mirror of
https://github.com/nillerusr/source-engine.git
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399 lines
13 KiB
C++
399 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MATCHMAKING_H
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#define MATCHMAKING_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef _WIN32
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#include "winerror.h"
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#endif
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#include "utlmap.h"
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#include "inetmsghandler.h"
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#include "netmessages.h"
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#include "Session.h"
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#include "engine/imatchmaking.h"
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enum MMPACKETS
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{
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PTH_CONNECT,
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PTH_SYSTEMLINK_SEARCH,
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HTP_SYSTEMLINK_REPLY
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};
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enum MMSTATE
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{
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MMSTATE_INITIAL,
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MMSTATE_IDLE,
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MMSTATE_CREATING,
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MMSTATE_MODIFYING,
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MMSTATE_ACCEPTING_CONNECTIONS,
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MMSTATE_SEARCHING,
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MMSTATE_WAITING_QOS,
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MMSTATE_BROWSING,
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MMSTATE_SESSION_CONNECTING,
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MMSTATE_SESSION_CONNECTED,
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MMSTATE_SESSION_DISCONNECTING,
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MMSTATE_HOSTMIGRATE_STARTINGMIGRATION,
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MMSTATE_HOSTMIGRATE_MIGRATING,
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MMSTATE_HOSTMIGRATE_WAITINGFORCLIENTS,
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MMSTATE_HOSTMIGRATE_WAITINGFORHOST,
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MMSTATE_GAME_LOCKED, // in ranked games, clients can't join after this point
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MMSTATE_PREGAME,
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MMSTATE_REPORTING_STATS,
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MMSTATE_POSTGAME,
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MMSTATE_GAME_ACTIVE, // clients are no longer in the lobby
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MMSTATE_LOADING,
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MMSTATE_CONNECTED_TO_SERVER,
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MMSTATE_INGAME,
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};
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// For sending host data back in search results
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enum eGameState
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{
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GAMESTATE_INLOBBY,
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GAMESTATE_INPROGRESS
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};
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#define HEARTBEAT_INTERVAL_LONG 1.0 // send a heartbeat every second during gameplay
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#define HEARTBEAT_INTERVAL_SHORT 0.1 // send a heartbeat ten times a second in the lobby
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#define HEARTBEAT_TIMEOUT 10.0 // time out if a heartbeat isn't recieved for ten seconds
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#if defined( _DEBUG )
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#define HEARTBEAT_TIMEOUT_LOADING 300 // in debug loads take much longer
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#else
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#define HEARTBEAT_TIMEOUT_LOADING 100 // allow for longer communication gaps during map load
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#endif
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#define STARTGAME_COUNTDOWN 15.0 // start game countdown timer
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#define DISCONNECT_WAITTIME 1.0 // wait for the server to reply to our disconnect notification
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#define QOSLOOKUP_WAITTIME 20.0 // wait to get quality of service data about session hosts
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#define JOINREPLY_WAITTIME 15.0 // time to wait for the host to reply to our join request
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#define REPORTSTATS_WAITTIME 20.0 // time to wait for clients to report their stats to live
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// 360 TCR's require system link searches complete in less than 3 seconds
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#define SYSTEMLINK_RETRYINTERVAL 1.f // in seconds
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#define SYSTEMLINK_MAXRETRIES 3 // number of tries before giving up
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#define SESSIONMODIRY_MAXWAITTIME 10 // max time for clients to update their session properties
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#define REGISTRATION_MAXWAITTIME 10 // max time for clients to register
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#define HOSTMIGRATION_RETRYINTERVAL 1.0 // in seconds
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#define HOSTMIGRATION_MAXRETRIES 10 // max migrate sends to clients
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#define HOSTMIGRATION_MAXWAITTIME 10 // time to wait for a new host to contact us
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#define MAX_SEARCHRESULTS 20 // Maximum number of results when searching for a session.
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#define PING_MAX_GREEN 70
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#define PING_MAX_YELLOW 140
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#define PING_MAX_RED 250
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#define VOICE_STATUS_OFF 0
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#define VOICE_STATUS_IDLE 1
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#define VOICE_STATUS_TALKING 2
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// HACK: For simplicity, we know TF has two teams plus spectator.
