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@ -223,6 +223,14 @@ class handler(requestsManager.asyncRequestHandler):
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userUtils.ban(userID)
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userUtils.appendNotes(userID, "Banned due to negative score.")
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if (s.score - (s.c300 * 300 + s.c100 * 100 + s.c50 * 50)) < 0:
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#userUtils.ban(userID)
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#userUtils.appendNotes(userID, "Banned due to score being less than no-combo value.")
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log.cmyui("{} has submitted a score where score is less than no-combo value.".format(userID), discord="cm")
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if s.fullCombo and s.cmiss > 1:
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log.cmyui("{} has submitted a score with 'fullCombo' flag, but has > 0 misses.".format(userID), discord="cm")
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# Make sure the score is not memed
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if s.gameMode == gameModes.MANIA and s.score > 1000000:
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userUtils.ban(userID)
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@ -370,17 +378,17 @@ class handler(requestsManager.asyncRequestHandler):
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# Score has been submitted, do not retry sending the score if
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# there are exceptions while building the ranking panel
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keepSending = False
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# At the end, check achievements
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if s.passed:
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new_achievements = secret.achievements.utils.unlock_achievements(s, beatmapInfo, newUserData)
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# Output ranking panel only if we passed the song
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# and we got valid beatmap info from db
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if beatmapInfo is not None and beatmapInfo != False and s.passed:
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log.debug("Started building ranking panel.")
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if isRelaxing: # Relax
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# Trigger bancho stats cache update
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glob.redis.publish("peppy:update_rxcached_stats", userID)
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@ -510,4 +518,4 @@ class handler(requestsManager.asyncRequestHandler):
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# This avoids lost scores due to score server crash
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# because the client will send the score again after some time.
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if keepSending:
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self.set_status(408)
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self.set_status(408)
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