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main.go
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main.go
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package main
import (
"crypto/sha256"
"encoding/json"
"errors"
"fmt"
"log"
"net/url"
"os"
"strconv"
"strings"
"sync"
"time"
cmap "github.com/orcaman/concurrent-map/v2"
)
var logger *log.Logger = log.New(os.Stdout, "", log.Ltime|log.Lmicroseconds)
const errPrefix string = "[ERROR]"
const fatalPrefix string = "[FATAL]"
const warnPrefix string = "[WARN]"
var loginStaleSeconds int64 = int64(getEnvVarOrDefault("LAST_LOGIN_STALE_HOURS", 999) * 60 * 60)
var region = "US"
var regions = []string{"EU", "US"}
var heroTalentIds map[int]bool
func main() {
start := time.Now()
logger.Println("Updating PvPLeaderBoard DB")
importStaticData()
heroTalentIds = getHeroTalentIds()
logger.Printf("Cached %d hero talent IDs", len(heroTalentIds))
maxConnections := getEnvVarOrDefault("MAX_DB_CONNECTIONS", defaultMaxDbConnections)
season := getCurrentSeason()
foundPlayers := false
markStalePlayerTalents()
for _, r := range regions {
region = r
leaderboards := make(map[string][]leaderboardEntry)
// REGULAR BRACKETS
brackets := []string{"2v2", "3v3", "rbg"}
for _, bracket := range brackets {
leaderboard := getLeaderboard(bracket, season)
logger.Printf("Found %d players on %s %s leaderboard", len(leaderboard), region, bracket)
if len(leaderboard) == 0 {
continue
}
leaderboards[bracket] = leaderboard
}
// SOLO SHUFFLE
soloLeaderboards := getPrefixedLeaderboards(season, "shuffle")
for specID, name := range soloLeaderboards {
leaderboard := getLeaderboard(name, season)
logger.Printf("Found %d players on %s %s leaderboard", len(leaderboard), region, name)
if len(leaderboard) == 0 {
continue
}
bracket := fmt.Sprintf("solo_%d", specID)
leaderboards[bracket] = leaderboard
}
// BATTLEGROUND BLITZ
blitzLeaderboards := getPrefixedLeaderboards(season, "blitz")
for specID, name := range blitzLeaderboards {
leaderboard := getLeaderboard(name, season)
logger.Printf("Found %d players on %s %s leaderboard", len(leaderboard), region, name)
if len(leaderboard) == 0 {
continue
}
bracket := fmt.Sprintf("blitz_%d", specID)
leaderboards[bracket] = leaderboard
}
players := getPlayersFromLeaderboards(leaderboards)
logger.Printf("Found %d unique players across %s leaderboards", len(players), region)
if len(players) == 0 {
continue
} else {
foundPlayers = true
}
groupSize := len(players) / (maxConnections / 2)
groups := split(players, groupSize)
var waitGroup sync.WaitGroup
waitGroup.Add(len(groups))
// Player items/gear will have A LOT of overlap so use a
// singular global collection for that so all the upserts
// are minimized and happen only once per update.
playersItems := cmap.New[items]()
for _, group := range groups {
go importPlayers(group, &waitGroup, &playersItems)
}
waitGroup.Wait()
addItems(squashItems(&playersItems))
addPlayerItems(&playersItems)
for bracket, leaderboard := range leaderboards {
updateLeaderboard(bracket, leaderboard)
}
}
if foundPlayers {
logger.Println("Cleaning up...")
