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798 lines
23 KiB
C++
798 lines
23 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 "vstdlib/random.h"
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#include "proto_oob.h"
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#include "cdll_engine_int.h"
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#include "matchmaking.h"
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#include "Session.h"
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#include "convar.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar mm_minplayers( "mm_minplayers", "2", 0, "Number of players required to start an unranked game" );
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static ConVar mm_max_spectators( "mm_max_spectators", "4", 0, "Max players allowed on the spectator team" );
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//-----------------------------------------------------------------------------
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// Purpose: Start a Matchmaking session as the host
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//-----------------------------------------------------------------------------
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void CMatchmaking::StartHost( bool bSystemLink )
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{
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NET_SetMutiplayer( true );
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InitializeLocalClient( true );
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// Set all of the session contexts and properties. These were filled
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// in by GameUI after the user set them in the game options menu
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for ( int i = 0; i < m_SessionContexts.Count(); ++i )
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{
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XUSER_CONTEXT &ctx = m_SessionContexts[i];
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m_Session.SetContext( ctx.dwContextId, ctx.dwValue, false );
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}
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for ( int i = 0; i < m_SessionProperties.Count(); ++i )
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{
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XUSER_PROPERTY &prop = m_SessionProperties[i];
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m_Session.SetProperty( prop.dwPropertyId, prop.value.type, &prop.value.nData, false );
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}
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m_Session.SetSessionSlots( SLOTS_TOTALPUBLIC, m_nGameSize - m_nPrivateSlots );
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m_Session.SetSessionSlots( SLOTS_TOTALPRIVATE, m_nPrivateSlots );
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m_Session.SetIsSystemLink( bSystemLink );
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m_Session.SetIsHost( true );
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m_Session.SetOwnerId( XBX_GetPrimaryUserId() );
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// Session creation is asynchronous
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if ( !m_Session.CreateSession() )
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{
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SessionNotification( SESSION_NOTIFY_FAIL_CREATE );
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return;
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}
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// Waiting for session creation results
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SwitchToState( MMSTATE_CREATING );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Successfully created the session
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//-----------------------------------------------------------------------------
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void CMatchmaking::OnHostSessionCreated()
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{
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Msg( "Host: CreateSession successful\n" );
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// Setup the game info that will be sent back to searching clients
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m_HostData.gameState = GAMESTATE_INLOBBY;
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KeyValues *pScenario = m_pSessionKeys->FindKey( "CONTEXT_SCENARIO" );
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if ( pScenario )
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{
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Q_strncpy( m_HostData.scenario, pScenario->GetString( "displaystring", "Unknown" ), sizeof( m_HostData.scenario ) );
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}
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KeyValues *pTime = m_pSessionKeys->FindKey( "PROPERTY_MAX_GAME_TIME" );
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if ( pTime )
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{
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m_HostData.gameTime = pTime->GetInt( "valuestring", 0 );
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}
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UpdateSessionReplyData( XNET_QOS_LISTEN_ENABLE|XNET_QOS_LISTEN_SET_DATA );
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int iTeam = ChooseTeam();
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for ( int i = 0; i < m_Local.m_cPlayers; ++i )
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{
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m_Local.m_iTeam[i] = iTeam;
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}
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AddPlayersToSession( &m_Local );
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SendPlayerInfoToLobby( &m_Local, 0 );
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// Send session properties to client.dll so it can properly
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// set up game rules, cvars, etc.
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g_ClientDLL->SetupGameProperties( m_SessionContexts, m_SessionProperties );
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// Session has been created and advertised. Start listening for connection requests.
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SwitchToState( MMSTATE_ACCEPTING_CONNECTIONS );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle queries for system link servers
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//-----------------------------------------------------------------------------
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void CMatchmaking::HandleSystemLinkSearch( netpacket_t *pPacket )
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{
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// Should we respond to this probe?
