Welcome, ^7" .. name .. "^3! You are playing on an XP save server\n\"")
cur = assert (con:execute(string.format("INSERT INTO users VALUES ('%s', '%s', 0, 0, 0, 0, 0, 0, 0)", guid, os.date("%Y-%m-%d %H:%M:%S"))))
else
et.trap_SendServerCommand (cno, "cpm \"" .. "^3Welcome back, ^7" .. name .. "^3! Your last connection was on " .. player.last_seen .. "\n\"") -- in db: player.name
--et.G_Print ("Loading XP from database: " .. player.xp_battlesense .. " | " .. player.xp_engineering .. " | " .. player.xp_medic .. " | " .. player.xp_fieldops .. " | " .. player.xp_lightweapons .. " | " .. player.xp_heavyweapons .. " | " .. player.xp_covertops .. "\n\n")
et.G_XP_Set (cno, player.xp_battlesense, BATTLESENSE, 0)
et.G_XP_Set (cno, player.xp_engineering, ENGINEERING, 0)
et.G_XP_Set (cno, player.xp_medic, MEDIC, 0)
et.G_XP_Set (cno, player.xp_fieldops, FIELDOPS, 0)
et.G_XP_Set (cno, player.xp_lightweapons, LIGHTWEAPONS, 0)
et.G_XP_Set (cno, player.xp_heavyweapons, HEAVYWEAPONS, 0)
et.G_XP_Set (cno, player.xp_covertops, COVERTOPS, 0)
et.G_Print (name .. "'s current XP levels:\n")
for id, skill in pairs(skills) do
et.G_Print ("\t" .. skill .. ": " .. et.gentity_get (cno, "sess.skillpoints", id) .. " XP\n")
end
end
end -- et_ClientBegin
function et_ClientDisconnect(cno)
saveXP(cno)
end -- et_ClientDisconnect