public async Task <IActionResult> OnPostAsync(int puzzleId) { if (!this.Event.IsAnswerSubmissionActive) { return(RedirectToPage("/Submissions/Index", new { puzzleid = puzzleId })); } await SetupContext(puzzleId); if (!ModelState.IsValid) { return(Page()); } // Don't allow submissions after the answer has been found. if (PuzzleState.SolvedTime != null) { return(Page()); } // Create submission and add it to list Submission submission = new Submission { SubmissionText = SubmissionText, TimeSubmitted = DateTime.UtcNow, Puzzle = PuzzleState.Puzzle, Team = PuzzleState.Team, Submitter = LoggedInUser, }; submission.Response = await _context.Responses.Where( r => r.Puzzle.ID == puzzleId && submission.SubmissionText == r.SubmittedText) .FirstOrDefaultAsync(); Submissions.Add(submission); // Update puzzle state if submission was correct if (submission.Response != null && submission.Response.IsSolution) { await PuzzleStateHelper.SetSolveStateAsync(_context, Event, submission.Puzzle, submission.Team, submission.TimeSubmitted); } else if (submission.Response == null) { // We also determine if the puzzle should be set to email-only mode. if (IsPuzzleSubmissionLimitReached( Event, Submissions, PuzzleState)) { await PuzzleStateHelper.SetEmailOnlyModeAsync(_context, Event, submission.Puzzle, submission.Team, true); } else { // If the submission was incorrect and not a partial solution, // we will do the lockout computations now. DateTime?lockoutExpiryTime = ComputeLockoutExpiryTime( Event, Submissions, PuzzleState); if (lockoutExpiryTime != null) { await PuzzleStateHelper.SetLockoutExpiryTimeAsync(_context, Event, submission.Puzzle, submission.Team, lockoutExpiryTime); } } } _context.Submissions.Add(submission); await _context.SaveChangesAsync(); return(RedirectToPage( "/Submissions/Index", new { puzzleid = puzzleId })); }
public async Task <IActionResult> OnPostAsync(int puzzleId, string submissionText) { if (String.IsNullOrWhiteSpace(submissionText)) { ModelState.AddModelError("submissionText", "Your answer cannot be empty"); } SubmissionText = submissionText; if (DateTime.UtcNow < Event.EventBegin) { return(NotFound("The event hasn't started yet!")); } await SetupContext(puzzleId); if (!ModelState.IsValid) { return(Page()); } // Don't allow submissions if the team is locked out. if (PuzzleState.IsTeamLockedOut) { return(Page()); } // Don't allow submissions if team is in email only mode. if (PuzzleState.IsEmailOnlyMode) { return(Page()); } // Don't allow submissions after the answer has been found. if (PuzzleState.SolvedTime != null) { return(Page()); } // Don't accept posted submissions when a puzzle is causing lockout if (PuzzlesCausingGlobalLockout.Count != 0 && !PuzzlesCausingGlobalLockout.Contains(Puzzle)) { return(Page()); } // Soft enforcement of duplicates to give a friendly message in most cases DuplicateSubmission = (from sub in Submissions where sub.SubmissionText == ServerCore.DataModel.Response.FormatSubmission(submissionText) select sub).Any(); if (DuplicateSubmission) { return(Page()); } // Create submission and add it to list Submission submission = new Submission { TimeSubmitted = DateTime.UtcNow, Puzzle = PuzzleState.Puzzle, Team = PuzzleState.Team, Submitter = LoggedInUser, AllowFreeformSharing = AllowFreeformSharing }; string submissionTextToCheck = ServerCore.DataModel.Response.FormatSubmission(submissionText); if (Puzzle.IsFreeform) { submission.UnformattedSubmissionText = submissionText; } else { submission.SubmissionText = submissionText; } submission.Response = await _context.Responses.Where( r => r.Puzzle.ID == puzzleId && submissionTextToCheck == r.SubmittedText) .FirstOrDefaultAsync(); Submissions.Add(submission); // Update puzzle state if submission was correct if (submission.Response != null && submission.Response.IsSolution) { await PuzzleStateHelper.SetSolveStateAsync(_context, Event, submission.Puzzle, submission.Team, submission.TimeSubmitted); AnswerToken = submission.SubmissionText; } else if (!Puzzle.IsFreeform && submission.Response == null && Event.IsAnswerSubmissionActive) { // We also determine if the puzzle should be set to email-only mode. if (IsPuzzleSubmissionLimitReached( Event, Submissions, PuzzleState)) { await PuzzleStateHelper.SetEmailOnlyModeAsync(_context, Event, submission.Puzzle, submission.Team, true); var authors = await _context.PuzzleAuthors.Where((pa) => pa.Puzzle == submission.Puzzle).Select((pa) => pa.Author.Email).ToListAsync(); MailHelper.Singleton.SendPlaintextBcc(authors, $"{Event.Name}: Team {submission.Team.Name} is in email mode for {submission.Puzzle.Name}", ""); } else { // If the submission was incorrect and not a partial solution, // we will do the lockout computations now. DateTime?lockoutExpiryTime = ComputeLockoutExpiryTime( Event, Submissions, PuzzleState); if (lockoutExpiryTime != null) { await PuzzleStateHelper.SetLockoutExpiryTimeAsync(_context, Event, submission.Puzzle, submission.Team, lockoutExpiryTime); } } } _context.Submissions.Add(submission); await _context.SaveChangesAsync(); SubmissionViews.Add(new SubmissionView() { Submission = submission, Response = submission.Response, SubmitterName = LoggedInUser.Name, IsFreeform = Puzzle.IsFreeform }); return(Page()); }
