mirror of
https://github.com/nillerusr/source-engine.git
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2365 lines
59 KiB
C++
2365 lines
59 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 "matchmaking.h"
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#include "matchmakingqos.h"
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#include "Session.h"
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#include "vgui_baseui_interface.h"
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#include "cdll_engine_int.h"
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#include "convar.h"
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#include "cmd.h"
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#include "iclient.h"
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#include "server.h"
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#include "host.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#include "audio/private/snd_dev_xaudio.h"
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#include "audio_pch.h"
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#endif
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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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static CMatchmaking s_Matchmaking;
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CMatchmaking *g_pMatchmaking = &s_Matchmaking;
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extern IVEngineClient *engineClient;
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extern IXboxSystem *g_pXboxSystem;
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// Expose an interface for GameUI
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMatchmaking, IMatchmaking, VENGINE_MATCHMAKING_VERSION, s_Matchmaking );
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bool Channel_LessFunc( const uint &a, const uint &b )
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{
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return a < b;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CMatchmaking::CMatchmaking() : m_Channels( Channel_LessFunc )
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{
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m_bPreventFullServerStartup = false;
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m_bCleanup = false;
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m_bEnteredLobby = false;
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m_nTotalTeams = 0;
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m_pSearchResults = NULL;
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m_pSessionKeys = new KeyValues( "SessionKeys" );
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m_Session.SetParent( this );
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m_CurrentState = MMSTATE_INITIAL;
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m_InviteState = INVITE_NONE;
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memset( &m_InviteWaitingInfo, 0, sizeof( m_InviteWaitingInfo ) );
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}
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CMatchmaking::~CMatchmaking()
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{
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Cleanup();
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m_pSessionKeys->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Cleanup the matchmaking class to enable re-entry
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//-----------------------------------------------------------------------------
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void CMatchmaking::Cleanup()
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{
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m_bInitialized = false;
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m_bCleanup = false;
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m_bEnteredLobby = false;
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m_Host.Clear();
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#ifdef _X360
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if ( Audio_GetXVoice() )
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{
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CClientInfo *pLocal = NULL;
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if ( m_bCreatedLocalTalker )
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{
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pLocal = &m_Local;
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}
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Audio_GetXVoice()->RemoveAllTalkers( pLocal );
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}
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#endif
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m_bCreatedLocalTalker = false;
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SetPreventFullServerStartup( false, "Cleanup\n" );
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m_Session.ResetSession();
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// TODO: Check on overlapped operations and cancel them
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// g_pXboxSystem->CancelAsyncOperations();
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ClearSearchResults();
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m_pSessionKeys->Clear();
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m_pGameServer = NULL;
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Q_memset( m_Mutelist, 0, sizeof( m_Mutelist ) );
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for ( int i = 0; i < MAX_PLAYERS_PER_CLIENT; ++i )
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{
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m_MutedBy[i].Purge();
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}
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m_Channels.RemoveAll();
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m_SessionContexts.Purge();
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m_SessionProperties.Purge();
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m_PlayerStats.Purge();
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m_Remote.PurgeAndDeleteElements();
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m_nGameSize = 0;
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m_nPrivateSlots = 0;
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m_nSendCount = 0;
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m_fHeartbeatInterval = HEARTBEAT_INTERVAL_SHORT;
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m_fNextHeartbeatTime = GetTime();
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}
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int CMatchmaking::FindOrCreateContext( const uint id )
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{
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int idx = m_SessionContexts.InvalidIndex();
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for ( int i = 0; i < m_SessionContexts.Count(); ++i )
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{
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if ( m_SessionContexts[i].dwContextId == id )
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{
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idx = i;
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}
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}
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if ( !m_SessionContexts.IsValidIndex( idx ) )
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{
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idx = m_SessionContexts.AddToTail();
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}
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return idx;
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}
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int CMatchmaking::FindOrCreateProperty( const uint id )
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{
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int idx = m_SessionProperties.InvalidIndex();
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for ( int i = 0; i < m_SessionProperties.Count(); ++i )
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{
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if ( m_SessionProperties[i].dwPropertyId == id )
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{
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idx = i;
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}
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}
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if ( !m_SessionProperties.IsValidIndex( idx ) )
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{
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idx = m_SessionProperties.AddToTail();
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}
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return idx;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add an additional property to the current session
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//-----------------------------------------------------------------------------
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void CMatchmaking::AddSessionProperty( const uint nType, const char *pID, const char *pValue, const char *pValueType )
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{
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KeyValues *pProperty = m_pSessionKeys->FindKey( pID, true );
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pProperty->SetName( pID );
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pProperty->SetInt( "type", nType );
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pProperty->SetString( "valuestring", pValue );
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pProperty->SetString( "valuetype", pValueType );
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AddSessionPropertyInternal( pProperty );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set properties and contexts for the current session
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//-----------------------------------------------------------------------------
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void CMatchmaking::SetSessionProperties( KeyValues *pPropertyKeys )
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{
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m_SessionContexts.RemoveAll();
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m_SessionProperties.RemoveAll();
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m_pSessionKeys->Clear();
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pPropertyKeys->CopySubkeys( m_pSessionKeys );
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for ( KeyValues *pProperty = m_pSessionKeys->GetFirstSubKey(); pProperty != NULL; pProperty = pProperty->GetNextKey() )
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{
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AddSessionPropertyInternal( pProperty );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMatchmaking::AddSessionPropertyInternal( KeyValues *pProperty )
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{
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const char *pID = pProperty->GetName();
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const char *pValue = pProperty->GetString( "valuestring" );
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switch( pProperty->GetInt( "type" ) )
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{
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case SESSION_CONTEXT:
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{
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Msg( "Adding Context: %s : %s\n", pID, pValue );
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int id = g_ClientDLL->GetPresenceID( pID );
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int val = g_ClientDLL->GetPresenceID( pValue );
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int idx = FindOrCreateContext( id );
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XUSER_CONTEXT &ctx = m_SessionContexts[idx];
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ctx.dwContextId = id;
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ctx.dwValue = val;
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// Set the display string for gameUI
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char szBuffer[MAX_PATH];
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g_ClientDLL->GetPropertyDisplayString( ctx.dwContextId, ctx.dwValue, szBuffer, sizeof( szBuffer ) );
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pProperty->SetString( "displaystring", szBuffer );
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// X360TBD: Such game specifics as this shouldn't be hard-coded
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if ( m_CurrentState != MMSTATE_INITIAL && !Q_stricmp( pID, "CONTEXT_SCENARIO" ) )
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{
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// Set the scenario in our host data structure
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Q_strncpy( m_HostData.scenario, szBuffer, sizeof( m_HostData.scenario ) );
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UpdateSessionReplyData( XNET_QOS_LISTEN_SET_DATA );
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}
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}
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break;
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case SESSION_PROPERTY:
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{
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Msg( "Adding Property: %s : %s\n", pID, pValue );
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if ( !Q_stricmp( pID, "PROPERTY_PRIVATE_SLOTS" ) )
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{
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// "Private Slots" is not a search criteria
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m_nPrivateSlots = atoi( pValue );
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break;
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}
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int id = g_ClientDLL->GetPresenceID( pID );
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int idx = FindOrCreateProperty( id );
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XUSER_PROPERTY &prop = m_SessionProperties[idx];
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prop.dwPropertyId = id;
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if ( !Q_stricmp( pProperty->GetString( "valuetype" ), "int" ) )
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{
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prop.value.nData = atoi( pValue );
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prop.value.type = XUSER_DATA_TYPE_INT32;
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}
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// Build out the property keyvalues for gameUI
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char szBuffer[MAX_PATH];
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g_ClientDLL->GetPropertyDisplayString( prop.dwPropertyId, prop.value.nData, szBuffer, sizeof( szBuffer ) );
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pProperty->SetString( "displaystring", szBuffer );
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// X360TBD: Such game specifics as these shouldn't be so hard-coded
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if ( !Q_stricmp( pID, "PROPERTY_GAME_SIZE" ) )
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{
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m_nGameSize = atoi( pValue );
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}
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if ( !Q_stricmp( pID, "PROPERTY_NUMBER_OF_TEAMS" ) )
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{
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m_nTotalTeams = atoi( pValue );
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}
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if ( m_CurrentState != MMSTATE_INITIAL && !Q_stricmp( pID, "PROPERTY_MAX_GAME_TIME" ) )
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{
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// Set the game time in our host data structure
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m_HostData.gameTime = prop.value.nData;
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UpdateSessionReplyData( XNET_QOS_LISTEN_SET_DATA );
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}
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}
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break;
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case SESSION_FLAG:
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m_Session.SetFlag( g_ClientDLL->GetPresenceID( pID ) );
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break;
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default:
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Warning( "Session option type %d not recognized/n", pProperty->GetInt( "type" ) );
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break;
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}
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}
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KeyValues *CMatchmaking::GetSessionProperties()
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{
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return m_pSessionKeys;
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}
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double CMatchmaking::GetTime()
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{
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return Plat_FloatTime();
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}
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//-----------------------------------------------------------------------------
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// Purpose: At netchannel connection, register the messages
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//-----------------------------------------------------------------------------
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void CMatchmaking::ConnectionStart( INetChannel *chan )
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{
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REGISTER_MM_MSG( JoinResponse );
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REGISTER_MM_MSG( ClientInfo );
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REGISTER_MM_MSG( RegisterResponse );
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REGISTER_MM_MSG( Migrate );
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REGISTER_MM_MSG( Mutelist );
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REGISTER_MM_MSG( Checkpoint );
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REGISTER_MM_MSG( Heartbeat );
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REGISTER_CLC_MSG( VoiceData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Process a networked voice packet
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//-----------------------------------------------------------------------------
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bool CMatchmaking::ProcessVoiceData( CLC_VoiceData *pVoice )
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{
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char chReceived[4096];
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DWORD dwLength = pVoice->m_nLength;
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pVoice->m_DataIn.ReadBits( chReceived, dwLength );
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if ( m_Session.IsHost() )
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{
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char chCopyBuffer[4096];
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// Forward this message on to everyone else
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pVoice->m_DataOut.StartWriting( chCopyBuffer, sizeof ( chCopyBuffer ) );
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Q_memcpy( chCopyBuffer, chReceived, sizeof( chCopyBuffer ) );
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pVoice->m_DataOut.SeekToBit( dwLength );
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SendToRemoteClients( pVoice, true, pVoice->m_xuid );
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}
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// Playback the voice data locally through xaudio
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#if defined ( _X360 )
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if ( pVoice->m_xuid != m_Local.m_xuids[0] )
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{
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Audio_GetXVoice()->PlayIncomingVoiceData( pVoice->m_xuid, (byte*)chReceived, dwLength );
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}
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#endif
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Delete channels that have been marked for deletion
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//-----------------------------------------------------------------------------
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void CMatchmaking::CleanupMarkedChannels()
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{
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// Clean up net channels that need to be deleted
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for ( int i = 0; i < m_ChannelsToRemove.Count(); ++i )
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{
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INetChannel *pNetChannel = FindChannel( m_ChannelsToRemove[i] );
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if ( pNetChannel )
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{
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if ( !m_Channels.Remove( m_ChannelsToRemove[i] ) )
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{
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Warning( "CleanupMarkedChannels: Failed to remove a channel!\n" );
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}
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}
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}
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m_ChannelsToRemove.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Channels can be flagged for deletion during packet processing.
