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3849 lines
141 KiB
3849 lines
141 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "tf_gc_server.h"
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#include "gcsdk/gcsdk_auto.h"
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#include "tf_gcmessages.h"
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#include "tf_player.h"
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#include "rtime.h"
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// XXX(JohnS): Eventually, we want to send a smaller lobby object to clients. For now, they use the CTFGSLobby, which is
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// in shared code for that reason.
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#include "tf_lobby_server.h"
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#include "tf_gamerules.h"
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#include "eiface.h"
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#include "cdll_int.h"
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#include "econ_item_inventory.h"
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#include "gameinterface.h"
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#include "client.h"
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#include "tier1/convar.h"
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#include "tf_matchmaking_shared.h"
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#include "tf_quickplay_shared.h"
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#include "tf_mann_vs_machine_stats.h"
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#include "tf_objective_resource.h"
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#include "tf_player.h"
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#include "tf_voteissues.h"
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#include "player_vs_environment/tf_population_manager.h"
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#include "quest_objective_manager.h"
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#include "player_resource.h"
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#include "tf_player_resource.h"
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#include "tf_gamestats.h"
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#include "tf_player.h"
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#include "tf_match_description.h"
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#include "util.h"
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#include "tier1/utlqueue.h"
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#include "tf_player_resource.h"
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#include "tf_gc_shared.h"
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#include "tf_party.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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using namespace GCSDK;
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// How many minutes before we assume something is FUBAR and reboot if we're empty and waiting for the GC to acknowledge us.
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// With valid match data: wait a while. GC could be having trouble, or connectivity issues, and we want to hold on to
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// the results for it to come back up. After three hours, assume its us.
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const int k_InvalidState_Timeout_With_Match = 60 * 2;
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const int k_InvalidState_Timeout_Without_Match = 5;
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#ifdef ENABLE_GC_MATCHMAKING
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/***********************************************************************************************************************
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////////////////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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XXX(JohnS) NOTE The current state of the matchmaking flow through this class is a bit of a mess. Have been
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incrementally cleaning things up, but be careful.
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UpdateConnectedPlayersAndServerInfo()
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This is the heug god function that sync's our state with the GC's state via the Lobby shared object:
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- Our actual connected players
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- m_pMatchInfo (via GetMatch()) - this represents our match in progress, and should generally mirror the GC, but
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*MIGHT NOT*. For instance, when the GC is unavailable this object is locked, and when the GC returns we may be
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desync'd. This function is in charge of managing that. Outside code should simply look at the MatchInfo object
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and trust that it is the state of the match.
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- m_vecReservationExpiryTime - this should be merged into MatchInfo eventually, but is an array of active
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reservations and when they expire. This isn't in MatchInfo because in some modes we operate with reservations
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but without running a proper Match. When we're running a match, anyone in this vector should be in the MatchInfo
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- CTFGSLobby - This is the shared object from the server that represents the match we are hosting. However, it is
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*NOT* the article of record on the match. This is due to matches being designed to be resilient to GC connection
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loss. Essentially, only this function should be looking at CTFGSLobby and negotiating the state of the actual
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match it believes itself to have in MatchInfo.
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== Gameserver / GC Authority
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- GC forms matches, adds players to matches, passes them to servers
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- Servers run matches to completion, have authority on abandons/etc. regardless of GC state
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- Servers pass result, including any abandons, to GC. Message is queued if GC is unavailable.
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- GC takes match results and does ELO calculation and any stats/etc.
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- GC can request players be kicked from matches or matches be canceled
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- If more players are needed
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- Gameserver requests GC attention with appropriate flag (6v6: Stalled, waiting on complete match, 12v12:
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Non-full match)
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- GC adds players to lobby, making them part of the match
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- If server state is poor (hypothetically: lag, too many abandons, abnormal something or other)
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- Game server sends KickLobby to terminate match, sends failed match result
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- If GC is unavailable
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- Game server still carries out duties, may decide to make changes like end match instead of request late joins
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if it decides GC wont be able to provide them.
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== Match Start
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- GC creates a lobby and hands it to us. UpdateConnectedPlayers tick initializes a MatchInfo struct as
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appropriate, accepts players.
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== Adding Players
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- The GC adds players to the lobby (so, when GC down, matches cannot gain players)
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- UpdateConnectedPlayersAndServerInfo ensures that makes sense (it should, though, we no longer have legacy match
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types where the GC adds players we shouldn't accept)
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- UpdateConnectedPlayers calls AcceptGCReservation, player is added to match and put in reservation list
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== Dropping Players
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- Case 1: Player is not present, but is in the lobby (GC *might* be down, doesn't matter)
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- Player marked missing in MatchInfo by UpdateConnectedPlayers tick
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- After a grace period, player marked dropped, as an abandoner in MatchInfo
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- PlayerLeftMatch message is sent to tell the GC about their leaving.
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- Case 2: Player is dropped from GC lobby
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- UpdateConnectedPlayers assumes GC kicked them, marks them dropped from match and kicks them.
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- TODO: Ideally there'd be a KickThisGuy GC message, and we'd respond with PlayerLeftMatch, rather than the GC
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unilaterally dropping people like this.
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- Case 3: Votekicked
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- PlayerLeftMatch is sent, from server
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- All cases:
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- A reliable GC message player-abandoned (or was kicked or never joined) message queued to reconcile this with
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the lobby state, but if GC is unavailable it will be informed when it returns.
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- Player is marked dropped in MatchInfo
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== Team Assignments
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- The GC delivers an initial team assignment for each player added to the match. This team assignment does not
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change when game teams change sides, see TFGameRules::GameTeamToLobbyTeam and its inverse to map these to game
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logic teams (vs TF_GC_TEAM objects)
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- All other team changes have to be initiated by a game server message, in modes that allow it, to prevent
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race-conditions.
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- The NewMatchForLobby message expects the GC to shuffle our teams. We prevent races by not issuing other team
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change messages while this message is pending. If we time out waiting for the GC, some modes may start a
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speculative server-created match (expecting the GC to come back and respond to that message positively). In
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this case, we queue a ChangeMatchPlayerTeams message to stomp any assignments back to our known state,
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allowing us to ignore the temporary de-sync (queued messages always get processed in sequence)
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- The ChangeMatchPlayerTeams message allows the gameserver to change match player teams mid-game in match modes
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that allow it. The game server is in charge of not queuing this message in parallel with NewMatchForLobby
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above, or handling the potential race.
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- When processing either of these messages, the GC cancels any players that are awaiting acceptance by the
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game-server, and re-tries if necessary. This prevents team changes from racing with player-joins which may
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have been predicated on differing team layouts.
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- The game server does not accept pending players or send any heartbeats until any queued messages have been
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responded to. See Queued Messages below.
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== Match End
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- Match result message provides canonical record of match, is queued to send to GC when available.
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- GameServerKickingLobby message dissolves live match if GC is available/tracking it. Queued similarly.
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- ** This can happen before or after the match result.
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- In MvM, we send potentially multiple victory messages per match -- they can cycle missions and keep winning.
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- As of right now, in competitive, we end the match coincident with sending a match result.
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- Match ended doesn't necessarily kick players, so a dead/finished match will stick around on our end until
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everyone Disconnects, (or the game logic kicks them, e.g. MatchInfo->BEnded + a timeout)
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- Ended matches have queued a message to dissolve their lobby, though, so further GC interaction with the match is
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not possible, and players are allowed to leave (since they're now allowed to be put in a new match by the GC)
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== Queued Messages And Match State And Race Conditions
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- Since queued messages are sent in order until confirmed, the GC will always see (eventually) a coherent
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story. For instance:
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- PlayerLeftMatch - GC marks this player as leaving match
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- KickingLobby - GC marks match as finished, result pending
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- MatchResult (minus the two players who left) - GC finishes match accounting, marks match complete, missing
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players are already noted as leavers so their absence from the result is expected.
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- While messages are queued, we do not run the UpdateConnectedPlayers() think. This prevents having to worry about
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a fractal of potential edge cases -- we don't look at updated lobby data or send heartbeats while anything we're
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trying to tell the GC hasn't been confirmed. This also means we won't send a heartbeat until all such actions
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have been confirmed.
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- GC message handlers for queued messages do have to handle possible races -- if the GC sends us players while
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we're sending a "Reassign Player Team" message, this behavior means we'll stubbornly wait for a response to
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the team message before acknowledging any players, allowing the GC to easily resolve the race (in this case,
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by canceling or retrying any attempted add-player-match actions)
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== Gameserver Crashes
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- If GC is available, it handles it, otherwise, match is lost. Gameservers don't currently try to persist this
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state.
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== Match empties out
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- If the match is still going, it should reach ended as everyone in it gets timed out as an abandon.
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- If the GC is around, it will revoke the lobby once we inform it everyone has dropped.
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- Once the match is marked ended, and the GC concurs and deletes the lobby, we delete MatchInfo
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- If the GC is not around, we hang out on the completed match state until it is. We can't exactly take new
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matches in the mean time. (but, see k_InvalidState_Timeout_With_Match)
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\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\////////////////////////////////////////////////////////////
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***********************************************************************************************************************/
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static const char g_pszIdleKickString[] = "#TF_Idle_kicked";
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//ConVar dota_force_upload_match_stats( "dota_force_upload_match_stats", "0", FCVAR_CHEAT, "If enabled, server will upload match stats even when there aren't human players on each side" );
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//extern ConVar dota_force_bot_cycle;
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extern CServerGameDLL g_ServerGameDLL;
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// How long a player can be missing from a MM match before they are dropped and given an abandon. Set to -1 to disable.
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ConVar tf_mm_player_disconnect_time_before_abandon( "tf_mm_player_disconnect_time_before_abandon", "180", FCVAR_DEVELOPMENTONLY );
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// How quickly we should forgive a match player's disconnected time after they return. At a ratio of 10, 30 minutes of
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// connected time would cancel out 3 minutes of disconnected type. Set to 0 to disable.
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ConVar tf_mm_player_disconnect_time_forgive_ratio( "tf_mm_player_disconnect_time_forgive_ratio", "10", FCVAR_DEVELOPMENTONLY );
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// Any disconnect, no matter for how long, should count as this many seconds of disconnected time. This is because the
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// act of reconnecting can be more disruptive than just the absense -- ready-up timers reset, the game may
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// pause/unpause, etc..
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//
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// Currently at 90 -- two rapid rejoins in a row, even with instant loading, will eat up your DC allowance. Note that
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// if you take at least 90s to rejoin/load anyway, this would have no effect.
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ConVar tf_mm_player_disconnect_time_minimum_penalty( "tf_mm_player_disconnect_time_minimum_penalty", "90", FCVAR_DEVELOPMENTONLY );
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ConVar tf_mm_next_map_result_hold_time( "tf_mm_next_map_result_hold_time", "7" );
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ConVar tf_mvm_allow_abandon_after_seconds( "tf_mvm_allow_abandon_after_seconds", "600", FCVAR_DEVELOPMENTONLY );
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ConVar tf_mvm_allow_abandon_below_players( "tf_mvm_allow_abandon_below_players", "5", FCVAR_DEVELOPMENTONLY );
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ConVar tf_allow_server_hibernation( "tf_allow_server_hibernation", "1", FCVAR_NONE, "Allow the server to hibernate when empty." );
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#ifdef STAGING_ONLY
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ConVar tf_debug_xp_changes( "tf_debug_xp_changes", "0" );
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#endif
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//DEFINE_LOGGING_CHANNEL_NO_TAGS( LOG_CONSOLE, "Console" );
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static CTFGCServerSystem s_TFGCServerSystem;
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CTFGCServerSystem *GTFGCClientSystem() { return &s_TFGCServerSystem; }
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//bool g_bServerReceivedGCWelcome = false;
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int g_gcServerVersion = 0; // Version from the GC
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static bool g_bWarnedAboutMaxplayersInMVM = false;
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extern ConVar tf_mm_servermode;
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extern ConVar tf_mm_trusted;
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extern ConVar tf_mm_strict;
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// Some reliable messages don't know the matchID yet when they are queued, but we should have it by time they send. This
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// helper takes their current match ID and returns the one they should use, for use in OnPrepare().
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//
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// Returns the current match's ID if:
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// - The msg's match ID is 0, and we now have a match ID
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//
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// Calls AbortInvalidMatchState if:
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// - The msg's match ID is not zero, and different from the current match
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// - Or they're both zero and we're in a match group that requires match IDs.
