mirror of
https://github.com/nillerusr/source-engine.git
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994 lines
31 KiB
C++
994 lines
31 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Handles joining clients together in a matchmaking session before a multiplayer
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// game, tracking new players and dropped players during the game, and reporting
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// game results and stats after the game is complete.
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//
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//=============================================================================//
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#include "proto_oob.h"
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#include "vgui_baseui_interface.h"
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#include "cdll_engine_int.h"
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#include "matchmaking.h"
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#include "Session.h"
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#include "convar.h"
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#include "cmd.h"
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extern IVEngineClient *engineClient;
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// TODO: remove when UI sets all properties
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#include "hl2orange.spa.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern IXboxSystem *g_pXboxSystem;
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//-----------------------------------------------------------------------------
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// Purpose: Start a matchmaking client
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//-----------------------------------------------------------------------------
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void CMatchmaking::StartClient( bool bSystemLink )
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{
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NET_SetMutiplayer( true );
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InitializeLocalClient( false );
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m_Session.SetIsSystemLink( bSystemLink );
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// SearchForSession is an async call
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if ( !SearchForSession() )
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{
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// The call failed
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SessionNotification( SESSION_NOTIFY_FAIL_CREATE );
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return;
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}
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// Session search is underway
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SwitchToState( MMSTATE_SEARCHING );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set up to search for a system link host
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//-----------------------------------------------------------------------------
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bool CMatchmaking::StartSystemLinkSearch()
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{
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// Create an random identifier and reset the send timer
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#if defined( _X360 )
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XNetRandom( (byte*)&m_Nonce, sizeof( m_Nonce ) );
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#endif
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m_fSendTimer = GetTime();
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m_nSendCount = 0;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle replies from system link servers
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//-----------------------------------------------------------------------------
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void CMatchmaking::HandleSystemLinkReply( netpacket_t *pPacket )
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{
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if ( !m_Session.IsSystemLink() || m_Session.IsHost() )
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return;
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uint64 nonce = pPacket->message.ReadLongLong();
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if ( nonce != m_Nonce )
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{
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// Reply isn't a response to our request
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return;
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}
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// Store the session information
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bf_read &msg = pPacket->message;
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char *pData = new char[MAX_ROUTABLE_PAYLOAD];
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systemLinkInfo_s *pResultInfo = (systemLinkInfo_s*)pData;
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XSESSION_SEARCHRESULT *pResult = &pResultInfo->Result;
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msg.ReadBytes( &pResult->info, sizeof( pResult->info ) );
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// Don't accept multiple replies from the same host
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for ( int i = 0; i < m_pSystemLinkResults.Count(); ++i )
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{
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XSESSION_SEARCHRESULT *pCheck = &((systemLinkInfo_s*)m_pSystemLinkResults[i])->Result;
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if ( Q_memcmp( &pCheck->info.sessionID, &pResult->info.sessionID, sizeof( pResult->info.sessionID ) ) == 0 )
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{
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// Already have this session
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delete [] pData;
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return;
