import sqlite3 import random from wood import logger from data.setup_database import DB_PATH def validate_user_session(db_id, discord_id): """Prüft, ob das Cookie noch zur aktuellen Datenbank passt.""" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() cursor.execute("SELECT discord_id FROM players WHERE id = ?", (db_id,)) result = cursor.fetchone() connection.close() # 1. Fall: Die ID gibt es gar nicht mehr in der Datenbank if result is None: return False # 2. Fall: Die ID gehört jetzt einem anderen Discord-Account (Datenbank wurde resettet) if str(result[0]) != str(discord_id): return False # 3. Fall: Alles ist korrekt! return True def change_display_name(player_id, new_name): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() cursor.execute("UPDATE players SET display_name = ? WHERE id = ?", (new_name, player_id)) connection.commit() connection.close() def generate_silly_name(): adjectives = ["Verwirrter", "Blinder", "Heulender", "Zorniger", "Chaos", "Verzweifelter", "Schreiender", "Stolpernder", "Schwitzender"] nouns = ["Grot", "Kultist", "Servitor", "Snotling", "Guardmen", "Würfellecker", "Regelvergesser", "Meta-Chaser", "Klebschnüffler"] adj = random.choice(adjectives) noun = random.choice(nouns) return f"{adj} {noun}" def get_or_create_player(discord_id, discord_name, avatar_url): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # fragen 4 Dinge ab (id, discord_name, display_name, discord_avatar_url) cursor.execute("SELECT id, discord_name, display_name, discord_avatar_url FROM players WHERE discord_id = ?", (discord_id,)) player = cursor.fetchone() if player is None: # Random Silly Name Generator für neue Spieler. Damit sie angeregt werden ihren richtigen Namen einzutragen. silly_name = generate_silly_name() cursor.execute("INSERT INTO players (discord_id, discord_name, display_name, discord_avatar_url) VALUES (?, ?, ?, ?)", (discord_id, discord_name, silly_name, avatar_url)) logger.log("NEW PLAYER", str("Ein neuer Spieler wurde angelegt - " + discord_name)) connection.commit() cursor.execute("SELECT id, discord_name, display_name, discord_avatar_url FROM players WHERE discord_id = ?", (discord_id,)) player = cursor.fetchone() else: # Falls sich Name oder Bild auf Discord geändert haben, machen wir ein Update cursor.execute("UPDATE players SET discord_name = ?, discord_avatar_url = ? WHERE discord_id = ?", (discord_name, avatar_url, discord_id)) connection.commit() cursor.execute("SELECT id, discord_name, display_name, discord_avatar_url FROM players WHERE discord_id = ?", (discord_id,)) player = cursor.fetchone() connection.close() return player def get_all_players(): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # Alle Spieler laden, absteigend sortiert nach MMR cursor.execute("SELECT id, name, mmr, points, games FROM players ORDER BY mmr DESC") players = cursor.fetchall() connection.close() # Die Daten für das Web-GUI in eine lesbare Form umwandeln (Liste von Dictionaries) result = [] return result def get_all_players_from_system(system_name): connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() # ID und Namen der Spieler. # DISTINCT stellt sicher, dass jeder Spieler nur einmal vorkommt. query = """ SELECT DISTINCT p.id AS player_id, p.display_name, p.discord_name FROM players p JOIN player_game_statistic stat ON p.id = stat.player_id JOIN gamesystems sys ON stat.gamesystem_id = sys.id WHERE sys.name = ? ORDER BY p.display_name ASC """ cursor.execute(query, (system_name,)) rows = cursor.fetchall() connection.close() result = [] for row in rows: result.append(dict(row)) return result def get_gamesystem_id_by_name(system_name): """Holt die interne ID eines Spielsystems anhand seines Namens (z.B. 'Warhammer 40k' -> 1).""" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # Wir suchen exakt nach dem Namen cursor.execute("SELECT id FROM gamesystems WHERE name = ?", (system_name,)) row = cursor.fetchone() connection.close() # Wenn wir einen Treffer haben, geben wir die erste Spalte (die ID) zurück if row: return row[0] # Wenn das System nicht existiert return None def get_player_statistics(player_id): connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() query = """ SELECT sys.id AS gamesystem_id, sys.name AS gamesystem_name, sys.