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//
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// NOTE We always wait for all pending messages before accepting new matches, so the above should hold unless something
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// got badly confused. Only matches with bServerCreated start without knowing their match ID, and should know it
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// by time any message that needs it gets sent. (a previous message in queue should be requesting it)
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static uint64 ReliableMsgCheckUpdateMatchID( uint64 nMsgMatchID )
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{
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uint64 nCurrentMatchID = GTFGCClientSystem()->GetMatch()->m_nMatchID;
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Assert( !nMsgMatchID || nMsgMatchID == nCurrentMatchID );
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// If we were queued for a match we didn't know the ID of yet, we can now glom it
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if ( nCurrentMatchID && nMsgMatchID == 0 )
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{
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return nCurrentMatchID;
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}
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else if ( nCurrentMatchID != nMsgMatchID )
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{
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// Something is bad
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GTFGCClientSystem()->AbortInvalidMatchState();
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}
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else if ( !nCurrentMatchID && !nMsgMatchID )
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{
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auto *pMatchDesc = GetMatchGroupDescription( GTFGCClientSystem()->GetMatch()->m_eMatchGroup );
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if ( !pMatchDesc || pMatchDesc->BRequiresMatchID() )
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{
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GTFGCClientSystem()->AbortInvalidMatchState();
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}
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}
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return nMsgMatchID;
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}
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//-----------------------------------------------------------------------------
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// Reliable messages
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//-----------------------------------------------------------------------------
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class ReliableMsgNewMatchForLobby
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: public CJobReliableMessageBase < ReliableMsgNewMatchForLobby,
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CMsgGCNewMatchForLobbyRequest, k_EMsgGC_NewMatchForLobbyRequest,
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CMsgGCNewMatchForLobbyResponse, k_EMsgGC_NewMatchForLobbyResponse >
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{
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public:
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void OnReply( Reply_t &msgReply )
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{ GTFGCClientSystem()->NewMatchForLobbyResponse( msgReply.Body().success() ); }
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void OnPrepare()
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{ Assert( Msg().Body().current_match_id() == GTFGCClientSystem()->GetMatch()->m_nMatchID ); }
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const char *MsgName() { return "NewMatchForLobby"; }
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void InitDebugString( CUtlString &dbgStr )
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{
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dbgStr.Format( "Match %llx, Lobby %llx, Next Map %d",
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Msg().Body().current_match_id(),
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Msg().Body().lobby_id(),
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Msg().Body().next_map_id() );
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}
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};
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//-----------------------------------------------------------------------------
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class ReliableMsgChangeMatchPlayerTeams
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: public CJobReliableMessageBase < ReliableMsgChangeMatchPlayerTeams,
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CMsgGCChangeMatchPlayerTeamsRequest, k_EMsgGC_ChangeMatchPlayerTeamsRequest,
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CMsgGCChangeMatchPlayerTeamsResponse, k_EMsgGC_ChangeMatchPlayerTeamsResponse >
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{
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public:
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void OnReply( Reply_t &msgReply )
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{ GTFGCClientSystem()->ChangeMatchPlayerTeamsResponse( msgReply.Body().success() ); }
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// May have been queued for a pending match
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void OnPrepare() { Msg().Body().set_match_id( ReliableMsgCheckUpdateMatchID( Msg().Body().match_id() ) ); }
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const char *MsgName() { return "ChangeMatchPlayerTeams"; }
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void InitDebugString( CUtlString &dbgStr )
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{
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dbgStr.Format( "Match %llx, Lobby %llx, %d members",
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Msg().Body().match_id(), Msg().Body().lobby_id(), Msg().Body().member_size() );
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}
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};
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//-----------------------------------------------------------------------------
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class ReliableMsgMvMVictory
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: public CJobReliableMessageBase < ReliableMsgMvMVictory,
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CMsgMvMVictory, k_EMsgGCMvMVictory,
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CMsgMvMMannUpVictoryReply, k_EMsgGCMvMVictoryReply >
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{
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public:
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const char *MsgName() { return "MvMVictory"; }
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void InitDebugString( CUtlString &dbgStr ) { dbgStr.Format( "Lobby %016llx", Msg().Body().lobby_id() ); }
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};
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//-----------------------------------------------------------------------------
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class ReliableMsgGameServerKickingLobby
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: public CJobReliableMessageBase < ReliableMsgGameServerKickingLobby,
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CMsgGameServerKickingLobby, k_EMsgGCGameServerKickingLobby,
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CMsgGameServerKickingLobbyResponse, k_EMsgGCGameServerKickingLobbyResponse >
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{
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public:
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// May have been queued for a pending match
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void OnPrepare() { Msg().Body().set_match_id( ReliableMsgCheckUpdateMatchID( Msg().Body().match_id() ) ); }
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const char *MsgName() { return "GameServerKickingLobby"; }
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void InitDebugString( CUtlString &dbgStr ) { dbgStr.Format( "Match %llx, Lobby %llx",
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Msg().Body().match_id(), Msg().Body().lobby_id() ); }
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};
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//-----------------------------------------------------------------------------
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class ReliableMsgPlayerLeftMatch
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: public CJobReliableMessageBase < ReliableMsgPlayerLeftMatch,
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CMsgPlayerLeftMatch, k_EMsgGCPlayerLeftMatch,
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CMsgPlayerLeftMatchResponse, k_EMsgGCPlayerLeftMatchResponse >
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{
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public:
|
||
|
// May have been queued for a pending match
|
||
|
void OnPrepare() { Msg().Body().set_match_id( ReliableMsgCheckUpdateMatchID( Msg().Body().match_id() ) ); }
|
||
|
const char *MsgName() { return "PlayerLeftMatch"; }
|
||
|
void InitDebugString( CUtlString &dbgStr ) { dbgStr.Format( "Player %s, Match %llx, Lobby %llx",
|
||
|
CSteamID( Msg().Body().steam_id() ).Render(),
|
||
|
Msg().Body().match_id(), Msg().Body().lobby_id() ); }
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Sent for players who where votekicked after leaving the match
|
||
|
// - That is, were being votekicked when they left, it later passed, to resolve the race-condition by posthumously
|
||
|
// upgrading their penalty GC-side)
|
||
|
class ReliableMsgPlayerVoteKickedAfterLeavingMatch
|
||
|
: public CJobReliableMessageBase < ReliableMsgPlayerVoteKickedAfterLeavingMatch,
|
||
|
CMsgPlayerVoteKickedAfterLeavingMatch, k_EMsgGCPlayerVoteKickedAfterLeavingMatch,
|
||
|
CMsgPlayerVoteKickedAfterLeavingMatchResponse, k_EMsgGCPlayerVoteKickedAfterLeavingMatchResponse >
|
||
|
{
|
||
|
public:
|
||
|
// May have been queued for a pending match
|
||
|
void OnPrepare() { Msg().Body().set_match_id( ReliableMsgCheckUpdateMatchID( Msg().Body().match_id() ) ); }
|
||
|
const char *MsgName() { return "PlayerVoteKickedAfterLeavingMatch"; }
|
||
|
void InitDebugString( CUtlString &dbgStr ) { dbgStr.Format( "Player %s, Match %llx, Lobby %llx",
|
||
|
CSteamID( Msg().Body().steam_id() ).Render(),
|
||
|
Msg().Body().match_id(), Msg().Body().lobby_id() ); }
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class ReliableMsgMatchResult
|
||
|
: public CJobReliableMessageBase < ReliableMsgMatchResult,
|
||
|
CMsgGC_Match_Result, k_EMsgGC_Match_Result,
|
||
|
CMsgGC_Match_ResultResponse, k_EMsgGC_Match_ResultResponse >
|
||
|
{
|
||
|
public:
|
||
|
// May have been queued for a pending match
|
||
|
void OnPrepare() { Msg().Body().set_match_id( ReliableMsgCheckUpdateMatchID( Msg().Body().match_id() ) ); }
|
||
|
const char *MsgName() { return "MatchResult"; }
|
||
|
void InitDebugString( CUtlString &dbgStr ) { dbgStr.Format( "Match %016llx", Msg().Body().match_id() ); }
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CMvMVictoryInfo
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMvMVictoryInfo::Init ( CTFGSLobby *pLobby )
|
||
|
{
|
||
|
if ( !pLobby )
|
||
|
{
|
||
|
MMLog( "CTFGCServerSystem::MvMVictory() -- no lobby, so not sending results to GC\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_nLobbyId = pLobby->GetGroupID();
|
||
|
m_sChallengeName = pLobby->GetMissionName();
|
||
|
#ifdef USE_MVM_TOUR
|
||
|
if ( IsMannUpGroup( pLobby->GetMatchGroup() ) )
|
||
|
{
|
||
|
const char *pszTourName = pLobby->GetMannUpTourName();
|
||
|
Assert( pszTourName );
|
||
|
m_sMannUpTourOfDuty = pszTourName;
|
||
|
}
|
||
|
#endif // USE_MVM_TOUR
|
||
|
m_tEventTime = CRTime::RTime32TimeCur();
|
||
|
|
||
|
m_vPlayerIds.RemoveAll();
|
||
|
m_vSquadSurplus.RemoveAll();
|
||
|
|
||
|
for ( int iMember = 0; iMember < pLobby->GetNumMembers(); iMember++ )
|
||
|
{
|
||
|
m_vPlayerIds.AddToTail( pLobby->GetMember( iMember ).ConvertToUint64() );
|
||
|
m_vSquadSurplus.AddToTail( pLobby->GetMemberDetails( iMember )->squad_surplus() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CCompetitiveMatchInfo
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CMatchInfo::CMatchInfo( const CTFGSLobby *pLobby )
|
||
|
: m_nMatchID( pLobby->GetMatchID() )
|
||
|
, m_nLobbyID( pLobby->GetGroupID() )
|
||
|
, m_eMatchGroup( pLobby->GetMatchGroup() )
|
||
|
, m_uLobbyFlags( pLobby->GetFlags() )
|
||
|
, m_uAverageRank( pLobby->Obj().average_rank() )
|
||
|
, m_rtMatchCreated( CRTime::RTime32TimeCur() )
|
||
|
, m_unEventTeamStatus( pLobby->Obj().is_war_match() )
|
||
|
, m_bFirstPersonActive( false )
|
||
|
, m_nBotsAdded( 0 )
|
||
|
, m_bServerCreated( false )
|
||
|
, m_strMapName( pLobby->GetMapName() )
|
||
|
, m_bMatchEnded( false )
|
||
|
, m_bSentResult( false )
|
||
|
, m_nGCMatchSize( pLobby->Obj().has_fixed_match_size() ? pLobby->Obj().fixed_match_size() : 0 )
|
||
|
#ifdef STAGING_ONLY
|
||
|
, m_flBronzePercentile( 0.5f )
|
||
|
, m_flSilverPercentile( 0.65f )
|
||
|
, m_flGoldPercentile( 0.8f )
|
||
|
#else
|
||
|
, m_flBronzePercentile( 0.6f )
|
||
|
, m_flSilverPercentile( 0.75f )
|
||
|
, m_flGoldPercentile( 0.9f )
|
||
|
#endif
|
||
|
{
|
||
|
uint32 nNumCompLevels = GetMatchGroupDescription( k_nMatchGroup_Casual_6v6 )->m_pProgressionDesc->GetNumLevels();
|
||
|
m_vDailyStatsRankData.EnsureCapacity( nNumCompLevels );
|
||
|
|
||
|
RequestGCRankData();
|
||
|
}
|
||
|
|
||
|
CMatchInfo::~CMatchInfo()
|
||
|
{
|
||
|
m_vMatchRankData.PurgeAndDeleteElements();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CMatchInfo::CMatchInfo()
|
||
|
{
|
||
|
// Don't do this
|
||
|
Assert( 0 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CMatchInfo::CMatchInfo( const CMatchInfo &otherinfo )
|
||
|
{
|
||
|
// Don't do this
|
||
|
Assert( 0 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CMatchInfo::PlayerMatchData_t::PlayerMatchData_t( const PlayerMatchData_t& rhs )
|
||
|
: m_mapXPAccumulation( DefLessFunc( CMsgTFXPSource::XPSourceType ) )
|
||
|
{
|
||
|
steamID = rhs.steamID;
|
||
|
uPartyID = rhs.uPartyID;
|
||
|
eGCTeam = rhs.eGCTeam;
|
||
|
bDropped = rhs.bDropped;
|
||
|
bConnected = rhs.bConnected;
|
||
|
rtJoinedMatch = CRTime::RTime32TimeCur();
|
||
|
nVoteKickAttempts = rhs.nVoteKickAttempts;
|
||
|
nDisconnectedSeconds = 0;
|
||
|
nScoreMedal = rhs.nScoreMedal;
|
||
|
nKillsMedal = rhs.nKillsMedal;
|
||
|
nDamageMedal = rhs.nDamageMedal;
|
||
|
nHealingMedal = rhs.nHealingMedal;
|
||
|
nSupportMedal = rhs.nSupportMedal;
|
||
|
bLateJoin = rhs.bLateJoin;
|
||
|
nScore = rhs.nScore;
|
||
|
rtLastActiveEvent = CRTime::RTime32TimeCur();
|
||
|
bAlwaysSafeToLeave = rhs.bAlwaysSafeToLeave;
|
||
|
bEverConnected = rhs.bEverConnected;
|
||
|
bDropWasAbandon = rhs.bDropWasAbandon;
|
||
|
eDropReason = rhs.eDropReason;
|
||
|
nConnectingButNotActiveIndex = rhs.nConnectingButNotActiveIndex;
|
||
|
bPlayed = false;
|
||
|
unMMSkillRating = rhs.unMMSkillRating;
|
||
|
nDrilloRatingDelta = 0;
|
||
|
unClassesPlayed = 0u;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
MM_PlayerConnectionState_t CMatchInfo::PlayerMatchData_t::GetConnectionState() const
|
||
|
{
|
||
|
if ( bConnected )
|
||
|
{
|
||
|
return nConnectingButNotActiveIndex == 0 ? MM_CONNECTED : MM_LOADING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return bEverConnected ? MM_DISCONNECTED : MM_CONNECTING;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::PlayerMatchData_t::UpdateClassesPlayed( int nClass )
|
||
|
{
|
||
|
Assert( nClass >= TF_FIRST_NORMAL_CLASS && nClass <= TF_LAST_NORMAL_CLASS );
|
||
|
|
||
|
unClassesPlayed = unClassesPlayed | ( 1 << nClass );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::PlayerMatchData_t::OnConnected( int nEntindex )
|
||
|
{
|
||
|
if ( bConnected )
|
||
|
{
|
||
|
// This is before steamID validation, so make sure we don't add a path that would reward spoof connections.
|
||
|
Assert( !"Player connecting is marked connected" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
nConnectingButNotActiveIndex = nEntindex;
|
||
|
|
||
|
// Mark connected.
|
||
|
bConnected = true;
|
||
|
bEverConnected = true;
|
||
|
|
||
|
RTime32 now = CRTime::RTime32TimeCur();
|
||
|
MMLog( "Match player %s reconnected into slot %d, last active %u seconds ago.\n",
|
||
|
steamID.Render(), nConnectingButNotActiveIndex, now - rtLastActiveEvent );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::PlayerMatchData_t::OnActive()
|
||
|
{
|
||
|
nConnectingButNotActiveIndex = 0;
|
||
|
CMatchInfo* pMatch = GTFGCClientSystem()->GetMatch();
|
||
|
Assert( pMatch);
|
||
|
if ( pMatch && !pMatch->m_bFirstPersonActive )
|
||
|
{
|
||
|
MMLog( "Match going active\n" );
|
||
|
pMatch->m_bFirstPersonActive = true;
|
||
|
}
|
||
|
|
||
|
// Disconnected seconds for the time since they were last active, including DC'd time and time spent loading. This
|
||
|
// prevents people who crash but rejoin quickly being able to be not-in-game for far longer than intended. Since we
|
||
|
// already marked them connected, the abandon think won't touch them if this accumulation goes over the limit, but
|
||
|
// it will count against them if they drop again.
|
||
|
RTime32 now = CRTime::RTime32TimeCur();
|
||
|
RTime32 missing = now - rtLastActiveEvent;
|
||
|
// See this convar's comment for why we do this.
|
||
|
RTime32 minimum = (RTime32)Clamp( tf_mm_player_disconnect_time_minimum_penalty.GetInt(), 0, INT_MAX );
|
||
|
nDisconnectedSeconds += Max( missing, minimum );
|
||
|
rtLastActiveEvent = now;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Add a rank bucket stats vector
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::SetDailyRankData( DailyStatsRankBucket_t vecRankData )
|
||
|
{
|
||
|
m_vDailyStatsRankData.AddToTail( vecRankData );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Request the competitive daily stats rollup from the GC
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CMatchInfo::RequestGCRankData( void )
|
||
|
{
|
||
|
if ( !GetMatchGroupDescription( m_eMatchGroup ) ||
|
||
|
!GetMatchGroupDescription( m_eMatchGroup )->m_params.m_bDistributePerformanceMedals )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
GCSDK::CProtoBufMsg< CMsgGC_DailyCompetitiveStatsRollup > msg( k_EMsgGC_DailyCompetitiveStatsRollup );
|
||
|
return GCClientSystem()->BSendMessage( msg );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::AddPlayer( const PlayerMatchData_t &player, int nEntIndex, bool bActive )
|
||
|
{
|
||
|
PlayerMatchData_t* pOldPlayerMatchData = GetMatchDataForPlayer( player.steamID );
|
||
|
if ( pOldPlayerMatchData )
|
||
|
{
|
||
|
// Already have data?
|
||
|
if ( pOldPlayerMatchData->bDropped )
|
||
|
{
|
||
|
// Returning a player that had dropped from the match. Re-create their entry as a fresh player, so the
|
||
|
// constructor re-does everything.
|
||
|
MMLog( "Player %s re-added to match they previously dropped from, replacing existing entry\n",
|
||
|
player.steamID.Render() );
|
||
|
m_vMatchRankData.FindAndRemove( pOldPlayerMatchData );
|
||
|
delete pOldPlayerMatchData;
|
||
|
pOldPlayerMatchData = nullptr;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// This player is already in the match
|
||
|
Assert( false );
|
||
|
MMLog( "!! Player %s being added to the match, but they are already present\n",
|
||
|
player.steamID.Render() );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PlayerMatchData_t* pPlayerMatchData = new PlayerMatchData_t( player );
|
||
|
m_vMatchRankData.AddToTail( pPlayerMatchData );
|
||
|
|
||
|
if ( nEntIndex != 0 )
|
||
|
{
|
||
|
pPlayerMatchData->OnConnected( nEntIndex );
|
||
|
}
|
||
|
|
||
|
if ( bActive )
|
||
|
{
|
||
|
pPlayerMatchData->OnActive();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::AddPlayer( CSteamID steamID, const CTFLobbyMember *pMemberData, bool bIsLateJoin, int nEntIndex, bool bActive )
|
||
|
{
|
||
|
PlayerMatchData_t playerMatchData( steamID, pMemberData );
|
||
|
playerMatchData.unMMSkillRating = pMemberData->skillrating();
|
||
|
playerMatchData.bLateJoin = bIsLateJoin;
|
||
|
|
||
|
AddPlayer( playerMatchData, nEntIndex, bActive );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::DropPlayer( CSteamID steamID, TFMatchLeaveReason eReason, bool bWasAbandon )
|
||
|
{
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayerMatchData = GetMatchDataForPlayer( steamID );
|
||
|
|
||
|
AssertMsg( pPlayerMatchData, "If we have competitive match info, this player should be known" );
|
||
|
|
||
|
if ( pPlayerMatchData )
|
||
|
{
|
||
|
if ( pPlayerMatchData->bDropped )
|
||
|
{
|
||
|
MMLog( "!! Double-dropping player %s\n", steamID.Render() );
|
||
|
Assert( false );
|
||
|
}
|
||
|
pPlayerMatchData->bDropped = true;
|
||
|
pPlayerMatchData->eDropReason = eReason;
|
||
|
pPlayerMatchData->bDropWasAbandon = bWasAbandon;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const CMatchInfo::PlayerMatchData_t* CMatchInfo::GetMatchDataForPlayer( CSteamID steamID ) const
|
||
|
{
|
||
|
return const_cast<CMatchInfo*>(this)->GetMatchDataForPlayer( steamID );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CMatchInfo::PlayerMatchData_t* CMatchInfo::GetMatchDataForPlayer( CSteamID steamID )
|
||
|
{
|
||
|
FOR_EACH_VEC( m_vMatchRankData, i )
|
||
|
{
|
||
|
if ( m_vMatchRankData[i]->steamID == steamID )
|
||
|
return ( m_vMatchRankData[i] );
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CMatchInfo::PlayerMatchData_t* CMatchInfo::GetMatchDataForPlayer( int idx )
|
||
|
{
|
||
|
return m_vMatchRankData[idx];
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CMatchInfo::GetNumTotalMatchPlayers() const
|
||
|
{
|
||
|
return m_vMatchRankData.Count();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CMatchInfo::GetNumActiveMatchPlayers() const
|
||
|
{
|
||
|
int nActivePlayers = 0;
|
||
|
FOR_EACH_VEC( m_vMatchRankData, idx )
|
||
|
{
|
||
|
nActivePlayers += !m_vMatchRankData[idx]->bDropped;
|
||
|
}
|
||
|
return nActivePlayers;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CMatchInfo::GetNumActiveMatchPlayersForTeam( int nTeam ) const
|
||
|
{
|
||
|
int nActivePlayers = 0;
|
||
|
FOR_EACH_VEC( m_vMatchRankData, idx )
|
||
|
{
|
||
|
if ( !m_vMatchRankData[idx]->bDropped )
|
||
|
{
|
||
|
if ( m_vMatchRankData[idx]->eGCTeam == nTeam )
|
||
|
{
|
||
|
nActivePlayers++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return nActivePlayers;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CMatchInfo::GetTotalSkillRatingForTeam( int nTeam ) const
|
||
|
{
|
||
|
// Re-evaluate this when skillrating might be for other backends
|
||
|
FixmeMMRatingBackendSwapping();
|
||
|
int nSkillRating = 0;
|
||
|
|
||
|
FOR_EACH_VEC( m_vMatchRankData, idx )
|
||
|
{
|
||
|
if ( !m_vMatchRankData[idx]->bDropped )
|
||
|
{
|
||
|
if ( m_vMatchRankData[idx]->eGCTeam == nTeam )
|
||
|
{
|
||
|
nSkillRating += m_vMatchRankData[idx]->unMMSkillRating;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return nSkillRating;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CMatchInfo::GetNumConnectedMatchPlayers() const
|
||
|
{
|
||
|
int nConnectedPlayers = 0;
|
||
|
FOR_EACH_VEC( m_vMatchRankData, idx )
|
||
|
{
|
||
|
nConnectedPlayers += ( m_vMatchRankData[idx]->bConnected && !m_vMatchRankData[idx]->bDropped );
|
||
|
}
|
||
|
return nConnectedPlayers;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
uint32 CMatchInfo::GetCanonicalMatchSize() const
|
||
|
{
|
||
|
return m_nGCMatchSize ? m_nGCMatchSize : GetMatchGroupDescription( m_eMatchGroup )->GetMatchSize();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::GiveXPRewardToPlayerForAction( CSteamID steamID, CMsgTFXPSource::XPSourceType eType, int nCount )
|
||
|
{
|
||
|
// Needs to be a positive number!
