Add persistent player leaderboards from game telemetry
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import { createHash } from 'node:crypto';
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import type Database from 'better-sqlite3';
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import { parseServerName, selectedZombieMap, zombieMaps } from '../../map-aliases.js';
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import { parseGameEvent, type GameTelemetry } from '../../telemetry.js';
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interface Match {
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id: number;
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map_key: string;
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game: string;
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status: 'active' | 'completed' | 'interrupted';
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highest_round: number;
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last_event: GameTelemetry['event'];
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last_fingerprint: string;
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}
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interface Participation {
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guid: string;
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last_round: number;
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present: number;
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}
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function mapIdentity(handle: Database.Database, report: GameTelemetry) {
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const server = handle.prepare('SELECT game, map, map_slug FROM servers WHERE name = ?').get(report.server) as
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{ game: string | null; map: string | null; map_slug: string | null } | undefined;
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const parsed = parseServerName(report.server);
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const game = (server?.game ?? parsed?.game ?? 'unknown').toLowerCase();
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const map = report.map.toLowerCase();
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// A shared engine map (notably zm_transit) is not enough to identify T6's
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// location/ruleset. Use the registered selection only when it matches.
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const parsedSlug = parsed?.mapCanonical === map ? parsed.mapSlug : undefined;
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const slug = server?.map === map ? server.map_slug ?? parsedSlug : parsedSlug;
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const candidates = zombieMaps(game).filter(entry => entry.canonical === map);
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const selected = game === 't6' && candidates.length > 1 && !slug
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? undefined : selectedZombieMap(game, map, slug);
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const variant = game === 't6' ? selected?.slug ?? slug ?? 'unspecified' : '';
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return {
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game, map,
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key: [game, map, ...(variant ? [variant] : [])].join(':'),
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name: selected?.friendly ?? (game === 't6' && candidates.length > 1 ? `${map} (${slug ?? 'unspecified variant'})` : map)
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};
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}
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function fingerprint(report: GameTelemetry): string {
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// Receipt timestamps and roster ordering do not identify new gameplay.
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const { receivedAt: _receivedAt, ...event } = report;
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const players = [...event.players].sort((a, b) => a.guid.localeCompare(b.guid));
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return createHash('sha256').update(JSON.stringify({ ...event, players })).digest('hex');
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}
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/** Called inside the same transaction as the latest scoreboard snapshot. */
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export function recordLeaderboardTelemetry(handle: Database.Database, report: GameTelemetry): void {
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const identity = mapIdentity(handle, report);
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const signature = fingerprint(report);
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let match = handle.prepare('SELECT * FROM leaderboard_matches WHERE server = ? ORDER BY id DESC LIMIT 1')
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.get(report.server) as Match | undefined;
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if (match?.last_fingerprint === signature && match.map_key === identity.key) return;
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const isStart = report.event === 'game_start';
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const round = isStart ? 0 : report.round;
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const newMatch = !match || match.map_key !== identity.key
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|| (isStart && (match.status !== 'active' || match.last_event !== 'game_start'))
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|| (!isStart && round < match.highest_round)
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|| (report.event === 'round_change' && match.status !== 'active');
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if (newMatch) {
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if (match?.status === 'active') {
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handle.prepare("UPDATE leaderboard_matches SET status = 'interrupted', ended_at = ? WHERE id = ?")
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.run(report.receivedAt, match.id);
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}
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const inserted = handle.prepare(`INSERT INTO leaderboard_matches
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(server, game, map, map_key, map_name, started_at, last_received_at, start_observed, last_event, last_fingerprint)
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VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`)
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.run(report.server, identity.game, identity.map, identity.key, identity.name,
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report.receivedAt, report.receivedAt, Number(isStart), report.event, signature);
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match = { id: Number(inserted.lastInsertRowid), game: identity.game, map_key: identity.key,
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status: 'active', highest_round: 0, last_event: report.event, last_fingerprint: signature };
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}
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if (!match) return;
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const previous = new Map((handle.prepare('SELECT guid, last_round, present FROM leaderboard_match_players WHERE match_id = ?')