purgeStalePlayers()
setUpdateTime()
}
end := time.Now()
logger.Printf("Updating PvPLeaderBoard Complete after %v", end.Sub(start))
}
func getEnvVar(envVar string) string {
var value string = os.Getenv(envVar)
if value == "" {
logger.Fatalf("%s Environment variable '%s' NOT set! Aborting.", fatalPrefix, envVar)
}
return value
}
func getEnvVarOrDefault(envVar string, defaultValue int) int {
var size = os.Getenv(envVar)
if size == "" {
return defaultValue
}
i, err := strconv.Atoi(size)
if err != nil {
logger.Printf("%s Cannot convert '%s' to int, using %s default (%d).",
warnPrefix, size, envVar, defaultValue)
return defaultValue
}
return i
}
func split(slice []*player, groupSize int) [][]*player {
groups := make([][]*player, 0)
if len(slice) <= groupSize {
return append(groups, slice)
}
group := make([]*player, 0)
for i, p := range slice {
group = append(group, p)
if (i+1)%groupSize == 0 {
groups = append(groups, group)
group = make([]*player, 0)
}
}
return groups
}
func getCurrentSeason() int {
type Seasons struct {
Seasons []keyedValue
CurrentSeason keyedValue `json:"current_season"`
}
var seasonsJSON *[]byte = getDynamic(region, "pvp-season/index")
if seasonsJSON == nil {
return 0
}
var seasons Seasons
err := safeUnmarshal(seasonsJSON, &seasons)
if err != nil {
logger.Printf("%s parsing season failed: %s", warnPrefix, err)
return 0
}
season := seasons.CurrentSeason.ID
logger.Printf("Current season: %d", season)
return season
}
func getPrefixedLeaderboards(season int, prefix string) map[int]string {
type Leaderboards struct {
Leaderboards []keyedValue
}
leaderboardsWithPrefix := make(map[int]string, 0)
path := fmt.Sprintf("pvp-season/%d/pvp-leaderboard/index", season)
var leaderboardsJSON *[]byte = getDynamic(region, path)
if leaderboardsJSON == nil {
return leaderboardsWithPrefix
}
var leaderboards Leaderboards
err := safeUnmarshal(leaderboardsJSON, &leaderboards)
if err != nil {
logger.Printf("%s parsing leaderboards failed: %s", warnPrefix, err)
return leaderboardsWithPrefix
}
for _, leaderboard := range leaderboards.Leaderboards {
name := leaderboard.Name
if !strings.HasPrefix(name, prefix) {
continue
}
specID := getSpecIDFromLeaderboardName(name)
if specID == 0 {
continue
}
leaderboardsWithPrefix[specID] = name
}
return leaderboardsWithPrefix
}
func getSpecIDFromLeaderboardName(name string) int {
if !strings.HasPrefix(name, "shuffle") && !strings.HasPrefix(name, "blitz") {
return 0
}
parts := strings.Split(name, "-")
if len(parts) != 3 {
logger.Printf("%s Unexpected leaderboard name: %s", warnPrefix, name)
return 0
}
return getSpecIDForClassSpec(parts[1], parts[2])
}
func getLeaderboard(bracket string, season int) []leaderboardEntry {
type RealmJSON struct {
Slug string
ID int
}
type CharacterJSON struct {
Name string
ID int
Realm RealmJSON
}
type WinLossJSON struct {
Played int
Won int
Lost int
}
type LeaderboardEntryJSON struct {
Rank int
Rating int
Character CharacterJSON
WinsLosses WinLossJSON `json:"season_match_statistics"`
}
type LeaderBoardJSON struct {
Entries []LeaderboardEntryJSON
}
var leaderboardEntries []leaderboardEntry = make([]leaderboardEntry, 0)
var leaderboardJSON *[]byte = getDynamic(region, fmt.Sprintf("pvp-season/%d/pvp-leaderboard/%s",
season, bracket))
if leaderboardJSON == nil {
return leaderboardEntries
}
var leaderboard LeaderBoardJSON
err := safeUnmarshal(leaderboardJSON, &leaderboard)
if err != nil {
logger.Printf("%s parsing leaderboard failed: %s", warnPrefix, err)
return leaderboardEntries
}
for _, entry := range leaderboard.Entries {
leaderboardEntry := leaderboardEntry{
entry.Character.Name,
entry.Character.Realm.ID,
entry.Character.ID,
entry.Rank,
entry.Rating,
entry.WinsLosses.Won,
entry.WinsLosses.Lost}
leaderboardEntries = append(leaderboardEntries, leaderboardEntry)
}
max, err := strconv.Atoi(os.Getenv("MAX_PER_BRACKET"))
if err == nil && max < len(leaderboardEntries) {
return leaderboardEntries[0:max]
}
return leaderboardEntries
}
func getPlayersFromLeaderboards(leaderboards map[string][]leaderboardEntry) []*player {