|
||
|
if ( nCount <= 0 )
|
||
|
return;
|
||
|
GiveXPDirectly( steamID, eType, ceil( (float)nCount * g_XPSourceDefs[ eType ].m_flValueMultiplier ), true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::GiveXPDirectly( CSteamID steamID, CMsgTFXPSource::XPSourceType eType, int nAmount, bool bCanAwardBonusXP )
|
||
|
{
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( m_eMatchGroup );
|
||
|
if ( !pMatchDesc || !pMatchDesc->BUsesXP() || nAmount <= 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PlayerMatchData_t *pMatchPlayer = GetMatchDataForPlayer( steamID );
|
||
|
|
||
|
if ( pMatchPlayer && !pMatchPlayer->bDropped )
|
||
|
{
|
||
|
CMsgTFXPSource* pSource = NULL;
|
||
|
|
||
|
auto idx = pMatchPlayer->m_mapXPAccumulation.Find( eType );
|
||
|
if ( idx == pMatchPlayer->m_mapXPAccumulation.InvalidIndex() )
|
||
|
{
|
||
|
idx = pMatchPlayer->m_mapXPAccumulation.Insert( eType, 0.f );
|
||
|
}
|
||
|
|
||
|
// You can only draw from the bonus pool if you GAINED xp
|
||
|
if ( nAmount > 0 && bCanAwardBonusXP )
|
||
|
{
|
||
|
FOR_EACH_VEC_BACK( pMatchPlayer->m_vecXPBonusPools, i )
|
||
|
{
|
||
|
PlayerMatchData_t::XPBonusPool_t& xpMultiplier = pMatchPlayer->m_vecXPBonusPools[ i ];
|
||
|
|
||
|
// We do this so when specifying the multiplier, you can say you want the multiplier to be
|
||
|
int nBonusAmount = ceil( nAmount * xpMultiplier.m_flMultiplier );
|
||
|
|
||
|
// If there's a maximum amount to give for this bonus, subtract from the total
|
||
|
// and remove this bonus if the pool is emptied
|
||
|
Assert( xpMultiplier.m_nBonusPoolRemaining > 0 );
|
||
|
nBonusAmount = Min( nBonusAmount, xpMultiplier.m_nBonusPoolRemaining );
|
||
|
xpMultiplier.m_nBonusPoolRemaining -= nBonusAmount;
|
||
|
|
||
|
// Save the type so we can recursively pass it below
|
||
|
CMsgTFXPSource::XPSourceType eBonusType = xpMultiplier.m_eType;
|
||
|
// If there's no more in the pool, then we can remove this from the list
|
||
|
if ( xpMultiplier.m_nBonusPoolRemaining <= 0 )
|
||
|
{
|
||
|
// We're going backwards, so this is ok
|
||
|
pMatchPlayer->m_vecXPBonusPools.Remove( i );
|
||
|
}
|
||
|
|
||
|
// Give the bonus
|
||
|
GiveXPDirectly( steamID, eBonusType, nBonusAmount, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Accumulate in the map
|
||
|
pMatchPlayer->m_mapXPAccumulation[ idx ] += nAmount;
|
||
|
int nAccum = pMatchPlayer->m_mapXPAccumulation[ idx ];
|
||
|
// Don't make a XPSource proto object if there's nothing to even report
|
||
|
if ( nAccum == 0 )
|
||
|
return;
|
||
|
|
||
|
// Find the type if it exists.
|
||
|
for( int i=0; i < pMatchPlayer->m_XPBreakdown.sources_size(); ++i )
|
||
|
{
|
||
|
if ( pMatchPlayer->m_XPBreakdown.sources( i ).type() == eType )
|
||
|
{
|
||
|
pSource = pMatchPlayer->m_XPBreakdown.mutable_sources( i );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Create a new one if we need to
|
||
|
if ( pSource == NULL )
|
||
|
{
|
||
|
pSource = pMatchPlayer->m_XPBreakdown.add_sources();
|
||
|
pSource->set_account_id( steamID.GetAccountID() );
|
||
|
pSource->set_match_group( m_eMatchGroup );
|
||
|
pSource->set_type( eType );
|
||
|
pSource->set_match_id( m_nMatchID );
|
||
|
pSource->set_amount( 0 );
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
if ( tf_debug_xp_changes.GetBool() && nAccum != pSource->amount() )
|
||
|
{
|
||
|
CBasePlayer* pPlayer = UTIL_PlayerBySteamID( steamID );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
Msg( "%s received %d %s xp\n", pPlayer->GetPlayerName(),
|
||
|
nAccum - pSource->amount(),
|
||
|
CMsgTFXPSource_XPSourceType_descriptor()->value( eType )->name().c_str() );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Update the amount
|
||
|
pSource->set_amount( nAccum );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CMatchInfo::GiveXPBonus( CSteamID steamID,
|
||
|
CMsgTFXPSource_XPSourceType eType,
|
||
|
float flMultipler,
|
||
|
int nBonusPool )
|
||
|
{
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( m_eMatchGroup );
|
||
|
if ( !pMatchDesc || !pMatchDesc->BUsesXP() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PlayerMatchData_t *pMatchPlayer = GetMatchDataForPlayer( steamID );
|
||
|
|
||
|
if ( pMatchPlayer && !pMatchPlayer->bDropped )
|
||
|
{
|
||
|
// Find existing entry if there is one
|
||
|
auto idx = pMatchPlayer->m_vecXPBonusPools.InvalidIndex();
|
||
|
FOR_EACH_VEC( pMatchPlayer->m_vecXPBonusPools, i )
|
||
|
{
|
||
|
// Found it
|
||
|
if( pMatchPlayer->m_vecXPBonusPools[ i ].m_eType == eType )
|
||
|
{
|
||
|
idx = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Create new entry if we didnt have an existing one
|
||
|
if ( idx == pMatchPlayer->m_vecXPBonusPools.InvalidIndex() )
|
||
|
{
|
||
|
idx = pMatchPlayer->m_vecXPBonusPools.AddToTail();
|
||
|
}
|
||
|
|
||
|
// Add bonus
|
||
|
PlayerMatchData_t::XPBonusPool_t& currentXPMultiplier = pMatchPlayer->m_vecXPBonusPools[ idx ];
|
||
|
currentXPMultiplier.m_nBonusPoolRemaining += nBonusPool;
|
||
|
currentXPMultiplier.m_eType = eType;
|
||
|
currentXPMultiplier.m_flMultiplier = Max( currentXPMultiplier.m_flMultiplier, flMultipler );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
CON_COMMAND( give_xp_bonus, "Gives the player with the specified name an xp boost. Usage: give_xp_bonus <name> <type> <multiplier> <bonus_pool>" )
|
||
|
{
|
||
|
if ( args.ArgC() != 5 )
|
||
|
{
|
||
|
Msg( "Incorrect arguments. Usage: give_xp_bonus <name> <type> <multiplier> <bonus_pool>\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CBasePlayer* pPlayer = UTIL_PlayerByName( args.Arg( 1 ) );
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
Msg( "No player named %s\n", args.Arg( 1 ) );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !GTFGCClientSystem()->GetMatch() )
|
||
|
{
|
||
|
Msg( "Not running a match\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CMsgTFXPSource_XPSourceType nType = (CMsgTFXPSource_XPSourceType)atoi( args.Arg( 2 ) );
|
||
|
|
||
|
if ( nType < CMsgTFXPSource_XPSourceType_XPSourceType_MIN
|
||
|
|| nType >= CMsgTFXPSource_XPSourceType_NUM_SOURCE_TYPES )
|
||
|
{
|
||
|
Msg( "Type is not a valid type!\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CSteamID steamID;
|
||
|
pPlayer->GetSteamID( &steamID );
|
||
|
GTFGCClientSystem()->GetMatch()->GiveXPBonus( steamID,
|
||
|
nType,
|
||
|
atof( args.Arg( 3 ) ),
|
||
|
atoi( args.Arg( 4 ) ) );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CMatchInfo::BPlayerSafeToLeaveMatch( CSteamID steamID )
|
||
|
{
|
||
|
PlayerMatchData_t *pMatchPlayer = this->GetMatchDataForPlayer( steamID );
|
||
|
|
||
|
// Right now, you cannot leave while the match is running
|
||
|
bool bSafe = m_bMatchEnded || !pMatchPlayer || pMatchPlayer->bDropped || pMatchPlayer->bAlwaysSafeToLeave;
|
||
|
|
||
|
// The match description might have special exceptions
|
||
|
if ( !bSafe && pMatchPlayer )
|
||
|
{
|
||
|
bSafe = bSafe || GetMatchGroupDescription( m_eMatchGroup )->BMatchIsSafeToLeaveForPlayer( this, pMatchPlayer );
|
||
|
}
|
||
|
|
||
|
return bSafe;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Determine the performance ranking of each player after a competitive match
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CMatchInfo::CalculatePlayerMatchRankData( void )
|
||
|
{
|
||
|
Assert( TFGameRules() );
|
||
|
if ( !TFGameRules() )
|
||
|
return false;
|
||
|
|
||
|
CTFPlayerResource *pTFResource = dynamic_cast< CTFPlayerResource* >( g_pPlayerResource );
|
||
|
if ( !pTFResource )
|
||
|
return false;
|
||
|
|
||
|
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
|
||
|
if ( !pMatch )
|
||
|
return false;
|
||
|
|
||
|
if ( !m_vDailyStatsRankData.Count() )
|
||
|
{
|
||
|
Warning( "CalculatePlayerMatchRankData(): DailyStatsRankData is empty\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( pMatch->m_eMatchGroup );
|
||
|
if ( !pMatchDesc ||
|
||
|
!pMatchDesc->m_pProgressionDesc ||
|
||
|
!pMatchDesc->m_params.m_bDistributePerformanceMedals )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
CUtlVector < CTFPlayer* > vecPlayers;
|
||
|
CollectHumanPlayers( &vecPlayers );
|
||
|
FOR_EACH_VEC( vecPlayers, i )
|
||
|
{
|
||
|
if ( !vecPlayers[i] )
|
||
|
continue;
|
||
|
|
||
|
CSteamID steamID;
|
||
|
if ( !vecPlayers[i]->GetSteamID( &steamID ) )
|
||
|
continue;
|
||
|
|
||
|
PlayerStats_t *pStats = CTF_GameStats.FindPlayerStats( vecPlayers[i] );
|
||
|
CMatchInfo::PlayerMatchData_t *matchData = GetMatchDataForPlayer( steamID );
|
||
|
if ( !matchData || !pStats )
|
||
|
{
|
||
|
Warning( "Missing player data in CalculatePlayerMatchRankData\n" );
|
||
|
Assert( false );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Get player's competitive rank
|
||
|
FixmeMMRatingBackendSwapping(); // This is assuming we're using primary skill rating for rank
|
||
|
uint32 unRank = pMatchDesc->m_pProgressionDesc->GetLevelForExperience( matchData->unMMSkillRating ).m_nLevelNum;
|
||
|
int nRankIndex = -1;
|
||
|
|
||
|
// Let's find the typical stats for your rank
|
||
|
FOR_EACH_VEC( m_vDailyStatsRankData, j )
|
||
|
{
|
||
|
if ( unRank == m_vDailyStatsRankData[j].nRank )
|
||
|
{
|
||
|
#ifndef STAGING_ONLY
|
||
|
if ( m_vDailyStatsRankData[j].nRecords < 10 )
|
||
|
{
|
||
|
Warning( "CalculatePlayerMatchRankData(): Too few stat entries (%d) for rank %d\n", m_vDailyStatsRankData[j].nRecords, unRank );
|
||
|
return false;
|
||
|
}
|
||
|
#endif // !STAGING_ONLY
|
||
|
|
||
|
nRankIndex = j;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
uint32 unScoreMedal = GetRankForStat( RankStat_Score, nRankIndex, pTFResource->GetTotalScore( vecPlayers[i]->entindex() ) );
|
||
|
uint32 unKillsMedal = GetRankForStat( RankStat_Kills, nRankIndex, pStats->statsAccumulated.m_iStat[TFSTAT_KILLS] );
|
||
|
uint32 unDamageMedal = GetRankForStat( RankStat_Damage, nRankIndex, pStats->statsAccumulated.m_iStat[TFSTAT_DAMAGE] );
|
||
|
uint32 unHealingMedal = GetRankForStat( RankStat_Healing, nRankIndex, pStats->statsAccumulated.m_iStat[TFSTAT_HEALING] );
|
||
|
uint32 unSupportMedal = GetRankForStat( RankStat_Support, nRankIndex, TFGameRules()->CalcPlayerSupportScore( &pStats->statsAccumulated, vecPlayers[i]->entindex() ) );
|
||
|
|
||
|
matchData->nScoreMedal = unScoreMedal;
|
||
|
matchData->nKillsMedal = unKillsMedal;
|
||
|
matchData->nDamageMedal = unDamageMedal;
|
||
|
matchData->nHealingMedal = unHealingMedal;
|
||
|
matchData->nSupportMedal = unSupportMedal;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CMatchInfo::CalculateMatchSkillRatingAdjustments( int iWinningTeam )
|
||
|
{
|
||
|
// This is assuming skill rating is drillo,and doing a client-side prediction on it
|
||
|
FixmeMMRatingBackendSwapping();
|
||
|
if ( !iWinningTeam )
|
||
|
{
|
||
|
Log( "CalculateMatchSkillRatingAdjustments(): Invalid team!\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
EMatchGroup matchGroup = m_eMatchGroup;
|
||
|
if ( !IsLadderGroup( matchGroup ) )
|
||
|
{
|
||
|
Assert( false );
|
||
|
Log( "CalculateMatchSkillRatingAdjustments(): Match %llu has an invalid MatchGroup (%i)\n", m_nMatchID, (int)matchGroup );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( matchGroup );
|
||
|
if ( !pMatchDesc || !pMatchDesc->m_pProgressionDesc )
|
||
|
{
|
||
|
Log( "CalculateMatchSkillRatingAdjustments(): Match has bogus MatchGroupDescription\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
|
||
|
if ( !pMatch )
|
||
|
{
|
||
|
Log( "CalculateMatchSkillRatingAdjustments(): Match has bogus CMatchInfo\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int nWinnerTotal = 0;
|
||
|
int nLoserTotal = 0;
|
||
|
uint32 unWinningPlayers = 0u;
|
||
|
uint32 unLosingPlayers = 0u;
|
||
|
|
||
|
// Gather data so we can figure out rating adjustments
|
||
|
for ( int i = 0; i < GetNumTotalMatchPlayers(); i++ )
|
||
|
{
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayerInfo = GetMatchDataForPlayer( i );
|
||
|
Assert( pPlayerInfo );
|
||
|
if ( !pPlayerInfo || pPlayerInfo->bDropped )
|
||
|
continue;
|
||
|
|
||
|
if ( TFGameRules()->GetGameTeamForGCTeam( pPlayerInfo->eGCTeam ) == iWinningTeam )
|
||
|
{
|
||
|
nWinnerTotal += pPlayerInfo->unMMSkillRating;
|
||
|
++unWinningPlayers;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nLoserTotal += pPlayerInfo->unMMSkillRating;
|
||
|
++unLosingPlayers;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pMatchDesc->m_params.m_bRequireCompleteMatch && ( unWinningPlayers + unLosingPlayers != GetCanonicalMatchSize() ) )
|
||
|
{
|
||
|
Assert( false );
|
||
|
Log( "CalculateMatchSkillRatingAdjustments(): Match %llu has invalid team size(s): %d vs %d\n",
|
||
|
m_nMatchID, unWinningPlayers, unLosingPlayers );
|
||
|
}
|
||
|
|
||
|
int nTeamSize = ( pMatch->GetCanonicalMatchSize() % 2 ) ? ( pMatch->GetCanonicalMatchSize() / 2 + 1 ) : ( pMatch->GetCanonicalMatchSize() / 2 );
|
||
|
int nWinningTeamAverage = (float)nWinnerTotal / Max( nTeamSize, 1 );
|
||
|
int nLosingTeamAverage = (float)nLoserTotal / Max( nTeamSize, 1 );
|
||
|
int nRatingDiff = nLosingTeamAverage - nWinningTeamAverage;
|
||
|
|
||
|
// Determine adjustment based on difference between teams
|
||
|
const int nChange = RemapValClamped( nRatingDiff, /* from */ -(float)k_unDrilloRating_MaxDifference, (float)k_unDrilloRating_MaxDifference,
|
||
|
/* to */ (float)k_nDrilloRating_MinRatingAdjust, (float)k_nDrilloRating_Ladder_MaxRatingAdjust );
|
||
|
|
||
|
// Cap loss for low-rated teams, but not low-rated winners. This breaks the loose "sort-of-zero-sum" system we have, but that's ok in the lower range.