*, stat.mmr, stat.games_in_system, stat.points FROM gamesystems sys LEFT JOIN player_game_statistic stat ON sys.id = stat.gamesystem_id AND stat.player_id = ? """ cursor.execute(query, (player_id,)) rows = cursor.fetchall() connection.close() result = [] for row in rows: result.append(dict(row)) return result def join_league(player_id, gamesystem_id): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # Wir fügen nur die beiden IDs ein, der Rest wird von den DEFAULT-Werten der DB erledigt query = """ INSERT INTO player_game_statistic (player_id, gamesystem_id) VALUES (?, ?) """ logger.log("DataAPI", f"{get_player_name(player_id)} joined {gamesystem_id}", player_id) cursor.execute(query, (player_id, gamesystem_id)) connection.commit() connection.close() def get_recent_matches_for_player(player_id): connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() query = """ SELECT m.id AS match_id, sys.name AS gamesystem_name, m.player1_id, p1.display_name AS p1_display, p1.discord_name AS p1_discord, m.score_player1, m.player2_id, p2.display_name AS p2_display, p2.discord_name AS p2_discord, m.score_player2, m.played_at FROM matches m JOIN gamesystems sys ON m.gamesystem_id = sys.id JOIN players p1 ON m.player1_id = p1.id JOIN players p2 ON m.player2_id = p2.id WHERE m.player1_id = ? OR m.player2_id = ? ORDER BY m.played_at DESC LIMIT 10 """ cursor.execute(query, (player_id, player_id)) rows = cursor.fetchall() connection.close() result = [] for row in rows: result.append(dict(row)) return result def add_new_match(system_name, player1_id, player2_id, score_p1, score_p2): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # 1. Wir suchen die interne ID des Spielsystems anhand des Namens (z.B. "Warhammer 40k" -> 1) cursor.execute("SELECT id FROM gamesystems WHERE name = ?", (system_name,)) sys_row = cursor.fetchone() # Sicherheitscheck (sollte eigentlich nie passieren) if not sys_row: connection.close() return None sys_id = sys_row[0] # 2. Das Match eintragen! (Datum 'played_at' macht SQLite durch DEFAULT CURRENT_TIMESTAMP automatisch) query = """ INSERT INTO matches (gamesystem_id, player1_id, player2_id, score_player1, score_player2) VALUES (?, ?, ?, ?, ?) """ cursor.execute(query, (sys_id, player1_id, player2_id, score_p1, score_p2)) new_match_id = cursor.lastrowid logger.log("DataAPI", f"{get_player_name(player1_id)}:({score_p1}) posted Match. System: {system_name}, {get_player_name(player2_id)}:({score_p2})", player1_id) connection.commit() connection.close() return new_match_id def save_calculated_match(calc_results: dict): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() try: match_id = calc_results["match_id"] winner_id = calc_results["winner_id"] looser_id = calc_results["looser_id"] # Match aus DB lesen cursor.execute( "SELECT player1_id, player2_id, gamesystem_id FROM matches WHERE id = ?", (match_id,) ) row = cursor.fetchone() if not row: raise ValueError(f"Match ID {match_id} nicht in der Datenbank gefunden.") player1_id, player2_id, gamesystem_id = row # Daten der Spieler aus calc_results holen (Key = player_id als int/str) p1 = calc_results[player1_id] p2 = calc_results[player2_id] # 1. Match-Tabelle updaten match_query = """ UPDATE matches SET player1_base_change = ?, player1_khorne = ?, player1_slaanesh = ?, player1_tzeentch = ?, player1_mmr_change = ?, player2_base_change = ?, player2_khorne = ?, player2_slaanesh = ?, player2_tzeentch = ?, player2_mmr_change = ?, rust_factor = ?, elo_factor = ?, point_inflation = ?, match_is_counted = 1 WHERE id = ? """ cursor.execute(match_query, ( p1["base"], p1["khorne"], p1["slaanesh"], p1["tzeentch"], p1["total"], p2["base"], p2["khorne"], p2["slaanesh"], p2["tzeentch"], p2["total"], calc_results["rust_factor"], calc_results["elo_factor"], calc_results["point_inflation"], match_id )) # 2. Scores holen cursor.execute( "SELECT score_player1, score_player2 FROM matches WHERE id = ?", (match_id,) ) score_row = cursor.fetchone() score_p1, score_p2 = score_row if score_row else (0, 0) # 3. Statistik-Query stat_query = """ UPDATE player_game_statistic SET mmr = mmr + ?, games_in_system = games_in_system + 1, points = points + ?, avv_points = (points + ?) / (games_in_system + 1), last_played = CURRENT_TIMESTAMP WHERE player_id = ? AND gamesystem_id = ? """ # 4. Statistik Spieler 1 cursor.execute(stat_query, ( p1["total"], score_p1, score_p1, player1_id, gamesystem_id )) # 5. Statistik Spieler 2 cursor.execute(stat_query, ( p2["total"], score_p2, score_p2, player2_id, gamesystem_id )) connection.commit() logger.log("MATCH_CALC", f"Match ID {match_id} wurde