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}
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}
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pResult->dwOpenPublicSlots = msg.ReadByte();
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pResult->dwOpenPrivateSlots = msg.ReadByte();
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pResult->dwFilledPublicSlots = msg.ReadByte();
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pResult->dwFilledPrivateSlots = msg.ReadByte();
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m_nTotalTeams = msg.ReadByte();
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pResultInfo->gameState = msg.ReadByte();
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pResultInfo->gameTime = msg.ReadByte();
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msg.ReadBytes( &pResultInfo->szHostName, MAX_PLAYER_NAME_LENGTH );
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msg.ReadBytes( &pResultInfo->szScenario, MAX_MAP_NAME );
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pResult->cProperties = msg.ReadByte();
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pResult->cContexts = msg.ReadByte();
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const uint propSize = pResult->cProperties * sizeof( XUSER_PROPERTY );
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const uint ctxSize = pResult->cContexts * sizeof( XUSER_CONTEXT );
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pResult->pProperties = (XUSER_PROPERTY*)( (byte*)pResult + sizeof( XSESSION_SEARCHRESULT ) );
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pResult->pContexts = (XUSER_CONTEXT*)( (byte*)pResult->pProperties + propSize );
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msg.ReadBytes( pResult->pProperties, propSize );
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msg.ReadBytes( pResult->pContexts, ctxSize);
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pResultInfo->iScenarioIndex = msg.ReadByte();
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pResultInfo->xuid = msg.ReadLongLong();
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m_pSystemLinkResults.AddToTail( pData );
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Msg( "Found a matching game\n" );
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DevMsg( "Result #%d: %d open public, %d open private\n", m_pSystemLinkResults.Count()-1, pResult->dwOpenPublicSlots, pResult->dwOpenPrivateSlots );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Search for a session to join
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//-----------------------------------------------------------------------------
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bool CMatchmaking::SearchForSession()
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{
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if ( m_Session.IsSystemLink() )
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{
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return StartSystemLinkSearch();
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}
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m_pSearchResults = NULL;
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uint cbResultsBytes = 0;
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uint ret = 0;
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// Call once to get the necessary buffer size
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ret = g_pXboxSystem->SessionSearch(
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SESSION_MATCH_QUERY_PLAYER_MATCH,
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XBX_GetPrimaryUserId(),
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MAX_SEARCHRESULTS,
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1,
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0,
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0,
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NULL,
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NULL,
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&cbResultsBytes, // must be 0
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m_pSearchResults, // must be NULL
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false // synchronous
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);
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m_hSearchHandle = g_pXboxSystem->CreateAsyncHandle();
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// Allocate the buffer and call again
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m_pSearchResults = (XSESSION_SEARCHRESULT_HEADER*)malloc( cbResultsBytes );
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ret = g_pXboxSystem->SessionSearch(
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SESSION_MATCH_QUERY_PLAYER_MATCH, // Procedure index
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XBX_GetPrimaryUserId(), // User index
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MAX_SEARCHRESULTS, // Maximum results
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m_Local.m_cPlayers, // Number of local players
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m_SessionProperties.Count(), // Number of properties
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m_SessionContexts.Count(), // Number of contexts
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m_SessionProperties.Base(), // Properties
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m_SessionContexts.Base(), // Contexts
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&cbResultsBytes, // Size of result buffer
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m_pSearchResults, // Pointer to results
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true,
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&m_hSearchHandle
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);
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if ( ret != ERROR_IO_PENDING )
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{
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check for session search results
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//-----------------------------------------------------------------------------
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void CMatchmaking::UpdateSearch()