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// Now that processing is finished, delete them.
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//-----------------------------------------------------------------------------
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void CMatchmaking::PacketEnd()
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{
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CleanupMarkedChannels();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a specific client from a netchannel
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//-----------------------------------------------------------------------------
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CClientInfo *CMatchmaking::FindClient( netadr_t *adr )
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{
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CClientInfo *pClient = NULL;
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unsigned int ip = adr->GetIPNetworkByteOrder();
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if ( ip == m_Host.m_adr.GetIPNetworkByteOrder() )
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{
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pClient = &m_Host;
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}
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else
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{
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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if ( ip == m_Remote[i]->m_adr.GetIPNetworkByteOrder() )
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{
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pClient = m_Remote[i];
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break;
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}
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}
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}
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return pClient;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a specific client by his XUID
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//-----------------------------------------------------------------------------
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CClientInfo *CMatchmaking::FindClientByXUID( XUID xuid )
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{
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CClientInfo *pClient = NULL;
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if ( xuid == m_Host.m_xuids[0] )
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{
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pClient = &m_Host;
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}
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else
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{
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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if ( xuid == m_Remote[i]->m_xuids[0] )
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{
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pClient = m_Remote[i];
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break;
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}
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}
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}
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return pClient;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a specific client's netchannel
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//-----------------------------------------------------------------------------
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INetChannel *CMatchmaking::FindChannel( const unsigned int ip )
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{
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INetChannel *pChannel = NULL;
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int idx = m_Channels.Find( ip );
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if ( idx != m_Channels.InvalidIndex() )
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{
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pChannel = m_Channels.Element( idx );
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}
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return pChannel;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a new netchannel
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//-----------------------------------------------------------------------------
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INetChannel *CMatchmaking::CreateNetChannel( netadr_t *adr )
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{
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INetChannel *pNewChannel = FindChannel( adr->GetIPNetworkByteOrder() );
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if ( !pNewChannel )
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{
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pNewChannel = NET_CreateNetChannel( NS_MATCHMAKING, adr, "MATCHMAKING", this );
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}
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if( pNewChannel )
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{
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// Set a rate limit and other relevant properties
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pNewChannel->SetTimeout( HEARTBEAT_TIMEOUT );
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}
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return pNewChannel;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a netchannel for a session client
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//-----------------------------------------------------------------------------
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INetChannel *CMatchmaking::AddRemoteChannel( netadr_t *adr )
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{
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INetChannel *pNetChannel = CreateNetChannel( adr );
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if ( pNetChannel )
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{
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// Save this new channel
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m_Channels.Insert( adr->GetIPNetworkByteOrder(), pNetChannel );
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}
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return pNetChannel;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove a netchannel for a session client
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//-----------------------------------------------------------------------------
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void CMatchmaking::RemoveRemoteChannel( netadr_t *adr, const char *pReason )
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{
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INetChannel *pNetChannel = FindChannel( adr->GetIPNetworkByteOrder() );
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if ( pNetChannel )
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{
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m_Channels.Remove( adr->GetIPNetworkByteOrder() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Mark a net channel to be removed
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//-----------------------------------------------------------------------------
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void CMatchmaking::MarkChannelForRemoval( netadr_t *adr )
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{
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m_ChannelsToRemove.AddToTail( adr->GetIPNetworkByteOrder() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the timeout for a net channel
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//-----------------------------------------------------------------------------
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void CMatchmaking::SetChannelTimeout( netadr_t *adr, int timeout )
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{
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INetChannel *pChannel = FindChannel( adr->GetIPNetworkByteOrder() );
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if ( pChannel )
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{
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Msg( "Setting new timeout for ip %d: %d\n", adr->GetIPNetworkByteOrder(), timeout );
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pChannel->SetTimeout( timeout );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send a net message to a specific address
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//-----------------------------------------------------------------------------
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void CMatchmaking::SendMessage( INetMessage *msg, netadr_t *adr, bool bVoice )
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{
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// Find the matching net channel
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INetChannel *pChannel = FindChannel( adr->GetIPNetworkByteOrder() );
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if ( pChannel )
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{
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pChannel->SendNetMsg( *msg, false, bVoice );
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if ( !pChannel->Transmit() )
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{
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Msg( "Transmit failed\n" );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send a net message to a specific client
