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540 lines
20 KiB
C++
540 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef TF_GC_SERVER_H
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#define TF_GC_SERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if !defined( _X360 ) && !defined( NO_STEAM )
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#include "steam/steam_api.h"
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#include "steam/steam_gameserver.h"
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#endif
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//#include "tf_gc_common.h"
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#include "gcsdk/gcclientsdk.h"
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#include "playergroup.h"
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//#include "dota_gamerules.h"
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#include "gc_clientsystem.h"
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#include "tf_gcmessages.h"
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#include "GameEventListener.h"
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#include "rtime.h"
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#include "tf_shareddefs.h"
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class CTFGSLobby;
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class CTFParty;
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//enum EDOTA_Uploading_Match_Stats
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//{
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// EDOTA_MATCH_STATS_IDLE,
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// EDOTA_MATCH_STATS_UPLOADING,
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// EDOTA_MATCH_STATS_UPLOAD_COMPLETE
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//};
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#ifdef ENABLE_GC_MATCHMAKING
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class CMvMVictoryInfo
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{
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public:
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int m_nLobbyId;
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CUtlString m_sChallengeName;
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#ifdef USE_MVM_TOUR
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CUtlString m_sMannUpTourOfDuty;
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#endif // USE_MVM_TOUR
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CUtlVector<uint64> m_vPlayerIds;
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CUtlVector<bool> m_vSquadSurplus;
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RTime32 m_tEventTime;
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void Init ( CTFGSLobby *pLobby );
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};
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class CMatchInfo
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{
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friend class CTFGCServerSystem;
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public:
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CMatchInfo( const CTFGSLobby *pLobby );
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~CMatchInfo();
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uint64 m_nMatchID;
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uint64 m_nLobbyID;
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EMatchGroup m_eMatchGroup;
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uint32 m_uLobbyFlags;
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uint32 m_uAverageRank;
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RTime32 m_rtMatchCreated;
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uint32 m_unEventTeamStatus;
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bool m_bFirstPersonActive;
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int m_nBotsAdded;
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bool m_bServerCreated;
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struct DailyStatsRankBucket_t
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{
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uint32 nRank;
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uint32 nRecords;
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uint32 nAvgScore;
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uint32 nStDevScore;
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uint32 nAvgKills;
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uint32 nStDevKills;
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uint32 nAvgDamage;
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uint32 nStDevDamage;
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uint32 nAvgHealing;
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uint32 nStDevHealing;
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uint32 nAvgSupport;
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uint32 nStDevSupport;
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};
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struct PlayerMatchData_t
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{
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friend class CTFGCServerSystem;
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friend class CMatchInfo;
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PlayerMatchData_t( CSteamID steamID, const CTFLobbyMember *pMemberData )
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: steamID( steamID )
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, uPartyID( pMemberData->party_id() )
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, eGCTeam( pMemberData->team() )
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, bDropped( false )
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, bConnected( false )
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, rtJoinedMatch( CRTime::RTime32TimeCur() )
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, nVoteKickAttempts( 0 )
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, nDisconnectedSeconds( 0 )
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, nScoreMedal( 0 )
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, nKillsMedal( 0 )
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, nDamageMedal( 0 )
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, nHealingMedal( 0 )
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, nSupportMedal( 0 )
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, bLateJoin( false )
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, nScore( 0 )
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, bPlayed( false )
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, unMMSkillRating( 0u )
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, nDrilloRatingDelta( 0 )
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, unClassesPlayed( 0u )
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, rtLastActiveEvent( CRTime::RTime32TimeCur() )
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, bAlwaysSafeToLeave( false )
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, bEverConnected( false )
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, bDropWasAbandon( false )
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, eDropReason( TFMatchLeaveReason_UNSPECIFIED )
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, nConnectingButNotActiveIndex( 0 )
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, m_mapXPAccumulation( DefLessFunc( CMsgTFXPSource::XPSourceType ) )
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{}
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PlayerMatchData_t( const PlayerMatchData_t& rhs );
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CSteamID steamID;
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uint64 uPartyID;
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TF_GC_TEAM eGCTeam;
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// If true, this player was dropped from the match and is not part of the active lobby. This is important for
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// cases where the GC connection is lost and the lobby state is stale.