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#define MAX_TEAMS 3
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#define MAX_PLAYERS 16
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#define VOICE_ICON_BLINK_TIME 0.5
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class CMatchmaking : public IMatchmaking, public IMatchmakingMessageHandler, public IClientMessageHandler, public INetChannelHandler, public IConnectionlessPacketHandler
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{
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public:
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CMatchmaking();
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~CMatchmaking();
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// IMatchmaking implementation
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virtual void SessionNotification( const SESSION_NOTIFY notification, const int param = 0 );
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virtual void AddSessionProperty( const uint nType, const char *pID, const char *pValue, const char *pValueType );
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virtual void SetSessionProperties( KeyValues *pPropertyKeys );
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virtual void SelectSession( uint sessionIdx );
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virtual void ModifySession();
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virtual void UpdateMuteList();
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virtual void StartHost( bool bSystemLink = false );
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virtual void StartClient( bool bSystemLink = false );
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virtual bool StartGame();
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virtual bool CancelStartGame();
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virtual void ChangeTeam( const char *pTeamName );
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virtual void TellClientsToConnect();
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virtual void CancelCurrentOperation();
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virtual void EndStatsReporting();
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virtual void JoinInviteSessionByID( XNKID nSessionID );
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virtual void JoinInviteSession( XSESSION_INFO *pHostInfo );
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virtual void KickPlayerFromSession( uint64 id );
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// For GameUI
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virtual KeyValues *GetSessionProperties();
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// For voice chat
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virtual uint64 PlayerIdToXuid( int playerId );
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virtual bool IsPlayerMuted( int iUserId, XUID id );
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// To determine host Quality-of-Service
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virtual MM_QOS_t GetQosWithLIVE();
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virtual bool PreventFullServerStartup();
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// IConnectionlessPacketHandler implementation (Host/Client shared)
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virtual bool ProcessConnectionlessPacket( netpacket_t * packet );
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// INetChannelHandler implementation
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virtual void ConnectionStart(INetChannel *chan); // called first time network channel is established
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virtual void PacketEnd(); // all messages have been parsed
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// NetChannel message handlers
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PROCESS_NET_MESSAGE( Tick ) { return true; }
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PROCESS_NET_MESSAGE( SetConVar ) { return true; }
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PROCESS_NET_MESSAGE( StringCmd ) { return true; }
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PROCESS_NET_MESSAGE( SignonState ) { return true; }
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PROCESS_CLC_MESSAGE( VoiceData );
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PROCESS_CLC_MESSAGE( ClientInfo ) { return true; }
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PROCESS_CLC_MESSAGE( Move ) { return true; }
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PROCESS_CLC_MESSAGE( BaselineAck ) { return true; }
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PROCESS_CLC_MESSAGE( ListenEvents ) { return true; }
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PROCESS_CLC_MESSAGE( RespondCvarValue ) { return true; }
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PROCESS_CLC_MESSAGE( FileCRCCheck ) { return true; }
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PROCESS_CLC_MESSAGE( FileMD5Check ) { return true; }
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PROCESS_CLC_MESSAGE( SaveReplay ) { return true; }
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PROCESS_CLC_MESSAGE( CmdKeyValues ) { return true; }
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PROCESS_MM_MESSAGE( JoinResponse );
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PROCESS_MM_MESSAGE( ClientInfo );
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PROCESS_MM_MESSAGE( RegisterResponse );
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PROCESS_MM_MESSAGE( Migrate );
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PROCESS_MM_MESSAGE( Mutelist );
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PROCESS_MM_MESSAGE( Checkpoint );
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PROCESS_MM_MESSAGE( Heartbeat ) { return true; }
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// (Not used)
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virtual void ConnectionClosing(const char *reason) {}; // network channel is being closed by remote site
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virtual void ConnectionCrashed(const char *reason) {}; // network error occurred
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virtual void PacketStart(int incoming_sequence, int outgoing_acknowledged) {}; // called each time a new packet arrived
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virtual void FileRequested(const char *fileName, unsigned int transferID ) {}; // other side request a file for download
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virtual void FileReceived(const char *fileName, unsigned int transferID ) {}; // we received a file
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virtual void FileDenied(const char *fileName, unsigned int transferID ) {}; // a file request was denied by other side
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virtual void FileSent(const char *fileName, unsigned int transferID ) {}; // a file was sent
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// Debugging helpers
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void ShowSessionInfo();
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void SendDevMessage( const char *message );
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void SetSessionSlots( const uint nSlotsTotal, const uint nSlotsPrivate );
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void RunFrame();
