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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Matchmaking stuff shared between GC and gameserver / client
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//
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//=============================================================================
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#ifndef TF_MATCHMAKING_SHARED_H
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#define TF_MATCHMAKING_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_gcmessages.pb.h"
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class IMatchGroupDescription;
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#define NEXT_MAP_VOTE_OPTIONS 3
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// Replace this hard-coded value concept in order to support all bracket types (i.e. anything higher than 6v6, etc)
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// This increases a number of hard-coded data structures and so on, so beware
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#define MATCH_SIZE_MAX 24
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// Similarly, some hot path MM structures use this for fixed arrays. It should be the maximum number of players that
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// will ever be in a party and no larger.
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#define MAX_PARTY_SIZE 6
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// Range clients are allowed to pass up for custom ping tolerance
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// Currently matches CS:GO
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#define CUSTOM_PING_TOLERANCE_MIN 25
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#define CUSTOM_PING_TOLERANCE_MAX 350
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// XXX(JohnS): Before we can actually use other rating backends for matchmaking or display purposes, there are remaining
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// hard coded assumptions about where the primary rating is, and issues with e.g. Match_Result assuming the
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// backend in use *now* is what the match was created for, etc. I've sprinkled this around at all the
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// landmines I found while implementing the new rating backend, so... comment this out and fix everything
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// that breaks.
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static inline void FixmeMMRatingBackendSwapping() {}
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// Backend-agnostic storage type for rating data, so we're not manually passing pairs around to every rating-specific
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// interface when we inevitably decide to add a third.
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//
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// Keep in mind that it is much easier to query well structured data for reports & otherwise, so we should prefer
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// e.g. adding another value to packing two 16-bit ints in RatingSecondary for a new backend that needs more 16-bit
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// values. (The calculus may change if we end up with a backend that has eight 8-bit values, however)
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//
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// Schema objects that embed rating data: RatingHistory, RatingData
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// Proto objects that embed rating data: CSOTFRatingData
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struct MMRatingData_t {
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uint32_t unRatingPrimary;
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uint32_t unRatingSecondary;
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uint32_t unRatingTertiary;
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inline bool operator==(const MMRatingData_t &b) const
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{ return this->unRatingPrimary == b.unRatingPrimary &&
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this->unRatingSecondary == b.unRatingSecondary &&
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this->unRatingTertiary == b.unRatingTertiary; }
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};
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// Stored value, don't re-order
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enum EMatchGroup
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{
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k_nMatchGroup_Invalid = -1,
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k_nMatchGroup_First = 0,
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k_nMatchGroup_MvM_Practice = 0,
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k_nMatchGroup_MvM_MannUp,
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k_nMatchGroup_Ladder_6v6,
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k_nMatchGroup_Ladder_9v9,
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k_nMatchGroup_Ladder_12v12,
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k_nMatchGroup_Casual_6v6,
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k_nMatchGroup_Casual_9v9,
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k_nMatchGroup_Casual_12v12,
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k_nMatchGroup_Count,
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// When adding a new matchgroup, add case handling to GetMatchSizeForMatchGroup(), GetMatchGroupName(), GetServerPoolName(), GetMaxLobbySizeForMatchGroup(), YldWebAPIServersByDataCenter()
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};
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// Stored value, don't re-order
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//
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// If you add a new backend, see ITFMMRatingBackend::GetRatingBackend -- you need to at least provide a GetDefault()
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enum EMMRating
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{
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k_nMMRating_LowestValue = -1,
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k_nMMRating_Invalid = -1,
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k_nMMRating_First = 0,
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k_nMMRating_6v6_DRILLO = 0,
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k_nMMRating_6v6_DRILLO_PlayerAcknowledged = 1,
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k_nMMRating_6v6_GLICKO = 2,
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k_nMMRating_12v12_DRILLO = 3,
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k_nMMRating_12v12_GLICKO = 4,
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k_nMMRating_Last = 4,
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};
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// This must be in the range of an int16 for database serialization
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COMPILE_TIME_ASSERT( k_nMMRating_LowestValue >= INT16_MIN );
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COMPILE_TIME_ASSERT( k_nMMRating_Last <= INT16_MAX );
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// Stored value, don't re-order
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enum EMMRatingSource
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{
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k_nMMRatingSource_LowestValue = -1,
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k_nMMRatingSource_Invalid = -1,
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k_nMMRatingSource_Match = 0, // Match result. Source ID is match ID
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k_nMMRatingSource_Admin = 1, // Admin command/manual adjustment. Source ID is probably 0 or something.