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if ( !m_Session.IsSystemLink() ||
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!m_Session.IsHost() ||
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m_Session.IsFull() ||
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m_CurrentState < MMSTATE_ACCEPTING_CONNECTIONS )
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{
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return;
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}
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uint64 nonce = pPacket->message.ReadLongLong();
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// Send back info about our session
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XSESSION_INFO info;
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m_Session.GetSessionInfo( &info );
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char msg_buffer[MAX_ROUTABLE_PAYLOAD];
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bf_write msg( msg_buffer, sizeof(msg_buffer) );
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msg.WriteLong( CONNECTIONLESS_HEADER );
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msg.WriteByte( HTP_SYSTEMLINK_REPLY );
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msg.WriteLongLong( nonce );
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msg.WriteBytes( &info, sizeof( info ) );
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msg.WriteByte( m_Session.GetSessionSlots( SLOTS_TOTALPUBLIC ) - m_Session.GetSessionSlots( SLOTS_FILLEDPUBLIC ) );
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msg.WriteByte( m_Session.GetSessionSlots( SLOTS_TOTALPRIVATE ) - m_Session.GetSessionSlots( SLOTS_FILLEDPRIVATE ) );
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msg.WriteByte( m_Session.GetSessionSlots( SLOTS_FILLEDPUBLIC ) );
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msg.WriteByte( m_Session.GetSessionSlots( SLOTS_FILLEDPRIVATE ) );
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msg.WriteByte( m_nTotalTeams );
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msg.WriteByte( m_HostData.gameState );
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msg.WriteByte( m_HostData.gameTime );
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msg.WriteBytes( m_Local.m_szGamertags[0], MAX_PLAYER_NAME_LENGTH );
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msg.WriteBytes( m_HostData.scenario, MAX_MAP_NAME );
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msg.WriteByte( m_SessionProperties.Count() );
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msg.WriteByte( m_SessionContexts.Count() );
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uint nScenarioId = g_ClientDLL->GetPresenceID( "CONTEXT_SCENARIO" );
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uint nScenarioValue = 0;
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for ( int i = 0; i < m_SessionProperties.Count(); ++i )
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{
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XUSER_PROPERTY &prop = m_SessionProperties[i];
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msg.WriteBytes( &prop, sizeof( prop ) );
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}
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for ( int i = 0; i < m_SessionContexts.Count(); ++i )
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{
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XUSER_CONTEXT &ctx = m_SessionContexts[i];
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msg.WriteBytes( &ctx, sizeof( ctx ) );
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// Get the scenario id so the correct info can be displayed in the session browser
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if ( ctx.dwContextId == nScenarioId )
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{
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nScenarioValue = ctx.dwValue;
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}
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}
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msg.WriteByte( nScenarioValue );
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msg.WriteLongLong( m_HostData.xuid );
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netadr_t adr;
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adr.SetType( NA_BROADCAST );
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adr.SetPort( PORT_SYSTEMLINK );
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// Send message
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NET_SendPacket( NULL, NS_SYSTEMLINK, adr, msg.GetData(), msg.GetNumBytesWritten() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Process a client request to join the matchmaking session. If the
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// request is accepted, transmit session info to the new client, and
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// notify all connected clients of the new addition.
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//-----------------------------------------------------------------------------
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void CMatchmaking::HandleJoinRequest( netpacket_t *pPacket )
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{
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MM_JoinResponse joinResponse;
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CClientInfo tempClient;
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Msg( "Received a join request\n" );
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// Check the state
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if ( !IsAcceptingConnections() )
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{
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Msg( "State %d: Not accepting connections.\n", m_CurrentState );
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joinResponse.m_ResponseType = joinResponse.JOINRESPONSE_NOTHOSTING;
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}
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else
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{
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// Extract some packet data to see if this client was invited
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tempClient.m_id = pPacket->message.ReadLongLong(); // 64 bit
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tempClient.m_cPlayers = pPacket->message.ReadByte();
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tempClient.m_bInvited = (pPacket->message.ReadOneBit() != 0);
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for ( int i = 0; i < m_Remote.Count(); i++ )
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{
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CClientInfo *pClient = m_Remote[i];
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if ( pClient )
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{
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if ( pClient->m_id == tempClient.m_id )
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{
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ClientDropped( pClient );
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break;
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}
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}
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}
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// Make sure there's room for new players
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int nSlotsOpen = m_Session.GetSessionSlots( SLOTS_TOTALPUBLIC ) - m_Session.GetSessionSlots( SLOTS_FILLEDPUBLIC );
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if ( tempClient.m_bInvited )
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{