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{
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if ( !m_Session.IsSystemLink() )
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{
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// Check if the search has finished
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DWORD ret = g_pXboxSystem->GetOverlappedResult( m_hSearchHandle, NULL, false );
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if ( ret == ERROR_IO_INCOMPLETE )
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{
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// Still waiting
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return;
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}
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else
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{
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if ( ret == ERROR_SUCCESS && m_pSearchResults && m_pSearchResults->dwSearchResults )
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{
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// A list of matching sessions was found.
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Msg( "Found %d matching games\n", m_pSearchResults->dwSearchResults );
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#if defined( _X360 )
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for ( unsigned int i = 0; i < m_pSearchResults->dwSearchResults; ++i )
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{
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m_QoSxnaddr[i] = &(m_pSearchResults->pResults[i].info.hostAddress);
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m_QoSxnkid[i] = &(m_pSearchResults->pResults[i].info.sessionID);
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m_QoSxnkey[i] = &(m_pSearchResults->pResults[i].info.keyExchangeKey);
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}
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//
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// Note: XNetQosLookup requires only 2 successful probes to be received from the host.
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// This is much less than the recommended 8 probes because on a 10% data loss profile
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// it is impossible to find the host when requiring 8 probes to be received.
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XNetQosLookup( m_pSearchResults->dwSearchResults,
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m_QoSxnaddr,
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m_QoSxnkid,
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m_QoSxnkey,
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0, // number of security gateways to probe
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NULL, // gateway ip addresses
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NULL, // gateway service ids
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2, // number of probes
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0, // upstream bandwith to use (0 = default)
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0, // flags - not supported
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NULL, // signal event
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&m_pQoSResult );// results
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#endif
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SwitchToState( MMSTATE_WAITING_QOS );
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}
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else
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{
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SessionNotification( SESSION_NOTIFY_FAIL_SEARCH );
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}
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g_pXboxSystem->ReleaseAsyncHandle( m_hSearchHandle );
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}
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}
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else
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{
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if ( GetTime() - m_fSendTimer > SYSTEMLINK_RETRYINTERVAL && m_nSendCount < SYSTEMLINK_MAXRETRIES )
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{
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// Send out a search for lan servers
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ALIGN4 char msg_buffer[MAX_ROUTABLE_PAYLOAD] ALIGN4_POST;
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bf_write msg( msg_buffer, sizeof(msg_buffer) );
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msg.WriteLong( CONNECTIONLESS_HEADER );
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msg.WriteByte( PTH_SYSTEMLINK_SEARCH );
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msg.WriteLongLong( m_Nonce ); // 64 bit
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// Send message
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netadr_t adr;
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adr.SetType( NA_BROADCAST );
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adr.SetPort( PORT_SYSTEMLINK );
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NET_SendPacket( NULL, NS_SYSTEMLINK, adr, msg.GetData(), msg.GetNumBytesWritten() );
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m_fSendTimer = GetTime();
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++m_nSendCount;
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}
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else if ( m_nSendCount >= SYSTEMLINK_MAXRETRIES )
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{
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if ( m_pSystemLinkResults.Count() )
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{
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SessionNotification( SESSION_NOTIFY_SEARCH_COMPLETED );
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// Send the session info to gameui
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for ( int i = 0; i < m_pSystemLinkResults.Count(); ++i )
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{
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systemLinkInfo_s *pSearchInfo = (systemLinkInfo_s*)m_pSystemLinkResults[i];