|
||
|
const int nLoserChange = ( nLosingTeamAverage <= k_unDrilloRating_Ladder_LowSkill ) ? Min( nChange, k_nDrilloRating_Ladder_MaxLossAdjust_LowRank ) : nChange;
|
||
|
|
||
|
// Rating delta update
|
||
|
for ( int i = 0; i < GetNumTotalMatchPlayers(); i++ )
|
||
|
{
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayerInfo = GetMatchDataForPlayer( i );
|
||
|
Assert( pPlayerInfo );
|
||
|
if ( !pPlayerInfo )
|
||
|
continue;
|
||
|
|
||
|
int nAmount = nChange;
|
||
|
if ( pPlayerInfo->BDropWasAbandon() )
|
||
|
{
|
||
|
// Abandon
|
||
|
nAmount = -k_nDrilloRating_Ladder_MaxRatingAdjust;
|
||
|
if ( m_eMatchGroup == k_nMatchGroup_Ladder_6v6 )
|
||
|
{
|
||
|
GiveXPDirectly( pPlayerInfo->steamID, CMsgTFXPSource_XPSourceType::CMsgTFXPSource_XPSourceType_SOURCE_COMPETITIVE_ABANDON, nAmount );
|
||
|
}
|
||
|
}
|
||
|
else if ( TFGameRules()->GetGameTeamForGCTeam( pPlayerInfo->eGCTeam ) != iWinningTeam )
|
||
|
{
|
||
|
// Loss
|
||
|
nAmount = -nLoserChange;
|
||
|
}
|
||
|
|
||
|
pPlayerInfo->nDrilloRatingDelta = nAmount;
|
||
|
|
||
|
// Scoreboard
|
||
|
IGameEvent *pEvent = gameeventmanager->CreateEvent( "competitive_stats_update" );
|
||
|
if ( pEvent )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_PlayerBySteamID( pPlayerInfo->steamID );
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
pEvent->SetInt( "index", pPlayer->entindex() );
|
||
|
pEvent->SetInt( "rating", pPlayerInfo->unMMSkillRating );
|
||
|
// This is the only place this guy is used. We should eventually have the GC send down results and use that
|
||
|
// instead of running this prediction step here.
|
||
|
pEvent->SetInt( "delta", pPlayerInfo->nDrilloRatingDelta );
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchRankData = GetMatchDataForPlayer( pPlayerInfo->steamID );
|
||
|
pEvent->SetInt( "score_rank", pMatchRankData ? pMatchRankData->nScoreMedal : 0 ); // medal won (if any)
|
||
|
pEvent->SetInt( "kills_rank", pMatchRankData ? pMatchRankData->nKillsMedal : 0 ); //
|
||
|
pEvent->SetInt( "damage_rank", pMatchRankData ? pMatchRankData->nDamageMedal : 0 ); //
|
||
|
pEvent->SetInt( "healing_rank", pMatchRankData ? pMatchRankData->nHealingMedal : 0 ); //
|
||
|
pEvent->SetInt( "support_rank", pMatchRankData ? pMatchRankData->nSupportMedal : 0 ); //
|
||
|
gameeventmanager->FireEvent( pEvent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns the medal rank (if any) for this stat
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CMatchInfo::GetRankForStat( RankStatType_t statType, int nRankIndex, uint32 nValue )
|
||
|
{
|
||
|
if ( !m_vDailyStatsRankData.IsValidIndex( nRankIndex ) )
|
||
|
return StatMedal_None;
|
||
|
|
||
|
// Get match duration, so we can scale values accordingly (total time won't have last round time included yet)
|
||
|
uint16 nMatchDuration = CTF_GameStats.m_currentMap.m_Header.m_iTotalTime + ( gpGlobals->curtime - TFGameRules()->GetRoundStart() );
|
||
|
|
||
|
// Assume 9 minute average match duration; TO DO: Use actual values generated from matchresults table
|
||
|
uint16 nAverageMatchDuration = 9 * 60;
|
||
|
|
||
|
// Adjusted Value
|
||
|
float flStatAdjustment = ( float ) nAverageMatchDuration / ( float ) nMatchDuration;
|
||
|
flStatAdjustment = clamp( flStatAdjustment, 0.33f, 3.0f );
|
||
|
|
||
|
nValue = nValue * flStatAdjustment;
|
||
|
|
||
|
uint32 unStatAvg = m_vDailyStatsRankData[nRankIndex].nAvgScore;
|
||
|
uint32 unStatStdDev = m_vDailyStatsRankData[nRankIndex].nStDevScore;
|
||
|
|
||
|
switch ( statType )
|
||
|
{
|
||
|
case RankStat_Score:
|
||
|
break;
|
||
|
case RankStat_Kills:
|
||
|
unStatAvg = m_vDailyStatsRankData[nRankIndex].nAvgKills;
|
||
|
unStatStdDev = m_vDailyStatsRankData[nRankIndex].nStDevKills;
|
||
|
break;
|
||
|
case RankStat_Damage:
|
||
|
unStatAvg = m_vDailyStatsRankData[nRankIndex].nAvgDamage;
|
||
|
unStatStdDev = m_vDailyStatsRankData[nRankIndex].nStDevDamage;
|
||
|
break;
|
||
|
case RankStat_Healing:
|
||
|
unStatAvg = m_vDailyStatsRankData[nRankIndex].nAvgHealing;
|
||
|
unStatStdDev = m_vDailyStatsRankData[nRankIndex].nStDevHealing;
|
||
|
break;
|
||
|
case RankStat_Support:
|
||
|
unStatAvg = m_vDailyStatsRankData[nRankIndex].nAvgSupport;
|
||
|
unStatStdDev = m_vDailyStatsRankData[nRankIndex].nStDevSupport;
|
||
|
break;
|
||
|
default:
|
||
|
Assert( 0 );
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( !unStatAvg || !unStatStdDev )
|
||
|
return 0;
|
||
|
|
||
|
int nMedalRank = StatMedal_None;
|
||
|
|
||
|
// Non-zero value?
|
||
|
if ( unStatAvg && unStatStdDev )
|
||
|
{
|
||
|
int nDelta = nValue - unStatAvg;
|
||
|
if ( nDelta > 0 )
|
||
|
{
|
||
|
float flPercentile = NormalDistributionCDF( (float) nValue, (float) unStatAvg, (float) unStatStdDev );
|
||
|
|
||
|
if ( flPercentile >= m_flGoldPercentile )
|
||
|
{
|
||
|
nMedalRank = StatMedal_Gold;
|
||
|
}
|
||
|
else if ( flPercentile >= m_flSilverPercentile )
|
||
|
{
|
||
|
nMedalRank = StatMedal_Silver;
|
||
|
}
|
||
|
else if ( flPercentile >= m_flBronzePercentile )
|
||
|
{
|
||
|
nMedalRank = StatMedal_Bronze;
|
||
|
}
|
||
|
|
||
|
// TODO:
|
||
|
// - Stat must be "n" std deviations above the match average, too (anti-farming)
|
||
|
// - Match must qualify:
|
||
|
// - Less than "n" minutes
|
||
|
// - At least "x" of "y" players at match end (no leavers?)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return clamp( nMedalRank, StatMedal_None, StatMedal_Gold );
|
||
|
}
|
||
|
|
||
|
|
||
|
float CMatchInfo::NormalDistributionCDF( float flValue, float flMu, float flSigma )
|
||
|
{
|
||
|
if ( flSigma <= 0.f )
|
||
|
return 0.5f;
|
||
|
|
||
|
return 0.5f * ( 1.f + erf( ( flValue - flMu ) / ( flSigma * sqrt( 2.f ) ) ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CGCCompetitiveDailyStatsRollupJob
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CGCCompetitiveDailyStatsRollupJob : public GCSDK::CGCClientJob
|
||
|
{
|
||
|
public:
|
||
|
CGCCompetitiveDailyStatsRollupJob( GCSDK::CGCClient *pGCClient ) : GCSDK::CGCClientJob( pGCClient ) {}
|
||
|
|
||
|
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
|
||
|
{
|
||
|
GCSDK::CProtoBufMsg< CMsgGC_DailyCompetitiveStatsRollup_Response > msg( pNetPacket );
|
||
|
|
||
|
CMatchInfo *pInfo = GTFGCClientSystem()->GetMatch();
|
||
|
if ( !pInfo )
|
||
|
return false;
|
||
|
|
||
|
// Empty rankdata is valid (GC runs checks that might cause this as people reach new ranks)
|
||
|
for ( int i = 0; i < msg.Body().rankdata_size(); i++ )
|
||
|
{
|
||
|
CMatchInfo::DailyStatsRankBucket_t rankBucket = {
|
||
|
msg.Body().rankdata( i ).rank(),
|
||
|
msg.Body().rankdata( i ).records(),
|
||
|
msg.Body().rankdata( i ).avg_score(),
|
||
|
msg.Body().rankdata( i ).stdev_score(),
|
||
|
msg.Body().rankdata( i ).avg_kills(),
|
||
|
msg.Body().rankdata( i ).stdev_kills(),
|
||
|
msg.Body().rankdata( i ).avg_damage(),
|
||
|
msg.Body().rankdata( i ).stdev_damage(),
|
||
|
msg.Body().rankdata( i ).avg_healing(),
|
||
|
msg.Body().rankdata( i ).stdev_healing(),
|
||
|
msg.Body().rankdata( i ).avg_support(),
|
||
|
msg.Body().rankdata( i ).stdev_support()
|
||
|
};
|
||
|
|
||
|
pInfo->SetDailyRankData( rankBucket );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
GC_REG_JOB( GCSDK::CGCClient, CGCCompetitiveDailyStatsRollupJob, "CGCCompetitiveDailyStatsRollupJob", k_EMsgGC_DailyCompetitiveStatsRollup_Response, k_EServerTypeGCClient );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CGCVoteSystemVoteKickResponse
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CGCVoteSystemVoteKickResponse : public GCSDK::CGCClientJob
|
||
|
{
|
||
|
public:
|
||
|
CGCVoteSystemVoteKickResponse( GCSDK::CGCClient *pGCClient ) : GCSDK::CGCClientJob( pGCClient ) {}
|
||
|
|
||
|
virtual bool BYieldingRunJobFromMsg( IMsgNetPacket *pNetPacket )
|
||
|
{
|
||
|
GCSDK::CProtoBufMsg< CMsgGC_VoteKickPlayerRequestResponse > msg( pNetPacket );
|
||
|
if ( g_voteController )
|
||
|
{
|
||
|
g_voteController->GCResponseReceived( msg.Body().allowed() );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
GC_REG_JOB( GCSDK::CGCClient, CGCVoteSystemVoteKickResponse, "CGCVoteSystemVoteKickResponse", k_EMsgGCVoteKickPlayerRequestResponse, k_EServerTypeGCClient );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CGCKickPlayerFromLobbyJob : public GCSDK::CGCClientJob
|
||
|
{
|
||
|
public:
|
||
|
CGCKickPlayerFromLobbyJob( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
|
||
|
|
||
|
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
|
||
|
{
|
||
|
GCSDK::CProtoBufMsg<CMsgGC_KickPlayerFromLobby> msg( pNetPacket );
|
||
|
|
||
|
CSteamID steamID( msg.Body().targetid() );
|
||
|
if ( steamID.IsValid() )
|
||
|
{
|
||
|
GTFGCClientSystem()->EjectMatchPlayer( steamID, TFMatchLeaveReason_ADMIN_KICK );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
GC_REG_JOB( GCSDK::CGCClient, CGCKickPlayerFromLobbyJob, "CGCKickPlayerFromLobbyJob", k_EMsgGC_KickPlayerFromLobby, GCSDK::k_EServerTypeGCClient );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFGCServerSystem::CTFGCServerSystem()
|
||
|
: m_flTimeRequestedLateJoin( -1.f )
|
||
|
, m_bLateJoinEligible( false )
|
||
|
, m_iSavedVisibleMaxPlayers( -1 )
|
||
|
, m_bOverridingVisibleMaxPlayers( false )
|
||
|
, m_bWaitingForNewMatchID( false )
|
||
|
, m_flWaitingForNewMatchTime( 0.f )
|
||
|
{
|
||
|
// replace base GCClientSystem
|
||
|
SetGCClientSystem( this );
|
||
|
|
||
|
m_unGameStartTime = 0;
|
||
|
m_bSetupSchema = false;
|
||
|
m_timeLastSendGameServerInfoAndConnectedPlayers = 0;
|
||
|
//m_flUpdateGCGameTime = 0;
|
||
|
//m_nUploadingMatchStats = EDOTA_MATCH_STATS_IDLE;
|
||
|
//m_nParentRelayCount = 0;
|
||
|
//m_nLastUpdateGCServerType = -1;
|
||
|
m_eLastGameServerUpdateState = ServerMatchmakingState_NOT_PARTICIPATING;
|
||
|
m_eLastGameServerUpdateMatchmakingMode = TF_Matchmaking_MVM;
|
||
|
m_nLastGameServerUpdateBotCount = -1;
|
||
|
m_nLastGameServerUpdateMaxHumans = -1;
|
||
|
m_nLastGameServerUpdateSlotsFree = -1;
|
||
|
m_nLastGameServerUpdateLobbyMMVersion = 0;
|
||
|
m_flTimeBecameEmptyWithLobby = 0.0f;
|
||
|
m_timeLastConnectedToGC = 0.f;
|
||
|
m_pMatchInfo = NULL;
|
||
|
|
||
|
g_bWarnedAboutMaxplayersInMVM = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
CTFGCServerSystem::~CTFGCServerSystem( void )
|
||
|
{
|
||
|
// Prevent other system from using this pointer after it's destroyed
|
||
|
SetGCClientSystem( NULL );
|
||
|
|
||
|
if ( m_pMatchInfo )
|
||
|
{
|
||
|
delete m_pMatchInfo;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CTFGCServerSystem::Init()
|
||
|
{
|
||
|
ListenForGameEvent( "player_disconnect" );
|
||
|
ListenForGameEvent( "player_score_changed" );
|
||
|
|
||
|
g_bWarnedAboutMaxplayersInMVM = false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::PreInitGC()
|
||
|
{
|
||
|
BaseClass::PreInitGC();
|
||
|
|
||
|
if ( !m_bSetupSchema )
|
||
|
{
|
||
|
// REG_SHARED_OBJECT_SUBCLASS( CDOTAHeroStandings );
|
||
|
// REG_SHARED_OBJECT_SUBCLASS( CDOTAGameAccountClient );
|
||
|
REG_SHARED_OBJECT_SUBCLASS( CTFGSLobby );
|
||
|
REG_SHARED_OBJECT_SUBCLASS( CTFParty );
|
||
|
|
||
|
m_bSetupSchema = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::PostInitGC()
|
||
|
{
|
||
|
BaseClass::PostInitGC();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::LevelShutdownPostEntity()
|
||
|
{
|
||
|
BaseClass::LevelShutdownPostEntity();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::Shutdown()
|
||
|
{
|
||
|
BaseClass::Shutdown();
|
||
|
|
||
|
// Remove listener, if we have one
|
||
|
if ( m_ourSteamID.IsValid() )
|
||
|
{
|
||
|
GCClientSystem()->GetGCClient()->RemoveSOCacheListener( m_ourSteamID, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::LevelInitPreEntity()
|
||
|
{
|
||
|
BaseClass::LevelInitPreEntity();
|
||
|
// Assert( m_nUploadingMatchStats != EDOTA_MATCH_STATS_UPLOADING );
|
||
|
// if ( m_nUploadingMatchStats == EDOTA_MATCH_STATS_UPLOADING )
|
||
|
// {
|
||
|
// Warning( "Error, changed level while waiting for match stats to upload!\n" );
|
||
|
// return;
|
||
|
// }
|
||
|
// m_nUploadingMatchStats = EDOTA_MATCH_STATS_IDLE;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::ClientActive( CSteamID steamIDClient )
|
||
|
{
|
||
|
if ( !steamIDClient.IsValid() || !steamIDClient.BIndividualAccount() )
|
||
|
{
|
||
|
if ( !HushAsserts() )
|
||
|
{
|
||
|
Assert( steamIDClient.IsValid() );
|
||
|
Assert( steamIDClient.BIndividualAccount() );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch ? pMatch->GetMatchDataForPlayer( steamIDClient ) : NULL;
|
||
|
if ( !pMatchPlayer )
|
||
|
return;
|
||
|
|
||
|
pMatchPlayer->OnActive();
|
||
|
|
||
|
// Only subscribe to match players' SOCaches. They're the only ones who will have
|
||
|
// parties that we care about.
