mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
1000 lines
27 KiB
C++
1000 lines
27 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Serves as the base panel for the entire matchmaking UI
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//
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//=============================================================================//
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#include "matchmakingbasepanel.h"
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#include "welcomedialog.h"
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#include "pausedialog.h"
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#include "leaderboarddialog.h"
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#include "achievementsdialog.h"
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#include "sessionoptionsdialog.h"
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#include "sessionlobbydialog.h"
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#include "sessionbrowserdialog.h"
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#include "vgui_controls/Label.h"
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#include "vgui_controls/MessageDialog.h"
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#include "vgui/ISurface.h"
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#include "EngineInterface.h"
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#include "game/client/IGameClientExports.h"
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#include "GameUI_Interface.h"
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#include "engine/imatchmaking.h"
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#include "KeyValues.h"
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#include "vstdlib/jobthread.h"
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#include "BasePanel.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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//--------------------------------
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// CMatchmakingBasePanel
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//--------------------------------
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CMatchmakingBasePanel::CMatchmakingBasePanel( vgui::Panel *pParent ) : BaseClass( pParent, "MatchmakingBasePanel" )
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{
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SetDeleteSelfOnClose( true );
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SetPaintBackgroundEnabled( false );
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vgui::scheme()->LoadSchemeFromFile( "Resource/ClientScheme.res", "ClientScheme" );
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SetScheme( "ClientScheme" );
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m_pFooter = new CFooterPanel( this, "MatchmakingFooterPanel" );
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m_nGameType = GAMETYPE_STANDARD_MATCH;
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}
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CMatchmakingBasePanel::~CMatchmakingBasePanel()
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{
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if ( m_pFooter )
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{
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delete m_pFooter;
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m_pFooter = NULL;
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}
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}
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void CMatchmakingBasePanel::SetFooterButtons( CBaseDialog *pOwner, KeyValues *pKeyValues, int nButtonGap /* = -1 */ )
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{
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// Don't lay out the buttons if the dialog is not at the top of the stack
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if ( m_DialogStack.Count() )
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{
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CBaseDialog *pDlg = m_DialogStack.Top();
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if ( pDlg != pOwner )
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return;
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}
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if ( m_pFooter )
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{
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m_pFooter->ClearButtons();
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if ( pKeyValues )
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{
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for ( KeyValues *pButton = pKeyValues->GetFirstSubKey(); pButton != NULL; pButton = pButton->GetNextKey() )
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{
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if ( !Q_stricmp( pButton->GetName(), "button" ) )
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{
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// Add a button to the footer
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const char *pText = pButton->GetString( "text", NULL );
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const char *pIcon = pButton->GetString( "icon", NULL );
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if ( pText && pIcon )
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{
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m_pFooter->AddNewButtonLabel( pText, pIcon );
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}
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}
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}
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}
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else
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{
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// no data was passed so just setup the standard footer buttons
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m_pFooter->SetStandardDialogButtons();
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}
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if ( nButtonGap > 0 )
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{
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m_pFooter->SetButtonGap( nButtonGap );
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}
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else
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{
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m_pFooter->UseDefaultButtonGap();
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}
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}
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}
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void CMatchmakingBasePanel::ShowFooter( bool bShown )
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{
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m_pFooter->SetVisible( bShown );
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}
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void CMatchmakingBasePanel::SetFooterButtonVisible( const char *pszText, bool bVisible )
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{
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if ( m_pFooter )
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{
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m_pFooter->ShowButtonLabel( pszText, bVisible );
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}
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}
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void CMatchmakingBasePanel::Activate( void )
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{
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BaseClass::Activate();
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// Close animation may have set this to zero
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SetAlpha( 255 );
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if ( !GameUI().IsInLevel() )
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{
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OnOpenWelcomeDialog();
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}
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else
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{
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OnOpenPauseDialog();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle commands from all matchmaking dialogs
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//-----------------------------------------------------------------------------
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void CMatchmakingBasePanel::OnCommand( const char *pCommand )
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{
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if ( !Q_stricmp( "OpenWelcomeDialog", pCommand ) )
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{
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OnOpenWelcomeDialog();
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}
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if ( !Q_stricmp( "OpenPauseDialog", pCommand ) )
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{
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OnOpenPauseDialog();
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}
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if ( !Q_stricmp( "OpenRankingsDialog", pCommand ) )
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{
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OnOpenRankingsDialog();
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}
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else if ( !Q_stricmp( "OpenSystemLinkDialog", pCommand ) )
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{
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OnOpenSystemLinkDialog();