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bool bDropped;
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bool bConnected;
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// Timestamp player joined the match at. Not guaranteed to be the same instant the match was created, depending
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// on how the GC does things.
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RTime32 rtJoinedMatch;
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uint32 nVoteKickAttempts;
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// Number of cumulative seconds the player has been absent, *not* including the initial connect timeout. Used
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// to determine when to award an abandon. We may do odd things like "comp" you some seconds on a second, later,
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// disconnect, so this shouldn't be used for stats purposes.
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int nDisconnectedSeconds;
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int nScoreMedal;
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int nKillsMedal;
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int nDamageMedal;
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int nHealingMedal;
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int nSupportMedal;
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bool bLateJoin;
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int nScore;
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bool bPlayed;
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// This is a single-value skill rating given to each player by the GC
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uint32 unMMSkillRating;
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// This is the older drillo rating system that was done on the server. It is still sent up to the GC as the
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// input to the drillo backend there. If we want to keep this long-term it should be moved to be a fully-gc
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// backend like glicko
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int nDrilloRatingDelta;
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uint32 unClassesPlayed;
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const CMsgTFXPSourceBreakdown& GetXPSources() const { return m_XPBreakdown; }
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// Override releasing this player from obligation to this match beyond the normal abandon rules. Used by MvM mode
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// for marking everyone who completes a wave as allowed to drop without penalty, for instance.
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void MarkAlwaysSafeToLeave() { bAlwaysSafeToLeave = true; }
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bool BDropWasAbandon() { return bDropped && bDropWasAbandon; }
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TFMatchLeaveReason GetDropReason() { return bDropped ? eDropReason : TFMatchLeaveReason_UNSPECIFIED; }
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RTime32 GetLastActiveEventTime( void ) { return rtLastActiveEvent; }
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MM_PlayerConnectionState_t GetConnectionState() const;
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void UpdateClassesPlayed( int nClass );
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struct XPBonusPool_t
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{
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XPBonusPool_t()
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: m_flMultiplier( 1.f )
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, m_nBonusPoolRemaining( 0 )
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{}
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CMsgTFXPSource_XPSourceType m_eType;
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// Only give up to this amount
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int m_nBonusPoolRemaining;
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// Give at this rate
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float m_flMultiplier;
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};
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private:
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void OnConnected( int nEntindex );
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void OnActive();
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// Last time the player changed between active (fully loaded in) and not-active. A player is active if
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// ( bConnected && !nConnectingButNotActiveIndex )
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RTime32 rtLastActiveEvent;
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bool bAlwaysSafeToLeave;
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bool bEverConnected;
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// If dropped - was it an abandon and what was the reason.
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bool bDropWasAbandon;
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TFMatchLeaveReason eDropReason;
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// Track the janky source-engine state between ClientConnect (when we allow them in) and ClientActive
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int nConnectingButNotActiveIndex;
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// XP accumulation for a player
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CMsgTFXPSourceBreakdown m_XPBreakdown;
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// The breakdown stores ints, but we need float precision or else we're going to round off a
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// significant amount of XP as the match plays on.