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// Only invited clients can take private slots
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nSlotsOpen += m_Session.GetSessionSlots( SLOTS_TOTALPRIVATE ) - m_Session.GetSessionSlots( SLOTS_FILLEDPRIVATE );
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}
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if ( tempClient.m_cPlayers > nSlotsOpen )
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{
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Msg( "Session Full.\n" );
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joinResponse.m_ResponseType = joinResponse.JOINRESPONSE_SESSIONFULL;
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}
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else
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{
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// There is room for the new client - fill out the rest of the response fields
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joinResponse.m_ResponseType = joinResponse.JOINRESPONSE_APPROVED;
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joinResponse.m_id = m_Local.m_id;
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joinResponse.m_Nonce = m_Session.GetSessionNonce();
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joinResponse.m_SessionFlags = m_Session.GetSessionFlags();
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joinResponse.m_nOwnerId = XBX_GetPrimaryUserId();
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joinResponse.m_nTotalTeams = m_nTotalTeams;
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joinResponse.m_ContextCount = m_SessionContexts.Count();
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joinResponse.m_PropertyCount = m_SessionProperties.Count();
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for ( int i = 0; i < m_SessionContexts.Count(); ++i )
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{
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joinResponse.m_SessionContexts.AddToTail( m_SessionContexts[i] );
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}
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for ( int i = 0; i < m_SessionProperties.Count(); ++i )
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{
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joinResponse.m_SessionProperties.AddToTail( m_SessionProperties[i] );
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}
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if ( !GameIsActive() )
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{
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// If the game is in progress, the new client will choose a team after connecting
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joinResponse.m_iTeam = ChooseTeam();
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}
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else
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{
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// Tell the client to join the game in progress
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joinResponse.m_iTeam = -1;
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joinResponse.m_ResponseType = joinResponse.JOINRESPONSE_APPROVED_JOINGAME;
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}
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}
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}
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netadr_t *pFromAdr = &pPacket->from;
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// Create a network channel for this client
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INetChannel *pNetChannel = AddRemoteChannel( pFromAdr );
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if ( !pNetChannel )
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{
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// Handle the error
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return;
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}
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// Send the response
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SendMessage( &joinResponse, pFromAdr );
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if ( joinResponse.m_ResponseType == joinResponse.JOINRESPONSE_APPROVED ||
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joinResponse.m_ResponseType == joinResponse.JOINRESPONSE_APPROVED_JOINGAME )
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{
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Msg( "Join request approved\n" );
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// Create a new client
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CClientInfo *pNewClient = new CClientInfo();
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pNewClient->m_adr = pPacket->from;
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pNewClient->m_id = tempClient.m_id; // 64 bit
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pNewClient->m_cPlayers = tempClient.m_cPlayers;
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pNewClient->m_bInvited = tempClient.m_bInvited;
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pPacket->message.ReadBytes( &pNewClient->m_xnaddr, sizeof( pNewClient->m_xnaddr ) );
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for ( int i = 0; i < tempClient.m_cPlayers; ++i )
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{
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pNewClient->m_xuids[i] = pPacket->message.ReadLongLong(); // 64 bit
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pPacket->message.ReadBytes( &pNewClient->m_cVoiceState, sizeof( pNewClient->m_cVoiceState ) );
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pNewClient->m_iTeam[i] = joinResponse.m_iTeam;
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pPacket->message.ReadString( pNewClient->m_szGamertags[i], sizeof( pNewClient->m_szGamertags[i] ), true );
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}
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// Tell everyone about the new client, and vice versa
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MM_ClientInfo newClientInfo;
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ClientInfoToNetMessage( &newClientInfo, pNewClient );
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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CClientInfo *pRemote = m_Remote[i];
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MM_ClientInfo oldClientInfo;
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ClientInfoToNetMessage( &oldClientInfo, pRemote );
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SendMessage( &newClientInfo, pRemote );
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SendMessage( &oldClientInfo, pNewClient );
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}
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// Tell new client about the host (us)
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MM_ClientInfo hostInfo;
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ClientInfoToNetMessage( &hostInfo, &m_Local );
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SendMessage( &hostInfo, pNewClient );
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// Tell ourselves about the new client
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ProcessClientInfo( &newClientInfo );
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if ( GameIsActive() )
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{
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// Set a longer timeout for communication loss during loading
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SetChannelTimeout( &pNewClient->m_adr, HEARTBEAT_TIMEOUT_LOADING );
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// Tell the client to connect to the server