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}
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else if ( !Q_stricmp( "OpenPlayerMatchDialog", pCommand ) )
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{
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OnOpenPlayerMatchDialog();
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}
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else if ( !Q_stricmp( "OpenRankedMatchDialog", pCommand ) )
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{
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OnOpenRankedMatchDialog();
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}
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else if ( !Q_stricmp( "OpenAchievementsDialog", pCommand ) )
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{
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OnOpenAchievementsDialog();
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}
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Specific code for CS Achievements Display
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//=============================================================================
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else if ( !Q_stricmp( "OpenCSAchievementsDialog", pCommand ) )
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{
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OnOpenCSAchievementsDialog();
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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else if ( !Q_stricmp( "LevelLoadingStarted", pCommand ) )
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{
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OnLevelLoadingStarted();
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}
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else if ( !Q_stricmp( "LevelLoadingFinished", pCommand ) )
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{
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OnLevelLoadingFinished();
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}
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else if ( !Q_stricmp( "SessionOptions_Modify", pCommand ) )
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{
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OnOpenSessionOptionsDialog( pCommand );
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}
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else if ( !Q_stricmp( "ModifySession", pCommand ) )
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{
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matchmaking->ModifySession();
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}
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else if ( !Q_stricmp( "ChangeClass", pCommand ) )
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{
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engine->ClientCmd_Unrestricted( "changeclass" );
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OnCommand( "ResumeGame" );
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}
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else if ( !Q_stricmp( "ChangeTeam", pCommand ) )
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{
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engine->ClientCmd_Unrestricted( "changeteam" );
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OnCommand( "ResumeGame" );
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}
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else if ( !Q_stricmp( "ShowMapInfo", pCommand ) )
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{
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engine->ClientCmd_Unrestricted( "showmapinfo" );
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OnCommand( "ResumeGame" );
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}
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else if ( !Q_stricmp( "StartHost", pCommand ) )
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{
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// Show progress dialog
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GameUI().ShowMessageDialog( MD_CREATING_GAME, this );
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// Send the host start command
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matchmaking->StartHost();
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}
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else if ( !Q_stricmp( "StartSystemLinkHost", pCommand ) )
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{
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// Show progress dialog
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GameUI().ShowMessageDialog( MD_CREATING_GAME, this );
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m_nGameType = GAMETYPE_SYSTEMLINK_MATCH;
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matchmaking->StartHost( true );
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}
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else if ( !Q_stricmp( "StartClient", pCommand ) )
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{
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// Show progress dialog
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GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
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// Tell matchmaking to start a client and search for games
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matchmaking->StartClient( false );
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}
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else if ( !Q_stricmp( "StartSystemLinkClient", pCommand ) )
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{
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// Show progress dialog
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GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
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// Set the system link flag
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matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_SYSTEMLINK", NULL, NULL );
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// Tell matchmaking to start a client and search for games
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m_nGameType = GAMETYPE_SYSTEMLINK_MATCH;
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matchmaking->StartClient( true );
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}
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else if ( Q_stristr( pCommand, "StartQuickMatchClient_" ) )
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{
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// Show progress dialog
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GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
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if ( Q_stristr( pCommand, "_Ranked" ) )
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{
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// Set the basic flags
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matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_MODE", "CONTEXT_GAME_MODE_MULTIPLAYER", NULL );
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matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_TYPE", "CONTEXT_GAME_TYPE_RANKED", NULL );
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matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_LIVE_MULTIPLAYER_RANKED", NULL, NULL );
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m_nGameType = GAMETYPE_RANKED_MATCH;
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}
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else
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{
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// Set the standard match flag
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matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_MODE", "CONTEXT_GAME_MODE_MULTIPLAYER", NULL );
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matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_TYPE", "CONTEXT_GAME_TYPE_STANDARD", NULL );
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matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_LIVE_MULTIPLAYER_STANDARD", NULL, NULL );
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m_nGameType = GAMETYPE_STANDARD_MATCH;
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}
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// Tell matchmaking to start a client and search for games
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matchmaking->StartClient( false );
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}
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else if ( !Q_stricmp( "StartGame", pCommand ) )
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{
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// Tell matchmaking the host wants to start the game
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matchmaking->StartGame();
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}
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else if ( Q_stristr( pCommand, "LeaderboardDialog_" ) )
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{
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// This covers LeaderboardDialog_[Ranked|Stats]
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OnOpenLeaderboardDialog( pCommand );
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}
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else if ( Q_stristr( pCommand, "SessionOptions_" ) )
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{
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// This covers six command strings: *_Host[Standard|Ranked|Systemlink], *_Client[Standard|Ranked|Systemlink]
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// Each command has a unique options menu - the command string is used as the name of the .res file.