|
||
|
GetGCClient()->AddSOCacheListener( steamIDClient, this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::ClientConnected( CSteamID steamIDClient, edict_t *pEntity )
|
||
|
{
|
||
|
// Note that we won't be notified of players connecting with unknown steamIDs, SteamIDAllowedToConnect() should be
|
||
|
// used to reject those in a strict MM scenario where that is not acceptable.
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch ? pMatch->GetMatchDataForPlayer( steamIDClient ) : NULL;
|
||
|
if ( !pMatchPlayer )
|
||
|
return;
|
||
|
|
||
|
pMatchPlayer->OnConnected( pEntity->m_EdictIndex );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::ClientDisconnected( CSteamID steamIDClient )
|
||
|
{
|
||
|
if ( !steamIDClient.IsValid() || !steamIDClient.BIndividualAccount() )
|
||
|
{
|
||
|
Assert( steamIDClient.IsValid() );
|
||
|
Assert( steamIDClient.BIndividualAccount() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GetGCClient()->RemoveSOCacheListener( steamIDClient, this );
|
||
|
|
||
|
// This is here because ClientDisconnected code is not called on gamerules or player
|
||
|
// when the game is in state g_fGameOver. See CServerGameClients::ClientDisconnect.
|
||
|
CBasePlayer* pPlayer = UTIL_PlayerBySteamID( steamIDClient );
|
||
|
if ( TFGameRules() && pPlayer )
|
||
|
{
|
||
|
TFGameRules()->SetPlayerNextMapVote( pPlayer->entindex(), CTFGameRules::USER_NEXT_MAP_VOTE_UNDECIDED );
|
||
|
}
|
||
|
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch ? pMatch->GetMatchDataForPlayer( steamIDClient ) : NULL;
|
||
|
if ( !pMatchPlayer )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !pMatchPlayer->bConnected )
|
||
|
{
|
||
|
Assert( !"Player disconnecting is not marked connected" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Did they disconnect while still loading in?
|
||
|
bool bWasActive = pMatchPlayer->nConnectingButNotActiveIndex == 0;
|
||
|
|
||
|
RTime32 now = CRTime::RTime32TimeCur();
|
||
|
// Time spent in the active state.
|
||
|
RTime32 timeSpentActive = bWasActive ? ( now - pMatchPlayer->rtLastActiveEvent ) : 0;
|
||
|
|
||
|
// Mark disconnected
|
||
|
pMatchPlayer->bConnected = false;
|
||
|
pMatchPlayer->nConnectingButNotActiveIndex = 0;
|
||
|
|
||
|
// If they were active, they now transitioned to inactive. If they were loading, this value is still the last time
|
||
|
// they went inactive, and shouldn't change.
|
||
|
if ( bWasActive )
|
||
|
{ pMatchPlayer->rtLastActiveEvent = now; }
|
||
|
|
||
|
// Optionally forgive some amount of their disconnected seconds accumulation based on how long they were present.
|
||
|
int nForgiveRatio = tf_mm_player_disconnect_time_forgive_ratio.GetInt();
|
||
|
if ( timeSpentActive > 0 && nForgiveRatio > 0 && pMatchPlayer->nDisconnectedSeconds > 0 )
|
||
|
{
|
||
|
double dForgiven = (double)pMatchPlayer->nDisconnectedSeconds - ( (double)timeSpentActive / nForgiveRatio );
|
||
|
|
||
|
int nOldVal = pMatchPlayer->nDisconnectedSeconds;
|
||
|
pMatchPlayer->nDisconnectedSeconds = Max( 0, (int)dForgiven );
|
||
|
|
||
|
MMLog("Client %s was connected for %u seconds, disconnect timer lowered from %i to %i\n",
|
||
|
steamIDClient.Render(), timeSpentActive, nOldVal, pMatchPlayer->nDisconnectedSeconds );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::PreClientUpdate( )
|
||
|
{
|
||
|
BaseClass::PreClientUpdate();
|
||
|
|
||
|
CRTime::UpdateRealTime();
|
||
|
|
||
|
if ( GCClientSystem()->BConnectedtoGC() )
|
||
|
{
|
||
|
m_timeLastConnectedToGC = Plat_FloatTime();
|
||
|
}
|
||
|
|
||
|
// We want a pause so players can read what the next map is. Once we've waited
|
||
|
// long enough, we're doing a map change regardless of if the GC got back to us
|
||
|
// with a new match ID.
|
||
|
if ( Plat_FloatTime() > m_flWaitingForNewMatchTime
|
||
|
&& m_flWaitingForNewMatchTime != 0.f )
|
||
|
{
|
||
|
LaunchNewMatchForLobby();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Check for updating the caches that we're listening to
|
||
|
//
|
||
|
CSteamID const *pSteamID = engine->GetGameServerSteamID();
|
||
|
if ( pSteamID && m_ourSteamID != *pSteamID )
|
||
|
{
|
||
|
Assert( pSteamID->BGameServerAccount() );
|
||
|
|
||
|
// If we were previously listening to somebody else, stop listening. This
|
||
|
// means we were connected, then reconnected and got a different Steam ID,
|
||
|
// and is weird, but possible
|
||
|
if ( m_ourSteamID.IsValid() )
|
||
|
{
|
||
|
MMLog( "CTFGCServerSystem - removing listener to old Steam ID %s\n", m_ourSteamID.Render() );
|
||
|
GCClientSystem()->GetGCClient()->RemoveSOCacheListener( m_ourSteamID, this );
|
||
|
}
|
||
|
|
||
|
// Remember our new Steam ID
|
||
|
m_ourSteamID = *pSteamID;
|
||
|
|
||
|
// And start listening
|
||
|
GCClientSystem()->GetGCClient()->AddSOCacheListener( m_ourSteamID, this );
|
||
|
}
|
||
|
|
||
|
MatchPlayerAbandonThink();
|
||
|
UpdateConnectedPlayersAndServerInfo( CMsgGameServerMatchmakingStatus_Event_None, false );
|
||
|
|
||
|
// Check if the game is empty, and we need to shut down our lobby
|
||
|
|
||
|
CTFGSLobby *pLobby = GetLobby();
|
||
|
if ( pLobby )
|
||
|
{
|
||
|
switch ( pLobby->GetState() )
|
||
|
{
|
||
|
case CSOTFGameServerLobby_State_SERVERSETUP:
|
||
|
// We could most definitely be empty here, waiting for players to join!
|
||
|
// Don't kill the server just yet
|
||
|
break;
|
||
|
|
||
|
case CSOTFGameServerLobby_State_RUN:
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
case CSOTFGameServerLobby_State_UNKNOWN:
|
||
|
MMLog( "Lobby in invalid state %d\n", (int)pLobby->GetState() );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check for slamming visiblemaxplayers
|
||
|
static ConVarRef sv_visiblemaxplayers( "sv_visiblemaxplayers" );
|
||
|
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
// Abort the server if they don't have enough maxplayers
|
||
|
if ( gpGlobals->maxClients < 32 )
|
||
|
{
|
||
|
if( !g_bWarnedAboutMaxplayersInMVM )
|
||
|
{
|
||
|
// Prevent this warning from endlessly spamming the console...
|
||
|
g_bWarnedAboutMaxplayersInMVM = true;
|
||
|
Warning( "You must set maxplayers to 32 to host Mann vs. Machine\n" );
|
||
|
}
|
||
|
|
||
|
if ( engine->IsDedicatedServer() )
|
||
|
{
|
||
|
engine->ServerCommand( "exit\n" );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// This changes what the server browser displays
|
||
|
// update sv_visiblemaxplayers for MvM, count only non-bot spectators
|
||
|
CUtlVector<CTFPlayer *> spectatorVector;
|
||
|
CollectPlayers( &spectatorVector, TEAM_SPECTATOR );
|
||
|
int spectatorCount = 0;
|
||
|
FOR_EACH_VEC ( spectatorVector, iIndex )
|
||
|
{
|
||
|
if ( !spectatorVector[iIndex]->IsBot() && !spectatorVector[iIndex]->IsReplay() && !spectatorVector[iIndex]->IsHLTV() )
|
||
|
{
|
||
|
spectatorCount++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int playerCount = kMVM_DefendersTeamSize + spectatorCount;
|
||
|
if ( sv_visiblemaxplayers.GetInt() <= 0 || sv_visiblemaxplayers.GetInt() != playerCount )
|
||
|
{
|
||
|
MMLog( "Setting sv_visiblemaxplayers to %d for MvM\n", playerCount );
|
||
|
|
||
|
// save off visible players
|
||
|
if ( !m_bOverridingVisibleMaxPlayers )
|
||
|
{
|
||
|
m_bOverridingVisibleMaxPlayers = true;
|
||
|
m_iSavedVisibleMaxPlayers = sv_visiblemaxplayers.GetInt();
|
||
|
}
|
||
|
|
||
|
sv_visiblemaxplayers.SetValue( playerCount );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Not in MvM. Check for restoring sv_visiblemaxplayers
|
||
|
if ( m_bOverridingVisibleMaxPlayers )
|
||
|
{
|
||
|
MMLog( "Restoring sv_visiblemaxplayers to %d\n", m_iSavedVisibleMaxPlayers );
|
||
|
sv_visiblemaxplayers.SetValue( m_iSavedVisibleMaxPlayers );
|
||
|
m_bOverridingVisibleMaxPlayers = false;
|
||
|
m_iSavedVisibleMaxPlayers = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// You may not be in matchmaking if you have a password!
|
||
|
static ConVarRef sv_password( "sv_password" );
|
||
|
if ( tf_mm_servermode.GetInt() != 0 && *sv_password.GetString() != '\0' )
|
||
|
{
|
||
|
Warning( "Setting tf_mm_servermode=0 due to sv_password\n" );
|
||
|
tf_mm_servermode.SetValue( 0 );
|
||
|
}
|
||
|
|
||
|
// TFGameRules()->SetStableMode( IsStableMode() );
|
||
|
//
|
||
|
// if ( HLTVDirector() && HLTVDirector()->GetHLTVServer() )
|
||
|
// {
|
||
|
// gcGameTime = Max( 0.0f, TFGameRules()->GetDOTATime() - HLTVDirector()->GetDelay() );
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// gcGameTime = TFGameRules()->GetDOTATime();
|
||
|
// }
|
||
|
|
||
|
// // Slam server region to 255 while in PVE mode
|
||
|
// static ConVarRef sv_region( "sv_region" );
|
||
|
// if ( sv_region.GetInt() != 255 )
|
||
|
// {
|
||
|
// MMLog( "Setting 'sv_region 255 ' due to tf_mm_servermode\n" );
|
||
|
// sv_region.SetValue( 255 );
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::MatchPlayerAbandonThink()
|
||
|
{
|
||
|
CMatchInfo *pMatchInfo = GetMatch();
|
||
|
if ( !pMatchInfo || pMatchInfo->m_bMatchEnded )
|
||
|
{ return; }
|
||
|
|
||
|
int nAbandonSeconds = tf_mm_player_disconnect_time_before_abandon.GetInt();
|
||
|
// Disabled
|
||
|
if ( nAbandonSeconds < 0 )
|
||
|
{ return; }
|
||
|
|
||
|
int nPlayers = pMatchInfo->GetNumTotalMatchPlayers();
|
||
|
bool bDroppedPlayers = false;
|
||
|
for ( int idx = 0; idx < nPlayers; idx++ )
|
||
|
{
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayer = pMatchInfo->GetMatchDataForPlayer( idx );
|
||
|
|
||
|
// The engine doesn't really tell the game of connected-but-not-active players dropping. Keep an eye on their
|
||
|
// entity being quietly cleaned up and note the disconnect.
|
||
|
if ( pPlayer->nConnectingButNotActiveIndex )
|
||
|
{
|
||
|
const CSteamID *pIndexSteamID = engine->GetClientSteamIDByPlayerIndex( pPlayer->nConnectingButNotActiveIndex );
|
||
|
if ( !pIndexSteamID || *pIndexSteamID != pPlayer->steamID )
|
||
|
{
|
||
|
MMLog( "Match player %s dropped before going active\n", pPlayer->steamID.Render() );
|
||
|
ClientDisconnected( pPlayer->steamID );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pPlayer->bConnected && !pPlayer->bDropped )
|
||
|
{
|
||
|
// nDisconnectedSeconds is accumulated from previous absences, but doesn't include the current disconnect.
|
||
|
int nTimeGone = CRTime::RTime32TimeCur() - pPlayer->rtLastActiveEvent + pPlayer->nDisconnectedSeconds;
|
||
|
if ( nTimeGone > nAbandonSeconds )
|
||
|
{
|
||
|
MMLog( "Match player %s has been absent for a combined total of %u seconds, dropping from match\n",
|
||
|
pPlayer->steamID.Render(), nTimeGone );
|
||
|
SetMatchPlayerDropped( pPlayer->steamID, pPlayer->bEverConnected ? TFMatchLeaveReason_AWOL : TFMatchLeaveReason_NO_SHOW );
|
||
|
bDroppedPlayers = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( bDroppedPlayers )
|
||
|
{ UpdateServerDetails(); }
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGCServerSystem::EjectMatchPlayer( CSteamID steamID, TFMatchLeaveReason eReason )
|
||
|
{
|
||
|
CMatchInfo *pMatch = GetLiveMatch();
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch ? pMatch->GetMatchDataForPlayer( steamID ) : NULL;
|
||
|
if ( !pMatchPlayer || pMatchPlayer->bDropped )
|
||
|
{ return false; }
|
||
|
|
||
|
SetMatchPlayerDropped( steamID, eReason );
|
||
|
KickRemovedMatchPlayer( steamID );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::MatchPlayerVoteKicked( CSteamID steamID )
|
||
|
{
|
||
|
bool bEjected = EjectMatchPlayer( steamID, TFMatchLeaveReason_VOTE_KICK );
|
||
|
if ( bEjected )
|
||
|
{
|
||
|
// Was part of our match, handled.