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//-----------------------------------------------------------------------------
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void CMatchmaking::SendMessage( INetMessage *msg, CClientInfo *pClient, bool bVoice )
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{
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// Find the matching net channel
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INetChannel *pChannel = FindChannel( pClient->m_adr.GetIPNetworkByteOrder() );
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if ( pChannel )
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{
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pChannel->SendNetMsg( *msg, false, bVoice );
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if ( !pChannel->Transmit() )
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{
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Msg( "Transmit failed\n" );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send a net message to all remote clients
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//-----------------------------------------------------------------------------
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void CMatchmaking::SendToRemoteClients( INetMessage *msg, bool bVoice, XUID excludeXUID )
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{
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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CClientInfo *pInfo = m_Remote[i];
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|
|
if ( excludeXUID != -1 && pInfo->m_xuids[0] == excludeXUID )
|
|
continue;
|
|
|
|
SendMessage( msg, m_Remote[i], true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Send a heartbeat to a specific client
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::SendHeartbeat( CClientInfo *pClient )
|
|
{
|
|
if ( pClient->m_adr.GetIPNetworkByteOrder() == 0 )
|
|
return false;
|
|
|
|
// Check for timeout
|
|
INetChannel *pChannel = FindChannel( pClient->m_adr.GetIPNetworkByteOrder() );
|
|
if ( pChannel )
|
|
{
|
|
// Msg( "Sending HB\n" );
|
|
|
|
if ( pChannel->IsTimedOut() )
|
|
{
|
|
ClientDropped( pClient );
|
|
return false;
|
|
}
|
|
|
|
// Send a heartbeat to the client
|
|
MM_Heartbeat beat;
|
|
pChannel->SendNetMsg( beat );
|
|
pChannel->Transmit();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Transmit regular messages to keep the connection alive
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::SendHeartbeat()
|
|
{
|
|
double time = GetTime();
|
|
if ( time < m_fNextHeartbeatTime )
|
|
return;
|
|
|
|
m_fNextHeartbeatTime = time + m_fHeartbeatInterval;
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
SendHeartbeat( m_Remote[i] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SendHeartbeat( &m_Host );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Look up a player by name
|
|
//-----------------------------------------------------------------------------
|
|
static uint64 FindPlayerByName( CClientInfo *pClient, const char *pName )
|
|
{
|
|
for ( int i = 0; i < XUSER_MAX_COUNT; ++i )
|
|
{
|
|
if ( pClient->m_xuids[i] && !Q_stricmp( pClient->m_szGamertags[i], pName ) )
|
|
{
|
|
return pClient->m_xuids[i];
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get an xuid from a CBasePlayer id
|
|
//-----------------------------------------------------------------------------
|
|
uint64 CMatchmaking::PlayerIdToXuid( int playerId )
|
|
{
|
|
uint64 ret = 0;
|
|
|
|
player_info_t info;
|
|
if ( engineClient->GetPlayerInfo( playerId, &info ) )
|
|
{
|
|
// find the client with a matching name
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
ret = FindPlayerByName( m_Remote[i], info.name );
|
|
if ( ret )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !ret )
|
|
{
|
|
// Try ourselves
|
|
ret = FindPlayerByName( &m_Local, info.name );
|
|
}
|
|
|
|
if ( !ret )
|
|
{
|
|
// Try the host
|
|
ret = FindPlayerByName( &m_Host, info.name );
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CMatchmaking::GameIsActive()
|
|
{
|
|
return m_CurrentState > MMSTATE_GAME_ACTIVE;
|
|
}
|
|
|
|
bool CMatchmaking::GameIsLocked()
|
|
{
|
|
return ( m_Session.IsArbitrated() && m_CurrentState > MMSTATE_GAME_LOCKED );
|
|
}
|
|
|
|
bool CMatchmaking::ConnectedToServer()
|
|
{
|
|
return engineClient->IsConnected();
|
|
}
|
|
|
|
bool CMatchmaking::IsInMigration()
|
|
{
|
|
return ( m_CurrentState >= MMSTATE_HOSTMIGRATE_STARTINGMIGRATION &&
|
|
m_CurrentState <= MMSTATE_HOSTMIGRATE_WAITINGFORHOST );
|
|
}
|
|
|
|
bool CMatchmaking::IsAcceptingConnections()
|
|
{
|
|
if ( !m_Session.IsHost() ||
|
|
m_CurrentState < MMSTATE_ACCEPTING_CONNECTIONS ||
|
|
m_CurrentState == MMSTATE_PREGAME ||
|
|
m_CurrentState == MMSTATE_LOADING ||
|
|
GameIsLocked() )
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CMatchmaking::IsServer()
|
|
{
|
|
// for now, the host is the server
|
|
return m_Session.IsHost();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Helpers to convert between CClientInfo and MM_ClientInfo
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::ClientInfoToNetMessage( MM_ClientInfo *pInfo, const CClientInfo *pClient )
|
|
{
|
|
pInfo->m_id = pClient->m_id;
|
|
pInfo->m_xnaddr = pClient->m_xnaddr;
|
|
pInfo->m_cPlayers = pClient->m_cPlayers;
|
|
pInfo->m_bInvited = pClient->m_bInvited;
|
|
|
|
Q_memcpy( pInfo->m_xuids, pClient->m_xuids, sizeof( pInfo->m_xuids ) );
|
|
Q_memcpy( pInfo->m_cVoiceState, pClient->m_cVoiceState, sizeof( pInfo->m_cVoiceState ) );
|
|
Q_memcpy( pInfo->m_iTeam, pClient->m_iTeam, sizeof( pInfo->m_iTeam ) );
|
|
Q_memcpy( pInfo->m_iControllers, pClient->m_iControllers, sizeof( pInfo->m_iControllers ) );
|
|
Q_memcpy( pInfo->m_szGamertags, pClient->m_szGamertags, sizeof( pInfo->m_szGamertags ) );
|
|
}
|
|
|
|
void CMatchmaking::NetMessageToClientInfo( CClientInfo *pClient, const MM_ClientInfo *pInfo )
|
|
{
|
|
pClient->m_id = pInfo->m_id;
|
|
pClient->m_xnaddr = pInfo->m_xnaddr;
|
|
pClient->m_cPlayers = pInfo->m_cPlayers;
|
|
pClient->m_bInvited = pInfo->m_bInvited;
|
|
|
|
#if defined( _X360 )
|
|
IN_ADDR winaddr;
|
|
XNKID xid = m_Session.GetSessionId();
|
|
if ( XNetXnAddrToInAddr( &pClient->m_xnaddr, &xid, &winaddr ) != 0 )
|
|
{
|
|
Warning( "Error resolving client IP\n" );
|
|
}
|
|
pClient->m_adr.SetType( NA_IP );
|
|
pClient->m_adr.SetIPAndPort( winaddr.S_un.S_addr, PORT_MATCHMAKING );
|
|
#endif
|
|
|
|
Q_memcpy( pClient->m_xuids, pInfo->m_xuids, sizeof( pClient->m_xuids ) );
|
|
Q_memcpy( pClient->m_cVoiceState, pInfo->m_cVoiceState, sizeof( pClient->m_cVoiceState ) );
|
|
Q_memcpy( pClient->m_iTeam, pInfo->m_iTeam, sizeof( pClient->m_iTeam ) );
|
|
Q_memcpy( pClient->m_iControllers, pInfo->m_iControllers, sizeof( pClient->m_iControllers ) );
|
|
Q_memcpy( pClient->m_szGamertags, pInfo->m_szGamertags, sizeof( pClient->m_szGamertags ) );
|
|
}
|
|
|
|
//----------------------------------------
|
|
//
|
|
// Host/Client Shared
|
|
//
|
|
//----------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set up the properties of the local client machine
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::InitializeLocalClient( bool bIsHost )
|
|
{
|
|
Q_memset( &m_Local, 0, sizeof( m_Local ) );
|
|
|
|
m_Local.m_bInvited = bIsHost;
|
|
|
|
#if defined( _X360 )
|
|
while( XNetGetTitleXnAddr( &m_Local.m_xnaddr ) == XNET_GET_XNADDR_PENDING )
|
|
;
|
|
|
|
// machine id
|
|
if ( 0 != XNetXnAddrToMachineId( &m_Local.m_xnaddr, &m_Local.m_id ) )
|
|
{
|
|
// User isn't signed in to live, use their xuid instead
|
|
XUserGetXUID( XBX_GetPrimaryUserId(), &m_Local.m_id );
|
|
}
|
|
|
|
m_Local.m_cPlayers = 0;
|
|
|
|
// Set up the players
|
|
for ( uint i = 0; i < MAX_PLAYERS_PER_CLIENT; ++i )
|
|
{
|
|
// We currently only allow one player per console
|
|
if ( i != XBX_GetPrimaryUserId() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// xuid
|
|
uint ret = XUserGetXUID( i, &m_Local.m_xuids[m_Local.m_cPlayers] );
|
|
if ( ret == ERROR_NO_SUCH_USER )
|
|
{
|
|
continue;
|
|
}
|
|
else if ( ret != ERROR_SUCCESS )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// gamertag
|
|
ret = XUserGetName( XBX_GetPrimaryUserId(), m_Local.m_szGamertags[m_Local.m_cPlayers], MAX_PLAYER_NAME_LENGTH );
|
|
if ( ret != ERROR_SUCCESS )
|
|
{
|
|
return false;
|
|
}
|
|
m_Local.m_szGamertags[m_Local.m_cPlayers][MAX_PLAYER_NAME_LENGTH - 1] = '\0';
|
|
|
|
// Set the player's name in the game
|
|
char szNameCmd[MAX_PLAYER_NAME_LENGTH + 16];
|
|
Q_snprintf( szNameCmd, sizeof( szNameCmd ), "name %s", m_Local.m_szGamertags[m_Local.m_cPlayers] );
|
|
engineClient->ClientCmd( szNameCmd );
|
|
|
|
m_Local.m_iControllers[m_Local.m_cPlayers] = i;
|
|
m_Local.m_iTeam[m_Local.m_cPlayers] = -1;
|
|
|
|
|
|
m_Local.m_cVoiceState[m_Local.m_cPlayers] = 0;
|
|
|
|
// number of players on this console
|
|
++m_Local.m_cPlayers;
|
|
}
|
|
|
|
// Source can only support one player per console.
|
|
if( m_Local.m_cPlayers > 1 )
|
|
{
|
|
Warning( "Too many players on this console\n" );
|
|
return false;
|
|
}
|
|
|
|
// Set up the host data that gets sent back to searching clients
|
|
// By default, the first player is considered the host
|
|
Q_strncpy( m_HostData.hostName, m_Local.m_szGamertags[0], sizeof( m_HostData.hostName ) );
|
|
m_HostData.gameState = GAMESTATE_INLOBBY;
|
|
m_HostData.xuid = m_Local.m_xuids[ XBX_GetPrimaryUserId() ];
|
|
|
|
#endif
|
|
|
|
m_bInitialized = true;
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Connection to the game server has been established, so we can
|
|
// add the local players to the teams that were setup in the lobby.