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MM_Checkpoint msg;
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msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_CONNECT;
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SendMessage( &msg, pNewClient );
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}
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else
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{
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// UpdateServerNegotiation();
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}
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}
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else
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{
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// Join request was denied - close the channel
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RemoveRemoteChannel( pFromAdr, "Join request denied" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check the state of the lobby
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//-----------------------------------------------------------------------------
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void CMatchmaking::UpdateAcceptingConnections()
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{
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// Update host status
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UpdateSessionReplyData( XNET_QOS_LISTEN_SET_DATA );
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// Do nothing else
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the host data that gets sent in replies to client searches
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//-----------------------------------------------------------------------------
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void CMatchmaking::UpdateSessionReplyData( uint flags )
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{
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#if defined( _X360 )
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if ( m_Session.GetSessionHandle() == INVALID_HANDLE_VALUE )
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return;
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// Enable listening for client Quality Of Service probes
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XNKID id = m_Session.GetSessionId();
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uint ret = XNetQosListen( &id, (BYTE*)&m_HostData, sizeof( m_HostData ), 0, flags );
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if ( ret )
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{
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Warning( "Failed to update QOS Listener\n" );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Change properties of the current session
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//-----------------------------------------------------------------------------
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void CMatchmaking::ModifySession()
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{
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// Notify all clients of the new settings and wait for replies
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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m_Remote[i]->m_bModified = false;
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}
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SendModifySessionMessage();
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SessionNotification( SESSION_NOFIFY_MODIFYING_SESSION );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Send the new session properties to all clients
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//-----------------------------------------------------------------------------
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void CMatchmaking::SendModifySessionMessage()
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{
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MM_JoinResponse msg;
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msg.m_ResponseType = MM_JoinResponse::JOINRESPONSE_MODIFY_SESSION;
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msg.m_ContextCount = m_SessionContexts.Count();
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msg.m_PropertyCount = m_SessionProperties.Count();
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for ( int i = 0; i < m_SessionProperties.Count(); ++i )
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{
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msg.m_SessionProperties.AddToTail( m_SessionProperties[i] );
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}
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for ( int i = 0; i < m_SessionContexts.Count(); ++i )
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{
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msg.m_SessionContexts.AddToTail( m_SessionContexts[i] );
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}
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SendToRemoteClients( &msg );
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// Wait for clients to respond before continuing
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m_fWaitTimer = GetTime();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Waiting for clients to modify their session properties
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//-----------------------------------------------------------------------------
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void CMatchmaking::UpdateSessionModify()
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{
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if ( !m_Session.IsHost() )
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return;
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bool bFinished = true;
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if ( GetTime() - m_fWaitTimer < SESSIONMODIRY_MAXWAITTIME )
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{
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// Check if all clients have finished modifying the session
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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if ( !m_Remote[i]->m_bModified )
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{
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bFinished = false;
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}
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}
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}
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if ( bFinished )
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{
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EndSessionModify();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finish session modification
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//-----------------------------------------------------------------------------
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void CMatchmaking::EndSessionModify()
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{
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// Drop any clients that didn't respond
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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if ( !m_Remote[i]->m_bModified )
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{
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KickPlayerFromSession( m_Remote[i]->m_id );
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}
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}
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// Send session properties to client.dll so it can properly
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// set up game rules, cvars, etc.