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OnOpenSessionOptionsDialog( pCommand );
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}
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else if ( !Q_stricmp( pCommand, "DialogClosing" ) )
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{
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PopDialog();
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}
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else if ( !Q_stricmp( pCommand, "AchievementsDialogClosing" ) )
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{
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PopDialog();
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}
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else if ( !Q_stricmp( pCommand, "show_achievements_dialog" ) )
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{
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OnOpenAchievementsDialog();
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}
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Specific code for CS Achievements Display
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//=============================================================================
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else if ( !Q_stricmp( pCommand, "show_csachievements_dialog" ) )
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{
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OnOpenCSAchievementsDialog();
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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else if ( !Q_stricmp( pCommand, "ShowSessionOptionsDialog" ) )
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{
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// Need to close the client options dialog and open the host options equivalent
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PopDialog();
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switch( m_nGameType )
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{
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case GAMETYPE_STANDARD_MATCH:
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OnOpenSessionOptionsDialog( "SessionOptions_HostStandard" );
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break;
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case GAMETYPE_RANKED_MATCH:
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OnOpenSessionOptionsDialog( "SessionOptions_HostRanked" );
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break;
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case GAMETYPE_SYSTEMLINK_MATCH:
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OnOpenSessionOptionsDialog( "SessionOptions_SystemLink" );
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break;
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}
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}
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else if ( !Q_stricmp( pCommand, "ReturnToMainMenu" ) )
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{
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CloseAllDialogs();
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Activate();
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}
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else if ( !Q_stricmp( pCommand, "CancelOperation" ) )
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{
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GameUI().CloseMessageDialog();
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PopDialog();
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matchmaking->CancelCurrentOperation();
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}
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else if ( !Q_stricmp( pCommand, "StorageDeviceDenied" ) )
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{
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// Set us as declined
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XBX_SetStorageDeviceId( XBX_STORAGE_DECLINED );
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}
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else
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{
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if ( !Q_stricmp( "ResumeGame", pCommand ) )
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{
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CloseAllDialogs();
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}
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CallParentFunction( new KeyValues( "Command", "command", pCommand ) );
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}
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// We should handle the case when user launched the game via invite,
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// was prompted for a storage device and cancelled the picker.
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// In this case whenever any command gets selected from the main menu
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// we should cancel the wait for storage device selection.
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BasePanel()->ValidateStorageDevice( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle notifications from matchmaking in the engine.