|
||
|
MMLog( "Player %s vote-kicked from live match\n", steamID.Render() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Not part of our match, check if they used to be
|
||
|
CMatchInfo *pMatch = GetLiveMatch();
|
||
|
if ( !pMatch )
|
||
|
return;
|
||
|
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayer = pMatch->GetMatchDataForPlayer( steamID );
|
||
|
if ( !pPlayer || ( pPlayer && !pPlayer->bDropped ) )
|
||
|
{
|
||
|
AssertMsg( !pPlayer || pPlayer->bDropped,
|
||
|
"Player is still part of our match, so EjectMatchPlayer should have succeeded" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Previously in this match, but left before kick arrived. Send this message made just for that occasion, update our
|
||
|
// record to reflect the reason.
|
||
|
MMLog( "Player %s vote-kicked after departing match\n", steamID.Render() );
|
||
|
pPlayer->eDropReason = TFMatchLeaveReason_VOTE_KICK;
|
||
|
ReliableMsgPlayerVoteKickedAfterLeavingMatch *pReliable = new ReliableMsgPlayerVoteKickedAfterLeavingMatch();
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
|
||
|
msg.set_steam_id( steamID.ConvertToUint64() );
|
||
|
msg.set_lobby_id( pMatch->m_nLobbyID );
|
||
|
msg.set_match_id( pMatch->m_nMatchID );
|
||
|
|
||
|
pReliable->Enqueue();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGCServerSystem::KickRemovedMatchPlayer( CSteamID steamIDClient )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerBySteamID( steamIDClient ) );
|
||
|
if ( !pPlayer )
|
||
|
{ return false; }
|
||
|
|
||
|
MMLog( "Kicking ejected player %s\n", steamIDClient.Render() );
|
||
|
engine->ServerCommand( UTIL_VarArgs( "kickid %d %s\n", pPlayer->GetUserID(), "#TF_MM_Generic_Kicked" ) );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFGCServerSystem::CanChangeMatchPlayerTeams()
|
||
|
{
|
||
|
// Warning: LaunchNewMatchForLobby is counting on being able to do this, so avoid the temptation to forbid this
|
||
|
// during match-result phase or similar (this is only for is-our-state-consistent-to-allow-this, not
|
||
|
// should-gamerules-be-doing-this, that's on them)
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
const IMatchGroupDescription* pMatchDesc = pMatch ? GetMatchGroupDescription( pMatch->m_eMatchGroup ) : NULL;
|
||
|
|
||
|
if ( !pMatch || !pMatchDesc || pMatch->BMatchTerminated() || !pMatchDesc->BCanServerChangeMatchPlayerTeams() )
|
||
|
{ return false; }
|
||
|
|
||
|
// If we're waiting to launch a new match, the team change would be for the new match that the GC is about to send
|
||
|
// down, which has new teams. We probably are not intending that since we have no idea what this player's current
|
||
|
// team is.
|
||
|
//
|
||
|
// (See the Team Assignments comment at the start of this file for ordering regarding new matches and team changes.)
|
||
|
if ( BPendingNewMatch() )
|
||
|
{ return false; }
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// ChangeMatchPlayerTeams handling
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::ChangeMatchPlayerTeam( CSteamID steamID, TF_GC_TEAM eTeam )
|
||
|
{
|
||
|
// Helper for single member.
|
||
|
CUtlVectorFixed< PlayerTeamPair_t, 1 > vec;
|
||
|
vec.AddToTail( { steamID, eTeam } );
|
||
|
ChangeMatchPlayerTeams( vec );
|
||
|
}
|
||
|
|
||
|
template< typename ANY_ALLOCATOR >
|
||
|
void CTFGCServerSystem::ChangeMatchPlayerTeams( const CUtlVector< PlayerTeamPair_t, ANY_ALLOCATOR > &vecNewTeams )
|
||
|
{
|
||
|
if ( !CanChangeMatchPlayerTeams() )
|
||
|
{
|
||
|
// Some match logic is badly out of sync if it thinks it can do this.
|
||
|
MMLog( "!! Game server is attempting to change player teams in an invalidate state\n" );
|
||
|
AbortInvalidMatchState();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Job takes ownership of message
|
||
|
MMLog( "Sending team assignment request to GC:\n" );
|
||
|
|
||
|
ReliableMsgChangeMatchPlayerTeams *pReliable = new ReliableMsgChangeMatchPlayerTeams();
|
||
|
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
msg.set_match_id( GetMatch()->m_nMatchID );
|
||
|
msg.set_lobby_id( GetMatch()->m_nLobbyID );
|
||
|
FOR_EACH_VEC( vecNewTeams, idx )
|
||
|
{
|
||
|
const CSteamID &steamID = vecNewTeams[idx].steamID;
|
||
|
const TF_GC_TEAM &eTeam = vecNewTeams[idx].eTeam;
|
||
|
|
||
|
// Do we know about this guy?
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayer = m_pMatchInfo->GetMatchDataForPlayer( steamID );
|
||
|
if ( !pPlayer || pPlayer->bDropped )
|
||
|
{
|
||
|
MMLog("!! Got team change request for player not in match %s\n", steamID.Render() );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
MMLog(" %37s -> %d\n", steamID.Render(), eTeam );
|
||
|
auto *member = msg.add_member();
|
||
|
member->set_member_id( steamID.ConvertToUint64() );
|
||
|
member->set_new_team( eTeam );
|
||
|
|
||
|
// Reflect change locally immediately, this message should not fail
|
||
|
pPlayer->eGCTeam = eTeam;
|
||
|
}
|
||
|
|
||
|
pReliable->Enqueue();
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::ChangeMatchPlayerTeamsResponse( bool bSuccess )
|
||
|
{
|
||
|
if ( !bSuccess && GetLobby() )
|
||
|
{
|
||
|
// If the lobby went away prior to the GC responding, it is out of sync and can't do anything meaningful with
|
||
|
// these updates right now, but we still have authority to finish the match and send a result, so just keep
|
||
|
// plugging along. But if we still HAVE the lobby, and the GC said no, something is badly out of sync with this
|
||
|
// match.
|
||
|
MMLog( "!! ChangeMatchPlayerTeams rejected, something is confused\n" );
|
||
|
AbortInvalidMatchState();
|
||
|
return;
|
||
|
}
|
||
|
MMLog( "ChangeMatchPlayerTeams acknowledged\n" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const MapDef_t* CTFGCServerSystem::GetNextMapVoteByIndex( int nIndex ) const
|
||
|
{
|
||
|
const CTFGSLobby *pLobby = GetLobby();
|
||
|
if ( pLobby && nIndex < pLobby->Obj().next_maps_for_vote_size() )
|
||
|
{
|
||
|
return GetItemSchema()->GetMasterMapDefByIndex( pLobby->Obj().next_maps_for_vote( nIndex ) );
|
||
|
}
|
||
|
|
||
|
Assert( false );
|
||
|
return GetItemSchema()->GetMasterMapDefByName( "ctf_2fort" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: GC Msg to request starting a new match for an existing lobby
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::NewMatchForLobbyResponse( bool bSuccess )
|
||
|
{
|
||
|
// We should be expecting this
|
||
|
if ( !m_bWaitingForNewMatchID )
|
||
|
{
|
||
|
MMLog( "!! Got a NewMatchForLobbyResponse when not expecting it\n" );
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
|
||
|
Assert( TFGameRules() );
|
||
|
|
||
|
MMLog( "NewMatchID response recieved -- %s.\n", bSuccess ? "Success!" : "Failed!" );
|
||
|
|
||
|
m_bWaitingForNewMatchID = false;
|
||
|
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
if ( pMatch && pMatch->m_bServerCreated )
|
||
|
{
|
||
|
// We went ahead without a match ID, the new ID should've already arrived in SOUpdated
|
||
|
if ( bSuccess )
|
||
|
{
|
||
|
if ( !pMatch || pMatch->m_bServerCreated || !pMatch->m_nMatchID )
|
||
|
{
|
||
|
MMLog( "!! Got a NewMatchForLobby response but have not received a new match ID" );
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Failed, but we already have a running speculative match. It is essentially an unofficial match now.
|
||
|
MMLog( "!! NewMatchForLobby responded negatively, this match will likely not be acknowledged by the system.\n" );
|
||
|
// TODO ROLLING MATCHES: Check that the jobs that will now send MatchID 0 do something salient
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Still waiting to actually kick off the new match. If the response was a failure, we can just abort.
|
||
|
if ( !bSuccess )
|
||
|
{
|
||
|
MMLog( "!! NewMatchForLobby responded negatively. We haven't launched the match yet, so just shutting down.\n" );
|
||
|
if ( TFGameRules() )
|
||
|
{
|
||
|
TFGameRules()->KickPlayersNewMatchIDRequestFailed();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CTFGCServerSystem::CanRequestNewMatchForLobby()
|
||
|
{
|
||
|
// If this is a match that is not in sync with the GC, or it's not even a match, then no
|
||
|
if ( !m_pMatchInfo || !GetLobby() || m_pMatchInfo->BMatchTerminated() )
|
||
|
{ return false; }
|
||
|
|
||
|
// If we're waiting on other pending match magic, then no you can't stack them god help your soul.
|
||
|
if ( m_pMatchInfo->m_bServerCreated || m_bWaitingForNewMatchID || m_flWaitingForNewMatchTime != 0.f )
|
||
|
{ return false; }
|
||
|
|
||
|
// Match description allow it?
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( m_pMatchInfo->m_eMatchGroup );
|
||
|
if ( !pMatchDesc->BCanServerRequestNewMatchForLobby() )
|
||
|
{ return false; }
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::RequestNewMatchForLobby( const MapDef_t* pNewMap )
|
||
|
{
|
||
|
// Wat r u doin
|
||
|
if ( !CanRequestNewMatchForLobby() )
|
||
|
{
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
|
||
|
m_flWaitingForNewMatchTime = Plat_FloatTime() + tf_mm_next_map_result_hold_time.GetFloat();
|
||
|
m_bWaitingForNewMatchID = true;
|
||
|
m_pMatchInfo->m_strMapName = pNewMap->pszMapName;
|
||
|
|
||
|
ReliableMsgNewMatchForLobby *pReliable = new ReliableMsgNewMatchForLobby();
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
|
||
|
msg.set_next_map_id( pNewMap->m_nDefIndex );
|
||
|
msg.set_lobby_id( GetLobby()->GetGroupID() );
|
||
|
msg.set_current_match_id( GetMatch()->m_nMatchID );
|
||
|
MMLog( "Sending request to GC for a new match ID.\n" );
|
||
|
|
||
|
pReliable->Enqueue();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::SetMatchPlayerDropped( CSteamID steamID, TFMatchLeaveReason eReason )
|
||
|
{
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch ? pMatch->GetMatchDataForPlayer( steamID ) : NULL;
|
||
|
Assert( pMatchPlayer );
|
||
|
if ( !pMatchPlayer )
|
||
|
{ return; }
|
||
|
|
||
|
Assert( !pMatchPlayer->bDropped );
|
||
|
|
||
|
// Determine if this was an abandon
|
||
|
bool bAbandon = true;
|
||
|
switch ( eReason )
|
||
|
{
|
||
|
case TFMatchLeaveReason_VOTE_KICK:
|
||
|
// Vote kicks don't penalize you currently. We need to revisit how these tie in with e.g. abuse reports/etc..
|
||
|
bAbandon = false;
|
||
|
break;
|
||
|
case TFMatchLeaveReason_NO_SHOW:
|
||
|
case TFMatchLeaveReason_GC_REMOVED:
|
||
|
// For right now, until we have more confidence in our network connectivity and possibly have SDR hooked up,
|
||
|
// we'll give no shows the benefit of the doubt if they never made it to connect. ( If they can't connect an
|
||
|
// give up and click abandon on their end, it will show up as GC_REMOVED )
|
||
|
bAbandon = pMatchPlayer->bEverConnected;
|
||
|
break;
|
||
|
case TFMatchLeaveReason_ADMIN_KICK:
|
||
|
case TFMatchLeaveReason_AWOL:
|
||
|
case TFMatchLeaveReason_IDLE:
|
||
|
break;
|
||
|
default: AssertMsg( false, "Unhandled TFMatchLeaveReason" );
|
||
|
}
|
||
|
|
||
|
bAbandon = bAbandon && !pMatch->BPlayerSafeToLeaveMatch( steamID );
|
||
|
|
||
|
/// TODO ROLLING MATCHES: Technically if this happens with a rolling match in queue, we'll drop them from the old
|
||
|
/// match without record of them in the new?
|
||
|
pMatch->DropPlayer( steamID, eReason, bAbandon );
|
||
|
SendPlayerLeftMatch( steamID, eReason, bAbandon );
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::UpdateServerDetails(void)
|
||
|
{
|
||
|
UpdateConnectedPlayersAndServerInfo( CMsgGameServerMatchmakingStatus_Event_None, false );
|
||
|
}
|
||
|
|
||
|
bool CTFGCServerSystem::ShouldHibernate()
|
||
|
{
|
||
|
// We only hibernate if we're just sitting there with a freshly loaded map
|
||
|
return engine->IsDedicatedServer() && tf_allow_server_hibernation.GetBool() && !GetLobby() && !BPendingReliableMessages() && !m_pMatchInfo;
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::FireGameEvent( IGameEvent *event )
|
||
|
{
|
||
|
// Disconnected from gameserver
|
||
|
if ( !Q_stricmp( event->GetName(), "player_disconnect" ) )
|
||
|
{
|
||
|
const char * pszReason = event->GetString( "reason", "" );
|
||
|
if ( Q_strstr( pszReason, "kick" ) || Q_strstr( pszReason, "Kick" ) || Q_strstr( pszReason, g_pszVoteKickString ) )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_PlayerByUserId( event->GetInt( "userid", 0 ) );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
CSteamID steamId;
|
||
|
if ( !pPlayer->GetSteamID( &steamId ) )
|
||
|
return;
|
||
|
|
||
|
// Only care if this is a member of a live match
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch ? pMatch->GetMatchDataForPlayer( steamId ) : NULL;
|
||
|
if ( !pMatch || !pMatchPlayer || pMatch->m_bMatchEnded || pMatchPlayer->bDropped )
|
||
|
{ return; }
|
||
|
|
||
|
TFMatchLeaveReason eReason = TFMatchLeaveReason_ADMIN_KICK;
|
||
|
|
||
|
if ( Q_strstr( pszReason, g_pszIdleKickString ) )
|
||
|
{
|
||
|
eReason = TFMatchLeaveReason_IDLE;
|
||
|
}
|
||
|
// kickid %d You have been voted off;
|
||
|
// Vote kicks should not trigger abandon
|
||
|
else if ( Q_strstr( pszReason, g_pszVoteKickString ) )
|
||
|
{
|
||
|
eReason = TFMatchLeaveReason_VOTE_KICK;
|
||
|
}
|
||
|
|
||
|
SetMatchPlayerDropped( steamId, eReason );
|
||
|
UpdateServerDetails();
|
||
|
}
|
||
|
}
|
||
|
else if ( FStrEq( event->GetName(), "player_score_changed" ) )
|
||
|
{
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
if ( !pMatch )
|
||
|
return;
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( event->GetInt( "player" ) ) );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
CSteamID steamId;
|
||
|
if ( !pPlayer->GetSteamID( &steamId ) )
|
||
|
return;
|
||
|
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( pMatch->m_eMatchGroup );
|
||
|
if ( !pMatchDesc || !pMatchDesc->m_pProgressionDesc )
|
||
|
return;
|
||
|
|
||
|
// Add to this player's score XP
|
||
|
pMatch->GiveXPRewardToPlayerForAction( steamId, CMsgTFXPSource_XPSourceType_SOURCE_SCORE, event->GetInt( "delta", 0 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CTFParty* CTFGCServerSystem::GetPartyForPlayer( CSteamID steamID ) const
|
||
|
{
|
||
|
// Dig up this guy's party
|
||
|
CGCClientSharedObjectCache* pSOCache = const_cast< CTFGCServerSystem* >( this )->GetSOCache( steamID );
|
||
|
if ( !pSOCache )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
CSharedObjectTypeCache* pPartyTypeCache = pSOCache->FindTypeCache( CTFParty::k_nTypeID );
|
||
|
if ( !pPartyTypeCache || pPartyTypeCache->GetCount() == 0 )
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
return assert_cast< CTFParty* >( pPartyTypeCache->GetObject( 0 ) );
|
||
|
}
|
||
|
|
||
|
const CMatchInfo::PlayerMatchData_t *CTFGCServerSystem::GetLiveMatchPlayer( CSteamID steamID ) const
|
||
|
{
|
||
|
return const_cast<CTFGCServerSystem*>(this)->GetLiveMatchPlayer( steamID );
|
||
|
}
|
||
|
|
||
|
CMatchInfo::PlayerMatchData_t *CTFGCServerSystem::GetLiveMatchPlayer( CSteamID steamID )
|
||
|
{
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
if ( !pMatch || pMatch->m_bMatchEnded )
|
||
|
{ return NULL; }
|
||
|
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch->GetMatchDataForPlayer( steamID );
|
||
|
if ( !pMatchPlayer || pMatchPlayer->bDropped )
|
||
|
{ return NULL; }
|
||
|
|
||
|
return pMatchPlayer;
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
|
||
|
{
|
||
|
// Msg( "CTFGCServerSystem::SOCreated type = %d owner = %s\n", pObject->GetTypeID(), steamIDOwner.Render() );
|
||
|
|
||
|
// Lobby handling
|
||
|
if ( pObject->GetTypeID() == CTFGSLobby::k_nTypeID )
|
||
|
{
|
||
|
const CTFGSLobby *pConstLobby = static_cast<const CTFGSLobby*>( pObject );
|
||
|
CTFGSLobby *pLobby = const_cast<CTFGSLobby *>( pConstLobby ); // GROSS
|
||
|
Assert( pLobby == GetLobby() ); // There can be only be one...