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g_ClientDLL->SetupGameProperties( m_SessionContexts, m_SessionProperties );
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SessionNotification( SESSION_NOTIFY_MODIFYING_COMPLETED_HOST );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle a client registration response
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//-----------------------------------------------------------------------------
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bool CMatchmaking::ProcessRegisterResponse( MM_RegisterResponse *msg )
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{
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// Check if all clients have registered
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bool bAllRegistered = true;
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INetChannel *pChannel = msg->GetNetChannel();
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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CClientInfo *pClient = m_Remote[i];
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if ( pClient->m_adr.CompareAdr( pChannel->GetRemoteAddress() ) )
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{
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pClient->m_bRegistered = true;
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}
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if ( !pClient->m_bRegistered )
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{
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bAllRegistered = false;
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}
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}
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if ( bAllRegistered )
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{
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// Everyone's registered, register ourselves
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m_Local.m_bRegistered = true;
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m_Session.RegisterForArbitration();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find out if all clients registered for arbitration
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//-----------------------------------------------------------------------------
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void CMatchmaking::ProcessRegistrationResults()
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{
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// Clear all the client registration flags
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for ( int i = 0; i < m_Remote.Count(); ++i )
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{
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m_Remote[i]->m_bRegistered = false;
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}
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XSESSION_REGISTRATION_RESULTS *pResults = m_Session.GetRegistrationResults();
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Assert( pResults );
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int numRegistrants = pResults->wNumRegistrants;
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Msg( "%d players registered for arbitration\n", numRegistrants );
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for ( int i = 0; i < numRegistrants; ++i )
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{
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for ( int j = 0; j < m_Remote.Count(); ++j )
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{
|
|
if ( m_Remote[j]->m_id == pResults->rgRegistrants[i].qwMachineID )
|
|
{
|
|
m_Remote[j]->m_bRegistered = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now drop any clients that didn't register
|
|
for ( int i = m_Remote.Count()-1; i >= 0; --i )
|
|
{
|
|
if ( !m_Remote[i]->m_bRegistered )
|
|
{
|
|
ClientDropped( m_Remote[i] );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: All clients are in the lobby and ready - perform pre-game setup
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::StartGame()
|
|
{
|
|
if ( !m_Session.IsHost() )
|
|
return false;
|
|
|
|
if ( GetPlayersNeeded() != 0 )
|
|
return false;
|
|
|
|
StartCountdown();
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: All clients are in the lobby and ready - perform pre-game setup
|
|
//-----------------------------------------------------------------------------
|
|
bool CMatchmaking::CancelStartGame()
|
|
{
|
|
if ( !m_Session.IsHost() )
|
|
return false;
|
|
|
|
CancelCountdown();
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start the countdown timer for game start
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::StartCountdown()
|
|
{
|
|
if ( m_Session.IsArbitrated() )
|
|
{
|
|
// Initialize the client flags
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
m_Remote[i]->m_bRegistered = false;
|
|
}
|
|
m_Local.m_bRegistered = false;
|
|
}
|
|
|
|
// Block searches while we're loading the game, because we can't reply anyway
|
|
UpdateSessionReplyData( XNET_QOS_LISTEN_DISABLE );
|
|
|
|
// Send the start game message to everyone
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_PREGAME;
|
|
SendToRemoteClients( &msg );
|
|
ProcessCheckpoint( &msg );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::CancelCountdown()
|
|
{
|
|
// Accept searches again
|
|
UpdateSessionReplyData( XNET_QOS_LISTEN_ENABLE|XNET_QOS_LISTEN_SET_DATA );
|
|
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_GAME_LOBBY;
|
|
SendToRemoteClients( &msg );
|
|
ProcessCheckpoint( &msg );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tell the clients to connect to the server
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::TellClientsToConnect()
|
|
{
|
|
if ( IsServer() )
|
|
{
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_CONNECT;
|
|
if ( m_Session.IsHost() )
|
|
{
|
|
ProcessCheckpoint( &msg );
|
|
}
|
|
else
|
|
{
|
|
SendMessage( &msg, &m_Host );
|
|
}
|
|
|
|
SwitchToState( MMSTATE_CONNECTED_TO_SERVER );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tell the clients the game is over
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::EndGame()
|
|
{
|
|
if ( m_Session.IsHost() && GameIsActive() )
|
|
{
|
|
MM_Checkpoint msg;
|
|
if ( !m_Session.IsSystemLink() )
|
|
{
|
|
// Tell clients to report stats to live.