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CUtlMap< CMsgTFXPSource::XPSourceType, float > m_mapXPAccumulation;
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CUtlVector< XPBonusPool_t > m_vecXPBonusPools;
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};
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enum RankStatType_t
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{
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RankStat_Invalid = -1,
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RankStat_Score = 0,
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RankStat_Kills,
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RankStat_Damage,
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RankStat_Healing,
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RankStat_Support,
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};
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void SetDailyRankData( DailyStatsRankBucket_t vecRankData );
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bool RequestGCRankData( void );
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bool CalculatePlayerMatchRankData( void );
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bool CalculateMatchSkillRatingAdjustments( int iWinningTeam );
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const CMatchInfo::PlayerMatchData_t* GetMatchDataForPlayer( CSteamID steamID ) const;
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CMatchInfo::PlayerMatchData_t* GetMatchDataForPlayer( CSteamID steamID );
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// For iterating over all players. Index is relative to GetNumTotalMatchPlayers
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CMatchInfo::PlayerMatchData_t* GetMatchDataForPlayer( int nPlayer );
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// This is the total number of players we have match data for -- it may include dropped players not part of the
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// match any longer.
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int GetNumTotalMatchPlayers() const;
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// Number of players still active in the match.
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int GetNumActiveMatchPlayers() const;
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// Number of players still active in the match for a specific team
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int GetNumActiveMatchPlayersForTeam( int nTeam ) const;
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// Total skill rating for a team
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int GetTotalSkillRatingForTeam( int nTeam ) const;
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// Subset of active match players who are currently connected
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int GetNumConnectedMatchPlayers() const;
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// Indicates that this is a stale match that is ending. In cases such as rolling matches, we never "end" a match,
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// just roll into the next one, since "ended" matches indicate that we've terminated our relationship with the
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// players/GC.
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bool BMatchTerminated() const { return m_bMatchEnded; }
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// Indicates we've sent a result for this match. The match may still be active if we're intending to use it to start
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// a rolling match or other post-game activities.
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bool BSentResult() const { return m_bSentResult; }
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// The canonical size of this type of match. Can be passed from the GC and override the match description size.
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uint32 GetCanonicalMatchSize() const;
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const char *GetMatchMap() const { return m_strMapName.Length() ? m_strMapName.Get() : NULL; }
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// Rewards the player with XP based on the count scaled by the XP per unit of that type.
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// nCount here is the raw occurances of the action (ie. Points scored, Gold Medals Scored)
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void GiveXPRewardToPlayerForAction( CSteamID steamID, CMsgTFXPSource::XPSourceType eType, int nCount );
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// Directly assign the value
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void GiveXPDirectly( CSteamID steamID, CMsgTFXPSource::XPSourceType eType, int nAmount, bool bCanAwardBonusXP = true );
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// Give an XP bonus that increases
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void GiveXPBonus( CSteamID steamID,
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CMsgTFXPSource_XPSourceType eType,
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float flMultipler,
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int nBonusPool );
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// Is this player allowed to leave the match without incurring an abandon right now
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// TODO(JohnS): This should not go from true to false due to race conditions (players clicks DC, sees no warning,
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// races with server deciding its unsafe again), but does for MvM late join. The GS-initiated late
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// join rework would make it possible to fix that (once it enters too-low-to-latejoin state it stays
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// there)
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bool BPlayerSafeToLeaveMatch( CSteamID steamID );
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protected:
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int GetRankForStat( RankStatType_t statType, int nRankIndex, uint32 nValue );
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float NormalDistributionCDF( float flValue, float flMu, float flSigma );
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private:
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CMatchInfo();
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CMatchInfo( const CMatchInfo &otherinfo );
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// Track a new player participating in our match
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void AddPlayer( CSteamID steamID, const CTFLobbyMember *pMemberData, bool bIsLateJoin, int nEntindex, bool bActive );
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// Or with an existing player to copy from (e.g. old match)
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void AddPlayer( const PlayerMatchData_t &oldPlayer, int nEntIndex, bool bActive );
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// Mark a player as dropped from the match
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void DropPlayer( CSteamID steamID, TFMatchLeaveReason eReason, bool bWasAbandon );
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void SetEnded() { m_bMatchEnded = true; }
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CUtlVector < DailyStatsRankBucket_t > m_vDailyStatsRankData;
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CUtlVector < PlayerMatchData_t* > m_vMatchRankData;
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CUtlString m_strMapName;
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bool m_bMatchEnded;
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bool m_bSentResult;
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// Canonical size for this match type, override passed from GC.