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::AddLocalPlayersToTeams()
|
|
{
|
|
if ( !m_bInitialized || XBX_GetPrimaryUserId() == INVALID_USER_ID )
|
|
return;
|
|
|
|
if ( m_Local.m_iTeam[0] == -1 )
|
|
return;
|
|
|
|
// Convert the team number into a team name
|
|
char szTeamName[32];
|
|
uint id = g_ClientDLL->GetPresenceID( "PROPERTY_TEAM" );
|
|
g_ClientDLL->GetPropertyDisplayString( id, m_Local.m_iTeam[0], szTeamName, sizeof( szTeamName ) );
|
|
|
|
Msg( "Joining team: %s\n", szTeamName );
|
|
|
|
char cmd[32];
|
|
Q_snprintf( cmd, sizeof( cmd ), "jointeam_nomenus %s", szTeamName );
|
|
engineClient->ClientCmd( cmd );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Map loading is completed - restore full communication
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::OnLevelLoadingFinished()
|
|
{
|
|
// This functions gets called from some odd places
|
|
if ( m_CurrentState != MMSTATE_CONNECTED_TO_SERVER )
|
|
return;
|
|
|
|
// Test code to force a disconnect at end of map load
|
|
// if ( !IsServer() )
|
|
// {
|
|
// char cmd[MAX_PATH];
|
|
// Q_snprintf( cmd, sizeof( cmd ), "connect 127.0.0.1\n" );
|
|
// Cbuf_AddText( cmd );
|
|
// return;
|
|
// }
|
|
|
|
SwitchToState( MMSTATE_INGAME );
|
|
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_LOADING_COMPLETE;
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
if ( !m_Session.IsArbitrated() )
|
|
{
|
|
// Re-enable response to probes
|
|
m_HostData.gameState = GAMESTATE_INPROGRESS;
|
|
UpdateSessionReplyData( XNET_QOS_LISTEN_ENABLE|XNET_QOS_LISTEN_SET_DATA );
|
|
}
|
|
|
|
// Reset netchannel timeouts for any clients that are also finished loading
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
CClientInfo *pClient = m_Remote[i];
|
|
if ( pClient->m_bLoaded )
|
|
{
|
|
// Send a reply and reset the netchannel timeout
|
|
SendMessage( &msg, pClient );
|
|
SetChannelTimeout( &pClient->m_adr, HEARTBEAT_TIMEOUT );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Tell the host we're finished loading
|
|
SendMessage( &msg, &m_Host );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Process packet from another client
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::ProcessConnectionlessPacket( netpacket_t *pPacket )
|
|
{
|
|
Assert( pPacket );
|
|
|
|
bf_read &msg = pPacket->message;
|
|
int type = msg.ReadByte();
|
|
switch( type )
|
|
{
|
|
case PTH_SYSTEMLINK_SEARCH:
|
|
HandleSystemLinkSearch( pPacket );
|
|
break;
|
|
|
|
case HTP_SYSTEMLINK_REPLY:
|
|
HandleSystemLinkReply( pPacket );
|
|
break;
|
|
|
|
case PTH_CONNECT:
|
|
HandleJoinRequest( pPacket );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Process an info update about another client
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::ProcessClientInfo( MM_ClientInfo *pInfo )
|
|
{
|
|
CClientInfo *pClient = NULL;
|
|
bool bHost = false;
|
|
|
|
if ( m_CurrentState == MMSTATE_INITIAL )
|
|
{
|
|
// Session has been reset, this is a stale message
|
|
Msg( "Received MM_ClientInfo with MMSTATE_INITIAL\n" );
|
|
return true;
|
|
}
|
|
|
|
if ( pInfo->m_id == m_Local.m_id )
|
|
{
|
|
if ( pInfo->m_cPlayers == 0 )
|
|
{
|
|
if ( m_CurrentState != MMSTATE_SESSION_DISCONNECTING )
|
|
{
|
|
// We've been kicked
|
|
KickPlayerFromSession( 0 );
|
|
SessionNotification( SESSION_NOTIFY_CLIENT_KICKED );
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
pClient = &m_Local;
|
|
}
|
|
}
|
|
|
|
// Check against our host id
|
|
if ( pInfo->m_id == m_Host.m_id )
|
|
{
|
|
pClient = &m_Host;
|
|
bHost = true;
|
|
}
|
|
else
|
|
{
|
|
// Look for the client in our remote list
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
if ( m_Remote[i]->m_id == pInfo->m_id )
|
|
{
|
|
pClient = m_Remote[i];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we didn't find it, this must be a new client
|
|
if ( !pClient && pInfo->m_cPlayers != 0 )
|
|
{
|
|
Msg( "New client. %s\n", pInfo->ToString() );
|
|
|
|
pClient = new CClientInfo();
|
|
m_Remote.AddToTail( pClient );
|
|
|
|
// Copy the new client info
|
|
NetMessageToClientInfo( pClient, pInfo );
|
|
|
|
AddPlayersToSession( pClient );
|
|
SendPlayerInfoToLobby( pClient );
|
|
}
|
|
else
|
|
{
|
|
// We're updating an existing client
|
|
if ( pInfo->m_cPlayers )
|
|
{
|
|
// Cache off the old client info, as pClient gets updated through this function
|
|
CClientInfo tempClient = *pClient;
|
|
|
|
// Check for player changes
|
|
if ( Q_memcmp( &tempClient.m_xuids, pInfo->m_xuids, sizeof( tempClient.m_xuids ) ) )
|
|
{
|
|
// Remove the old players and add the new
|
|
RemovePlayersFromSession( pClient );
|
|
NetMessageToClientInfo( pClient, pInfo );
|
|
AddPlayersToSession( pClient );
|
|
}
|
|
|
|
// Check for team changes
|
|
for ( int i = 0; i < pInfo->m_cPlayers; ++i )
|
|
{
|
|
if ( pInfo->m_iTeam[i] != tempClient.m_iTeam[i] || pInfo->m_cVoiceState[i] != tempClient.m_cVoiceState[i] )
|
|
{
|
|
// X360TBD: send real "ready" setting, or remove entirely?
|
|
EngineVGui()->UpdatePlayerInfo( pInfo->m_xuids[i], pInfo->m_szGamertags[i], pInfo->m_iTeam[i], pInfo->m_cVoiceState[i], GetPlayersNeeded(), bHost );
|
|
}
|
|
}
|
|
|
|
// Store the new info
|
|
NetMessageToClientInfo( pClient, pInfo );
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
SendToRemoteClients( pInfo );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// A client has been dropped
|
|
ClientDropped( pClient );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A connection was lost - respond accordingly
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::ClientDropped( CClientInfo *pClient )
|
|
{
|
|
if ( !pClient )
|
|
{
|
|
Warning( "Null client pointer in ClientDropped!\n" );
|
|
return;
|
|
}
|
|
|
|
if ( m_CurrentState == MMSTATE_SESSION_CONNECTING )
|
|
{
|
|
// Not really dropped, we just failed to connect to the host
|
|
SessionNotification( SESSION_NOTIFY_CONNECT_NOTAVAILABLE );
|
|
return;
|
|
}
|
|
|
|
Warning( "Dropped player: %llu!", pClient->m_id );
|
|
|
|
// Do this first, before the team assignment gets cleared
|
|
RemovePlayersFromSession( pClient );
|
|
|
|
// Remove all players from the lobby
|
|
for ( int i = 0; i < pClient->m_cPlayers; ++i )
|
|
{
|
|
pClient->m_iTeam[i] = -1;
|
|
}
|
|
SendPlayerInfoToLobby( pClient );
|
|
|
|
MarkChannelForRemoval( &pClient->m_adr );
|
|
|
|
if ( pClient == &m_Host )
|
|
{
|
|
// The host was lost
|
|
if ( m_Session.IsSystemLink() )
|
|
{
|
|
// Can't migrate system link sessions
|
|
SessionNotification( SESSION_NOTIFY_LOST_HOST );
|
|
}
|
|
else
|
|
{
|
|
// X360TBD: Migration still doesn't work correctly
|
|
SessionNotification( SESSION_NOTIFY_LOST_HOST );
|
|
/*
|
|
// Start migrating
|
|
if ( !IsInMigration() )
|
|
{
|
|
m_PreMigrateState = m_CurrentState;
|
|
StartHostMigration();
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// Send a disconnect ack back to the client
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_SESSION_DISCONNECT;
|
|
SendMessage( &msg, &pClient->m_adr );
|
|
|
|
// Tell everyone else this client is gone
|
|
MM_ClientInfo droppedPlayer;
|
|
ClientInfoToNetMessage( &droppedPlayer, pClient );
|
|
droppedPlayer.m_cPlayers = 0;
|
|
|
|
SendToRemoteClients( &droppedPlayer );
|
|
|
|
for ( int i = 0; i < sv.GetClientCount(); i++ )
|
|
{
|
|
IClient *pIClient = sv.GetClient(i);
|
|
bool bFound = false;
|
|
|
|
if ( pIClient )
|
|
{
|
|
for ( int j = 0; j < pClient->m_cPlayers; ++j )
|
|
{
|
|
if ( pClient->m_xuids[j] == 0 )
|
|
continue;
|
|
|
|
if ( Q_stricmp( pIClient->GetClientName(), pClient->m_szGamertags[j] ) == 0 )
|
|
{
|
|
bFound = true;
|
|
pIClient->Disconnect( "Timed Out" );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bFound == true )
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( m_Remote.FindAndRemove( pClient ) )
|
|
{
|
|
delete pClient;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A player is leaving the session
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::PerformDisconnect()
|
|
{
|
|
if ( m_CurrentState == MMSTATE_SESSION_DISCONNECTING )