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//-----------------------------------------------------------------------------
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void CMatchmakingBasePanel::SessionNotification( const int notification, const int param )
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{
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switch( notification )
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{
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case SESSION_NOTIFY_FAIL_SEARCH:
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GameUI().CloseMessageDialog();
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GameUI().ShowMessageDialog( MD_SESSION_SEARCH_FAILED, this );
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break;
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case SESSION_NOTIFY_CONNECT_NOTAVAILABLE:
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CloseAllDialogs();
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GameUI().ShowMessageDialog( MD_SESSION_CONNECT_NOTAVAILABLE, this );
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break;
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case SESSION_NOTIFY_CONNECT_SESSIONFULL:
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CloseAllDialogs();
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GameUI().ShowMessageDialog( MD_SESSION_CONNECT_SESSIONFULL, this );
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break;
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case SESSION_NOTIFY_CONNECT_FAILED:
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CloseAllDialogs();
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GameUI().ShowMessageDialog( MD_SESSION_CONNECT_FAILED, this );
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break;
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case SESSION_NOTIFY_FAIL_CREATE:
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CloseAllDialogs();
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GameUI().ShowMessageDialog( MD_SESSION_CREATE_FAILED, this );
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break;
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case SESSION_NOTIFY_CLIENT_KICKED:
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CloseAllDialogs();
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GameUI().ShowMessageDialog( MD_CLIENT_KICKED, this );
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break;
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case SESSION_NOTIFY_LOST_HOST:
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CloseBaseDialogs();
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GameUI().ShowMessageDialog( MD_LOST_HOST, this );
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break;
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case SESSION_NOTIFY_LOST_SERVER:
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CloseBaseDialogs();
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GameUI().ShowMessageDialog( MD_LOST_SERVER, this );
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break;
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case SESSION_NOFIFY_MODIFYING_SESSION:
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GameUI().ShowMessageDialog( MD_MODIFYING_SESSION, this );
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break;
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case SESSION_NOTIFY_SEARCH_COMPLETED:
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GameUI().CloseMessageDialog();
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LoadSessionProperties();
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// Switch to the session browser
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switch( m_nGameType )
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{
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case GAMETYPE_STANDARD_MATCH:
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case GAMETYPE_RANKED_MATCH:
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OnOpenSessionBrowserDialog( "SessionBrowser_Live" );
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break;
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case GAMETYPE_SYSTEMLINK_MATCH:
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OnOpenSessionBrowserDialog( "SessionBrowser_SystemLink" );
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break;
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}
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break;
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case SESSION_NOTIFY_CREATED_HOST:
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case SESSION_NOTIFY_MODIFYING_COMPLETED_HOST:
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GameUI().CloseMessageDialog();
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LoadSessionProperties();
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// Switch to the Lobby
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switch( m_nGameType )
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{
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case GAMETYPE_STANDARD_MATCH:
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case GAMETYPE_RANKED_MATCH:
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case GAMETYPE_SYSTEMLINK_MATCH:
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OnOpenSessionLobbyDialog( "SessionLobby_Host" );
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break;
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}
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break;
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case SESSION_NOTIFY_CREATED_CLIENT:
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GameUI().ShowMessageDialog( MD_SESSION_CONNECTING, this );
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break;
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case SESSION_NOTIFY_CONNECTED_TOSESSION:
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case SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT:
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GameUI().CloseMessageDialog();
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LoadSessionProperties();
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// Switch to the Lobby
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switch( m_nGameType )
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{
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case GAMETYPE_STANDARD_MATCH:
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case GAMETYPE_RANKED_MATCH:
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case GAMETYPE_SYSTEMLINK_MATCH:
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OnOpenSessionLobbyDialog( "SessionLobby_Client" );
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break;
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}
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break;
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case SESSION_NOTIFY_CONNECTED_TOSERVER:
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CloseAllDialogs( false );
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break;
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case SESSION_NOTIFY_ENDGAME_RANKED:
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// Return to the main menu
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CloseAllDialogs();
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break;
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case SESSION_NOTIFY_ENDGAME_HOST:
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CloseBaseDialogs();
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OnOpenSessionLobbyDialog( "SessionLobby_Host" );
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break;
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case SESSION_NOTIFY_ENDGAME_CLIENT:
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CloseBaseDialogs();
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OnOpenSessionLobbyDialog( "SessionLobby_Client" );
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break;
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case SESSION_NOTIFY_COUNTDOWN:
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{
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CSessionLobbyDialog *pDlg = (CSessionLobbyDialog*)m_hSessionLobbyDialog.Get();
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if ( pDlg )
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{
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pDlg->UpdateCountdown( param );
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}
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if ( param == 0 )
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{
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BasePanel()->RunAnimationWithCallback( this, "CloseMatchmakingUI", new KeyValues( "LoadMap" ) );
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}
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}
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break;
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case SESSION_NOTIFY_DUMPSTATS:
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Msg( "[MM] %d open dialogs\n", m_DialogStack.Count() );
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for ( int i = 0; i < m_DialogStack.Count(); ++i )
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{
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const char *pString = "NULL";
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bool bVisible = false;
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float fAlpha = 0.f;
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CBaseDialog *pDlg = m_DialogStack[i];
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if ( pDlg )
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{
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pString = pDlg->GetName();
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bVisible = pDlg->IsVisible();
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fAlpha = pDlg->GetAlpha();
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}
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const char *pVisible = bVisible ? "YES" : "NO";
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Msg( "[MM] Dialog %d: %s, Visible %s, Alpha %f\n", i, pString, pVisible, fAlpha );
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}
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break;
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case SESSION_NOTIFY_WELCOME:
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CloseGameDialogs( false );
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Activate();
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: System Notification
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//-----------------------------------------------------------------------------
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void CMatchmakingBasePanel::SystemNotification( const int notification )
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{
|
|
switch( notification )
|
|
{
|
|
case SYSTEMNOTIFY_USER_SIGNEDOUT:
|
|
// See if this was us
|
|
#if defined( _X360 )
|
|
uint state = XUserGetSigninState( XBX_GetPrimaryUserId() );
|
|
if ( state == eXUserSigninState_NotSignedIn )
|
|
{
|
|
matchmaking->KickPlayerFromSession( 0 );
|
|
CloseAllDialogs();
|
|
}
|
|
else if ( state != eXUserSigninState_SignedInToLive )
|
|
{
|
|
// User was signed out of live
|
|
if ( m_bPlayingOnline )
|
|
{
|
|
matchmaking->KickPlayerFromSession( 0 );
|
|
CloseAllDialogs();
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check whether a player meets the signin requirements for a multiplayer game
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmakingBasePanel::ValidateSigninAndStorage( bool bOnlineRequired, const char *pIssuingCommand )