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void EndGame();
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void AddLocalPlayersToTeams();
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void OnLevelLoadingFinished();
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void TestSendMessage();
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void TestStats();
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bool GameIsActive();
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void PrintVoiceStatus( void );
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private:
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// NetChannel send
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void SendMessage( INetMessage *msg, netadr_t *adr, bool bVoice = false );
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void SendMessage( INetMessage *msg, CClientInfo *pClient, bool bVoice = false );
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void SendToRemoteClients( INetMessage *msg, bool bVoice = false, XUID excludeXUID = -1 );
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// Session Host
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void OnHostSessionCreated();
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void UpdateAcceptingConnections();
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void SendModifySessionMessage();
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void EndSessionModify();
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bool IsAcceptingConnections();
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void HandleSystemLinkSearch( netpacket_t *pPacket );
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void HandleJoinRequest( netpacket_t *pPacket );
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void StartCountdown();
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void CancelCountdown();
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void UpdatePregame();
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void UpdateRegistration();
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void UpdateSessionModify();
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void ProcessRegistrationResults();
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void UpdateServerNegotiation();
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void UpdateSessionReplyData( uint flags );
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void SwitchToNextOpenTeam( CClientInfo *pClient );
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void SetupTeams();
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int ChooseTeam();
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int GetPlayersNeeded();
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// Session Client
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bool StartSystemLinkSearch();
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void HandleSystemLinkReply( netpacket_t *pPacket );
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bool SearchForSession();
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void UpdateSearch();
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void UpdateQosLookup();
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void CancelSearch();
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void CancelQosLookup();
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void ClearSearchResults();
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void SendJoinRequest( netadr_t *adr );
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bool ConnectToHost();
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void UpdateConnecting();
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void ApplySessionProperties( int numContexts, int numProperties, XUSER_CONTEXT *pContexts, XUSER_PROPERTY *pProperties );
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// Host/Client shared
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bool InitializeLocalClient( bool bIsHost );
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void AddPlayersToSession( CClientInfo *pClient );
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void SendPlayerInfoToLobby( CClientInfo *pClient, int iHostIdx = -1 );
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void RemovePlayersFromSession( CClientInfo *pClient );
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void ClientDropped( CClientInfo *pClient );
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void PerformDisconnect();
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void GenerateMutelist( MM_Mutelist *pMsg );
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int FindOrCreateContext( const uint id );
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int FindOrCreateProperty( const uint id );
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void AddSessionPropertyInternal( KeyValues *pProperty );
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// Host Migration
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CClientInfo *SelectNewHost();
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void StartHostMigration();
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void BeginHosting();
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void TellClientsToMigrate();
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void SwitchToNewHost();
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void EndMigration();
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// General utility functions
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void Cleanup();
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void SwitchToState( int newState );
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double GetTime();
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void SendHeartbeat();
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bool SendHeartbeat( CClientInfo *pClient );
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void ClientInfoToNetMessage( MM_ClientInfo *pInfo, const CClientInfo *pClient );
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void NetMessageToClientInfo( CClientInfo *pClient, const MM_ClientInfo *pInfo );
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bool GameIsLocked();
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bool IsInMigration();
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bool IsServer();
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bool ConnectedToServer();
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// Netchannel handling
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INetChannel *CreateNetChannel( netadr_t *adr );
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INetChannel *AddRemoteChannel( netadr_t *adr );
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INetChannel *FindChannel( const unsigned int ip );
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CClientInfo *FindClient( netadr_t *adr );
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CClientInfo *FindClientByXUID( XUID xuid );
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void SetChannelTimeout( netadr_t *adr, int timeout );
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void RemoveRemoteChannel( netadr_t *adr, const char *pReason );
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void MarkChannelForRemoval( netadr_t *adr );
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void CleanupMarkedChannels();