|
|
{
|
|
if ( ConnectedToServer() )
|
|
{
|
|
engineClient->ExecuteClientCmd( "disconnect" );
|
|
EngineVGui()->ActivateGameUI();
|
|
}
|
|
|
|
if ( m_bEnteredLobby )
|
|
{
|
|
EngineVGui()->SessionNotification( SESSION_NOTIFY_WELCOME );
|
|
}
|
|
SwitchToState( MMSTATE_INITIAL );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A player is leaving the session
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::KickPlayerFromSession( uint64 id )
|
|
{
|
|
MM_ClientInfo droppedPlayer;
|
|
|
|
if ( m_Local.m_xuids[0] == id || id == 0 )
|
|
{
|
|
// We've been kicked, or voluntarily left the session
|
|
ClientInfoToNetMessage( &droppedPlayer, &m_Local );
|
|
droppedPlayer.m_cPlayers = 0;
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// Tell all the clients
|
|
SendToRemoteClients( &droppedPlayer );
|
|
}
|
|
else
|
|
{
|
|
// tell the host to drop us
|
|
SendMessage( &droppedPlayer, &m_Host );
|
|
}
|
|
|
|
// Prepare to close the session and reset
|
|
SwitchToState( MMSTATE_SESSION_DISCONNECTING );
|
|
}
|
|
else if ( m_Session.IsHost() )
|
|
{
|
|
// Host wants to kick a client
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
CClientInfo *pClient = m_Remote[i];
|
|
for ( int j = 0; j < pClient->m_cPlayers; ++j )
|
|
{
|
|
if ( pClient->m_xuids[j] == id )
|
|
{
|
|
ClientInfoToNetMessage( &droppedPlayer, pClient );
|
|
droppedPlayer.m_cPlayers = 0;
|
|
SendMessage( &droppedPlayer, pClient );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add players to the session
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::AddPlayersToSession( CClientInfo *pClient )
|
|
{
|
|
bool bIsLocal = false;
|
|
|
|
if ( &m_Local == pClient )
|
|
{
|
|
m_Session.JoinLocal( pClient );
|
|
bIsLocal = true;
|
|
}
|
|
else
|
|
{
|
|
m_Session.JoinRemote( pClient );
|
|
}
|
|
|
|
#if defined ( _X360 )
|
|
if ( Audio_GetXVoice() )
|
|
{
|
|
Audio_GetXVoice()->AddPlayerToVoiceList( pClient, bIsLocal );
|
|
if ( bIsLocal )
|
|
{
|
|
m_bCreatedLocalTalker = true;
|
|
}
|
|
}
|
|
#endif
|
|
UpdateMuteList();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove players from the session
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::RemovePlayersFromSession( CClientInfo *pClient )
|
|
{
|
|
if ( !pClient->m_cPlayers )
|
|
return;
|
|
|
|
bool bIsLocal = false;
|
|
|
|
if ( &m_Local == pClient )
|
|
{
|
|
m_Session.RemoveLocal( pClient );
|
|
bIsLocal = true;
|
|
}
|
|
else
|
|
{
|
|
m_Session.RemoveRemote( pClient );
|
|
}
|
|
|
|
#if defined ( _X360 )
|
|
if ( Audio_GetXVoice() )
|
|
{
|
|
Audio_GetXVoice()->RemovePlayerFromVoiceList( pClient, bIsLocal );
|
|
}
|
|
#endif
|
|
UpdateMuteList();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check if a client is muted
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::IsPlayerMuted( int iUserId, XUID playerId )
|
|
{
|
|
for ( int i = 0; i < MAX_PLAYERS; ++i )
|
|
{
|
|
if ( m_Mutelist[iUserId][i] == playerId )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
if ( m_MutedBy[iUserId].HasElement( playerId ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine which clients should be muted for the local client
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::UpdateMuteList()
|
|
{
|
|
// Process our mute list
|
|
MM_Mutelist msg;
|
|
GenerateMutelist( &msg );
|
|
|
|
// Send that to everyone else
|
|
if ( !m_Session.IsHost() )
|
|
{
|
|
SendMessage( &msg, &m_Host );
|
|
}
|
|
else
|
|
{
|
|
ProcessMutelist( &msg );
|
|
}
|
|
}
|
|
|
|
void Con_PrintTalkers( const CCommand &args )
|
|
{
|
|
g_pMatchmaking->PrintVoiceStatus();
|
|
}
|
|
|
|
void CMatchmaking::PrintVoiceStatus( void )
|
|
{
|
|
#ifdef _X360
|
|
int iRemoteClient = 0;
|
|
int numRemoteTalkers;
|
|
XUID remoteTalkers[MAX_PLAYERS];
|
|
Audio_GetXVoice()->GetRemoteTalkers( &numRemoteTalkers, remoteTalkers );
|
|
|
|
CClientInfo *pClient = &m_Local;
|
|
|
|
if ( m_Session.IsHost() == false )
|
|
{
|
|
pClient = &m_Host;
|
|
}
|
|
|
|
|
|
Msg( "Num Remote Talkers: %d\n", numRemoteTalkers );
|
|
|
|
bool bFound = false;
|
|
|
|
while ( pClient )
|
|
{
|
|
if ( pClient != &m_Local )
|
|
{
|
|
for ( int iRemote = 0; iRemote < numRemoteTalkers; iRemote++ )
|
|
{
|
|
if ( pClient->m_xuids[0] == remoteTalkers[iRemote] )
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( bFound == true )
|
|
{
|
|
Msg( "Found a Talker: %s\n", pClient->m_szGamertags[0] );
|
|
}
|
|
else
|
|
{
|
|
Msg( "ALERT!!! %s not in Talker list\n", pClient->m_szGamertags[0] );
|
|
}
|
|
}
|
|
|
|
if ( iRemoteClient < m_Remote.Count() )
|
|
{
|
|
pClient = m_Remote[iRemoteClient];
|
|
iRemoteClient++;
|
|
}
|
|
else
|
|
{
|
|
pClient = NULL;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
static ConCommand voice_printtalkers( "voice_printtalkers", Con_PrintTalkers, "voice debug.", FCVAR_DONTRECORD );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update a client's mute list
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::GenerateMutelist( MM_Mutelist *pMsg )
|
|
{
|
|
#if defined( _X360 )
|
|
// Get our remote talker list
|
|
if ( !Audio_GetXVoice() )
|
|
return;
|
|
|
|
int numRemoteTalkers;
|
|
XUID remoteTalkers[MAX_PLAYERS];
|
|
Audio_GetXVoice()->GetRemoteTalkers( &numRemoteTalkers, remoteTalkers );
|
|
|
|
pMsg->m_cPlayers = 0;
|
|
|
|
// Loop through local players and update mutes
|
|
for ( int iLocal = 0; iLocal < m_Local.m_cPlayers; ++iLocal )
|
|
{
|
|
pMsg->m_cMuted[iLocal] = 0;
|
|
|
|
pMsg->m_xuid[pMsg->m_cPlayers] = m_Local.m_xuids[iLocal];
|
|
|
|
for ( int iRemote = 0; iRemote < numRemoteTalkers; ++iRemote )
|
|
{
|
|
BOOL bIsMuted = false;
|
|
|
|
DWORD ret = XUserMuteListQuery( m_Local.m_iControllers[iLocal], remoteTalkers[iRemote], &bIsMuted );
|
|
if( ERROR_SUCCESS != ret )
|
|
{
|
|
Warning( "Warning: XUserMuteListQuery() returned 0x%08x for user %d\n", ret, iLocal );
|
|
}
|
|
|
|
if( bIsMuted )
|
|
{
|
|
pMsg->m_Muted[pMsg->m_cPlayers].AddToTail( remoteTalkers[iRemote ] );
|
|
++pMsg->m_cMuted[pMsg->m_cPlayers];
|
|
}
|
|
else
|
|
{
|
|
bIsMuted = m_MutedBy[iLocal].HasElement( remoteTalkers[iRemote] );
|
|
}
|
|
|
|
if( bIsMuted )
|
|
{
|
|
Audio_GetXVoice()->SetPlaybackPriority( remoteTalkers[iRemote], m_Local.m_iControllers[iLocal], XHV_PLAYBACK_PRIORITY_NEVER );
|
|
}
|
|
else
|
|
{
|
|
Audio_GetXVoice()->SetPlaybackPriority( remoteTalkers[iRemote], m_Local.m_iControllers[iLocal], XHV_PLAYBACK_PRIORITY_MAX );
|
|
}
|
|
}
|
|
|
|
pMsg->m_cRemoteTalkers[pMsg->m_cPlayers] = m_MutedBy[pMsg->m_cPlayers].Count();
|
|
++pMsg->m_cPlayers;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle the mutelist from another client
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::ProcessMutelist( MM_Mutelist *pMsg )
|
|
{
|
|
#if defined( _X360 )
|
|
// local players
|
|
for( int i = 0; i < m_Local.m_cPlayers; ++i )
|
|
{
|
|
// remote players
|
|
for( int j = 0; j < pMsg->m_cPlayers; ++j )
|
|
{
|
|
m_MutedBy[i].FindAndRemove( pMsg->m_xuid[j] );
|
|
|
|
// players muted by remote player
|
|
for( int k = 0; k < pMsg->m_cMuted[j]; ++k )
|
|
{
|
|
if( m_Local.m_xuids[i] == pMsg->m_Muted[j][k] )
|
|
{
|
|
m_MutedBy[i].AddToTail( pMsg->m_xuid[j] );
|
|
}
|
|
}
|
|
|
|
BOOL bIsMuted = m_MutedBy[i].HasElement( pMsg->m_xuid[j] );
|
|
if ( !bIsMuted )
|
|
{
|
|
XUserMuteListQuery( m_Local.m_iControllers[i], pMsg->m_xuid[j], &bIsMuted );
|
|
}
|
|
if( bIsMuted )
|
|
{
|
|
Audio_GetXVoice()->SetPlaybackPriority( pMsg->m_xuid[j], m_Local.m_iControllers[i], XHV_PLAYBACK_PRIORITY_NEVER );
|
|
}
|
|
else
|
|
{
|
|
Audio_GetXVoice()->SetPlaybackPriority( pMsg->m_xuid[j], m_Local.m_iControllers[i], XHV_PLAYBACK_PRIORITY_MAX );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// Pass this along to everyone else
|
|
SendToRemoteClients( pMsg );
|
|
}
|
|
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A client is changing to another team
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::ChangeTeam( const char *pTeamName )
|
|
{
|
|
if ( !pTeamName )
|
|
{
|
|
// Automatic switch to next team