|
|
{
|
|
// Check the signin state of the primary user
|
|
bool bSignedIn = false;
|
|
bool bOnlineEnabled = false;
|
|
bool bOnlineSignedIn = false;
|
|
|
|
#if defined( _X360 )
|
|
int userIdx = XBX_GetPrimaryUserId();
|
|
if ( userIdx != INVALID_USER_ID )
|
|
{
|
|
XUSER_SIGNIN_INFO info;
|
|
uint ret = XUserGetSigninInfo( userIdx, 0, &info );
|
|
if ( ret == ERROR_SUCCESS )
|
|
{
|
|
bSignedIn = true;
|
|
if ( info.dwInfoFlags & XUSER_INFO_FLAG_LIVE_ENABLED )
|
|
{
|
|
bOnlineEnabled = true;
|
|
uint state = XUserGetSigninState( XBX_GetPrimaryUserId() );
|
|
if ( state == eXUserSigninState_SignedInToLive )
|
|
{
|
|
bOnlineSignedIn = true;
|
|
|
|
// Check privileges
|
|
BOOL bPrivCheck = false;
|
|
DWORD dwPrivCheck = XUserCheckPrivilege( userIdx, XPRIVILEGE_MULTIPLAYER_SESSIONS, &bPrivCheck );
|
|
if ( ERROR_SUCCESS != dwPrivCheck ||
|
|
!bPrivCheck )
|
|
{
|
|
bOnlineEnabled = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( bOnlineRequired && !bOnlineEnabled )
|
|
{
|
|
// Player must sign in an online account
|
|
GameUI().ShowMessageDialog( MD_NOT_ONLINE_ENABLED );
|
|
return false;
|
|
}
|
|
else if ( bOnlineRequired && !bOnlineSignedIn )
|
|
{
|
|
// Player's live account isn't signed in to live
|
|
GameUI().ShowMessageDialog( MD_NOT_ONLINE_SIGNEDIN );
|
|
return false;
|
|
}
|
|
else if ( !bSignedIn )
|
|
{
|
|
// Eat the input and make the user sign in
|
|
xboxsystem->ShowSigninUI( 1, 0 ); // One user, no special flags
|
|
return false;
|
|
}
|
|
|
|
// Handle the storage device selection
|
|
if ( !BasePanel()->HandleStorageDeviceRequest( pIssuingCommand ) )
|
|
return false;
|
|
|
|
// If we succeeded, clear the command out
|
|
BasePanel()->ClearPostPromptCommand( pIssuingCommand );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update player information in the lobby
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost )
|
|
{
|
|
CSessionLobbyDialog *pLobby = dynamic_cast< CSessionLobbyDialog* >( m_hSessionLobbyDialog.Get() );
|
|
if ( pLobby )
|
|
{
|
|
pLobby->UpdatePlayerInfo( nPlayerId, pName, nTeam, cVoiceState, nPlayersNeeded, bHost );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add a search result to the browser dialog
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping )
|
|
{
|
|
CSessionBrowserDialog *pBrowser = dynamic_cast< CSessionBrowserDialog* >( m_hSessionBrowserDialog.Get() );
|
|
if ( pBrowser )
|
|
{
|
|
pBrowser->SessionSearchResult( searchIdx, pHostData, pResult, ping );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pre level load ops
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::OnLevelLoadingStarted()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Post level load ops
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::OnLevelLoadingFinished()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hide the current dialog, add a new one to the stack and activate it.
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::PushDialog( vgui::DHANDLE< CBaseDialog > &hDialog )
|
|
{
|
|
if ( m_DialogStack.Count() )
|
|
{
|
|
if ( m_DialogStack.Top() )
|
|
{
|
|
m_DialogStack.Top()->Close();
|
|
}
|
|
else
|
|
{
|
|
m_DialogStack.Pop();
|
|
}
|
|
}
|
|
hDialog->Activate();
|
|
m_DialogStack.Push( hDialog );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Close the current dialog, pop it from the top of the stack, and activate the next one.
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::PopDialog( bool bActivateNext )
|
|
{
|
|
if ( m_DialogStack.Count() > 1 )
|
|
{
|
|
if ( m_DialogStack.Top() )
|
|
{
|
|
m_DialogStack.Top()->SetDeleteSelfOnClose( true );
|
|
m_DialogStack.Top()->Close();
|
|
m_DialogStack.Pop();
|
|
}
|
|
|
|
// Drop down to the next available dialog
|
|
while ( m_DialogStack.Count() && !m_DialogStack.Top() )
|
|
{
|
|
m_DialogStack.Pop();
|
|
}
|
|
|
|
if ( bActivateNext && m_DialogStack.Count() && m_DialogStack.Top() )
|
|
{
|
|
m_DialogStack.Top()->Activate();
|
|
}
|
|
}
|
|
|
|
if ( m_DialogStack.Count() <= 1 )
|
|
{
|
|
// Back at the welcome menu
|
|
m_bPlayingOnline = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Close all open dialogs down to the main menu
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::CloseGameDialogs( bool bActivateNext )
|
|
{
|
|
CloseBaseDialogs();
|
|
while ( m_DialogStack.Count() > 1 )
|
|
{
|
|
PopDialog( bActivateNext );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Close all open dialogs down to the main menu
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::CloseAllDialogs( bool bActivateNext )
|
|
{
|
|
GameUI().CloseMessageDialog();
|
|
CloseGameDialogs( bActivateNext );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::CloseBaseDialogs( void )
|
|
{
|
|
if ( BasePanel() )
|
|
{
|
|
BasePanel()->CloseBaseDialogs();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get session property keyvalues from base panel and matchmaking
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::LoadSessionProperties()
|
|
{
|
|
// Grab the session property keys from XboxDialogs.res and from matchmaking
|
|
m_pSessionKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "PropertyDisplayKeys" );
|
|
if ( m_pSessionKeys )
|
|
{
|
|
m_pSessionKeys->ChainKeyValue( matchmaking->GetSessionProperties() );
|
|
}
|
|
|
|
// Cache off the map name
|
|
const char *pDiskName = NULL;
|
|
KeyValues *pName = m_pSessionKeys->FindKey( "MapDiskNames" );
|
|
if ( pName )
|
|
{
|
|
KeyValues *pScenario = m_pSessionKeys->FindKey( "CONTEXT_SCENARIO" );
|
|
if ( pScenario )
|
|
{
|
|
pDiskName = pName->GetString( pScenario->GetString( "displaystring" ), NULL );
|
|
}
|
|
}
|
|
|
|
if ( pDiskName )
|
|
{
|
|
Q_strncpy( m_szMapLoadName, pDiskName, sizeof( m_szMapLoadName ) );
|
|
Msg( "Storing mapname %s\n", m_szMapLoadName );
|
|
if ( Q_strlen( m_szMapLoadName ) < 5 )
|
|
{
|
|
Warning( "Bad map name!\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// X360TBD: Generate a create error
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Open dialog functions.