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XSESSION_SEARCHRESULT *pResult = &pSearchInfo->Result;
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hostData_s hostData;
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hostData.gameState = pSearchInfo->gameState;
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hostData.gameTime = pSearchInfo->gameTime;
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hostData.xuid = pSearchInfo->xuid;
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Q_strncpy( hostData.hostName, pSearchInfo->szHostName, sizeof( hostData.hostName ) );
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Q_strncpy( hostData.scenario, pSearchInfo->szScenario, sizeof( hostData.scenario ) );
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EngineVGui()->SessionSearchResult( i, &hostData, pResult, -1 );
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}
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}
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else
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{
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SessionNotification( SESSION_NOTIFY_FAIL_SEARCH );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check for QOS Results
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//-----------------------------------------------------------------------------
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void CMatchmaking::UpdateQosLookup()
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{
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#if defined( _X360 )
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// Keep checking for results until the wait time expires
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if ( GetTime() - m_fWaitTimer < QOSLOOKUP_WAITTIME )
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{
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for ( uint i = 0; i < m_pSearchResults->dwSearchResults; ++i )
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{
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if ( (m_pQoSResult->axnqosinfo[0].bFlags & XNET_XNQOSINFO_COMPLETE) == 0 )
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return;
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}
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}
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bool bNotifiedGameUI = false;
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for ( unsigned int i = 0; i < m_pSearchResults->dwSearchResults; ++i )
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{
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// Make sure the host is available
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if ( !(m_pQoSResult->axnqosinfo[i].bFlags & XNET_XNQOSINFO_TARGET_CONTACTED) )
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{
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DevMsg( "Result #%d: Host unreachable (!XNET_XNQOSINFO_TARGET_CONTACTED)\n", i );
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continue;
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}
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else if ( (m_pQoSResult->axnqosinfo[i].bFlags & XNET_XNQOSINFO_TARGET_DISABLED) )
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{
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DevMsg( "Result #%d: Host disabled (XNET_XNQOSINFO_TARGET_DISABLED)\n", i );
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continue;
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}
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else if ( !(m_pQoSResult->axnqosinfo[i].bFlags & XNET_XNQOSINFO_DATA_RECEIVED) ||
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!m_pQoSResult->axnqosinfo[i].cbData ||
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!m_pQoSResult->axnqosinfo[i].pbData )
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{
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DevMsg( "Result #%d: No data received (!XNET_XNQOSINFO_DATA_RECEIVED)\n", i );
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continue;
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}
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// Check the ping before we accept this host
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// unsigned short ping = m_pQoSResult->axnqosinfo[i].wRttMedInMsecs;
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unsigned short ping = m_pQoSResult->axnqosinfo[i].wRttMinInMsecs; // Use min ping to suit better for traffic bursts and lossy connections
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DevMsg( "Result #%d: ping min %d ms, med %d ms\n", i, m_pQoSResult->axnqosinfo[i].wRttMinInMsecs, m_pQoSResult->axnqosinfo[i].wRttMedInMsecs );
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// On X360 ping calculations are reported between 4 and 5 times bigger
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// than the actual upstream/downstream latency of the connection to Xbox LIVE
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const int pingFactor = 5;
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ping /= pingFactor;
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if ( ping > PING_MAX_RED )
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{
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DevMsg( "Result #%d: Host connection too slow, ignoring\n", i );
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continue;
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}
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// Determine the QOS quality to show to user
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int pingDisplayedToUserIcon = -1;
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if ( ping <= PING_MAX_GREEN )
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{
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pingDisplayedToUserIcon = 0;
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}
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else if ( ping <= PING_MAX_YELLOW )
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{
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pingDisplayedToUserIcon = 1;
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}
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else if ( ping <= PING_MAX_RED )
