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ElimCategory.cpp
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ElimCategory.cpp
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/*
* This is QTournament, a badminton tournament management program.
* Copyright (C) 2014 - 2017 Volker Knollmann
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <QDebug>
#include <Sloppy/Utils.h>
#include <SqliteOverlay/Transaction.h>
#include "ElimCategory.h"
#include "KO_Config.h"
#include "CatRoundStatus.h"
#include "RankingEntry.h"
#include "RankingMngr.h"
#include "assert.h"
#include "HelperFunc.h"
#include "MatchMngr.h"
#include "CatMngr.h"
#include "RankingMngr.h"
#include "reports/BracketVisData.h"
using namespace SqliteOverlay;
namespace QTournament
{
EliminationCategory::EliminationCategory(const TournamentDB& _db, int rowId, int eliminationMode)
: Category(_db, rowId)
{
if ((eliminationMode != BracketGenerator::BracketSingleElim) &&
(eliminationMode != BracketGenerator::BracketDoubleElim) &&
(eliminationMode != BracketGenerator::BracketRanking1))
{
throw std::invalid_argument("Invalid elimination mode in ctor of EliminationCategory!");
}
elimMode = eliminationMode;
}
//----------------------------------------------------------------------------
EliminationCategory::EliminationCategory(const TournamentDB& _db, const TabRow& _row, int eliminationMode)
: Category(_db, _row)
{
if ((eliminationMode != BracketGenerator::BracketSingleElim) &&
(eliminationMode != BracketGenerator::BracketDoubleElim) &&
(eliminationMode != BracketGenerator::BracketRanking1))
{
throw std::invalid_argument("Invalid elimination mode in ctor of EliminationCategory!");
}
elimMode = eliminationMode;
}
//----------------------------------------------------------------------------
Error EliminationCategory::canFreezeConfig()
{
if (is_NOT_InState(ObjState::CAT_Config))
{
return Error::ConfigAlreadyFrozen;
}
// make sure there no unpaired players in singles or doubles
if ((getMatchType() != MatchType::Singles) && (hasUnpairedPlayers()))
{
return Error::UnpairedPlayers;
}
// we should have at least two players / pairs
int numPairs = getAllPlayersInCategory().size();
if (getMatchType() != MatchType::Singles)
{
numPairs = numPairs / 2; // numPairs before division must be even, because we had no unpaired players (see check above)
}
if (numPairs < 2)
{
return Error::InvalidPlayerCount;
}
// for the bracket mode "ranking1" we may not have more
// than 32 players
if ((elimMode == BracketGenerator::BracketRanking1) && (numPairs > 32))
{
return Error::InvalidPlayerCount;
}
return Error::OK;
}
//----------------------------------------------------------------------------
bool EliminationCategory::needsInitialRanking()
{
return true;
}
//----------------------------------------------------------------------------
bool EliminationCategory::needsGroupInitialization()
{
return false;
}
//----------------------------------------------------------------------------
Error EliminationCategory::prepareFirstRound()
{
if (is_NOT_InState(ObjState::CAT_Idle)) return Error::WrongState;
MatchMngr mm{db};
// make sure we have not been called before; to this end, just
// check that there have no matches been created for us so far
auto allGrp = mm.getMatchGroupsForCat(*this);
// do not return an error here, because obviously we have been
// called successfully before and we only want to avoid
// double initialization
if (allGrp.size() != 0) return Error::OK;
// alright, this is a virgin category. Generate bracket matches
// for each group
CatMngr cm{db};
PlayerPairList seeding = cm.getSeeding(*this);
return generateBracketMatches(elimMode, seeding, 1);
}
//----------------------------------------------------------------------------
int EliminationCategory::calcTotalRoundsCount() const
{
ObjState stat = getState();
if ((stat == ObjState::CAT_Config) || (stat == ObjState::CAT_Frozen))
{
return -1; // category not yet fully configured; can't calc rounds
}
BracketGenerator bg{elimMode};
int numPairs = getDatabasePlayerPairCount();
return bg.getNumRounds(numPairs);
}
//----------------------------------------------------------------------------
// this returns a function that should return true if "a" goes before "b" when sorting. Read:
// return a function that returns true true if the score of "a" is better than "b"