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k_nMMRatingSource_PlayerAcknowledge = 2, // For 'acknowledge' type ratings, the player acknowledged the value
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k_nMMRatingSource_ImportedOldSystem = 3, // For pre-history ratings, this source is used once for 'initial rating from old system'
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k_nMMRatingSource_Last = 3,
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};
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// This must be in the range of an int16 for database serialization
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COMPILE_TIME_ASSERT( k_nMMRatingSource_LowestValue >= INT16_MIN );
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COMPILE_TIME_ASSERT( k_nMMRatingSource_Last <= INT16_MAX );
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// Also update this guy if you do the thing
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const char *GetMatchGroupName( EMatchGroup eMatchGroup );
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// Probably a better place for this...
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enum ELadderLeaderboardTypes
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{
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LADDER_LEADERBOARDS_6V6 = 0,
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LADDER_LEADERBOARDS_PUBLIC,
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LADDER_LEADERBOARDS_9V9,
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LADDER_LEADERBOARDS_12V12,
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LADDER_LEADERBOARDS_MAX
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};
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// Late join modes
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enum EMatchMode
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{
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// Uninitialized/unknown
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eMatchMode_Invalid,
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// Not late join / don't use late join
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eMatchMode_MatchMaker_CompleteFromQueue,
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// The add-one-player-at-a-time mode that doesn't work with the new scoring system, but still used for MvM and other
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// old-scoring-system stuff.
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eMatchMode_MatchMaker_LateJoinDropIn,
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// The new late join mode that re-evaulates complete matches with the missing spot(s) filled.
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eMatchMode_MatchMaker_LateJoinMatchBased,
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// A match that is being manually crafted
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eMatchMode_Manual,
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};
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const EMatchGroup k_nMatchGroup_Ladder_First = k_nMatchGroup_Ladder_6v6;
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const EMatchGroup k_nMatchGroup_Ladder_Last = k_nMatchGroup_Ladder_12v12;
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const EMatchGroup k_nMatchGroup_Casual_First = k_nMatchGroup_Casual_6v6;
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const EMatchGroup k_nMatchGroup_Casual_Last = k_nMatchGroup_Casual_12v12;
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inline bool IsMvMMatchGroup( EMatchGroup eMatchGroup )
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{
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return ( eMatchGroup == k_nMatchGroup_MvM_Practice ) || ( eMatchGroup == k_nMatchGroup_MvM_MannUp );
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}
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inline bool IsLadderGroup( EMatchGroup eMatchGroup )
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{
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return ( eMatchGroup >= k_nMatchGroup_Ladder_First && eMatchGroup <= k_nMatchGroup_Ladder_Last )
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|| ( eMatchGroup >= k_nMatchGroup_Casual_First && eMatchGroup <= k_nMatchGroup_Casual_Last );
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}
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inline bool IsCasualGroup( EMatchGroup eMatchGroup )
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{
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return ( eMatchGroup >= k_nMatchGroup_Casual_First ) && ( eMatchGroup <= k_nMatchGroup_Casual_Last );
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}
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inline bool IsMannUpGroup( EMatchGroup eMatchGroup )
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{
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switch ( eMatchGroup )
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{
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case k_nMatchGroup_MvM_Practice:
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return false;
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case k_nMatchGroup_MvM_MannUp:
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return true;
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case k_nMatchGroup_Ladder_6v6:
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case k_nMatchGroup_Ladder_9v9:
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case k_nMatchGroup_Ladder_12v12:
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return false;
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case k_nMatchGroup_Invalid:
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default:
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Assert( !"IsMannUpGroup called with invalid match group" );
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return false;
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}
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return false;
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}
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enum EMMServerMode
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{
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eMMServerMode_Idle,
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eMMServerMode_Incomplete_Match,
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eMMServerMode_Full,