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void UpdateVoiceStatus( void );
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void SetPreventFullServerStartup( bool bState, PRINTF_FORMAT_STRING char const *fmt, ... );
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private:
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// Used by a systemlink host to reply to broadcast searches
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struct systemLinkInfo_s
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{
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char szHostName[MAX_PLAYER_NAME_LENGTH];
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char szScenario[MAX_MAP_NAME];
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int gameState;
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int gameTime;
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int iScenarioIndex;
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XUID xuid;
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XSESSION_SEARCHRESULT Result;
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};
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hostData_s m_HostData; // pass host info back to searching clients
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CClientInfo m_Host; // the session host
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CClientInfo m_Local; // the local client
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CClientInfo *m_pNewHost; // new host when migrating the session
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CClientInfo *m_pGameServer; // the client that will act as the game server
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CUtlVector< CClientInfo* > m_Remote; // remote clients
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CUtlVector< char* > m_pSystemLinkResults; // results from a system link search
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XSESSION_SEARCHRESULT_HEADER *m_pSearchResults; // dynamic buffer to hold session search results
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// Arbitration registration
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XSESSION_REGISTRATION_RESULTS *m_pRegistrationResults;
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// QoS Data
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BOOL m_bQoSTesting;
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XNQOS m_QoSResult;
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XNQOS* m_pQoSResult;
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const XNADDR* m_QoSxnaddr[MAX_SEARCHRESULTS];
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const XNKID* m_QoSxnkid[MAX_SEARCHRESULTS];
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const XNKEY* m_QoSxnkey[MAX_SEARCHRESULTS];
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CUtlMap< unsigned int, INetChannel* >m_Channels;
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CUtlVector< unsigned int > m_ChannelsToRemove;
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AsyncHandle_t m_hSearchHandle;
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CSession m_Session;
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int m_CurrentState;
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int m_PreMigrateState;
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double m_fNextHeartbeatTime;
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double m_fCountdownStartTime;
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double m_fRegistrationTimer;
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bool m_bCreatedLocalTalker;
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bool m_bInitialized;
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bool m_bCleanup;
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bool m_bPreventFullServerStartup;
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bool m_bEnteredLobby;
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int m_nHostOwnerId;
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int m_nGameSize;
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int m_nTotalTeams;
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int m_nPrivateSlots;
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int m_nQOSProbeCount;
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double m_fQOSProbeTimer;
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int m_nSendCount;
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double m_fSendTimer;
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double m_fWaitTimer;
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double m_fHeartbeatInterval;
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uint64 m_Nonce; // used in system link queries
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int CountPlayersOnTeam( int idxTeam ); // players on each team
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XUID m_Mutelist[MAX_PLAYERS_PER_CLIENT][MAX_PLAYERS];
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CUtlVector< XUID > m_MutedBy[MAX_PLAYERS_PER_CLIENT];
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// Contexts and properties
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CUtlVector< XUSER_CONTEXT > m_SessionContexts; // for session creation
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CUtlVector< XUSER_PROPERTY > m_SessionProperties; // for session creation
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CUtlVector< XUSER_PROPERTY > m_PlayerStats;
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KeyValues *m_pSessionKeys; // for GameUI lobby setup
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double m_flVoiceBlinkTime;
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XSESSION_INFO m_InviteSessionInfo;
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enum InviteState_t
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{
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INVITE_NONE,
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INVITE_PENDING,
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INVITE_VALIDATING,
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INVITE_AWAITING_STORAGE,
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INVITE_ACCEPTING
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} m_InviteState;
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struct InviteWaitingInfo_t
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{
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DWORD m_UserIdx;
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#if defined( _X360 )
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XUSER_SIGNIN_INFO m_SignInInfo;
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#endif
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DWORD m_SignInState;
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BOOL m_PrivilegeMultiplayer;
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int m_InviteStorageDeviceSelected;
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int m_bAcceptingInvite;
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} m_InviteWaitingInfo;
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void RunFrameInvite();
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void InviteCancel();
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};
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extern CMatchmaking *g_pMatchmaking;
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#endif // MATCHMAKING_H
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