std::function<bool (RankingEntry& a, RankingEntry& b)> EliminationCategory::getLessThanFunction()
{
return [](RankingEntry& a, RankingEntry& b) {
return false; // there is no definite ranking in elimination rounds, so simply return a dummy value
};
}
//----------------------------------------------------------------------------
Error EliminationCategory::onRoundCompleted(int round)
{
// create ranking entries for everyone who played
// and for everyone who achieved a final rank in a
// previous round
Error err;
RankingMngr rm{db};
PlayerPairList ppList;
if (round == 1)
{
ppList = getPlayerPairs();
} else {
ppList = this->getRemainingPlayersAfterRound(round - 1, &err);
if (err != Error::OK) return err;
}
auto rll = rm.getSortedRanking(*this, round-1);
for (auto rl : rll)
{
for (RankingEntry re : rl)
{
if (re.getRank() != RankingEntry::NoRankAssigned)
{
auto pp = re.getPlayerPair();
assert(pp);
bool hasPair = (std::find(ppList.begin(), ppList.end(), *pp) != ppList.end());
if (!hasPair)
{
ppList.push_back(*pp);
}
}
}
}
// create unsorted entries for everyone who played in this round
// or who achieved a final rank in a previous round
rm.createUnsortedRankingEntriesForLastRound(*this, &err, ppList);
if (err != Error::OK) return err;
// set the rank for all players that ended up at a final rank
// in this or any prior round
err = rewriteFinalRankForMultipleRounds(round, round);
return err;
}
//----------------------------------------------------------------------------
PlayerPairList EliminationCategory::getRemainingPlayersAfterRound(int round, Error* err) const
{
int lastRoundInThisCat = calcTotalRoundsCount();
if (round == lastRoundInThisCat)
{
if (err != nullptr) *err = Error::OK;
return PlayerPairList(); // no remaining players after last round
}
// we can only determine remaining players after completed rounds
CatRoundStatus crs = getRoundStatus();
if (round > crs.getFinishedRoundsCount())
{
if (err != nullptr) *err = Error::InvalidRound;
return PlayerPairList();
}
// get the list for the previous round, if any
PlayerPairList result;
if (round > 0)
{
Error e;
result = this->getRemainingPlayersAfterRound(round-1, &e);
if (e != Error::OK)
{
if (err != nullptr) *err = Error::InvalidRound;
return PlayerPairList();
}
} else {
// round 0 (before first round)
if (err != nullptr) *err = Error::OK;
return getPlayerPairs();
}
// now that we have the survivors of the previous round (or
// the initial list of all players if this is round one) we
// sort out all players are not further used in future matches
//
// for this, we walk through all matches in this round and remove
// those players that have no future matches.
//
// "no future match" can mean player "eliminated" or "ranked"
MatchMngr mm{db};
for (MatchGroup mg : mm.getMatchGroupsForCat(*this, round))
{
for (Match ma : mg.getMatches())
{
auto loser = ma.getLoser();
assert(loser);
int loserPairId = loser->getPairId();
assert(loserPairId > 0);
auto winner = ma.getWinner();
assert(winner);
int winnerPairId = winner->getPairId();
assert(winnerPairId > 0);
bool winnerOut = false;
bool loserOut = false;
// check 1: is there a final rank for the winner?
if (ma.getWinnerRank() > 0)
{
Sloppy::eraseAllOccurencesFromVector<PlayerPair>(result, *winner);
winnerOut = true;
}
// check 2: is there a final rank for the loser?
if (ma.getLoserRank() > 0)
{
Sloppy::eraseAllOccurencesFromVector<PlayerPair>(result, *loser);
loserOut = true;
}
//
// Intermezzo: a helper function for searching
// for future matches of a pair ID
//
DbTab matchTab{db, TabMatch, false};
auto hasFutureMatch = [&](const PlayerPair& pp, bool asWinner) {
// step 1: search by pair
for (int r=round+1; r <= lastRoundInThisCat; ++r)
{
auto next = mm.getMatchForPlayerPairAndRound(pp, r);
if (next)
{
return true;
}
}
// step 2: search for "is winner of" or "is loser of"
// this match
Sloppy::estring where = "%1 = %3 OR %2 = %3";
where.arg(MA_Pair1SymbolicVal);
where.arg(MA_Pair2SymbolicVal);
int symbMatchId = asWinner ? ma.getId() : -(ma.getId());
where.arg(symbMatchId);
if (matchTab.getMatchCountForWhereClause(where) > 0)
{
return true;
}
return false;
};
// --------- Intermezzo end -----------------
// check 3: if the winner is still in: is there
// a future game in this category for the winner?