players := make(map[string]*player, 0)
for _, entries := range leaderboards {
for _, entry := range entries {
key := playerKey(entry.RealmID, entry.BlizzardID)
_, exists := players[key]
if exists {
continue
}
path := fmt.Sprintf("%s/%s",
getRealmSlug(entry.RealmID), url.QueryEscape(strings.ToLower(entry.Name)))
player := player{
Name: entry.Name,
BlizzardID: entry.BlizzardID,
RealmID: entry.RealmID,
Path: path}
players[key] = &player
}
}
var p []*player = make([]*player, 0)
for _, player := range players {
p = append(p, player)
}
return p
}
func playerKey(realmID, blizzardID int) string {
return fmt.Sprintf("%d-%d", realmID, blizzardID)
}
func importPlayers(players []*player, waitGroup *sync.WaitGroup, playersItems *cmap.ConcurrentMap[string, items]) {
defer waitGroup.Done()
logger.Printf("Importing %d players", len(players))
for _, player := range players {
setPlayerDetails(player)
}
foundPlayers := make([]*player, 0)
stalePlayers := 0
nowish := time.Now().Unix()
for _, player := range players {
if player.ClassID == 0 {
continue
}
if (nowish - player.LastLogin) > loginStaleSeconds {
stalePlayers++
continue
}
foundPlayers = append(foundPlayers, player)
}
logger.Printf("Found %d of %d players, including %d stale players", (len(foundPlayers) + len(foundPlayers)), len(players), stalePlayers)
addPlayers(foundPlayers)
var playerIDs map[string]int = getPlayerIDs(foundPlayers)
var pvpAchievements map[int]bool = getAchievementIds()
var playersTalents map[int]playerTalents = make(map[int]playerTalents, 0)
var playersStats map[int]stats = make(map[int]stats, 0)
var playersAchievements map[int][]int = make(map[int][]int, 0)
for profilePath, dbID := range playerIDs {
playerTalents := getPlayerTalents(profilePath)
// If we couldn't get the player's talents don't bother attempting other data
if len(playerTalents.Talents) == 0 {
continue
}
playersTalents[dbID] = playerTalents
playersStats[dbID] = getPlayerStats(profilePath)
playersAchievements[dbID] = getPlayerAchievements(profilePath, pvpAchievements)
(*playersItems).SetIfAbsent(strconv.Itoa(dbID), getPlayerItems(profilePath))
}
addPlayerTalents(playersTalents)
addPlayerStats(playersStats)
addPlayerAchievements(playersAchievements)
}
func setPlayerDetails(player *player) {
type ProfileJSON struct {
Gender typedName
Faction typedName
Race keyedValue
CharacterClass keyedValue `json:"character_class"`
ActiveSpec keyedValue `json:"active_spec"`
Guild keyedValue
LastLogin int64 `json:"last_login_timestamp"`
}
var profileJSON *[]byte = getProfile(region, player.Path)
if profileJSON == nil {
return
}
var profile ProfileJSON
err := safeUnmarshal(profileJSON, &profile)
if err != nil {
logger.Printf("%s json parsing failed: %s", warnPrefix, err)
return
}
if profile.Gender.Type == "FEMALE" {
player.Gender = 1
} else {
player.Gender = 0
}
if profile.Faction.Type == "HORDE" {
player.FactionID = 67
} else {
player.FactionID = 469
}
player.RaceID = profile.Race.ID
player.ClassID = profile.CharacterClass.ID
player.SpecID = profile.ActiveSpec.ID
player.Guild = profile.Guild.Name
player.LastLogin = profile.LastLogin / 1000
profileID := getProfileIdentifier(player.Path)
if profileID != "" {
player.ProfileID = profileID
} else {
// Fallback to avoid false-positives (will only guarantee uniquness
// within a region but that's fine as leaderboards are per region)
player.ProfileID = player.Path
}
}
func getProfileIdentifier(path string) string {
// All pets are present account-wide (even on characters that cannot use certain pets)
// so the hash of the pets JSON can serve as a profile thumbprint
petPath := path + "/collections/pets"
var petJSON *[]byte = getProfile(region, petPath)
if petJSON == nil {
return ""
}
jsonStr := string(*petJSON)
start := strings.Index(jsonStr, "\"pets\":")
if start < 0 || !strings.Contains(jsonStr, "species") {
// Player has no pets
return ""
}
pets := jsonStr[start:]
hash := sha256.Sum256([]byte(pets))
return fmt.Sprintf("%x", hash)
}