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{
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pingDisplayedToUserIcon = 2;
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}
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// Retrieve the search result
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XSESSION_SEARCHRESULT &searchResult = m_pSearchResults->pResults[i];
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// The host should have given us some game data
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hostData_s hostData;
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Q_memcpy( &hostData, m_pQoSResult->axnqosinfo[i].pbData, sizeof( hostData ) );
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// This host is acceptable. Get the info and notify gameUI
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if ( !bNotifiedGameUI )
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{
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SessionNotification( SESSION_NOTIFY_SEARCH_COMPLETED );
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bNotifiedGameUI = true;
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}
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// Send the host info to GameUI
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EngineVGui()->SessionSearchResult( i, &hostData, &searchResult, pingDisplayedToUserIcon );
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DevMsg( "Result #%d: %d open public slots, %d open private slots\n", i, searchResult.dwOpenPublicSlots, searchResult.dwOpenPrivateSlots );
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}
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if ( !bNotifiedGameUI )
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{
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SessionNotification( SESSION_NOTIFY_FAIL_SEARCH );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Cancel the current search operation
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//-----------------------------------------------------------------------------
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void CMatchmaking::CancelSearch()
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{
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SwitchToState( MMSTATE_INITIAL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Cancel the current search operation
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//-----------------------------------------------------------------------------
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void CMatchmaking::CancelQosLookup()
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{
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#if defined( _X360 )
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XNetQosRelease( m_pQoSResult );
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#endif
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SwitchToState( MMSTATE_INITIAL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: User has selected a session to join, create a local session with the same properties
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//-----------------------------------------------------------------------------
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void CMatchmaking::SelectSession( uint idx )
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{
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XSESSION_SEARCHRESULT *pResult = NULL;
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if ( m_Session.IsSystemLink() )
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{
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systemLinkInfo_s* pInfo = (systemLinkInfo_s*)m_pSystemLinkResults[idx];
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pResult = &pInfo->Result;
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}
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else
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{
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pResult = &m_pSearchResults->pResults[idx];
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}
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if ( !pResult )
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return;
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m_Session.SetSessionInfo( &pResult->info );
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ApplySessionProperties( pResult->cContexts, pResult->cProperties, pResult->pContexts, pResult->pProperties );
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m_Session.SetIsHost( false );
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m_Session.SetSessionSlots( SLOTS_TOTALPUBLIC, pResult->dwOpenPublicSlots + pResult->dwFilledPublicSlots );
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m_Session.SetSessionSlots( SLOTS_TOTALPRIVATE, pResult->dwOpenPrivateSlots + pResult->dwFilledPrivateSlots );
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if ( !m_Session.CreateSession() )
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{
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SessionNotification( SESSION_NOTIFY_FAIL_CREATE );
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return;
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}
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// Waiting for session creation results
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SwitchToState( MMSTATE_CREATING );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Join a session when invited to.
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//-----------------------------------------------------------------------------
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void CMatchmaking::JoinInviteSession( XSESSION_INFO *pHostInfo )
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{
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if ( !pHostInfo )
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{
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Msg( "[JoinInviteSession] resetting.\n" );
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InviteCancel();
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return;
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}
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// Fetch our current session id