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.all(match.id) as Participation[]).map(player => [player.guid, player]));
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handle.prepare('UPDATE leaderboard_match_players SET present = 0 WHERE match_id = ?').run(match.id);
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const saveIdentity = handle.prepare(`INSERT INTO leaderboard_players (game, guid, name, first_seen_at, last_seen_at)
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VALUES (?, ?, ?, ?, ?) ON CONFLICT(game, guid) DO UPDATE SET
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name = CASE WHEN excluded.last_seen_at >= last_seen_at THEN excluded.name ELSE name END,
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last_seen_at = MAX(last_seen_at, excluded.last_seen_at)`);
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const savePlayer = handle.prepare(`INSERT INTO leaderboard_match_players
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(match_id, guid, highest_round, rounds_survived, kills, headshots, downs, revives, best_score,
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last_round, present, has_stats, completed, first_seen_at, last_seen_at)
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VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, 1, ?, ?, ?, ?)
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ON CONFLICT(match_id, guid) DO UPDATE SET
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highest_round = MAX(highest_round, excluded.highest_round),
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rounds_survived = rounds_survived + excluded.rounds_survived,
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kills = MAX(kills, excluded.kills), headshots = MAX(headshots, excluded.headshots),
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downs = MAX(downs, excluded.downs), revives = MAX(revives, excluded.revives),
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best_score = MAX(best_score, excluded.best_score), last_round = excluded.last_round,
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present = 1, has_stats = MAX(has_stats, excluded.has_stats),
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completed = MAX(completed, excluded.completed), last_seen_at = excluded.last_seen_at`);
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// Highest round includes late joins; total rounds only credits progression
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// while present at both ends of an observed interval. Entering round 8
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// completes round 7, but a player's first sighting at round 8 starts at zero.
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const completedRounds = Math.max(0, round - 1);
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for (const player of report.players) {
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const prior = previous.get(player.guid);
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const survived = !isStart && prior?.present ? Math.max(0, completedRounds - prior.last_round) : 0;
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saveIdentity.run(identity.game, player.guid, player.name, report.receivedAt, report.receivedAt);
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const stats = 'kills' in player ? player : null;
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savePlayer.run(match.id, player.guid, round, survived,
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stats?.kills ?? 0, stats?.headshots ?? 0, stats?.downs ?? 0, stats?.revives ?? 0, stats?.score ?? 0,
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completedRounds, Number(!isStart), Number(report.event === 'game_end'), report.receivedAt, report.receivedAt);
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}
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handle.prepare(`UPDATE leaderboard_matches SET highest_round = MAX(highest_round, ?),
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last_received_at = ?, last_event = ?, last_fingerprint = ?,
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status = CASE WHEN ? = 'game_end' THEN 'completed' ELSE status END,
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ended_at = CASE WHEN ? = 'game_end' THEN ? ELSE ended_at END WHERE id = ?`)
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.run(round, report.receivedAt, report.event, signature, report.event, report.event, report.receivedAt, match.id);
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}
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/** Seed the single surviving scoreboard per server once; older games are gone. */
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export function backfillLeaderboard(handle: Database.Database): void {
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if (handle.prepare("SELECT 1 FROM settings WHERE key = 'leaderboard_v1'").get()) return;
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handle.transaction(() => {
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const reports = handle.prepare(`SELECT payload FROM server_telemetry WHERE payload IS NOT NULL ORDER BY received_at, server`)
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.all() as Array<{ payload: string }>;
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for (const row of reports) {
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let report: GameTelemetry;
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try {
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const stored = JSON.parse(row.payload);
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if (typeof stored.receivedAt !== 'string' || !Number.isFinite(Date.parse(stored.receivedAt))) continue;
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report = { ...parseGameEvent(stored), receivedAt: stored.receivedAt };
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} catch { continue; } // Legacy malformed snapshots cannot establish player records.
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recordLeaderboardTelemetry(handle, report);
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}
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handle.prepare("INSERT INTO settings (key, value) VALUES ('leaderboard_v1', '1')").run();
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})();
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}
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