/// <summary> /// Evaulates player submissions then either saves them to the database or returns an error to the caller /// </summary> public static async Task <SubmissionResponse> EvaluateSubmission(PuzzleServerContext context, PuzzleUser loggedInUser, Event thisEvent, int puzzleId, string submissionText, bool allowFreeformSharing) { //Query data needed to process submission Team team = await UserEventHelper.GetTeamForPlayer(context, thisEvent, loggedInUser); Puzzle puzzle = await context.Puzzles.Where( (p) => p.ID == puzzleId).FirstOrDefaultAsync(); PuzzleStatePerTeam puzzleState = await(PuzzleStateHelper .GetFullReadOnlyQuery( context, thisEvent, puzzle, team)) .FirstAsync(); List <Puzzle> puzzlesCausingGlobalLockout = await PuzzleStateHelper.PuzzlesCausingGlobalLockout(context, thisEvent, team).ToListAsync(); // Return early for cases when there's obviously nothing we can do with the submission // The submission text is empty if (String.IsNullOrWhiteSpace(submissionText)) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.EmptySubmission }); } // The puzzle is locked if (puzzle == null || puzzleState.UnlockedTime == null) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.PuzzleLocked }); } // The user or team isn't known if (loggedInUser == null || team == null) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.Unauthorized }); } // The event hasn't started yet if (DateTime.UtcNow < thisEvent.EventBegin) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.Unauthorized }); } // The team is locked out if (puzzleState.IsTeamLockedOut || puzzleState.IsEmailOnlyMode) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.TeamLockedOut }); } // The puzzle has already been solved if (puzzleState.SolvedTime != null) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.AlreadySolved }); } // The team is under a global lockout if (puzzlesCausingGlobalLockout.Count != 0 && !puzzlesCausingGlobalLockout.Contains(puzzle)) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.TeamLockedOut }); } List <SubmissionView> submissionViews = await(from sub in context.Submissions join user in context.PuzzleUsers on sub.Submitter equals user join r in context.Responses on sub.Response equals r into responses from response in responses.DefaultIfEmpty() where sub.Team == team && sub.Puzzle == puzzle orderby sub.TimeSubmitted select new SubmissionView() { Submission = sub, Response = response, SubmitterName = user.Name, FreeformReponse = sub.FreeformResponse, IsFreeform = puzzle.IsFreeform }).ToListAsync(); List <Submission> submissions = new List <Submission>(submissionViews.Count); foreach (SubmissionView submissionView in submissionViews) { submissions.Add(submissionView.Submission); } // The submission is a duplicate bool duplicateSubmission = (from sub in submissions where sub.SubmissionText == Response.FormatSubmission(submissionText) select sub).Any(); if (duplicateSubmission) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.DuplicateSubmission }); } // Create submission and add it to list Submission submission = new Submission { TimeSubmitted = DateTime.UtcNow, Puzzle = puzzleState.Puzzle, Team = puzzleState.Team, Submitter = loggedInUser, AllowFreeformSharing = allowFreeformSharing }; string submissionTextToCheck = Response.FormatSubmission(submissionText); if (puzzle.IsFreeform) { submission.UnformattedSubmissionText = submissionText; } else { submission.SubmissionText = submissionText; } submission.Response = await context.Responses.Where( r => r.Puzzle.ID == puzzleId && submissionTextToCheck == r.SubmittedText) .FirstOrDefaultAsync(); submissions.Add(submission); // Update puzzle state if submission was correct if (submission.Response != null && submission.Response.IsSolution) { await PuzzleStateHelper.SetSolveStateAsync(context, thisEvent, submission.Puzzle, submission.Team, submission.TimeSubmitted); } else if (!puzzle.IsFreeform && submission.Response == null && thisEvent.IsAnswerSubmissionActive) { // We also determine if the puzzle should be set to email-only mode. if (IsPuzzleSubmissionLimitReached( thisEvent, submissions, puzzleState)) { await PuzzleStateHelper.SetEmailOnlyModeAsync(context, thisEvent, submission.Puzzle, submission.Team, true); var authors = await context.PuzzleAuthors.Where((pa) => pa.Puzzle == submission.Puzzle).Select((pa) => pa.Author.Email).ToListAsync(); MailHelper.Singleton.SendPlaintextBcc(authors, $"{thisEvent.Name}: Team {submission.Team.Name} is in email mode for {submission.Puzzle.Name}", ""); } else { // If the submission was incorrect and not a partial solution, // we will do the lockout computations now. DateTime?lockoutExpiryTime = ComputeLockoutExpiryTime( thisEvent, submissions, puzzleState); if (lockoutExpiryTime != null) { await PuzzleStateHelper.SetLockoutExpiryTimeAsync(context, thisEvent, submission.Puzzle, submission.Team, lockoutExpiryTime); } } } context.Submissions.Add(submission); await context.SaveChangesAsync(); // Send back responses for cases where the database has been updated // Correct response if (submission.Response != null && submission.Response.IsSolution) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.Correct, CompleteResponse = submission.Response }); } // Freeform response if (puzzle.IsFreeform) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.Freeform, FreeformResponse = submission.FreeformResponse }); } // Partial response if (submission.Response != null && !submission.Response.IsSolution) { return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.Partial, CompleteResponse = submission.Response }); } // Default to incorrect return(new SubmissionResponse() { ResponseCode = SubmissionResponseCode.Incorrect }); }