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uint32 m_nGCMatchSize;
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float m_flBronzePercentile;
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float m_flSilverPercentile;
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float m_flGoldPercentile;
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};
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class CTFGCServerSystem : public CGCClientSystem, public GCSDK::ISharedObjectListener, public IServerGCLobby, public CGameEventListener
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{
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DECLARE_CLASS_GAMEROOT( CTFGCServerSystem, CGCClientSystem );
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// Messages that need to do callbacks
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friend class ReliableMsgNewMatchForLobby;
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friend class ReliableMsgChangeMatchPlayerTeams;
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public:
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CTFGCServerSystem( void );
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~CTFGCServerSystem( void );
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// CAutoGameSystemPerFrame
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virtual bool Init() OVERRIDE;
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virtual void LevelInitPreEntity() OVERRIDE;
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virtual void LevelShutdownPostEntity() OVERRIDE;
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virtual void Shutdown() OVERRIDE;
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virtual void PreClientUpdate() OVERRIDE;
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// uint8 FindItemID( CTF_Item *pItem );
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void MatchSignOut();
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// const char *GetMatchStartTimeString();
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// void GameRules_State_Enter( DOTA_GameState newState );
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void SetHibernation( bool bHibernating );
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bool ShouldHideServer();
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// ISharedObjectListener
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virtual void SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void PreSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { /* do nothing */ }
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virtual void SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void PostSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { /* do nothing */ }
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virtual void SODestroyed( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void SOCacheSubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { }
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virtual void SOCacheUnsubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE { }
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void DumpLobby();
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// IServerGCLobby methods
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virtual bool HasLobby() const;
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virtual bool SteamIDAllowedToConnect(const CSteamID &steamId) const;
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virtual void UpdateServerDetails(void);
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virtual bool ShouldHibernate();
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// IGameEventListener2
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virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
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CTFParty* GetPartyForPlayer( CSteamID steamID ) const;
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CMatchInfo *GetMatch() { return m_pMatchInfo; }
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const CMatchInfo *GetMatch() const { return m_pMatchInfo; }
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// Verbose accessor helpers
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//
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// Get match only if it is live
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CMatchInfo *GetLiveMatch() { return ( m_pMatchInfo && !m_pMatchInfo->m_bMatchEnded ) ? m_pMatchInfo : NULL; }
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const CMatchInfo *GetLiveMatch() const { return const_cast<CTFGCServerSystem*>(this)->GetLiveMatch(); }
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// Get a player only if there is a live match and they are still in the match (not dropped)
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CMatchInfo::PlayerMatchData_t *GetLiveMatchPlayer( CSteamID steamID );
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const CMatchInfo::PlayerMatchData_t *GetLiveMatchPlayer( CSteamID steamID ) const ;
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int GetTeamForLobbyMember( const CSteamID &steamId ) const;
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// bool IsLobbyMemberBroadcaster( const CSteamID &steamId ) const;
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// ELanguage GetBroadcasterLanguage( const CSteamID &steamId ) const;
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float GetFirstConnectTimeForLobbyMember( const CSteamID &steamId ) const;
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int GetVoteKickAttemptsByLobbyMember( const CSteamID &steamID ) const;
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void IncrementVoteKickAttemptsByLobbyMember( const CSteamID &steamID );
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//
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// EDOTA_Uploading_Match_Stats UploadingMatchStats() { return m_nUploadingMatchStats; }
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// void OnStatsSubmitted( uint32 unMatchID, int32 nReplaySalt );
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// uint32 GetLastMatchID() { return m_unLastMatchID; }
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// int32 GetLastReplaySalt() { return m_nLastReplaySalt; }
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void ClientActive( CSteamID steamIDClient );
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void ClientConnected( CSteamID steamIDPlayer, edict_t *pEntity );
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void ClientDisconnected( CSteamID steamIDClient );
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inline bool IsMMServerModeActive() const { return m_bMMServerMode; }
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void MMServerModeChanged();
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// void SetRelayedGameServerSteamID( const CSteamID &steamID ) { m_relayedGameServerSteamID = steamID; }
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// void SetParentRelayCount( int nParentRelayCount ) { m_nParentRelayCount = nParentRelayCount; }
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float GetTimeLastConnectedToGC( void ) { return m_timeLastConnectedToGC; }
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void EndManagedMatch( bool bKickPlayersToParties = false );
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// Sends match results. Expects the managed match be ended.