if (!winnerOut)
{
if (!(hasFutureMatch(*winner, true)))
{
Sloppy::eraseAllOccurencesFromVector<PlayerPair>(result, *winner);
}
}
// check 4: if the loser is still in: is there
// a future game in this category for the loser?
if (!loserOut)
{
if (!(hasFutureMatch(*loser, false)))
{
Sloppy::eraseAllOccurencesFromVector<PlayerPair>(result, *loser);
}
}
}
}
// everyone who has not yet been kicked from the
// list survives this round
Sloppy::assignIfNotNull<Error>(err, Error::OK);
return result;
}
//----------------------------------------------------------------------------
ModMatchResult EliminationCategory::canModifyMatchResult(const Match& ma) const
{
// the match has to be in FINISHED state
if (ma.is_NOT_InState(ObjState::MA_Finished)) return ModMatchResult::NotPossible;
// if this match does not belong to us, we're not responsible
if (ma.getCategory().getId() != getId()) return ModMatchResult::NotPossible;
// if the winner's and the loser's match have both not yet been started,
// we can still change the winner/loser. Otherwise we can only apply
// cosmetic changes to the score
auto winnerMatch = getFollowUpMatch(ma, false);
auto loserMatch = getFollowUpMatch(ma, true);
bool canModWinnerLoser = true;
if (winnerMatch)
{
ObjState stat = winnerMatch->getState();
if ((stat == ObjState::MA_Running) || (stat == ObjState::MA_Finished))
{
canModWinnerLoser = false;
}
}
if (loserMatch)
{
ObjState stat = loserMatch->getState();
if ((stat == ObjState::MA_Running) || (stat == ObjState::MA_Finished))
{
canModWinnerLoser = false;
}
}
return canModWinnerLoser ? ModMatchResult::WinnerLoser : ModMatchResult::ScoreOnly;
}
//----------------------------------------------------------------------------
ModMatchResult EliminationCategory::modifyMatchResult(const Match& ma, const MatchScore& newScore) const
{
ModMatchResult mmr = canModifyMatchResult(ma);
if ((mmr != ModMatchResult::ScoreOnly) && (mmr != ModMatchResult::WinnerLoser)) return mmr;
// does the new score modify the winner/loser?
MatchScore oldScore = *(ma.getScore());
bool isWinnerMod = (oldScore.getWinner() != newScore.getWinner());
// if the new score modifies the winner / loser
// and this was not permitted, we return with "ScoreOnly" to indicate an error
if ((mmr == ModMatchResult::ScoreOnly) && isWinnerMod)
{
return ModMatchResult::ScoreOnly;
}
// start a new database transaction to ensure
// consistent modifications
try
{
auto trans = db.get().startTransaction();
// swap winner / loser in the follow-up matches
MatchMngr mm{db};
if (isWinnerMod)
{
PlayerPair oldWinner = *(ma.getWinner());
PlayerPair oldLoser = *(ma.getLoser());
auto winnerMatch = getFollowUpMatch(ma, false);
auto loserMatch = getFollowUpMatch(ma, true);
if (winnerMatch)
{
Error e = mm.swapPlayer(*winnerMatch, oldWinner, oldLoser);
if (e != Error::OK) return ModMatchResult::NotPossible; // triggers implicit rollback
}
if (loserMatch)
{
Error e = mm.swapPlayer(*loserMatch, oldLoser, oldWinner);
if (e != Error::OK) return ModMatchResult::NotPossible; // triggers implicit rollback
}
// delete explicit references to the affected pair in the
// bracket visualization
auto bvd = BracketVisData::getExisting(ma.getCategory());
if (bvd)
{
bvd->clearExplicitPlayerPairReferences(oldWinner);
bvd->clearExplicitPlayerPairReferences(oldLoser);
}
}
// update the match score
Error e = mm.updateMatchScore(ma, newScore, (mmr == ModMatchResult::WinnerLoser));
if (e != Error::OK)
{
return ModMatchResult::NotPossible; // triggers implicit rollback
}
// update the ranking entries but skip the assignment of ranks
RankingMngr rm{db};
e = rm.updateRankingsAfterMatchResultChange(ma, oldScore, true);
if (e != Error::OK) return ModMatchResult::NotPossible; // triggers implicit rollback
// the previous call did not properly update the assigned
// ranks, because ranking in bracket matches works different
// than in other match system.
// thus, we call a special function that modifies
// the ranks directly.