|
||
|
|
||
|
MMLog( "Lobby %016llx instanced on this server in state %s\n",
|
||
|
pLobby->GetGroupID(), CSOTFGameServerLobby_State_Name( pLobby->GetState() ).c_str() );
|
||
|
|
||
|
// Check if we need to switch the map or load a pop file.
|
||
|
CMsgGameServerMatchmakingStatus_Event statusEvent = CMsgGameServerMatchmakingStatus_Event_None;
|
||
|
bool bNewLobby = ( pLobby->GetState() == CSOTFGameServerLobby_State_SERVERSETUP );
|
||
|
|
||
|
if ( m_bMMServerMode && bNewLobby )
|
||
|
{
|
||
|
MMLog( " Map: '%s'\n", pLobby->GetMapName() );
|
||
|
MMLog( " Mission: '%s'\n", pLobby->GetMissionName() );
|
||
|
|
||
|
EMatchGroup eMatchGroup = (EMatchGroup)pLobby->Obj().match_group();
|
||
|
|
||
|
// Acknowledge the players that just connected. (This will create
|
||
|
// reservations for the players and let the GC we are expecting the
|
||
|
// players.)
|
||
|
statusEvent = CMsgGameServerMatchmakingStatus_Event_AcknowledgePlayers;
|
||
|
|
||
|
// Create a record of the match on first connect.
|
||
|
if ( m_pMatchInfo )
|
||
|
{
|
||
|
MMLog( "!! Received new anticipated lobby while running existing match. "
|
||
|
"Old match ID [ %llu ] ended [ %u ] "
|
||
|
"New matchID [ %llu ]\n",
|
||
|
m_pMatchInfo->m_nMatchID, m_pMatchInfo->m_bMatchEnded,
|
||
|
pLobby->GetMatchID() );
|
||
|
Assert( false );
|
||
|
|
||
|
delete m_pMatchInfo;
|
||
|
|
||
|
// In theory the overwritten match will now be forgotten by us, all errant players kicked by the
|
||
|
// UpdateConnectedPlayers tick...
|
||
|
}
|
||
|
|
||
|
m_pMatchInfo = new CMatchInfo( pLobby );
|
||
|
GTFGCClientSystem()->DumpLobby();
|
||
|
|
||
|
if ( eMatchGroup == EMatchGroup::k_nMatchGroup_Invalid ||
|
||
|
!GetMatchGroupDescription( eMatchGroup )->InitServerSettingsForMatch( pConstLobby ) )
|
||
|
{
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
|
||
|
// FIXME We should have some version checking like this.
|
||
|
// int engineServerVersion = engine->GetServerVersion();
|
||
|
//
|
||
|
// // Version checking is enforced if both sides do not report zero as their version
|
||
|
// if ( engineServerVersion && g_gcServerVersion && engineServerVersion != g_gcServerVersion )
|
||
|
// {
|
||
|
// // If we're out of date exit
|
||
|
// Msg("Version out of date (GC wants %d, we are %d), terminating!\n", g_gcServerVersion, engine->GetServerVersion() );
|
||
|
// engine->ServerCommand( "quit\n" );
|
||
|
// }
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We could've just gotten re-sent this lobby, is it the match we think we're running? If we are running a
|
||
|
// match for a different lobby, something is super wrong
|
||
|
uint64 nExistingMatchID = m_pMatchInfo ? m_pMatchInfo->m_nMatchID : 0;
|
||
|
uint64 nLobbyMatchID = pLobby->Obj().has_match_id() ? pLobby->GetMatchID() : 0;
|
||
|
if ( m_pMatchInfo && nExistingMatchID == nLobbyMatchID )
|
||
|
{
|
||
|
MMLog( "GC refreshed lobby for match ID [ %llu ]\n", m_pMatchInfo->m_nMatchID );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MMLog( "!! Got assigned a lobby not in server-setup state, or when not accepting lobbies. Rejecting.\n"
|
||
|
"Lobby matchID [ %llu ], existing match [ %llu ]\n",
|
||
|
pLobby->GetMatchID(), m_pMatchInfo ? m_pMatchInfo->m_nMatchID : 0ull );
|
||
|
|
||
|
if ( !m_pMatchInfo )
|
||
|
{
|
||
|
// Not running a match, don't want this one, just reject the lobby.
|
||
|
//
|
||
|
// This can happen when we crash and are handed a stale lobby upon reboot, rejecting it will
|
||
|
// terminate that match.
|
||
|
SendRejectLobby();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Otherwise, we thought we had a lobby, but the GC sent us a different match? No idea what is going
|
||
|
// on, probably some bad de-sync happened.
|
||
|
//
|
||
|
// No faith we can continue and send authoritative match results about anything.
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
UpdateConnectedPlayersAndServerInfo( statusEvent, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
|
||
|
{
|
||
|
// Don't care if we're not running a match
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
if ( !pMatch )
|
||
|
return;
|
||
|
|
||
|
// Lobby handling
|
||
|
if ( pObject->GetTypeID() == CTFGSLobby::k_nTypeID )
|
||
|
{
|
||
|
const CTFGSLobby *pConstLobby = static_cast<const CTFGSLobby*>( pObject );
|
||
|
CTFGSLobby *pLobby = const_cast<CTFGSLobby *>( pConstLobby ); // GROSS
|
||
|
Assert( pLobby == GetLobby() ); // There can be only be one...
|
||
|
|
||
|
bool bNeedsToUpdatePlayerAndServer = false;
|
||
|
// Check if we have new reservations not part of the match
|
||
|
for ( int i = 0; i < pLobby->GetNumMembers(); i++ )
|
||
|
{
|
||
|
const CTFLobbyMember *pMemberDetails = pLobby->GetMemberDetails( i );
|
||
|
Assert( pMemberDetails );
|
||
|
if ( !pMemberDetails )
|
||
|
continue;
|
||
|
|
||
|
CSteamID steamID( pMemberDetails->id() );
|
||
|
CTFLobbyMember_ConnectState eLobbyState = pLobby->GetMemberConnectState( i );
|
||
|
|
||
|
if ( eLobbyState == CTFLobbyMember_ConnectState_RESERVATION_PENDING )
|
||
|
{
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayer = pMatch->GetMatchDataForPlayer( pLobby->GetMember( i ) );
|
||
|
if ( !pPlayer || pPlayer->bDropped )
|
||
|
{
|
||
|
// Lobby has a new player we don't think is in our match, force an update to acknowledge them ASAP
|
||
|
bNeedsToUpdatePlayerAndServer = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bNeedsToUpdatePlayerAndServer )
|
||
|
{
|
||
|
UpdateConnectedPlayersAndServerInfo( CMsgGameServerMatchmakingStatus_Event_AcknowledgePlayers, true );
|
||
|
}
|
||
|
|
||
|
// If we terminated while the new match ID was pending we're still unwinding the incoming messages
|
||
|
bool bNewMatchID = m_pMatchInfo && !m_pMatchInfo->BMatchTerminated() && ( m_pMatchInfo->m_nMatchID != pLobby->GetMatchID() );
|
||
|
if ( bNewMatchID )
|
||
|
{
|
||
|
if ( m_bWaitingForNewMatchID && m_pMatchInfo->m_bServerCreated )
|
||
|
{
|
||
|
// We sent a request for a new matchID to put in for the match
|
||
|
// we're running, and it just came back.
|
||
|
MMLog( "Received new matchID for server-created match. "
|
||
|
"New matchID [ %llu ]\n",
|
||
|
pLobby->GetMatchID() );
|
||
|
m_pMatchInfo->m_nMatchID = pLobby->GetMatchID();
|
||
|
m_pMatchInfo->m_bServerCreated = false;
|
||
|
}
|
||
|
else if ( m_bWaitingForNewMatchID && m_flWaitingForNewMatchTime != 0.f )
|
||
|
{
|
||
|
// We're counting down to launching a new match, and the new match ID arrived. We'll pick it up from the
|
||
|
// lobby in LaunchNewMatchForLobby
|
||
|
MMLog( "Received new matchID while waiting for new matchID. "
|
||
|
"Old match ID [ %llu ] ended [ %u ] "
|
||
|
"New matchID [ %llu ]\n",
|
||
|
m_pMatchInfo->m_nMatchID, m_pMatchInfo->m_bMatchEnded,
|
||
|
pLobby->GetMatchID() );
|
||
|
}
|
||
|
else if ( !m_bWaitingForNewMatchID && m_flWaitingForNewMatchTime == 0.f )
|
||
|
{
|
||
|
// A lobby came in with a match ID that's not what our current
|
||
|
// one is, and we were not expecting this.
|
||
|
//
|
||
|
// Note that we hold on to the stale lobby between NewMatchForLobby and LaunchNewMatchForLobby, so we
|
||
|
// don't panic if the stale lobby updates. The only other way out of that state is terminating the
|
||
|
// match.
|
||
|
MMLog( "Received new matchID when we weren't expecting one! "
|
||
|
"Current matchID [ %llu ] "
|
||
|
"New matchID [ %llu ]\n",
|
||
|
m_pMatchInfo->m_nMatchID,
|
||
|
pLobby->GetMatchID() );
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::SODestroyed( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
|
||
|
{
|
||
|
// Lobby handling
|
||
|
if ( pObject->GetTypeID() == CTFGSLobby::k_nTypeID )
|
||
|
{
|
||
|
// Lobby is gone! Reset
|
||
|
UpdateConnectedPlayersAndServerInfo( CMsgGameServerMatchmakingStatus_Event_None, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const CTFGSLobby *CTFGCServerSystem::GetLobby() const
|
||
|
{
|
||
|
if ( !m_ourSteamID.IsValid() )
|
||
|
return NULL;
|
||
|
|
||
|
GCSDK::CGCClientSharedObjectCache *pSOCache = GCClientSystem()->GetSOCache( m_ourSteamID );
|
||
|
if ( !pSOCache )
|
||
|
return NULL;
|
||
|
|
||
|
CSharedObjectTypeCache *pTypeCache = pSOCache->FindBaseTypeCache( CTFGSLobby::k_nTypeID );
|
||
|
if ( pTypeCache && pTypeCache->GetCount() > 0 )
|
||
|
{
|
||
|
AssertMsg1( pTypeCache->GetCount() == 1, "Server has %d lobby objects in his cache! He should only have 1.", pTypeCache->GetCount() );
|
||
|
const CTFGSLobby *pLobby = static_cast<CTFGSLobby*>( pTypeCache->GetObject( pTypeCache->GetCount() - 1 ) );
|
||
|
return pLobby;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
CTFGSLobby *CTFGCServerSystem::GetLobby()
|
||
|
{
|
||
|
// It's safe to un-constify the returned lobby if we're being called through a non-const reference ourselves.
|
||
|
return const_cast< CTFGSLobby * >( ((const CTFGCServerSystem *)this)->GetLobby() );
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::DumpLobby()
|
||
|
{
|
||
|
CTFGSLobby *pLobby = GetLobby();
|
||
|
if ( !pLobby )
|
||
|
{
|
||
|
Msg( "Failed to find lobby shared object\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
pLobby->SpewDebug();
|
||
|
}
|
||
|
|
||
|
bool CTFGCServerSystem::HasLobby() const
|
||
|
{
|
||
|
return GetLobby() != NULL;
|
||
|
}
|
||
|
|
||
|
void CTFGCServerSystem::SetHibernation( bool bHibernating )
|
||
|
{
|
||
|
// !FIXME! Need to get rid of all the hibernation crap. We don't really need it
|
||
|
}
|
||
|
|
||
|
bool CTFGCServerSystem::ShouldHideServer()
|
||
|
{
|
||
|
// !NO! Don't set this right now. We'll just pass the "hidden" tag and so the server
|
||
|
// browser wil not list us.
|
||
|
// if ( m_bMMServerMode && tf_mm_strict.GetBool() )
|
||
|
// return true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CTFGCServerSystem::SteamIDAllowedToConnect(const CSteamID &steamID) const
|
||
|
{
|
||
|
// If we're not in strict mode, anybody can join!
|
||
|
if ( !m_bMMServerMode || tf_mm_strict.GetInt() != 1 )
|
||
|
return true;
|
||
|
|
||
|
// If we don't have a match, nobody can join
|
||
|
const CMatchInfo *pMatchInfo = GetMatch();
|
||
|
if ( !pMatchInfo )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const CMatchInfo::PlayerMatchData_t *pMatchData = pMatchInfo->GetMatchDataForPlayer( steamID );
|
||
|
if ( !pMatchData || pMatchData->bDropped )
|
||
|
{
|
||
|
// Not in the match or was dropped, reject
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
////-----------------------------------------------------------------------------
|
||
|
//int CTFGCServerSystem::GetTeamForLobbyMember( const CSteamID &steamId ) const
|
||
|
//{
|
||
|
// const CTFGSLobby *pLobby = GetLobby();
|
||
|
// if ( !pLobby )
|
||
|
// {
|
||
|
// return DOTA_TEAM_NOTEAM;
|
||
|
// }
|
||
|
//
|
||
|
// int team = pLobby->GetMemberTeam( steamId );
|
||
|
//
|
||
|
// switch ( team )
|
||
|
// {
|
||
|
// case DOTA_GC_TEAM_GOOD_GUYS:
|
||
|
// return DOTA_TEAM_GOODGUYS;
|
||
|
//
|
||
|
// case DOTA_GC_TEAM_BAD_GUYS:
|
||
|
// return DOTA_TEAM_BADGUYS;
|
||
|
//
|
||
|
// case DOTA_GC_TEAM_BROADCASTER:
|
||
|
// case DOTA_GC_TEAM_PLAYER_POOL:
|
||
|
// case DOTA_GC_TEAM_SPECTATOR:
|
||
|
// return TEAM_SPECTATOR;
|
||
|
// }
|
||
|
//
|
||
|
// return DOTA_TEAM_NOTEAM;
|
||
|
//}
|
||
|
//
|
||
|
////-----------------------------------------------------------------------------
|
||
|
//bool CTFGCServerSystem::IsLobbyMemberBroadcaster( const CSteamID &steamId ) const
|
||
|
//{
|
||
|
// const CTFGSLobby *pLobby = GetLobby();
|
||
|
// if ( !pLobby )
|
||
|
// {
|
||
|
// return false;
|
||
|
// }
|
||
|
//
|
||
|
// return pLobby->GetMemberTeam( steamId ) == DOTA_GC_TEAM_BROADCASTER;
|
||
|
//}
|
||
|
//
|
||
|
////-----------------------------------------------------------------------------
|
||
|
//ELanguage CTFGCServerSystem::GetBroadcasterLanguage( const CSteamID &steamId ) const
|
||
|
//{
|
||
|
// const CTFGSLobby *pLobby = GetLobby();
|
||
|
// if ( !pLobby )
|
||
|
// {
|
||
|
// return k_Lang_English;
|
||
|
// }
|
||
|
//
|
||
|
// if ( pLobby->GetMemberTeam( steamId ) != DOTA_GC_TEAM_BROADCASTER )
|
||
|
// return k_Lang_English;
|
||
|
//
|
||
|
// int index = pLobby->GetMemberIndexBySteamID( steamId );
|
||
|
// if ( index < 0 )
|
||
|
// return k_Lang_English;
|
||
|
//
|
||
|
// const CTFLobbyMember* pMember = pLobby->GetMemberDetails( index );
|
||
|
// switch( pMember->slot() )
|
||
|
// {
|
||
|
// default:
|
||
|
// case 1:
|
||
|
// return k_Lang_English;
|
||
|
// case 2:
|
||
|
// return k_Lang_German;
|
||
|
// case 3:
|
||
|
// return k_Lang_Simplified_Chinese;
|
||
|
// case 4:
|
||
|
// return k_Lang_Russian;
|
||
|
// }
|
||
|
//
|
||
|
// return k_Lang_English;
|
||
|
//}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CON_COMMAND( tf_server_lobby_debug, "Prints server lobby object" )
|
||
|
{
|
||
|
GTFGCClientSystem()->DumpLobby();
|
||
|
}
|
||
|
|
||
|
ConVar dbg_spew_connected_players_level( "dbg_spew_connected_players_level", "0", FCVAR_NONE, "If enabled, server will spew connected player GC updates\n" );
|
||
|
|
||
|
// Inform the GC of any change in the connected players
|
||
|
void CTFGCServerSystem::UpdateConnectedPlayersAndServerInfo( CMsgGameServerMatchmakingStatus_Event event, bool bForceSendMessages )
|
||
|
{
|
||
|
VPROF_BUDGET( "CTFGCServerSystem::UpdateConnectedPlayersAndServerInfo", VPROF_BUDGETGROUP_OTHER_NETWORKING );
|
||
|
|
||
|
// Don't bother sending if we aren't initialized yet
|
||
|
if ( gpGlobals->maxClients == 0 || TFGameRules() == NULL )
|
||
|
return;
|
||
|
|
||
|
/// TODO ROLLING MATCH: Remove event field from this message. We might just ignore some events, and they're not
|
||
|
/// useful.