func getPlayerTalents(path string) playerTalents {
type Selected struct {
Talent keyedValue
}
type PvPTalent struct {
Selected Selected
}
type Loadout struct {
Active bool `json:"is_active"`
ClassTalents []loadoutTalent `json:"selected_class_talents"`
SpecTalents []loadoutTalent `json:"selected_spec_talents"`
HeroTalents []loadoutTalent `json:"selected_hero_talents"`
}
type Specialization struct {
Specialization keyedValue
Loadouts []Loadout
PvPTalentSlots []PvPTalent `json:"pvp_talent_slots"`
ClassTalents []loadoutTalent `json:"selected_class_talents"`
SpecTalents []loadoutTalent `json:"selected_spec_talents"`
HeroTalents []loadoutTalent `json:"selected_hero_talents"`
}
type Specializations struct {
Specializations []Specialization
ActiveSpecialization keyedValue `json:"active_specialization"`
}
talentPath := path + "/specializations"
var talentJSON *[]byte = getProfile(region, talentPath)
if talentJSON == nil {
return playerTalents{}
}
var specializations Specializations
err := safeUnmarshal(talentJSON, &specializations)
if err != nil {
logger.Printf("%s json parsing failed: %s", warnPrefix, err)
return playerTalents{}
}
activeSpecID := specializations.ActiveSpecialization.ID
talents := make([]int, 0)
pvpTalents := make([]int, 0)
var classTalents []loadoutTalent
var specTalents []loadoutTalent
var heroTalents []loadoutTalent
for _, spec := range specializations.Specializations {
if spec.Specialization.ID != activeSpecID {
continue
}
// Players with a loadout will have class and spec talents there
for _, loadout := range spec.Loadouts {
if !loadout.Active {
continue
}
classTalents = loadout.ClassTalents
specTalents = stripHero(loadout.SpecTalents)
heroTalents = loadout.HeroTalents
break
}
// Players not using loadouts have talents directly on the spec object
if len(spec.ClassTalents) > 0 {
classTalents = spec.ClassTalents
}
if len(spec.SpecTalents) > 0 {
specTalents = stripHero(spec.SpecTalents)
}
if len(spec.HeroTalents) > 0 {
heroTalents = spec.HeroTalents
}
talents = append(talents, talentIds(&classTalents)...)
talents = append(talents, talentIds(&specTalents)...)
talents = append(talents, talentIds(&heroTalents)...)
for _, pvpTalent := range spec.PvPTalentSlots {
id := pvpTalent.Selected.Talent.ID
if id > 0 {
pvpTalents = append(pvpTalents, id)
}
}
break
}
return playerTalents{talents, pvpTalents}
}
// Blizz includes hero talents in both the spec tree and hero tree
// so remove them from spec loadout to avoid double counting
func stripHero(specTalents []loadoutTalent) []loadoutTalent {
specTree := make([]loadoutTalent, 0)
for _, talent := range specTalents {
if heroTalentIds[talent.Tooltip.Talent.ID] {
continue
}
specTree = append(specTree, talent)
}
return specTree
}
func talentIds(toAdd *[]loadoutTalent) []int {
talents := make([]int, 0)
for _, talent := range *toAdd {
id := talent.Tooltip.Talent.ID
if id > 0 {
talents = append(talents, id)
}
}
return talents
}
func getPlayerStats(path string) stats {
type RatedStat struct {
Rating float64
RatingBonus float64 `json:"rating_bonus"`
Value float64
}
type Stat struct {
Base int
Effective int
}
type StatJSON struct {
Strength Stat
Agility Stat
Intellect Stat
Stamina Stat
Versatility float64
Mastery RatedStat
Lifesteal RatedStat
Dodge RatedStat
Parry RatedStat
MeleeCrit RatedStat `json:"melee_crit"`
MeleeHaste RatedStat `json:"melee_haste"`
RangedCrit RatedStat `json:"ranged_crit"`
RangedHaste RatedStat `json:"ranged_haste"`
SpellCrit RatedStat `json:"spell_crit"`
SpellHaste RatedStat `json:"spell_haste"`
}
var statsJSON *[]byte = getProfile(region, path+"/statistics")
if statsJSON == nil {
return stats{}
}
var s StatJSON
err := safeUnmarshal(statsJSON, &s)
if err != nil {
logger.Printf("%s json parsing failed: %s", warnPrefix, err)
return stats{}
}
crit := highestStat(int(s.MeleeCrit.Rating), int(s.RangedCrit.Rating), int(s.SpellCrit.Rating))
haste := highestStat(int(s.MeleeHaste.Rating), int(s.RangedHaste.Rating), int(s.SpellHaste.Rating))
return stats{