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::OnOpenWelcomeDialog()
|
|
{
|
|
if ( !m_hWelcomeDialog.Get() )
|
|
{
|
|
m_hWelcomeDialog = new CWelcomeDialog( this );
|
|
m_DialogStack.Push( m_hWelcomeDialog );
|
|
}
|
|
|
|
m_hWelcomeDialog->Activate();
|
|
m_bPlayingOnline = false;
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenPauseDialog()
|
|
{
|
|
if ( !m_hPauseDialog.Get() )
|
|
{
|
|
m_hPauseDialog = new CPauseDialog( this );
|
|
}
|
|
PushDialog( m_hPauseDialog );
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenRankingsDialog()
|
|
{
|
|
if ( !ValidateSigninAndStorage( true, "OpenRankingDialog" ) )
|
|
return;
|
|
|
|
if ( !m_hRankingsDialog.Get() )
|
|
{
|
|
m_hRankingsDialog = new CBaseDialog( this, "RankingsDialog" );
|
|
}
|
|
PushDialog( m_hRankingsDialog );
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenSystemLinkDialog()
|
|
{
|
|
if ( !ValidateSigninAndStorage( false, "OpenSystemLinkDialog" ) )
|
|
return;
|
|
|
|
if ( !m_hSystemLinkDialog.Get() )
|
|
{
|
|
m_hSystemLinkDialog = new CBaseDialog( this, "SystemLinkDialog" );
|
|
}
|
|
PushDialog( m_hSystemLinkDialog );
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenPlayerMatchDialog()
|
|
{
|
|
if ( !ValidateSigninAndStorage( true, "OpenPlayerMatchDialog" ) )
|
|
return;
|
|
|
|
if ( !m_hPlayerMatchDialog.Get() )
|
|
{
|
|
m_hPlayerMatchDialog = new CBaseDialog( this, "PlayerMatchDialog" );
|
|
}
|
|
PushDialog( m_hPlayerMatchDialog );
|
|
m_bPlayingOnline = true;
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenRankedMatchDialog()
|
|
{
|
|
if ( !ValidateSigninAndStorage( true, "OpenRankedMatchDialog" ) )
|
|
return;
|
|
|
|
if ( !m_hRankedMatchDialog.Get() )
|
|
{
|
|
m_hRankedMatchDialog = new CBaseDialog( this, "RankedMatchDialog" );
|
|
}
|
|
PushDialog( m_hRankedMatchDialog );
|
|
m_bPlayingOnline = true;
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenAchievementsDialog()
|
|
{
|
|
if ( !ValidateSigninAndStorage( false, "OpenAchievementsDialog" ) )
|
|
return;
|
|
|
|
if ( !m_hAchievementsDialog.Get() )
|
|
{
|
|
m_hAchievementsDialog = new CAchievementsDialog_XBox( this );
|
|
}
|
|
PushDialog( m_hAchievementsDialog );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Specific code for CS Achievements Display
|
|
//=============================================================================
|
|
|
|
void CMatchmakingBasePanel::OnOpenCSAchievementsDialog()
|
|
{
|
|
if ( !ValidateSigninAndStorage( false, "OpenCSAchievementsDialog" ) )
|
|
return;
|
|
|
|
if ( !m_hAchievementsDialog.Get() )
|
|
{
|
|
// $TODO(HPE): m_hAchievementsDialog = new CAchievementsDialog_XBox( this );
|
|
}
|
|
PushDialog( m_hAchievementsDialog );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
void CMatchmakingBasePanel::OnOpenSessionOptionsDialog( const char *pResourceName )
|
|
{
|
|