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XNKID nSessionID = m_Session.GetSessionId();
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// Check our invite state
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switch ( m_InviteState )
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{
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case INVITE_NONE:
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// Initial invite call
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Msg( "[JoinInviteSession:INVITE_NONE] Initial call to join invite session.\n" );
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// Don't bother if we're invited to join the same session
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if ( !Q_memcmp( &(pHostInfo->sessionID), &(nSessionID), sizeof(nSessionID) ) )
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{
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Msg( "[JoinInviteSession:INVITE_NONE] Rejecting invite session since it is the current session.\n" );
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return;
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}
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// Leave our current session, if we have one
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KickPlayerFromSession( 0 );
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if ( &m_InviteSessionInfo != pHostInfo )
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memcpy( &m_InviteSessionInfo, pHostInfo, sizeof( XSESSION_INFO ) );
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m_InviteState = INVITE_PENDING;
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// If we are currently in progress of doing something, let it finish
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if ( m_bInitialized )
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{
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if ( MMSTATE_INITIAL != m_CurrentState )
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{
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Msg( "[JoinInviteSession:INVITE_NONE] Yielding, current state = %d.\n", m_CurrentState );
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return;
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}
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}
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else
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{
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// We can be uninitialized due to the commentary mode - perform the disconnect to be sure
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ConVarRef commentary( "commentary" );
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if ( commentary.IsValid() && commentary.GetBool() )
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{
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Msg( "[JoinInviteSession:INVITE_NONE] Stopping commentary mode first.\n" );
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engineClient->ClientCmd( "disconnect" );
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Cbuf_Execute();
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return;
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}
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}
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// otherwise fall through to join
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case INVITE_PENDING:
|
|
// While the invite is pending and user changed an invite, obey the user
|
|
if ( pHostInfo != &m_InviteSessionInfo )
|
|
memcpy( &m_InviteSessionInfo, pHostInfo, sizeof( XSESSION_INFO ) );
|
|
|
|
// Wait for the previous matchmaking session to finish and cleanup
|
|
if ( m_bInitialized && ( MMSTATE_INITIAL != m_CurrentState ) )
|
|
{
|
|
Msg( "[JoinInviteSession:INVITE_PENDING] Waiting, current state = %d.\n", m_CurrentState );
|
|
return;
|
|
}
|
|
|
|
#if defined( _X360 )
|
|
// Switch into validating invite mode and do it right away
|
|
m_InviteState = INVITE_VALIDATING;
|
|
// fall through
|
|
|
|
case INVITE_VALIDATING:
|
|
// Validate user storage information
|
|
Msg( "[JoinInviteSession:INVITE_VALIDATING] Validating user storage before accepting invite.\n" );
|
|
|
|
//
|
|
// Configure and validate waiting info in case user will have to pick storage device
|
|
//
|
|
m_InviteWaitingInfo.m_InviteStorageDeviceSelected = 0;
|
|
m_InviteWaitingInfo.m_UserIdx = XBX_GetPrimaryUserId();
|
|
if ( m_InviteWaitingInfo.m_UserIdx == INVALID_USER_ID )
|
|
{
|
|
Msg( "[JoinInviteSession:INVITE_VALIDATING] Invalid user id, aborting.\n" );
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
|
|
m_InviteWaitingInfo.m_SignInState = XUserGetSigninState( m_InviteWaitingInfo.m_UserIdx );
|
|
if ( ( m_InviteWaitingInfo.m_SignInState != eXUserSigninState_SignedInToLive ) ||
|
|
( ERROR_SUCCESS != XUserGetSigninInfo( m_InviteWaitingInfo.m_UserIdx, 0, &m_InviteWaitingInfo.m_SignInInfo ) ) ||
|
|
! ( m_InviteWaitingInfo.m_SignInInfo.dwInfoFlags & XUSER_INFO_FLAG_LIVE_ENABLED ) )
|
|
{
|
|
Msg( "[JoinInviteSession:INVITE_VALIDATING] Failed to get sign in to LIVE info, aborting.\n" );
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
|
|
if ( ( ERROR_SUCCESS != XUserCheckPrivilege( m_InviteWaitingInfo.m_UserIdx, XPRIVILEGE_MULTIPLAYER_SESSIONS, &m_InviteWaitingInfo.m_PrivilegeMultiplayer ) ) ||
|
|
( !m_InviteWaitingInfo.m_PrivilegeMultiplayer ) )
|
|
{
|
|
Msg( "[JoinInviteSession:INVITE_VALIDATING] Privilege denied, aborting.\n" );
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Enqueue the call to track storage device once it gets selected
|
|
//
|
|
if ( m_InviteWaitingInfo.m_bAcceptingInvite ||
|
|
EngineVGui()->ValidateStorageDevice( &m_InviteWaitingInfo.m_InviteStorageDeviceSelected ) )
|
|
{
|
|
m_InviteWaitingInfo.m_bAcceptingInvite = 0;
|
|
Msg( "[JoinInviteSession:INVITE_VALIDATING] Storage %s, accepting.\n", m_InviteWaitingInfo.m_bAcceptingInvite ? "already queried" : "valid" );
|
|
m_InviteState = INVITE_ACCEPTING;
|
|
// fall through
|
|
}
|
|
else
|
|
{
|
|
// User doesn't have a device selected and has to pick one
|
|
Msg( "[JoinInviteSession:INVITE_VALIDATING] Awaiting storage.\n" );
|
|
m_InviteState = INVITE_AWAITING_STORAGE;
|
|
return;
|
|
}
|
|
#else
|
|
// Accept the invite right away
|
|