//
// we only need to do this if we modified a match of a completed
// round. otherwise there aren't any RankingEntries to modify at all
CatRoundStatus crs = getRoundStatus();
if (ma.getMatchGroup().getRound() <= crs.getFinishedRoundsCount())
{
e = rewriteFinalRankForMultipleRounds(ma.getMatchGroup().getRound());
if (e != Error::OK) return ModMatchResult::NotPossible; // triggers implicit rollback
}
trans.commit();
return ModMatchResult::ModDone;
}
catch(...)
{
return ModMatchResult::NotPossible;
}
}
//----------------------------------------------------------------------------
std::optional<Match> EliminationCategory::getFollowUpMatch(const Match& ma, bool searchLoserNotWinner) const
{
if (ma.getCategory().getId() != getId()) return {};
//
// There are two solutions:
// (1) the match has already been finished. In this case we must search
// for a match in a subsequent round that includes the winner/loser
//
// (2) the has not been finished and so we have to search via
// symbolic match references.
//
//
// Case 1: the match has been finished
//
ObjState stat = ma.getState();
if (stat == ObjState::MA_Finished)
{
PlayerPair pp = searchLoserNotWinner ? *(ma.getLoser()) : *(ma.getWinner());
int round = ma.getMatchGroup().getRound() + 1;
int maxRound = calcTotalRoundsCount();
// find all groups for rounds later than "round"
MatchMngr mm{db};
while (round <= maxRound)
{
auto result = mm.getMatchForPlayerPairAndRound(pp, round);
if (result) return result;
++round;
}
return {}; // no match found
}
//
// Case 2: the match has not yet been finished
//
int maId = searchLoserNotWinner ? -ma.getId() : ma.getId();
DbTab mTab{db, TabMatch, false};
auto resultRow = mTab.getSingleRowByColumnValue2(MA_Pair1SymbolicVal, maId);
if (!resultRow)
{
resultRow = mTab.getSingleRowByColumnValue2(MA_Pair2SymbolicVal, maId);
}
if (!resultRow) return {};
MatchMngr mm{db};
return mm.getMatch(resultRow->id());
}
//----------------------------------------------------------------------------
Error EliminationCategory::rewriteFinalRankForMultipleRounds(int minRound, int maxRound) const
{
// some boundary checks
if (minRound < 1) return Error::InvalidRound;
CatRoundStatus crs = getRoundStatus();
int lastCompletedRound = crs.getFinishedRoundsCount();
if (lastCompletedRound < 1) return Error::InvalidRound;
if (minRound > lastCompletedRound) return Error::InvalidRound;
if (maxRound < 1) maxRound = lastCompletedRound;
if (maxRound < minRound) return Error::InvalidRound;
if (maxRound > lastCompletedRound) return Error::InvalidRound;
// start a pretty inefficient algorithm that goes through
// all rounds from "min" to "max" and loop over all
// round from "1" to "current" in every itegration...
MatchMngr mm{db};
RankingMngr rm{db};
for (int curRound = minRound; curRound <= maxRound; ++curRound)
{
std::vector<int> pairsWithRank;
for (int r=1; r <= curRound; ++r)
{
for (const MatchGroup& mg : mm.getMatchGroupsForCat(*this, r))
{
for (const Match& ma : mg.getMatches())
{
int winnerRank = ma.getWinnerRank();
if (winnerRank > 0)
{
// we never go beyong the last completed round,
// so we should always have a winner and an
// associated (unsorted) ranking entry
auto w = ma.getWinner();
assert(w);
auto re = rm.getRankingEntry(*w, curRound);
assert(re);
rm.forceRank(*re, winnerRank);
pairsWithRank.push_back(w->getPairId());
}
int loserRank = ma.getLoserRank();
if (loserRank > 0)
{
// we never go beyong the last completed round,
// so we should always have a loser and an
// associated (unsorted) ranking entry
auto l = ma.getLoser();
assert(l);
auto re = rm.getRankingEntry(*l, curRound);
assert(re);
rm.forceRank(*re, loserRank);
pairsWithRank.push_back(l->getPairId());
}
}
}
}
// clear the rank of all "unranked" pairs, just be sure
// (otherwise, stale ranks might survive a
// change of a match result)
for (const PlayerPair& pp : getPlayerPairs())
{
// skip all PlayerPairs with an already assigned rank
if (Sloppy::isInVector<int>(pairsWithRank, pp.getPairId())) continue;
// set the rank to "Not assigned"
auto re = rm.getRankingEntry(pp, curRound);
if (re)
{
rm.clearRank(*re);
}
}
}
return Error::OK;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
}