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
if ( m_CurrentState == MMSTATE_ACCEPTING_CONNECTIONS )
|
|
{
|
|
// Put ourselves on another team and
|
|
// tell the other players
|
|
SwitchToNextOpenTeam( &m_Local );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Send a request to the host
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_CHANGETEAM;
|
|
SendMessage( &msg, &m_Host );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Find a team name that matches, and tell everyone our new team number
|
|
char szTeamName[32];
|
|
uint id = g_ClientDLL->GetPresenceID( "PROPERTY_TEAM" );
|
|
|
|
for ( int iTeam = 0; iTeam < m_nTotalTeams; ++iTeam )
|
|
{
|
|
g_ClientDLL->GetPropertyDisplayString( id, iTeam, szTeamName, sizeof( szTeamName ) );
|
|
if ( !Q_stricmp( szTeamName, pTeamName ) )
|
|
{
|
|
bool bChanged = false;
|
|
MM_ClientInfo info;
|
|
ClientInfoToNetMessage( &info, &m_Local );
|
|
for ( int i = 0; i < m_Local.m_cPlayers; ++i )
|
|
{
|
|
if ( info.m_iTeam[i] != iTeam )
|
|
{
|
|
bChanged = true;
|
|
}
|
|
info.m_iTeam[i] = iTeam;
|
|
}
|
|
|
|
if ( !bChanged )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
ProcessClientInfo( &info );
|
|
}
|
|
else
|
|
{
|
|
SendMessage( &info, &m_Host );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle various matchmaking checkpoint messages
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::ProcessCheckpoint( MM_Checkpoint *pMsg )
|
|
{
|
|
switch( pMsg->m_Checkpoint )
|
|
{
|
|
case MM_Checkpoint::CHECKPOINT_CHANGETEAM:
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// if the countdown has started, deny
|
|
if ( m_CurrentState == MMSTATE_ACCEPTING_CONNECTIONS )
|
|
{
|
|
netadr_t adr = pMsg->GetNetChannel()->GetRemoteAddress();
|
|
CClientInfo *pClient = FindClient( &adr );
|
|
if ( pClient )
|
|
{
|
|
SwitchToNextOpenTeam( pClient );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_PREGAME:
|
|
|
|
if ( m_Session.IsArbitrated() && !m_Session.IsHost() )
|
|
{
|
|
m_Session.RegisterForArbitration();
|
|
}
|
|
|
|
// Start the countdown timer to map load
|
|
SwitchToState( MMSTATE_PREGAME );
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_GAME_LOBBY:
|
|
|
|
// returning to game lobby, pregame canceled
|
|
// reset the countdown
|
|
SessionNotification( SESSION_NOTIFY_COUNTDOWN, -1 );
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
SwitchToState( MMSTATE_ACCEPTING_CONNECTIONS );
|
|
}
|
|
else
|
|
{
|
|
SwitchToState( MMSTATE_SESSION_CONNECTED );
|
|
}
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_LOADING_COMPLETE:
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// Mark this client as loaded
|
|
netadr_t adr = pMsg->GetNetChannel()->GetRemoteAddress();
|
|
CClientInfo *pClient = FindClient( &adr );
|
|
if ( pClient )
|
|
{
|
|
pClient->m_bLoaded = true;
|
|
|
|
if ( GameIsActive() )
|
|
{
|
|
// Send a reply and reset the netchannel timeout
|
|
SendMessage( pMsg, pClient );
|
|
SetChannelTimeout( &pClient->m_adr, HEARTBEAT_TIMEOUT );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The host is also loaded, so reset the netchannel timeout
|
|
SetChannelTimeout( &m_Host.m_adr, HEARTBEAT_TIMEOUT );
|
|
}
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_CONNECT:
|
|
|
|
// If we're already connected or in the game, don't connect again.
|
|
if ( m_CurrentState == MMSTATE_CONNECTED_TO_SERVER ||
|
|
m_CurrentState == MMSTATE_INGAME )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// Send the message to everyone
|
|
SendToRemoteClients( pMsg );
|
|
}
|
|
else
|
|
{
|
|
// The host is asking us to connect to the game server
|
|
if ( m_CurrentState != MMSTATE_LOADING )
|
|
{
|
|
// Set the longer timeout for loading
|
|
SetChannelTimeout( &m_Host.m_adr, HEARTBEAT_TIMEOUT_LOADING );
|
|
SwitchToState( MMSTATE_LOADING );
|
|
}
|
|
}
|
|
|
|
// Make sure we're not preventing full startup
|
|
SetPreventFullServerStartup( false, "CHECKPOINT_CONNECT\n" );
|
|
|
|
if ( !IsServer() )
|
|
{
|
|
char cmd[MAX_PATH];
|
|
Q_snprintf( cmd, sizeof( cmd ), "connect %d.%d.%d.%d", m_Host.m_adr.ip[0], m_Host.m_adr.ip[1], m_Host.m_adr.ip[2], m_Host.m_adr.ip[3] );
|
|
Cbuf_AddText( cmd );
|
|
|
|
SessionNotification( SESSION_NOTIFY_CONNECTED_TOSERVER );
|
|
}
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_SESSION_DISCONNECT:
|
|
|
|
PerformDisconnect();
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_REPORT_STATS:
|
|
|
|
// Start stats reporting
|
|
g_ClientDLL->StartStatsReporting( m_Session.GetSessionHandle(), m_Session.IsArbitrated() );
|
|
m_Local.m_bReportedStats = true;
|
|
|
|
m_fHeartbeatInterval = HEARTBEAT_INTERVAL_SHORT;
|
|
|
|
SwitchToState( MMSTATE_REPORTING_STATS );
|
|
|
|
// Host needs to wait for clients to finish reporting
|
|
if ( !m_Session.IsHost() )
|
|
{
|
|
EndStatsReporting();
|
|
}
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_REPORTING_COMPLETE:
|
|
{
|
|
// Mark this client as finished reporting stats
|
|
bool bFinished = false;
|
|
netadr_t adr = pMsg->GetNetChannel()->GetRemoteAddress();
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
CClientInfo *pClient = m_Remote[i];
|
|
if ( pClient->m_adr.CompareAdr( adr ) )
|
|
{
|
|
pClient->m_bReportedStats = true;
|
|
}
|
|
|
|
if ( !pClient->m_bReportedStats )
|
|
{
|
|
bFinished = false;
|
|
}
|
|
}
|
|
|
|
if ( bFinished && m_Local.m_bReportedStats )
|
|
{
|
|
EndStatsReporting();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MM_Checkpoint::CHECKPOINT_POSTGAME:
|
|
|
|
g_pXboxSystem->SessionEnd( m_Session.GetSessionHandle(), false );
|
|
|
|
engineClient->ClientCmd( "disconnect" );
|
|
|
|
EngineVGui()->ActivateGameUI();
|
|
|
|
if ( m_Session.IsArbitrated() )
|
|
{
|
|
// Tell gameui to return to the main menu
|
|
SessionNotification( SESSION_NOTIFY_ENDGAME_RANKED );
|
|
|
|
SwitchToState( MMSTATE_INITIAL );
|
|
}
|
|
else
|
|
{
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// Make ourselves available to queries again
|
|
m_HostData.gameState = GAMESTATE_INLOBBY;
|
|
UpdateSessionReplyData( XNET_QOS_LISTEN_ENABLE|XNET_QOS_LISTEN_SET_DATA );
|
|
}
|
|
|
|
// Tell gameui to activate the lobby
|
|
SessionNotification( m_Session.IsHost() ? SESSION_NOTIFY_ENDGAME_HOST : SESSION_NOTIFY_ENDGAME_CLIENT );
|
|
|
|
// Fill the lobby with all of the clients
|
|
if ( !m_Session.IsHost() )
|
|
{
|
|
SendPlayerInfoToLobby( &m_Host, m_nHostOwnerId );
|
|
SendPlayerInfoToLobby( &m_Local );
|
|
}
|
|
else
|
|
{
|
|
SendPlayerInfoToLobby( &m_Local, 0 );
|
|
}
|
|
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
SendPlayerInfoToLobby( m_Remote[i] );
|
|
}
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
SwitchToState( MMSTATE_ACCEPTING_CONNECTIONS );
|
|
}
|
|
else
|
|
{
|
|
SwitchToState( MMSTATE_SESSION_CONNECTED );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop any asynchronous operation that is currently running
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::CancelCurrentOperation()
|
|
{
|
|
switch( m_CurrentState )
|
|
{
|
|
case MMSTATE_CREATING:
|
|
m_Session.CancelCreateSession();
|
|
break;
|
|
|
|
case MMSTATE_SEARCHING:
|
|
CancelSearch();
|
|
break;
|
|
|
|
case MMSTATE_WAITING_QOS:
|
|
CancelQosLookup();
|
|
break;
|
|
|
|
case MMSTATE_SESSION_CONNECTING:
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Send player info to be displayed in the session lobby
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::SendPlayerInfoToLobby( CClientInfo *pClient, int iHostIdx )
|
|
{
|
|
for ( int i = 0; i < pClient->m_cPlayers; ++i )
|
|
{
|
|
EngineVGui()->UpdatePlayerInfo( pClient->m_xuids[i], pClient->m_szGamertags[i], pClient->m_iTeam[i], pClient->m_cVoiceState[i], GetPlayersNeeded(), iHostIdx == i );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the start game countdown timer
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::UpdatePregame()
|
|
{
|
|
int elapsedTime = GetTime() - m_fCountdownStartTime;
|
|
if ( elapsedTime > REGISTRATION_MAXWAITTIME )
|
|
{
|
|
// Check the registration timer.