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eMMServerMode_Count
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};
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// Separate penalty pools (and rules) for different classes of modes
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enum EMMPenaltyPool
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{
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eMMPenaltyPool_Invalid,
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eMMPenaltyPool_Casual, // Pool with lenient penalties for most casual/mainstream gamemodes
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eMMPenaltyPool_Ranked // Pool with strict and cumulative penalties for ranked gamemodes where abandons tank matches
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};
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enum
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{
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// !! This should match up with GetServerPoolIndex to map these between match groups and server pools
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// eMMServerMode_NotParticipating
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k_nGameServerPool_NotParticipating = -1,
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// eMMServerMode_Incomplete_Match
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k_nGameServerPool_MvM_Practice_Incomplete_Match = 0,
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k_nGameServerPool_MvM_MannUp_Incomplete_Match,
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k_nGameServerPool_Ladder_6v6_Incomplete_Match,
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k_nGameServerPool_Ladder_9v9_Incomplete_Match,
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k_nGameServerPool_Ladder_12v12_Incomplete_Match,
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k_nGameServerPool_Casual_6v6_Incomplete_Match,
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k_nGameServerPool_Casual_9v9_Incomplete_Match,
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k_nGameServerPool_Casual_12v12_Incomplete_Match,
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// eMMServerMode_Full
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k_nGameServerPool_MvM_Practice_Full,
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k_nGameServerPool_MvM_MannUp_Full,
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k_nGameServerPool_Ladder_6v6_Full,
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k_nGameServerPool_Ladder_9v9_Full,
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k_nGameServerPool_Ladder_12v12_Full,
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k_nGameServerPool_Casual_6v6_Full,
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k_nGameServerPool_Casual_9v9_Full,
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k_nGameServerPool_Casual_12v12_Full,
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// eMMServerMode_Idle
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k_nGameServerPool_Idle,
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// When adding a new matchgroup, add case handling to GetMatchSizeForMatchGroup(), GetMatchGroupName(), GetServerPoolName(), GetMaxLobbySizeForMatchGroup(), YldWebAPIServersByDataCenter()
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k_nGameServerPoolCountTotal,
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};
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// Also update this guy if you touch pools
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const char *GetServerPoolName( int iServerPool );
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const int k_nGameServerPool_Incomplete_Match_First = k_nGameServerPool_MvM_Practice_Incomplete_Match;
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const int k_nGameServerPool_Incomplete_Match_Last = k_nGameServerPool_Casual_12v12_Incomplete_Match;
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const int k_nGameServerPool_Full_First = k_nGameServerPool_MvM_Practice_Full;
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const int k_nGameServerPool_Full_Last = k_nGameServerPool_Casual_12v12_Full;
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COMPILE_TIME_ASSERT( k_nGameServerPool_Incomplete_Match_First + k_nMatchGroup_Count - 1 == k_nGameServerPool_Incomplete_Match_Last );
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COMPILE_TIME_ASSERT( k_nGameServerPool_Full_First + k_nMatchGroup_Count - 1 == k_nGameServerPool_Full_Last );
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inline bool IsIncompleteMatchPool( int nGameServerPool )
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{
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return nGameServerPool >= k_nGameServerPool_Incomplete_Match_First && nGameServerPool <= k_nGameServerPool_Incomplete_Match_Last;
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}
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// Stuff is simpler if we can set a max number of challenges in the schema
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#define MAX_MVM_CHALLENGES 64
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// Store a set of MvM challenges (search criteria, etc)
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class CMvMMissionSet
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{
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public:
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CMvMMissionSet();
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CMvMMissionSet( const CMvMMissionSet &x );
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~CMvMMissionSet();
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void operator=( const CMvMMissionSet &x );
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bool operator==( const CMvMMissionSet &x ) const;
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/// Set to the empty set
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void Clear();
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/// get/set individual bits, based on index of the challenge in the schema
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void SetMissionBySchemaIndex( int iChallengeSchemaIndex, bool flag );
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bool GetMissionBySchemaIndex( int iChallengeSchemaIndex ) const;
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/// Intersect this set with the other set. Use IsEmpty()
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/// to see if this produced the empty set.