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
m_Remote[i]->m_bReportedStats = false;
|
|
}
|
|
m_Local.m_bReportedStats = false;
|
|
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_REPORT_STATS;
|
|
}
|
|
else
|
|
{
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_POSTGAME;
|
|
}
|
|
|
|
SendToRemoteClients( &msg );
|
|
ProcessCheckpoint( &msg );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: End the stats reporting phase
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::EndStatsReporting()
|
|
{
|
|
if ( m_CurrentState == MMSTATE_REPORTING_STATS )
|
|
{
|
|
if ( !m_Session.IsHost() )
|
|
{
|
|
// Notify the host that we've finished reporting stats
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_REPORTING_COMPLETE;
|
|
SendMessage( &msg, &m_Host );
|
|
}
|
|
else
|
|
{
|
|
// Remove anyone who didn't report stats
|
|
// Drop any clients that didn't respond
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
if ( !m_Remote[i]->m_bReportedStats )
|
|
{
|
|
KickPlayerFromSession( m_Remote[i]->m_id );
|
|
}
|
|
}
|
|
|
|
// Everyone has reported stats
|
|
MM_Checkpoint msg;
|
|
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_POSTGAME;
|
|
SendToRemoteClients( &msg );
|
|
ProcessCheckpoint( &msg );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Count players on a given team
|
|
//-----------------------------------------------------------------------------
|
|
int CMatchmaking::CountPlayersOnTeam( int idxTeam )
|
|
{
|
|
int numPlayers = 0;
|
|
for ( int i = 0; i < m_Remote.Count(); ++i )
|
|
{
|
|
if ( !m_Remote[i] )
|
|
continue;
|
|
|
|
CClientInfo &ciRemote = *m_Remote[i];
|
|
|
|
for ( int jp = 0; jp < ciRemote.m_cPlayers; ++ jp )
|
|
{
|
|
if ( ciRemote.m_iTeam[jp] == idxTeam )
|
|
{
|
|
++ numPlayers;
|
|
}
|
|
}
|
|
}
|
|
for ( int jp = 0; jp < m_Local.m_cPlayers; ++ jp )
|
|
{
|
|
if ( m_Local.m_iTeam[jp] == idxTeam )
|
|
{
|
|
++ numPlayers;
|
|
}
|
|
}
|
|
if ( !m_Session.IsHost() )
|
|
{
|
|
for ( int jp = 0; jp < m_Host.m_cPlayers; ++ jp )
|
|
{
|
|
if ( m_Host.m_iTeam[jp] == idxTeam )
|
|
{
|
|
++ numPlayers;
|
|
}
|
|
}
|
|
}
|
|
return numPlayers;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Auto-assign players as they first enter the lobby
|
|
//-----------------------------------------------------------------------------
|
|
int CMatchmaking::ChooseTeam()
|
|
{
|
|
int iTeam = -1;
|
|
for ( int i = 0; i < m_nTotalTeams - 1; ++i )
|
|
{
|
|
int numI = CountPlayersOnTeam( i ), numIp1 = CountPlayersOnTeam( i + 1 );
|
|
|
|
if ( numI < numIp1 )
|
|
{
|
|
iTeam = i;
|
|
}
|
|
else if ( numI > numIp1 )
|
|
{
|
|
iTeam = i + 1;
|
|
}
|
|
}
|
|
|
|
if ( iTeam == -1 )
|
|
{
|
|
iTeam = RandomInt( 0, m_nTotalTeams - 1 );
|
|
}
|
|
|
|
return iTeam;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Switch this client to the next team with open slots
|
|
//-----------------------------------------------------------------------------
|
|
void CMatchmaking::SwitchToNextOpenTeam( CClientInfo *pClient )
|
|
{
|
|
int oldTeam = pClient->m_iTeam[0];
|
|
int maxPlayersPerTeam = m_nGameSize / m_nTotalTeams + 3;
|
|
|
|
// Choose the next team for this client
|
|
int iTeam = oldTeam;
|
|
do
|
|
{
|
|
iTeam = (iTeam + 1) % m_nTotalTeams;
|
|
if ( CountPlayersOnTeam( iTeam ) < maxPlayersPerTeam )
|
|
break;
|
|
|
|
} while( iTeam != oldTeam );
|
|
|
|
MM_ClientInfo info;
|
|
ClientInfoToNetMessage( &info, pClient );
|
|
for ( int i = 0; i < pClient->m_cPlayers; ++i )
|
|
{
|
|
info.m_iTeam[i] = iTeam;
|
|
}
|
|
|
|
// Send to ourselves and everyone else
|
|
ProcessClientInfo( &info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check if the teams are full enough to start
|
|
//-----------------------------------------------------------------------------
|
|
int CMatchmaking::GetPlayersNeeded()
|
|
{
|
|
// System link can always be started
|
|
if ( m_Session.IsSystemLink() )
|
|
return 0;
|
|
|
|
// check if we can start the game
|
|
int total = 0;
|
|
|
|
for ( int i = 0; i < m_nTotalTeams; ++i )
|
|
{
|
|
total += CountPlayersOnTeam( i );
|
|
}
|
|
|
|
|
|
return max( 0, mm_minplayers.GetInt() - max( 0, total ) );
|
|
}
|