|
|
if ( m_Session.IsHost() && m_Session.IsArbitrated() && !m_Local.m_bRegistered )
|
|
{
|
|
// Time's up, register ourselves
|
|
m_Local.m_bRegistered = true;
|
|
m_Session.RegisterForArbitration();
|
|
}
|
|
}
|
|
|
|
// Check the countdown timer. When it's zero, start the game.
|
|
if ( elapsedTime < STARTGAME_COUNTDOWN )
|
|
{
|
|
SessionNotification( SESSION_NOTIFY_COUNTDOWN, STARTGAME_COUNTDOWN - elapsedTime );
|
|
return;
|
|
}
|
|
|
|
// Send the zero count
|
|
SessionNotification( SESSION_NOTIFY_COUNTDOWN, 0 );
|
|
|
|
// Set a longer timeout for loading
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
SetChannelTimeout( &m_Remote[i]->m_adr, HEARTBEAT_TIMEOUT_LOADING );
|
|
}
|
|
|
|
// Set commentary & cheats off
|
|
ConVarRef commentary( "commentary" );
|
|
commentary.SetValue( false );
|
|
ConVarRef sv_cheats( "sv_cheats" );
|
|
sv_cheats.SetValue( 0 );
|
|
}
|
|
else
|
|
{
|
|
SetChannelTimeout( &m_Host.m_adr, HEARTBEAT_TIMEOUT_LOADING );
|
|
}
|
|
|
|
g_pXboxSystem->SessionStart( m_Session.GetSessionHandle(), 0, false );
|
|
|
|
if ( !IsServer() )
|
|
{
|
|
SetPreventFullServerStartup( true, "SESSION_NOTIFY_COUNTDOWN == 0 and not the host\n" );
|
|
}
|
|
|
|
SwitchToState( MMSTATE_LOADING );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Receive notifications from the session
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::SessionNotification( const SESSION_NOTIFY notification, const int param )
|
|
{
|
|
// Notify GameUI
|
|
EngineVGui()->SessionNotification( notification, param );
|
|
|
|
switch( notification )
|
|
{
|
|
case SESSION_NOTIFY_CREATED_HOST:
|
|
m_bEnteredLobby = true;
|
|
OnHostSessionCreated();
|
|
break;
|
|
|
|
case SESSION_NOTIFY_CREATED_CLIENT:
|
|
Msg( "Client: CreateSession successful\n" );
|
|
|
|
// Session has been created according to the advertised specifications.
|
|
// Now send a connection request to the session host.
|
|
SwitchToState( MMSTATE_SESSION_CONNECTING );
|
|
break;
|
|
|
|
case SESSION_NOFIFY_MODIFYING_SESSION:
|
|
SwitchToState( MMSTATE_MODIFYING );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_MODIFYING_COMPLETED_HOST:
|
|
SwitchToState( MMSTATE_ACCEPTING_CONNECTIONS );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT:
|
|
SwitchToState( MMSTATE_SESSION_CONNECTED );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_SEARCH_COMPLETED:
|
|
// Waiting for the player to choose a session
|
|
SwitchToState( MMSTATE_BROWSING );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_CONNECTED_TOSESSION:
|
|
m_bEnteredLobby = true;
|
|
SwitchToState( MMSTATE_SESSION_CONNECTED );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_CONNECTED_TOSERVER:
|
|
SwitchToState( MMSTATE_CONNECTED_TO_SERVER );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_MIGRATION_COMPLETED:
|
|
if ( !m_Session.IsHost() )
|
|
{
|
|
// Finished
|
|
EndMigration();
|
|
}
|
|
else
|
|
{
|
|
// Get ready to send join requests too peers
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
m_Remote[i]->m_bMigrated = false;
|
|
|
|
AddRemoteChannel( &m_Remote[i]->m_adr );
|
|
}
|
|
|
|
m_nSendCount = 0;
|
|
m_fSendTimer = 0;
|
|
|
|
SwitchToState( MMSTATE_HOSTMIGRATE_WAITINGFORCLIENTS );
|
|
}
|
|
break;
|
|
|
|
case SESSION_NOTIFY_FAIL_MIGRATE:
|
|
// X360TBD: How to handle this error?
|
|
Warning( "Migrate Failed\n" );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_REGISTER_COMPLETED:
|
|
if( !m_Session.IsHost() )
|
|
{
|
|
// Tell the host we're registered
|
|
MM_RegisterResponse msg;
|
|
SendMessage( &msg, &m_Host.m_adr );
|
|
}
|
|
else
|
|
{
|
|
// Process the results of registration
|
|
ProcessRegistrationResults();
|
|
}
|
|
break;
|
|
|
|
case SESSION_NOTIFY_ENDGAME_HOST:
|
|
case SESSION_NOTIFY_ENDGAME_CLIENT:
|
|
m_fHeartbeatInterval = HEARTBEAT_INTERVAL_SHORT;
|
|
break;
|
|
|
|
case SESSION_NOTIFY_LOST_HOST:
|
|
case SESSION_NOTIFY_LOST_SERVER:
|
|
SwitchToState( MMSTATE_SESSION_DISCONNECTING );
|
|
break;
|
|
|
|
case SESSION_NOTIFY_FAIL_REGISTER:
|
|
case SESSION_NOTIFY_FAIL_CREATE:
|
|
case SESSION_NOTIFY_FAIL_SEARCH:
|
|
case SESSION_NOTIFY_CONNECT_SESSIONFULL:
|
|
case SESSION_NOTIFY_CONNECT_NOTAVAILABLE:
|
|
case SESSION_NOTIFY_CONNECT_FAILED:
|
|
|
|
// Reset the session
|
|
SwitchToState( MMSTATE_INITIAL );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Switch between matchmaking states
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::SwitchToState( int newState )
|
|
{
|
|
// Clean up from the previous state
|
|
switch( m_CurrentState )
|
|
{
|
|
case MMSTATE_INITIAL:
|
|
break;
|
|
|
|
case MMSTATE_BROWSING:
|
|
// Clean up the search results
|
|
ClearSearchResults();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Initialize the next state
|
|
switch( newState )
|
|
{
|
|
case MMSTATE_INITIAL:
|
|
m_bCleanup = true;
|
|
break;
|
|
|
|
case MMSTATE_CREATING:
|
|
case MMSTATE_SEARCHING:
|
|
case MMSTATE_ACCEPTING_CONNECTIONS:
|
|
break;
|
|
|
|
case MMSTATE_MODIFYING:
|
|
m_fSendTimer = GetTime();
|
|
break;
|
|
|
|
case MMSTATE_WAITING_QOS:
|
|
m_fWaitTimer = GetTime();
|
|
break;
|
|
|
|
case MMSTATE_SESSION_CONNECTING:
|
|
ConnectToHost();
|
|
break;
|
|
|
|
case MMSTATE_PREGAME:
|
|
m_fCountdownStartTime = GetTime();
|
|
break;
|
|
|
|
case MMSTATE_LOADING:
|
|
m_fHeartbeatInterval = HEARTBEAT_INTERVAL_LONG;
|
|
break;
|
|
|
|
case MMSTATE_SESSION_DISCONNECTING:
|
|
m_fWaitTimer = GetTime();
|
|
break;
|
|
|
|
case MMSTATE_REPORTING_STATS:
|
|
m_fWaitTimer = GetTime();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
m_CurrentState = newState;
|
|
}
|
|
|
|
void CMatchmaking::UpdateVoiceStatus( void )
|
|
{
|
|
#if defined( _X360 )
|
|
|
|
if ( m_flVoiceBlinkTime > GetTime() )
|
|
return;
|
|
|
|
m_flVoiceBlinkTime = GetTime() + VOICE_ICON_BLINK_TIME;
|
|
CClientInfo *pClient = &m_Local;
|
|
|
|
bool bIsHost = m_Session.IsHost();
|
|
bool bShouldSendInfo = false;
|
|
|
|
if ( pClient )
|
|
{
|
|
for ( int i = 0; i < pClient->m_cPlayers; ++i )
|
|
{
|
|
if ( pClient->m_xuids[i] == 0 )
|
|
continue;
|
|
|
|
byte cOldVoiceState = pClient->m_cVoiceState[i];
|
|
|
|
if ( Audio_GetXVoice()->IsHeadsetPresent( pClient->m_iControllers[i] ) == false )
|
|
{
|
|
pClient->m_cVoiceState[i] = VOICE_STATUS_OFF;
|
|
}
|
|
else
|
|
{
|
|
if ( Audio_GetXVoice()->IsPlayerTalking( pClient->m_xuids[i], true ) )
|
|
{
|
|
pClient->m_cVoiceState[i] = VOICE_STATUS_TALKING;
|
|
}
|
|
else