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void Intersect( const CMvMMissionSet &x );
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/// Return true if the two sets have a nonzero intersection. (Neither object is modified)
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bool HasIntersection( const CMvMMissionSet &x ) const;
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/// Return true if any challenges are selected
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bool IsEmpty() const;
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private:
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COMPILE_TIME_ASSERT( MAX_MVM_CHALLENGES <= 64 );
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// Just use a plain old uint64 for now. We can make this into a proper bitfield class at some point
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uint64 m_bits;
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};
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// Player Skill Ratings
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const int k_nDrilloRating_MinRatingAdjust = 1;
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const int k_nDrilloRating_MaxRatingAdjust = 100;
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const int k_nDrilloRating_Ladder_MaxRatingAdjust = 500;
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const int k_nDrilloRating_Ladder_MaxLossAdjust_LowRank = 100;
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const uint32 k_unDrilloRating_MaxDifference = 25000;
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const uint32 k_unDrilloRating_Min = 1;
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const uint32 k_unDrilloRating_Ladder_Min = 10000;
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const uint32 k_unDrilloRating_Max = 50000;
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const uint32 k_unDrilloRating_Avg = 20000;
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const uint32 k_unDrilloRating_Ladder_Start = 10000;
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const uint32 k_unDrilloRating_Ladder_LowSkill = 19500; // First 6 ranks ceiling
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const uint32 k_unDrilloRating_Ladder_HighSkill = 33001; // Last 6 ranks floor
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struct MapDef_t;
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//-----------------------------------------------------------------------------
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// Purpose: Wrapper class to make dealing with CMsgCasualMatchmakingSearchCriteria
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// much easier.
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//-----------------------------------------------------------------------------
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class CCasualCriteriaHelper
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{
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public:
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CCasualCriteriaHelper( const CMsgCasualMatchmakingSearchCriteria& criteria );
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bool IsMapSelected( const MapDef_t* pMapDef ) const;
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bool IsMapSelected( const uint32 nMapDefIndex ) const;
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bool IsValid() const;
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bool AnySelected() const { return !m_mapsBits.IsAllClear(); }
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CMsgCasualMatchmakingSearchCriteria GetCasualCriteria() const;
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void Intersect( const CMsgCasualMatchmakingSearchCriteria& otherCriteria );
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bool SetMapSelected( uint32 nMapDefIndex, bool bSelected );
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void Clear( void );
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private:
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bool IsMapInValidCategory( uint32 nMapDefIndex ) const;
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private:
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CLargeVarBitVec m_mapsBits;
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};
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// CSOTFLobby flags
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#define LOBBY_FLAG_LOWPRIORITY ( 1 << 0 )
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#define LOBBY_FLAG_REMATCH ( 1 << 1 )
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// CMsgGC_Match_Result match flags
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#define MATCH_FLAG_LOWPRIORITY ( 1 << 0 )
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#define MATCH_FLAG_REMATCH ( 1 << 1 )
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// CMsgGC_Match_Result player flags
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#define MATCH_FLAG_PLAYER_LEAVER ( 1 << 0 )
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#define MATCH_FLAG_PLAYER_LATEJOIN ( 1 << 1 )
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// Separate from LEAVER - was marked as an abandon and issued a penalty. You can be a leaver without being an
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// abandoner.
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#define MATCH_FLAG_PLAYER_ABANDONER ( 1 << 2 )
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#define MATCH_FLAG_PLAYER_PLAYED ( 1 << 3 ) // Did they stay long enough for the game to start?
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#endif // #ifndef TF_MATCHMAKING_SHARED_H
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Block a user