m_InviteState = INVITE_ACCEPTING;
|
|
// fall through
|
|
#endif
|
|
|
|
case INVITE_ACCEPTING:
|
|
// Everything will finish this frame
|
|
Msg( "[JoinInviteSession:INVITE_ACCEPTING] Accepting the invite.\n" );
|
|
break;
|
|
|
|
#if defined( _X360 )
|
|
case INVITE_AWAITING_STORAGE:
|
|
// Wait for user to select storage, but keep an eye on user change or logout or etc
|
|
{
|
|
InviteWaitingInfo_t InviteCurrentInfo;
|
|
|
|
InviteCurrentInfo.m_UserIdx = XBX_GetPrimaryUserId();
|
|
if ( InviteCurrentInfo.m_UserIdx != m_InviteWaitingInfo.m_UserIdx )
|
|
{
|
|
Msg( "[JoinInviteSession:INVITE_AWAITING_STORAGE] User index changed, aborting.\n" );
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
|
|
InviteCurrentInfo.m_SignInState = XUserGetSigninState( InviteCurrentInfo.m_UserIdx );
|
|
if ( ( InviteCurrentInfo.m_SignInState != m_InviteWaitingInfo.m_SignInState ) ||
|
|
( ERROR_SUCCESS != XUserGetSigninInfo( InviteCurrentInfo.m_UserIdx, 0, &InviteCurrentInfo.m_SignInInfo ) ) ||
|
|
! ( InviteCurrentInfo.m_SignInInfo.dwInfoFlags & XUSER_INFO_FLAG_LIVE_ENABLED ) ||
|
|
!IsEqualXUID( InviteCurrentInfo.m_SignInInfo.xuid, m_InviteWaitingInfo.m_SignInInfo.xuid ) )
|
|
{
|
|
Msg( "[JoinInviteSession:INVITE_AWAITING_STORAGE] User xuid changed, aborting.\n" );
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
|
|
if ( ( ERROR_SUCCESS != XUserCheckPrivilege( InviteCurrentInfo.m_UserIdx, XPRIVILEGE_MULTIPLAYER_SESSIONS, &InviteCurrentInfo.m_PrivilegeMultiplayer ) ) ||
|
|
( !InviteCurrentInfo.m_PrivilegeMultiplayer ) )
|
|
{
|
|
Msg( "[JoinInviteSession:INVITE_AWAITING_STORAGE] Privilege denied, aborting.\n" );
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
|
|
// Check if we should keep waiting
|
|
switch ( m_InviteWaitingInfo.m_InviteStorageDeviceSelected )
|
|
{
|
|
case 0:
|
|
// Keep waiting
|
|
return;
|
|
|
|
case 1:
|
|
// Device selected, proceed
|
|
Msg( "[JoinInviteSession:INVITE_AWAITING_STORAGE] Device selected.\n" );
|
|
break;
|
|
case 2:
|
|
Msg( "[JoinInviteSession:INVITE_AWAITING_STORAGE] Device rejected.\n" );
|
|
// User opts to run with no storage device, proceed
|
|
break;
|
|
|
|
default:
|
|
// Device selection weird error
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Otherwise user has selected the storage device, try to accept the invite once again
|
|
Msg( "[JoinInviteSession:INVITE_AWAITING_STORAGE] Accepting.\n" );
|
|
m_InviteWaitingInfo.m_bAcceptingInvite = 1;
|
|
m_InviteState = INVITE_NONE;
|
|
JoinInviteSession( pHostInfo );
|
|
return;
|
|
#endif
|
|
|
|
default:
|
|
Msg( "[JoinInviteSession:UnknownState=%d] Aborting.\n", m_InviteState );
|
|
InviteCancel();
|
|
return;
|
|
}
|
|
|
|
// Initialize our state to accept the new connection
|
|
NET_SetMutiplayer( true );
|
|
InitializeLocalClient( false );
|
|
|
|
// Allow us to access private channels due to invite
|
|
m_Local.m_bInvited = true;
|
|
|
|
#if defined( _X360 )
|
|
// "Spoof" certain information we don't yet know about the server, knowing that we'll modify it later once connected
|
|
m_Session.SetIsSystemLink( false );
|
|
m_Session.SetSessionInfo( pHostInfo );
|
|
m_Session.SetIsHost( false );
|
|
m_Session.SetContext( X_CONTEXT_GAME_TYPE, X_CONTEXT_GAME_TYPE_STANDARD, false );
|
|
m_Session.SetSessionFlags( XSESSION_CREATE_LIVE_MULTIPLAYER_STANDARD );
|
|
m_Session.SetSessionSlots( SLOTS_TOTALPUBLIC, 8 );
|
|
m_Session.SetSessionSlots( SLOTS_TOTALPRIVATE, 0 );
|
|
m_Session.SetSessionSlots( SLOTS_FILLEDPUBLIC, 0 );
|
|
m_Session.SetSessionSlots( SLOTS_FILLEDPRIVATE, 0 );
|
|
#endif
|
|
|
|
// Create the session and kick off our UI
|
|
if ( !m_Session.CreateSession() )
|
|
{
|
|
SessionNotification( SESSION_NOTIFY_FAIL_CREATE );
|
|
return;
|
|
}
|
|
|
|
// Waiting for session creation results
|
|
SwitchToState( MMSTATE_CREATING );
|
|
InviteCancel();
|
|
}
|
|
|
|
void CMatchmaking::InviteCancel()
|
|
{
|
|
m_InviteState = INVITE_NONE;
|
|
memset( &m_InviteWaitingInfo, 0, sizeof( m_InviteWaitingInfo ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Search for a session by ID and connect to it (done for cross-game invites)
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::JoinInviteSessionByID( XNKID nSessionID )
|
|
{
|
|
#ifdef _X360
|
|
DWORD dwResultSize = 0;
|
|
XSESSION_SEARCHRESULT_HEADER *pSearchResults = NULL;
|
|
|
|
// Call this once to find the proper buffer size
|
|
DWORD dwError = XSessionSearchByID( nSessionID, XBX_GetPrimaryUserId(), &dwResultSize, pSearchResults, NULL );
|
|
if ( dwError != ERROR_INSUFFICIENT_BUFFER )
|
|
return;
|
|
|
|
// Create a buffer big enough to hold the requested information
|
|
pSearchResults = (XSESSION_SEARCHRESULT_HEADER *) new byte[dwResultSize];
|
|
ZeroMemory( pSearchResults, dwResultSize );
|
|
|
|
// Now get the real results
|
|
dwError = XSessionSearchByID( nSessionID, XBX_GetPrimaryUserId(), &dwResultSize, pSearchResults, NULL );
|
|
if ( dwError != ERROR_SUCCESS )
|
|
{
|
|
delete[] pSearchResults;
|
|
return;
|
|
}
|
|
|
|
// If we found something, connect to it
|
|
if ( pSearchResults->dwSearchResults > 0 )
|
|
{
|
|
JoinInviteSession( &(pSearchResults->pResults[0].info) );
|
|
}
|
|
else
|
|
{
|
|
SessionNotification( SESSION_NOTIFY_CONNECT_NOTAVAILABLE );
|
|
}
|
|
|
|
// Done
|
|
delete[] pSearchResults;
|
|
#endif // _X360
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tell a session host we'd like to join the session
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::SendJoinRequest( netadr_t *adr )
|
|
{
|
|
ALIGN4 char msg_buffer[MAX_ROUTABLE_PAYLOAD] ALIGN4_POST;
|
|
bf_write msg( msg_buffer, sizeof(msg_buffer) );
|
|
|
|
// Send local player info
|
|
msg.WriteLong( CONNECTIONLESS_HEADER );
|
|
msg.WriteByte( PTH_CONNECT );
|
|
msg.WriteLongLong( m_Local.m_id ); // 64 bit
|
|
msg.WriteByte( m_Local.m_cPlayers );
|
|
msg.WriteOneBit( m_Local.m_bInvited );
|
|
msg.WriteBytes( &m_Local.m_xnaddr, sizeof( m_Local.m_xnaddr ) );
|
|
|
|
for ( int i = 0; i < m_Local.m_cPlayers; ++i )
|
|
{
|
|
msg.WriteLongLong( m_Local.m_xuids[i] ); // 64 bit
|
|
msg.WriteBytes( &m_Local.m_cVoiceState, sizeof( m_Local.m_cVoiceState ) ); // TODO: has voice
|
|
msg.WriteString( m_Local.m_szGamertags[i] );
|
|
}
|
|
|
|
// Send message
|
|
NET_SendPacket( NULL, NS_MATCHMAKING, *adr, msg.GetData(), msg.GetNumBytesWritten() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Process the session host's response to our join request