|
|
{
|
|
pClient->m_cVoiceState[i] = VOICE_STATUS_IDLE;
|
|
}
|
|
}
|
|
|
|
if ( cOldVoiceState != pClient->m_cVoiceState[i] )
|
|
{
|
|
bShouldSendInfo = true;
|
|
}
|
|
|
|
if ( bShouldSendInfo == true )
|
|
{
|
|
EngineVGui()->UpdatePlayerInfo( pClient->m_xuids[i], pClient->m_szGamertags[i], pClient->m_iTeam[i], pClient->m_cVoiceState[i], GetPlayersNeeded(), bIsHost );
|
|
}
|
|
}
|
|
|
|
|
|
if ( bShouldSendInfo )
|
|
{
|
|
MM_ClientInfo info;
|
|
ClientInfoToNetMessage( &info, pClient );
|
|
|
|
if ( bIsHost == true )
|
|
{
|
|
// Tell all the clients
|
|
ProcessClientInfo( &info );
|
|
}
|
|
else
|
|
{
|
|
// Tell all the clients
|
|
SendMessage( &info, &m_Host );
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Update matchmaking and any active session
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::RunFrame()
|
|
{
|
|
if ( !m_bInitialized )
|
|
{
|
|
RunFrameInvite();
|
|
return;
|
|
}
|
|
|
|
if ( NET_IsMultiplayer() )
|
|
{
|
|
NET_ProcessSocket( NS_MATCHMAKING, this );
|
|
|
|
if ( m_Session.IsSystemLink() )
|
|
{
|
|
NET_ProcessSocket( NS_SYSTEMLINK, this );
|
|
}
|
|
}
|
|
|
|
#if defined( _X360 )
|
|
if ( Audio_GetXVoice() != NULL )
|
|
{
|
|
if ( !GameIsActive() )
|
|
{
|
|
if ( Audio_GetXVoice()->VoiceUpdateData() == true )
|
|
{
|
|
CLC_VoiceData voice;
|
|
Audio_GetXVoice()->GetVoiceData( &voice );
|
|
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
// Send this message on to everyone else
|
|
SendToRemoteClients( &voice, true );
|
|
}
|
|
else
|
|
{
|
|
// Send to the host
|
|
SendMessage( &voice, &m_Host );
|
|
}
|
|
|
|
Audio_GetXVoice()->VoiceResetLocalData();
|
|
}
|
|
|
|
UpdateVoiceStatus();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Tell the session to run its update
|
|
m_Session.RunFrame();
|
|
|
|
// Check state:
|
|
switch( m_CurrentState )
|
|
{
|
|
case MMSTATE_CREATING:
|
|
// Waiting for success or failure from CreateSession()
|
|
// GameUI is displaying a "Creating Game" dialog.
|
|
break;
|
|
|
|
case MMSTATE_ACCEPTING_CONNECTIONS:
|
|
// Host is sitting in the Lobby waiting for connection requests. Once the game
|
|
// is full enough (player count >= min players) the host will be able to start the game.
|
|
UpdateAcceptingConnections();
|
|
break;
|
|
|
|
case MMSTATE_SEARCHING:
|
|
UpdateSearch();
|
|
break;
|
|
|
|
case MMSTATE_WAITING_QOS:
|
|
UpdateQosLookup();
|
|
break;
|
|
|
|
case MMSTATE_SESSION_CONNECTING:
|
|
UpdateConnecting();
|
|
break;
|
|
|
|
case MMSTATE_PREGAME:
|
|
UpdatePregame();
|
|
break;
|
|
|
|
case MMSTATE_MODIFYING:
|
|
UpdateSessionModify();
|
|
break;
|
|
|
|
case MMSTATE_HOSTMIGRATE_WAITINGFORCLIENTS:
|
|
if ( GetTime() - m_fSendTimer > HOSTMIGRATION_RETRYINTERVAL )
|
|
{
|
|
if ( m_nSendCount > HOSTMIGRATION_MAXRETRIES )
|
|
{
|
|
EndMigration();
|
|
}
|
|
else
|
|
{
|
|
TellClientsToMigrate();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MMSTATE_HOSTMIGRATE_WAITINGFORHOST:
|
|
if ( GetTime() - m_fWaitTimer > HOSTMIGRATION_MAXWAITTIME )
|
|
{
|
|
// Give up on that host and try the next one in the list
|
|
Msg( "Giving up on this host\n" );
|
|
ClientDropped( m_pNewHost );
|
|
|
|
StartHostMigration();
|
|
}
|
|
break;
|
|
|
|
case MMSTATE_SESSION_DISCONNECTING:
|
|
// Wait for the host reply, or timeout
|
|
if ( GetTime() - m_fWaitTimer > DISCONNECT_WAITTIME )
|
|
{
|
|
PerformDisconnect();
|
|
}
|
|
break;
|
|
|
|
case MMSTATE_REPORTING_STATS:
|
|
if ( GetTime() - m_fWaitTimer > REPORTSTATS_WAITTIME )
|
|
{
|
|
EndStatsReporting();
|
|
}
|
|
break;
|
|
}
|
|
|
|
CleanupMarkedChannels();
|
|
SendHeartbeat();
|
|
|
|
if ( m_bCleanup )
|
|
{
|
|
Cleanup();
|
|
}
|
|
|
|
RunFrameInvite();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Let the invite system determine a good moment to start connecting to inviter's host
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::RunFrameInvite()
|
|
{
|
|
if ( m_InviteState != INVITE_NONE )
|
|
{
|
|
JoinInviteSession( &m_InviteSessionInfo );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get Quality-of-Service with LIVE
|
|
//-----------------------------------------------------------------------------
|
|
MM_QOS_t CMatchmaking::GetQosWithLIVE()
|
|
{
|
|
return MM_GetQos();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Debugging helpers
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::ShowSessionInfo()
|
|
{
|
|
Msg( "[MM] Filled Slots:\n[MM] Public: %d of %d\n[MM] Private: %d of %d\n",
|
|
m_Session.GetSessionSlots( SLOTS_FILLEDPUBLIC ),
|
|
m_Session.GetSessionSlots( SLOTS_TOTALPUBLIC ),
|
|
m_Session.GetSessionSlots( SLOTS_FILLEDPRIVATE ),
|
|
m_Session.GetSessionSlots( SLOTS_TOTALPRIVATE ) );
|
|
|
|
Msg( "[MM] Current state: %d\n", m_CurrentState );
|
|
Msg( "[MM] Send timer: %f\n", GetTime() - m_fSendTimer );
|
|
Msg( "[MM] Wait timer: %f\n", GetTime() - m_fWaitTimer );
|
|
|
|
int total = 0;
|
|
for ( int i = 0; i < m_nTotalTeams; ++i )
|
|
{
|
|
total += CountPlayersOnTeam( i );
|
|
}
|
|
Msg( "[MM] Total players: %d\n", total );
|
|
|
|
EngineVGui()->SessionNotification( SESSION_NOTIFY_DUMPSTATS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Debugging helpers
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::TestSendMessage()
|
|
{
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
AddRemoteChannel( &m_Remote[i]->m_adr );
|
|
}
|
|
NET_StringCmd msg;
|
|
SendToRemoteClients( &msg );
|
|
}
|
|
|
|
bool CMatchmaking::PreventFullServerStartup()
|
|
{
|
|
return m_bPreventFullServerStartup;
|
|
}
|
|
|
|
void CMatchmaking::SetPreventFullServerStartup( bool bState, char const *fmt, ... )
|
|
{
|
|
char desc[ 256 ];
|
|
va_list argptr;
|
|
va_start( argptr, fmt );
|
|
Q_vsnprintf( desc, sizeof( desc ), fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
DevMsg( 1, "Setting state from prevent %s to prevent %s: %s",
|
|
m_bPreventFullServerStartup ? "yes" : "no",
|
|
bState ? "yes" : "no",
|
|
desc );
|
|
|
|
m_bPreventFullServerStartup = bState;
|
|
}
|
|
|
|
CON_COMMAND( mm_session_info, "Dump session information" )
|
|
{
|
|
if ( g_pMatchmaking )
|
|
{
|
|
g_pMatchmaking->ShowSessionInfo();
|
|
}
|
|
}
|
|
|
|
CON_COMMAND( mm_message, "Send a message to all remote clients" )
|
|
{
|
|
if ( g_pMatchmaking )
|
|
{
|
|
g_pMatchmaking->TestSendMessage();
|
|
}
|
|
}
|
|
|
|
CON_COMMAND( mm_stats, "" )
|
|
{
|
|
if ( g_pMatchmaking )
|
|
{
|
|
g_pMatchmaking->TestStats();
|
|
}
|
|
}
|