if ( !m_hSessionOptionsDialog.Get() )
|
|
{
|
|
m_hSessionOptionsDialog = new CSessionOptionsDialog( this );
|
|
}
|
|
|
|
if ( Q_stristr( pResourceName, "Ranked" ) )
|
|
{
|
|
m_nGameType = GAMETYPE_RANKED_MATCH;
|
|
}
|
|
else if ( Q_stristr( pResourceName, "Standard" ) )
|
|
{
|
|
m_nGameType = GAMETYPE_STANDARD_MATCH;
|
|
}
|
|
else if ( Q_stristr( pResourceName, "SystemLink" ) )
|
|
{
|
|
m_nGameType = GAMETYPE_SYSTEMLINK_MATCH;
|
|
}
|
|
|
|
LoadSessionProperties();
|
|
|
|
CSessionOptionsDialog* pDlg = ((CSessionOptionsDialog*)m_hSessionOptionsDialog.Get());
|
|
pDlg->SetGameType( pResourceName );
|
|
pDlg->SetDialogKeys( m_pSessionKeys );
|
|
|
|
PushDialog( m_hSessionOptionsDialog );
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenSessionLobbyDialog( const char *pResourceName )
|
|
{
|
|
if ( !m_hSessionLobbyDialog.Get() )
|
|
{
|
|
m_hSessionLobbyDialog = new CSessionLobbyDialog( this );
|
|
}
|
|
CSessionLobbyDialog *pDlg = (CSessionLobbyDialog*)m_hSessionLobbyDialog.Get();
|
|
pDlg->SetDialogKeys( m_pSessionKeys );
|
|
|
|
m_hSessionLobbyDialog->SetName( pResourceName );
|
|
PushDialog( m_hSessionLobbyDialog );
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenSessionBrowserDialog( const char *pResourceName )
|
|
{
|
|
if ( !m_hSessionBrowserDialog.Get() )
|
|
{
|
|
m_hSessionBrowserDialog = new CSessionBrowserDialog( this, m_pSessionKeys );
|
|
m_hSessionBrowserDialog->SetName( pResourceName );
|
|
|
|
// Matchmaking will start adding results immediately, so prepare the dialog
|
|
SETUP_PANEL( m_hSessionBrowserDialog.Get() );
|
|
}
|
|
PushDialog( m_hSessionBrowserDialog );
|
|
}
|
|
|
|
void CMatchmakingBasePanel::OnOpenLeaderboardDialog( const char *pResourceName )
|
|
{
|
|
if ( !m_hLeaderboardDialog.Get() )
|
|
{
|
|
m_hLeaderboardDialog = new CLeaderboardDialog( this );
|
|
m_hLeaderboardDialog->SetName( pResourceName );
|
|
SETUP_PANEL( m_hLeaderboardDialog.Get() );
|
|
}
|
|
PushDialog( m_hLeaderboardDialog );
|
|
m_hLeaderboardDialog->OnCommand( "CenterOnPlayer" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Callback function to start map load after ui fades out.
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmakingBasePanel::LoadMap( const char *mapname )
|
|
{
|
|
CloseAllDialogs( false );
|
|
|
|
char cmd[MAX_PATH];
|
|
Q_snprintf( cmd, sizeof( cmd ), "map %s", m_szMapLoadName );
|
|
BasePanel()->FadeToBlackAndRunEngineCommand( cmd );
|
|
}
|
|
|
|
//-------------------------------------------------------
|
|
// Keyboard input
|
|
//-------------------------------------------------------
|
|
void CMatchmakingBasePanel::OnKeyCodePressed( vgui::KeyCode code )
|
|
{
|
|
switch( code )
|
|
{
|
|
case KEY_XBUTTON_B:
|
|
// Can't close the matchmaking base panel
|
|
break;
|
|
|
|
default:
|
|
BaseClass::OnKeyCodePressed( code );
|
|
break;
|
|
}
|
|
}
|