komplett berechnet und verbucht.") return True except Exception as e: connection.rollback() print(f"KRITISCHER FEHLER beim Speichern des Matches: {e}") return False finally: connection.close() # ----------------------------------------------------- # Get Data Funktionen # ----------------------------------------------------- def get_gamesystem_data(system_id): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() cursor.execute("SELECT * FROM gamesystems WHERE id = ?", (system_id,)) row = cursor.fetchone() connection.close() return dict(zip([col[0] for col in cursor.description], row)) if row else None def get_gamesystems_data(): connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() cursor.execute("SELECT * FROM gamesystems") rows = cursor.fetchall() connection.close() # SQLite-Rows in normale Python-Dictionaries um result = [] for row in rows: result.append(dict(row)) return result def get_leaderboard(system_name): """Holt alle Spieler eines Systems sortiert nach MMR für die Rangliste.""" connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() # WIR HABEN HIER EINE BEDINGUNG HINZUGEFÜGT: AND stat.games_in_system > 0 # Dadurch filtert die Datenbank direkt auf dem Server schon alle "0-Spiele"-Accounts raus. query = """ SELECT p.id, p.display_name, p.discord_name, stat.mmr FROM players p JOIN player_game_statistic stat ON p.id = stat.player_id JOIN gamesystems sys ON stat.gamesystem_id = sys.id WHERE sys.name = ? AND stat.games_in_system > 0 ORDER BY stat.mmr DESC """ cursor.execute(query, (system_name,)) rows = cursor.fetchall() connection.close() result = [] for row in rows: result.append(dict(row)) return result def get_match_by_id(match_id: int) -> dict | None: """Gibt alle Match-Daten inkl. Gamesystem-Name als Dict zurück.""" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() try: cursor.execute(""" SELECT m.id, m.gamesystem_id, g.name AS gamesystem_name, m.player1_id, m.score_player1, m.player2_id, m.score_player2, m.played_at FROM matches m JOIN gamesystems g ON m.gamesystem_id = g.id WHERE m.id = ? """, (match_id,)) row = cursor.fetchone() if not row: return None columns = [desc[0] for desc in cursor.description] return dict(zip(columns, row)) except Exception as e: print(f"Fehler beim Laden des Matches: {e}") return None finally: connection.close() def get_player_name(player_id): """Gibt den Namen eines Spielers im Format 'Anzeigename (Discordname)' zurück.""" # Sicherheits-Check: Falls aus Versehen gar keine ID übergeben wird if player_id is None: return "Unbekannter Spieler" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() cursor.execute("SELECT display_name, discord_name FROM players WHERE id = ?", (player_id,)) row = cursor.fetchone() connection.close() # Wenn die Datenbank den Spieler gefunden hat: if row: display_name = row[0] discord_name = row[1] return f"{display_name} ({discord_name})" else: return "Gelöschter Spieler" def get_system_name(sys_id): if sys_id is None: return "Unbekanntes System" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() cursor.execute("SELECT name FROM gamesystems WHERE id = ?", (sys_id,)) row = cursor.fetchone() connection.close() if row: return row[0] else: return "Gelöschtes System" def get_days_since_last_system_game(player_id, gamesystem_id): """Gibt zurück, wie viele Tage das letzte Spiel in einem bestimmten System her ist.""" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # Julianday() berechnet in SQLite die Differenz in Tagen zwischen zwei Daten query = """ SELECT CAST(julianday('now') - julianday(last_played) AS INTEGER) FROM player_game_statistic WHERE player_id = ? AND gamesystem_id = ? """ cursor.execute(query, (player_id, gamesystem_id)) result = cursor.fetchone() connection.close() # Wenn er gefunden wurde und ein Datum hat, gib die Tage zurück. Sonst (Erstes Spiel) 0. if result and result[0] is not None: return result[0] return 0 # ----------------------------------------------------- # Matches Bestätigen, Löschen, Berechnen, ... # ----------------------------------------------------- def get_unconfirmed_matches(player_id): """Holt alle offenen Matches, die der Spieler noch bestätigen muss.""" connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() # Wir joinen players (für den Namen des Gegners) und gamesystems (für den Systemnamen) query = """ SELECT m.id AS match_id, m.score_player1, m.score_player2, m.played_at, sys.name AS system_name, p1.display_name AS p1_name FROM matches m JOIN gamesystems sys ON m.gamesystem_id = sys.id JOIN players p1 ON m.player1_id = p1.id WHERE m.player2_id = ? AND m.player2_check = 0 """ cursor.execute(query, (player_id,)) rows = cursor.fetchall() connection.close() # Wir geben eine Liste mit Dictionaries zurück return [dict(row) for row in rows] def delete_match(match_id, player_id): """Löscht ein Match anhand seiner ID komplett aus der Datenbank.""" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # DELETE FROM löscht die gesamte Zeile, bei der die ID übereinstimmt. cursor.execute("DELETE FROM matches WHERE id = ?", (match_id,)) logger.log("data_api.delete_match", f"Match mit ID{match_id} von User gelöscht.", f"{player_id}") connection.commit() connection.close() def confirm_match(match_id): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # Ändert nur die Spalte player2_check auf 1 (True) cursor.execute("UPDATE matches SET player2_check = 1 WHERE id = ?", (match_id,)) logger.log("data_api.confirm_match", f"Match mit ID{match_id} von Player2 bestätigt.") connection.commit() connection.close() def set_match_counted(match_id): """Setzt den Haken (1), dass das Match erfolgreich in die MMR eingeflossen ist.""" connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # Ändert nur die Spalte match_is_counted auf 1 (True) cursor.execute("UPDATE matches SET match_is_counted = 1 WHERE id = ?", (match_id,)) logger.log("data_api.set_match_counted", f"Match mit ID: {match_id} berechnet.") connection.commit() connection.close() def get_submitted_matches(player_id): """Holt alle offenen Matches, die der Spieler selbst eingetragen hat, aber vom Gegner noch nicht bestätigt wurden.""" connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() # ACHTUNG: Wir joinen hier p2 (player2), weil wir den Namen des Gegners anzeigen wollen! query = """ SELECT m.id AS match_id, m.score_player1, m.score_player2, m.played_at, sys.name AS system_name, p2.display_name AS p2_name FROM matches m JOIN gamesystems sys ON m.gamesystem_id = sys.id JOIN players p2 ON m.player2_id = p2.id WHERE m.player1_id = ? AND m.player2_check = 0 """ cursor.execute(query, (player_id,)) rows = cursor.fetchall() connection.close() return [dict(row) for row in rows] def get_match_history_log(player_id): """Holt ALLE Matches eines Spielers inklusive der MMR-Änderungen für das Log.""" connection = sqlite3.connect(DB_PATH) connection.row_factory = sqlite3.Row cursor = connection.cursor() query = """ SELECT m.played_at, sys.name AS gamesystem_name, m.player1_id, p1.display_name AS p1_display, p1.discord_name AS p1_discord, m.score_player1, m.player1_mmr_change, m.player2_id, p2.display_name AS p2_display, p2.discord_name AS p2_discord, m.score_player2, m.player2_mmr_change, m.player2_check, m.match_is_counted FROM matches m JOIN gamesystems sys ON m.gamesystem_id = sys.id JOIN players p1 ON m.player1_id = p1.id JOIN players p2 ON m.player2_id = p2.id WHERE m.player1_id = ? OR m.player2_id = ? ORDER BY m.played_at DESC """ cursor.execute(query, (player_id, player_id)) rows = cursor.fetchall() connection.close() return [dict(row) for row in rows] # ----------------------------------------------------- # Testing and Prototyping # ----------------------------------------------------- def create_random_dummy_match(player_id): connection = sqlite3.connect(DB_PATH) cursor = connection.cursor() # 1. Die ID des Dummys suchen (Wir suchen einfach nach dem Namen 'Dummy') cursor.execute("SELECT id FROM players WHERE display_name LIKE '%Dummy%' OR discord_name LIKE '%Dummy%' LIMIT 1") dummy_row = cursor.fetchone() if not dummy_row: connection.close() print("Fehler: Kein Dummy in der Datenbank gefunden!") return False dummy_id = dummy_row[0] # 2. Zufällige Punkte generieren (z.B. zwischen 0 und 100) score_p1 = random.randint(0, 100) score_p2 = random.randint(0, 100) # 3. Das Match hart in System 1 (gamesystem_id = 1) eintragen query = """ INSERT INTO matches (gamesystem_id, player2_id, player1_id, score_player1, score_player2, player2_check) VALUES (?, ?, ?, ?, ?, 0) """ cursor.execute(query, (1, player_id, dummy_id, score_p1, score_p2)) connection.commit() connection.close() p1_name = get_player_name(player_id) dummy_name = get_player_name(dummy_id) sys_name = get_system_name(1) logger.log("TEST_MATCH", f"Zufallsspiel generiert. [{sys_name}]: {p1_name} ({score_p1}) vs. {dummy_name} ({score_p2})", player_id) return True