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/// MvM game rules processing lets us the players have won
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void SendMvMVictoryResult();
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// Takes ownership of matchResultMsg
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void SendCompetitiveMatchResult( GCSDK::CProtoBufMsg< CMsgGC_Match_Result > *matchResultMsg );
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// If the GC has confirmed we are in the pool for late joins. GetTimeRequestedLateJoin() can be compared with
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// BLateJoinEligible() to reason about delays in the GC making us available for late join.
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bool BLateJoinEligible();
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double GetTimeRequestedLateJoin() { return m_flTimeRequestedLateJoin; }
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// Eject a player from the match, kicking them if they are still present, with given reason.
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bool EjectMatchPlayer( CSteamID steamID, TFMatchLeaveReason eReason );
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void MatchPlayerVoteKicked( CSteamID steamID );
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const MapDef_t* GetNextMapVoteByIndex( int nIndex ) const;
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// Changing Match Player Teams
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//
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// Is game logic allowed to perform team reassignments for this match mode?
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bool CanChangeMatchPlayerTeams();
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// When game logic changes the team of a match player, this should be called immediately. It is invalid to call this
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// if CanChangeMatchPlayerTeams is false.
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void ChangeMatchPlayerTeam( CSteamID steamID, TF_GC_TEAM eTeam );
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// Multi-player version of the above, less GC traffic when multiple reassignments occur at once.
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struct PlayerTeamPair_t { CSteamID steamID; TF_GC_TEAM eTeam; };
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template< typename ANY_ALLOCATOR >
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void ChangeMatchPlayerTeams( const CUtlVector< PlayerTeamPair_t, ANY_ALLOCATOR > &vecNewTeams );
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// Rolling Matches
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//
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// Some match types let us keep a lobby and roll into a new match. This may not always be allowed depending on GC
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// state.
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//
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// Upon calling RequestNewMatchForLobby, a timer starts, after which the new match is launched in
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// LaunchNewMatchForLobby. During this period our match object is the old match, but the lobby may have been updated
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// to reflect the new match.
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//
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// !! Currently if the GC is out of contact, we will speculatively continue with a new match. There are rare cases
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// where the GC will return and decline this request, in which case the resulting match will be unofficial and
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// not recorded. It should be trivial to add a bool to prevent such speculative matches should it be necessary.
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bool CanRequestNewMatchForLobby();
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void RequestNewMatchForLobby( const MapDef_t* pNewMap );
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// If the match is in a bogus state and has no useful resolution, terminate it and submit a minidump. This usually
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// just means reboot the match server.
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void AbortInvalidMatchState();
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protected:
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// CGCClientSystem
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virtual void PreInitGC() OVERRIDE;
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virtual void PostInitGC() OVERRIDE;
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private:
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void SendPlayerLeftMatch( CSteamID steamID, TFMatchLeaveReason eReason, bool bAbandoned );
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// Send a kick-lobby message for a stale or unexpected lobby
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void SendRejectLobby();
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// Kick a player that is no longer present in the match and should not be here.