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::ProcessJoinResponse( MM_JoinResponse *pMsg )
|
|
{
|
|
switch( pMsg->m_ResponseType )
|
|
{
|
|
case MM_JoinResponse::JOINRESPONSE_NOTHOSTING:
|
|
if ( m_CurrentState != MMSTATE_SESSION_CONNECTING )
|
|
{
|
|
return true;
|
|
}
|
|
Msg( "This game is no longer available.\n" );
|
|
SessionNotification( SESSION_NOTIFY_CONNECT_NOTAVAILABLE );
|
|
break;
|
|
|
|
case MM_JoinResponse::JOINRESPONSE_SESSIONFULL:
|
|
if ( m_CurrentState != MMSTATE_SESSION_CONNECTING )
|
|
{
|
|
return true;
|
|
}
|
|
Msg( "This game is full.\n" );
|
|
SessionNotification( SESSION_NOTIFY_CONNECT_SESSIONFULL );
|
|
break;
|
|
|
|
case MM_JoinResponse::JOINRESPONSE_APPROVED:
|
|
case MM_JoinResponse::JOINRESPONSE_APPROVED_JOINGAME:
|
|
if ( m_CurrentState != MMSTATE_SESSION_CONNECTING )
|
|
{
|
|
return true;
|
|
}
|
|
// Fill in host data
|
|
m_Host.m_id = pMsg->m_id; // 64 bit
|
|
m_Session.SetSessionNonce( pMsg->m_Nonce ); // 64 bit
|
|
m_Session.SetSessionFlags( pMsg->m_SessionFlags );
|
|
m_Session.SetOwnerId( pMsg->m_nOwnerId );
|
|
|
|
m_nHostOwnerId = pMsg->m_nOwnerId;
|
|
|
|
ApplySessionProperties( pMsg->m_ContextCount, pMsg->m_PropertyCount, pMsg->m_SessionContexts.Base(), pMsg->m_SessionProperties.Base() );
|
|
|
|
for ( int i = 0; i < m_Local.m_cPlayers; ++i )
|
|
{
|
|
m_Local.m_iTeam[i] = pMsg->m_iTeam;
|
|
}
|
|
|
|
m_nTotalTeams = pMsg->m_nTotalTeams;
|
|
|
|
if ( pMsg->m_ResponseType == pMsg->JOINRESPONSE_APPROVED )
|
|
{
|
|
SessionNotification( SESSION_NOTIFY_CONNECTED_TOSESSION );
|
|
SendPlayerInfoToLobby( &m_Local );
|
|
}
|
|
break;
|
|
|
|
case MM_JoinResponse::JOINRESPONSE_MODIFY_SESSION:
|
|
if ( !m_Session.IsHost() )
|
|
{
|
|
if ( m_CurrentState != MMSTATE_SESSION_CONNECTED )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Host has sent us some new session properties
|
|
ApplySessionProperties( pMsg->m_ContextCount, pMsg->m_PropertyCount, pMsg->m_SessionContexts.Base(), pMsg->m_SessionProperties.Base() );
|
|
|
|
MM_JoinResponse response;
|
|
response.m_ResponseType = MM_JoinResponse::JOINRESPONSE_MODIFY_SESSION;
|
|
response.m_id = m_Local.m_id;
|
|
SendMessage( &response, &m_Host );
|
|
|
|
SessionNotification( SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT );
|
|
}
|
|
else
|
|
{
|
|
if ( m_CurrentState != MMSTATE_MODIFYING )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Handle this client response
|
|
bool bWaiting = false;
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
if ( m_Remote[i]->m_id == pMsg->m_id )
|
|
{
|
|
m_Remote[i]->m_bModified = true;
|
|
}
|
|
else
|
|
{
|
|
if ( !m_Remote[i]->m_bModified )
|
|
{
|
|
bWaiting = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !bWaiting )
|
|
{
|
|
// Everyone has modified their session
|
|
EndSessionModify();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Apply the contexts and properties that came from the host, and build out keyvalues for GameUI
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::ApplySessionProperties( int numContexts, int numProperties, XUSER_CONTEXT *pContexts, XUSER_PROPERTY *pProperties )
|
|
{
|
|
// Clear our existing properties, as they should be completely replaced by these new ones
|
|
m_SessionContexts.RemoveAll();
|
|
m_SessionProperties.RemoveAll();
|
|
|
|
char szBuffer[MAX_PATH];
|
|
uint nGameTypeId = g_ClientDLL->GetPresenceID( "CONTEXT_GAME_TYPE" );
|
|
|
|
// Update the session properties
|
|
for ( int i = 0; i < numContexts; ++i )
|
|
{
|
|
XUSER_CONTEXT &ctx = pContexts[i];
|
|
m_SessionContexts.AddToTail( ctx );
|
|
|
|
const char *pID = g_ClientDLL->GetPropertyIdString( ctx.dwContextId );
|
|
g_ClientDLL->GetPropertyDisplayString( ctx.dwContextId, ctx.dwValue, szBuffer, sizeof( szBuffer ) );
|
|
|
|
// Set the display string for gameUI
|
|
KeyValues *pContextKey = m_pSessionKeys->FindKey( pID, true );
|
|
pContextKey->SetName( pID );
|
|
pContextKey->SetString( "displaystring", szBuffer );
|
|
|
|
// We need to set the game type
|
|
if ( ctx.dwContextId == nGameTypeId )
|
|
{
|
|
m_Session.SetContext( ctx.dwContextId, ctx.dwValue, false );
|
|
}
|
|
}
|
|
|
|
for ( int i = 0; i < numProperties; ++i )
|
|
{
|
|
XUSER_PROPERTY &prop = pProperties[i];
|
|
m_SessionProperties.AddToTail( prop );
|
|
|
|
const char *pID = g_ClientDLL->GetPropertyIdString( prop.dwPropertyId );
|
|
g_ClientDLL->GetPropertyDisplayString( prop.dwPropertyId, prop.value.nData, szBuffer, sizeof( szBuffer ) );
|
|
|
|
// Set the display string for gameUI
|
|
KeyValues *pPropertyKey = m_pSessionKeys->FindKey( pID, true );
|
|
pPropertyKey->SetName( pID );
|
|
pPropertyKey->SetString( "displaystring", szBuffer );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Send a join request to the session host
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::ConnectToHost()
|
|
{
|
|
AddPlayersToSession( &m_Local );
|
|
|
|
XSESSION_INFO info;
|
|
m_Session.GetSessionInfo( &info );
|
|
|
|
#if defined( _X360 )
|
|
// Resolve the host's IP address
|
|
XNADDR xaddr = info.hostAddress;
|
|
XNKID xid = info.sessionID;
|
|
IN_ADDR winaddr;
|
|
if ( XNetXnAddrToInAddr( &xaddr, &xid, &winaddr ) != 0 )
|
|
{
|
|
Warning( "Error resolving host IP\n" );
|
|
return false;
|
|
}
|
|
m_Host.m_adr.SetType( NA_IP );
|
|
m_Host.m_adr.SetIPAndPort( winaddr.S_un.S_addr, PORT_MATCHMAKING );
|
|
#endif
|
|
|
|
// Initiate the network channel
|
|
AddRemoteChannel( &m_Host.m_adr );
|
|
|
|
SendJoinRequest( &m_Host.m_adr );
|
|
|
|
m_fWaitTimer = GetTime();
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Waiting for a connection response from the session host
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::UpdateConnecting()
|
|
{
|
|
if ( GetTime() - m_fWaitTimer > JOINREPLY_WAITTIME )
|
|
{
|
|
SessionNotification( SESSION_NOTIFY_CONNECT_NOTAVAILABLE );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clean up the search results arrays
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::ClearSearchResults()
|
|
{
|
|
if ( m_pSearchResults )
|
|
{
|
|
free( m_pSearchResults );
|
|
m_pSearchResults = NULL;
|
|
}
|
|
|
|
// This will call delete and we should technically be calling delete []
|
|
m_pSystemLinkResults.PurgeAndDeleteElements();
|
|
}
|
|
|
|
CON_COMMAND( mm_select_session, "Select a session" )
|
|
{
|
|
if ( args.ArgC() >= 2 )
|
|
{
|
|
g_pMatchmaking->SelectSession( atoi( args[1] ) );
|
|
}
|
|
}
|
|
|