Strength: int32(s.Strength.Effective),
Agility: int32(s.Agility.Effective),
Intellect: int32(s.Intellect.Effective),
Stamina: int32(s.Stamina.Effective),
CriticalStrike: int32(crit),
Haste: int32(haste),
Versatility: int32(s.Versatility),
Mastery: int32(s.Mastery.Rating),
Leech: int32(s.Lifesteal.Rating),
Dodge: int32(s.Dodge.Rating),
Parry: int32(s.Parry.Rating)}
}
func getPlayerItems(path string) items {
type SpellJSON struct {
Spell keyedValue
Description string
}
type ItemJSON struct {
Item keyedValue
Slot typedName
Name string
Quality typedName
Spells []SpellJSON
}
type ItemsJSON struct {
EquippedItems []ItemJSON `json:"equipped_items"`
}
var itemsJSON *[]byte = getProfile(region, path+"/equipment")
if itemsJSON == nil {
return items{}
}
var equipped ItemsJSON
err := safeUnmarshal(itemsJSON, &equipped)
if err != nil {
logger.Printf("%s json parsing failed: %s", warnPrefix, err)
return items{}
}
equippedItems := make(map[string]item)
for _, i := range equipped.EquippedItems {
if i.Name == "" {
continue
}
if i.Quality.Type == "LEGENDARY" && len(i.Spells) > 0 {
spell := i.Spells[0].Spell
spellID := spell.ID
name := spell.Name
equippedItems["LEGENDARY_SPELL"] = item{spellID, name, i.Quality.Type}
}
equippedItems[i.Slot.Type] = item{i.Item.ID, i.Name, i.Quality.Type}
}
return items{
Head: equippedItems["HEAD"],
Neck: equippedItems["NECK"],
Shoulder: equippedItems["SHOULDER"],
Back: equippedItems["BACK"],
Chest: equippedItems["CHEST"],
Shirt: equippedItems["SHIRT"],
Tabard: equippedItems["TABARD"],
Wrist: equippedItems["WRIST"],
Hands: equippedItems["HANDS"],
Waist: equippedItems["WAIST"],
Legs: equippedItems["LEGS"],
Feet: equippedItems["FEET"],
Finger1: equippedItems["FINGER_1"],
Finger2: equippedItems["FINGER_2"],
Trinket1: equippedItems["TRINKET_1"],
Trinket2: equippedItems["TRINKET_2"],
MainHand: equippedItems["MAIN_HAND"],
OffHand: equippedItems["OFF_HAND"],
Legendary: equippedItems["LEGENDARY_SPELL"]}
}
func squashItems(playersItems *cmap.ConcurrentMap[string, items]) map[int]item {
items := make(map[int]item, 0)
for tpl := range playersItems.Iter() {
pi := tpl.Val
addItem(items, pi.Head)
addItem(items, pi.Neck)
addItem(items, pi.Shoulder)
addItem(items, pi.Back)
addItem(items, pi.Chest)
addItem(items, pi.Shirt)
addItem(items, pi.Tabard)
addItem(items, pi.Wrist)
addItem(items, pi.Hands)
addItem(items, pi.Waist)
addItem(items, pi.Legs)
addItem(items, pi.Feet)
addItem(items, pi.Finger1)
addItem(items, pi.Finger2)
addItem(items, pi.Trinket1)
addItem(items, pi.Trinket2)
addItem(items, pi.MainHand)
addItem(items, pi.OffHand)
}
return items
}
func addItem(items map[int]item, itemToAdd item) {
if itemToAdd.ID == 0 {
return
}
items[itemToAdd.ID] = itemToAdd
}
func getPlayerAchievements(path string, pvpAchievements map[int]bool) []int {
type AchievementJSON struct {
ID int
CompletedTimestamp int64 `json:"completed_timestamp"`
}
type AchievedJSON struct {
Achievements []AchievementJSON
}
var achievedJSON *[]byte = getProfile(region, path+"/achievements")
if achievedJSON == nil {
return make([]int, 0)
}
var achieved AchievedJSON
err := safeUnmarshal(achievedJSON, &achieved)
if err != nil {
logger.Printf("%s json parsing failed: %s", warnPrefix, err)
return make([]int, 0)
}
achievedIDs := make([]int, 0)
for _, achievement := range achieved.Achievements {
id := achievement.ID
if pvpAchievements[id] && achievement.CompletedTimestamp > 0 {
achievedIDs = append(achievedIDs, id)
}
}
return achievedIDs
}
func highestStat(a, b, c int) int {
if a >= b && a >= c {
return a
}
if b >= a && b >= c {
return b
}
return c
}
func safeUnmarshal(data *[]byte, v interface{}) error {
if data == nil {
return errors.New("data is nil, nothing to unmarshal")
}
err := json.Unmarshal(*data, &v)
if err != nil {
logger.Printf("%s JSON parsing failed: %s", warnPrefix, err)
return err
}
return nil
}
type playerTalents struct {
Talents []int
PvPTalents []int
}
type talentTooltip struct {
Talent keyedValue
}
type loadoutTalent struct {
ID int
Rank int
Tooltip talentTooltip
}