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// Returns true if they were present
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bool KickRemovedMatchPlayer( CSteamID steamIDClient );
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// The lobby object should only be looked at by this class and may be out of date when the GC reboots and similar --
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// most users should use the canonical match state in GetMatch()
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const CTFGSLobby *GetLobby() const;
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CTFGSLobby *GetLobby();
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// Accepts a reservation request from the GC, adding this player to our reserved list, and, for MM mode, to the
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// match.
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void AcceptGCReservation( CSteamID steamID, const CTFLobbyMember *pMemberData, bool bIsLateJoin, int nEntindex, bool bActive );
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// Rolling Matches (private)
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//
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// If we requested a new match for our existing lobby. We don't actually launch the new match for this timer, but
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// the GC may get back to us before (or after!) that period, so this tracks that we're not currently in sync with
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// our lobby object. See RequestNewMatchForLobby / LaunchNewMatchForLobby and the "Team Assignments" section of the
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// big comment at the top of tf_gc_server.cpp
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bool BPendingNewMatch() const { return m_flWaitingForNewMatchTime != 0.f; }
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// Called at the end of the m_flWaitingForNewMatchTime period to actually create the new match. We could let the
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// caller finish the launch process by changing this timer to a bool and making this public.
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void LaunchNewMatchForLobby();
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// Callbacks from the GC
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void ChangeMatchPlayerTeamsResponse( bool bSuccess );
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void NewMatchForLobbyResponse( bool bSuccess );
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// Static callbacks that are just forwarding to us
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static void ChangeMatchPlayerTeamsResponseCallback( GCSDK::CProtoBufMsg<CMsgGCChangeMatchPlayerTeamsResponse>& msg );
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static void NewMatchForLobbyResponseCallback( GCSDK::CProtoBufMsg<CMsgGCNewMatchForLobbyResponse>& msg );
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bool m_bSetupSchema;
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RTime32 m_unGameStartTime;
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float m_timeLastSendGameServerInfoAndConnectedPlayers;
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ServerMatchmakingState m_eLastGameServerUpdateState;
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TF_MatchmakingMode m_eLastGameServerUpdateMatchmakingMode;
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CUtlString m_sLastGameServerUpdateMap;
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CUtlString m_sLastGameServerUpdateTags;
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int m_nLastGameServerUpdateBotCount;
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int m_nLastGameServerUpdateMaxHumans;
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int m_nLastGameServerUpdateSlotsFree;
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uint32 m_nLastGameServerUpdateLobbyMMVersion;
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// EDOTA_Uploading_Match_Stats m_nUploadingMatchStats;
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// uint32 m_unLastMatchID;
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// int32 m_nLastReplaySalt;
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CSteamID m_ourSteamID;
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CSteamID m_relayedGameServerSteamID;
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int m_nParentRelayCount;
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bool m_bMMServerMode;
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double m_flTimeBecameEmptyWithLobby;
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double m_flTimeRequestedLateJoin;
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bool m_bLateJoinEligible;
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int m_iSavedVisibleMaxPlayers;
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bool m_bOverridingVisibleMaxPlayers;
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bool m_bWaitingForNewMatchID;
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float m_flWaitingForNewMatchTime;
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CMvMVictoryInfo m_mvmVictoryInfo;
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// Check for match players who have been disconnected for long enough to warrant an abandon and do so.
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void MatchPlayerAbandonThink();
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void SetMatchPlayerDropped( CSteamID steamID, TFMatchLeaveReason eReason );
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void UpdateConnectedPlayersAndServerInfo( CMsgGameServerMatchmakingStatus_Event event, bool bForceSendServerInfo );
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CMatchInfo *m_pMatchInfo;
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float m_timeLastConnectedToGC;
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// DOTAGameVersion m_GameVersion;
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};
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CTFGCServerSystem *GTFGCClientSystem();
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#endif // #ifdef ENABLE_GC_MATCHMAKING
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#endif // TF_GC_SERVER_H
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