|
||
|
|
||
|
// Don't send heartbeats while we're waiting for reliable messages to process, our state is not in sync with what we
|
||
|
// tried to send to the GC, and sending a new heartbeat before pending messages have been responded to isn't
|
||
|
// helpful.
|
||
|
if ( BPendingReliableMessages() )
|
||
|
{ return; }
|
||
|
|
||
|
// Or if we're in the waiting period to kick off a new match -- if all pending messages came back, our lobby now
|
||
|
// reflects the requested match, but we haven't actually launched it yet, so heartbeats would not be valid.
|
||
|
if ( m_flWaitingForNewMatchTime != 0.f )
|
||
|
{ return; }
|
||
|
|
||
|
const CTFGSLobby *pLobby = GetLobby();
|
||
|
if ( !pLobby || !m_bMMServerMode )
|
||
|
{
|
||
|
Assert( event == CMsgGameServerMatchmakingStatus_Event_None );
|
||
|
}
|
||
|
|
||
|
double now = Plat_FloatTime();
|
||
|
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 ) { Msg( "UpdateConnectedPlayers ======================================\n" ); }
|
||
|
|
||
|
static ConVarRef sv_visiblemaxplayers( "sv_visiblemaxplayers" );
|
||
|
|
||
|
CProtoBufMsg<CMsgGameServerMatchmakingStatus> msg( k_EMsgGCGameServerMatchmakingStatus );
|
||
|
ServerMatchmakingState eGameServerInfoState = ServerMatchmakingState_NOT_PARTICIPATING;
|
||
|
TF_MatchmakingMode eGameServerInfoMatchmakingMode = TF_Matchmaking_INVALID;
|
||
|
CUtlString sGameServerInfoMap;
|
||
|
CUtlString sGameServerInfoTags;
|
||
|
int nBotCountToSend = -1;
|
||
|
float flSendInterval = 60.0f;
|
||
|
int nUnconnectedPlayerReservationRequests = 0;
|
||
|
bool bLobbyIncorrect = false;
|
||
|
CUtlVector<CSteamID> vecFailedLoaders;
|
||
|
TF_GC_GameState gcState = TF_GC_GAMESTATE_DISCONNECT;
|
||
|
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
const IMatchGroupDescription* pMatchDesc = pMatch ? GetMatchGroupDescription( pMatch->m_eMatchGroup ) : NULL;
|
||
|
|
||
|
// Build list of currently connected clients, and classify them according to their role
|
||
|
struct Reservation_t
|
||
|
{
|
||
|
CSteamID m_steamID;
|
||
|
int m_nEntindex;
|
||
|
bool m_bActive;
|
||
|
};
|
||
|
CUtlVector< Reservation_t > vecReservationRequests;
|
||
|
CUtlVector<CSteamID> vecConnectedPlayers;
|
||
|
int nAdminSlots = 0;
|
||
|
int nAdHocPlayers = 0;
|
||
|
int nMatchPlayers = 0;
|
||
|
int nBots = 0;
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
const CSteamID *pPlayerSteamID = engine->GetClientSteamIDByPlayerIndex( i );
|
||
|
|
||
|
// Filter out non-players
|
||
|
player_info_t sPlayerInfo;
|
||
|
bool bActive = false;
|
||
|
if ( engine->GetPlayerInfo( i, &sPlayerInfo ) )
|
||
|
{
|
||
|
if ( sPlayerInfo.ishltv || sPlayerInfo.isreplay )
|
||
|
{
|
||
|
++nAdminSlots;
|
||
|
continue;
|
||
|
}
|
||
|
if ( sPlayerInfo.fakeplayer )
|
||
|
{
|
||
|
++nBots;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( pPlayerSteamID == NULL || !pPlayerSteamID->IsValid() )
|
||
|
{
|
||
|
// This can occur in lan-mode
|
||
|
Warning( "Player with no steam ID, counting as ad-hoc\n" );
|
||
|
}
|
||
|
|
||
|
bActive = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Client not "active", but might be connected.
|
||
|
// this happens during changelevel
|
||
|
if ( pPlayerSteamID == NULL || !pPlayerSteamID->IsValid() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Connected, but not active.
|
||
|
bActive = false;
|
||
|
|
||
|
// Shove in a dummy name or debug spew
|
||
|
V_strcpy_safe( sPlayerInfo.name, pPlayerSteamID->Render() );
|
||
|
}
|
||
|
|
||
|
// Some kind of player, add them to match players or ad-hoc
|
||
|
CSteamID playerSteamID;
|
||
|
if ( pPlayerSteamID && pPlayerSteamID->IsValid() )
|
||
|
playerSteamID = *pPlayerSteamID;
|
||
|
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = ( pMatch && playerSteamID.IsValid() ) \
|
||
|
? pMatch->GetMatchDataForPlayer( playerSteamID ) \
|
||
|
: NULL;
|
||
|
bool bMatchPlayer = pMatchPlayer && !pMatchPlayer->bDropped;
|
||
|
if ( bMatchPlayer )
|
||
|
{ ++nMatchPlayers; }
|
||
|
else
|
||
|
{ ++nAdHocPlayers; }
|
||
|
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 ) { Msg( " Client[%d]: %s '%s':\n", i, playerSteamID.Render(), sPlayerInfo.name ); }
|
||
|
|
||
|
//
|
||
|
// !! In lan mode, this player may not have a steamID. They can't be a lobby member or similar, so the below
|
||
|
// !! code should just assume they're ad-hoc if !playerSteamID.IsValid()
|
||
|
//
|
||
|
if ( playerSteamID.IsValid() )
|
||
|
vecConnectedPlayers.AddToTail( playerSteamID );
|
||
|
|
||
|
// If we don't have a lobby, then we may still be running a match after a GC crash/reboot, in which case the
|
||
|
// lobby might've been lost -- but we're still expected to complete the match on our own authority and report
|
||
|
// the result.
|
||
|
|
||
|
/// XXX(JohnS): Ideally, in the state where the GC rebooted and the lobby disintegrated, we'd have some way
|
||
|
/// to tell the GC to recreate the lobby on its end when we re-establish, rather than finishing
|
||
|
/// out a phantom match -- it doesn't know the user is still in a match until the match result
|
||
|
/// arrives. However, as we locally track and report the match result and any abandons, the user
|
||
|
/// can't really exploit this state other than potentially alt-F4ing and requeuing faster than
|
||
|
/// their abandon timeout. The GC, however, loses the ability to kick the player from this
|
||
|
/// lobby. (that it no longer knows about)
|
||
|
if ( pLobby )
|
||
|
{
|
||
|
|
||
|
// If he's in the lobby, them count him as a connected player.
|
||
|
// Otherwise, he's an ad-hoc join.
|
||
|
CMsgGameServerMatchmakingStatus_PlayerConnectState sendPlayerConnectState = CMsgGameServerMatchmakingStatus_PlayerConnectState_INVALID;
|
||
|
const CTFLobbyMember *pMember = pLobby->GetMemberDetails( playerSteamID );
|
||
|
if ( pMember )
|
||
|
{
|
||
|
CTFLobbyMember_ConnectState eLobbyState = pMember->connect_state();
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 )
|
||
|
{
|
||
|
Msg( " '%s' In lobby with state %s\n", sPlayerInfo.name,
|
||
|
CTFLobbyMember_ConnectState_Name( eLobbyState ).c_str() );
|
||
|
}
|
||
|
switch ( eLobbyState )
|
||
|
{
|
||
|
case CTFLobbyMember_ConnectState_RESERVATION_PENDING:
|
||
|
// Check if we have match data for this guy
|
||
|
if ( !bMatchPlayer )
|
||
|
{
|
||
|
bLobbyIncorrect = true;
|
||
|
vecReservationRequests.AddToTail( { *pPlayerSteamID, i, bActive } );
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
case CTFLobbyMember_ConnectState_RESERVED:
|
||
|
|
||
|
// Only count them as actually "connected" if they are active.
|
||
|
// We do not count them as "connected", to make sure we treat a
|
||
|
// disconnection before they become "active" as a failure to load,
|
||
|
// but a disconnection after they become active as a "leaver"
|
||
|
if ( bActive )
|
||
|
{
|
||
|
sendPlayerConnectState = CMsgGameServerMatchmakingStatus_PlayerConnectState_CONNECTED;
|
||
|
bLobbyIncorrect = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sendPlayerConnectState = CMsgGameServerMatchmakingStatus_PlayerConnectState_RESERVED;
|
||
|
if ( eLobbyState != CTFLobbyMember_ConnectState_RESERVED )
|
||
|
bLobbyIncorrect = true;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case CTFLobbyMember_ConnectState_CONNECTED:
|
||
|
sendPlayerConnectState = CMsgGameServerMatchmakingStatus_PlayerConnectState_CONNECTED;
|
||
|
|
||
|
break;
|
||
|
case CTFLobbyMember_ConnectState_DISCONNECTED:
|
||
|
sendPlayerConnectState = CMsgGameServerMatchmakingStatus_PlayerConnectState_CONNECTED;
|
||
|
bLobbyIncorrect = true;
|
||
|
break;
|
||
|
default:
|
||
|
AssertMsg1( false, "Unknown lobby member state %d", eLobbyState );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else if ( m_pMatchInfo && !m_pMatchInfo->m_bMatchEnded )
|
||
|
{
|
||
|
// Competitive match, player missing from lobby
|
||
|
if ( bMatchPlayer )
|
||
|
{
|
||
|
// Player was part of the match, but GC removed them.
|
||
|
MMLog( "Removing match player %s -- dropped from lobby, but still in match and game\n",
|
||
|
playerSteamID.Render() );
|
||
|
EjectMatchPlayer( playerSteamID, TFMatchLeaveReason_GC_REMOVED );
|
||
|
nMatchPlayers--;
|
||
|
}
|
||
|
else if ( tf_mm_strict.GetInt() == 1 )
|
||
|
{
|
||
|
// A player is present that shouldn't be
|
||
|
MMLog( "!! Unknown player in managed match %s\n", playerSteamID.Render() );
|
||
|
KickRemovedMatchPlayer( playerSteamID );
|
||
|
nAdHocPlayers--;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Not a managed match
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 )
|
||
|
{
|
||
|
Msg( " '%s' Not in lobby, client is ad-hoc join\n", sPlayerInfo.name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( sendPlayerConnectState != CMsgGameServerMatchmakingStatus_PlayerConnectState_INVALID )
|
||
|
{
|
||
|
CMsgGameServerMatchmakingStatus_Player *pMsgPlayer = msg.Body().add_players();
|
||
|
pMsgPlayer->set_steam_id( playerSteamID.ConvertToUint64() );
|
||
|
pMsgPlayer->set_connect_state( sendPlayerConnectState );
|
||
|
}
|
||
|
}
|
||
|
} // end For each client
|
||
|
|
||
|
//
|
||
|
// Now, check match for players that we are tracking but are not connected, and count them in the total and the
|
||
|
// status message
|
||
|
//
|
||
|
if ( pMatch && !pMatch->BMatchTerminated() )
|
||
|
{
|
||
|
int nTotalMatch = pMatch->GetNumTotalMatchPlayers();
|
||
|
for ( int idx = 0; idx < nTotalMatch; idx++ )
|
||
|
{
|
||
|
CMatchInfo::PlayerMatchData_t *pPlayer = pMatch->GetMatchDataForPlayer( idx );
|
||
|
// Don't care if they are now dropped or were handled in the connected players loop above
|
||
|
if ( pPlayer->bDropped || vecConnectedPlayers.Find( pPlayer->steamID ) != vecConnectedPlayers.InvalidIndex() )
|
||
|
{ continue; }
|
||
|
|
||
|
if ( pPlayer->bConnected )
|
||
|
{
|
||
|
MMLog( "!! Match player %s not present but marked connected\n", pPlayer->steamID.Render() );
|
||
|
}
|
||
|
|
||
|
// Note that if the GC lost our lobby (which should only occur due to system failure on the other end), we
|
||
|
// just keep dutifully sending status updates for the players we have as long as we have a match
|
||
|
if ( pLobby && !pLobby->GetMemberDetails( pPlayer->steamID ) )
|
||
|
{
|
||
|
// Player was part of the match, but GC removed them.
|
||
|
MMLog( "Removing player %s, not present in match and dropped from lobby\n",
|
||
|
pPlayer->steamID.Render() );
|
||
|
SetMatchPlayerDropped( pPlayer->steamID, TFMatchLeaveReason_GC_REMOVED );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We are holding a valid reservation. Add this fact to the message, to confirm
|
||
|
// that we are aware of the player.
|
||
|
nMatchPlayers++;
|
||
|
CMsgGameServerMatchmakingStatus_Player *pMsgPlayer = msg.Body().add_players();
|
||
|
pMsgPlayer->set_steam_id( pPlayer->steamID.ConvertToUint64() );
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 )
|
||
|
{ Msg( " Player[%d]: %s reserved\n", msg.Body().players_size(), pPlayer->steamID.Render() ); }
|
||
|
pMsgPlayer->set_connect_state( CMsgGameServerMatchmakingStatus_PlayerConnectState_RESERVED );
|
||
|
bLobbyIncorrect = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Scan lobby, and check for lobby player entries that don't match our local state.
|
||
|
//
|
||
|
if ( pLobby )
|
||
|
{
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 )
|
||
|
{ Msg( "Checking all connected players are marked connected in lobby:\n" ); }
|
||
|
|
||
|
for ( int i = 0; i < pLobby->GetNumMembers(); i++ )
|
||
|
{
|
||
|
const CTFLobbyMember *pMemberDetails = pLobby->GetMemberDetails( i );
|
||
|
Assert( pMemberDetails );
|
||
|
if ( !pMemberDetails )
|
||
|
continue;
|
||
|
CSteamID steamID( pMemberDetails->id() );
|
||
|
|
||
|
CTFLobbyMember_ConnectState eLobbyState = pLobby->GetMemberConnectState( i );
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 )
|
||
|
{ Msg( " Lobby member %s is in state %s\n", steamID.Render(), CTFLobbyMember_ConnectState_Name( eLobbyState ).c_str() ); }
|
||
|
|
||
|
int iConnectedPlayer = vecConnectedPlayers.Find( steamID );
|
||
|
if ( iConnectedPlayer >= 0 )
|
||
|
{ continue; } // we handled them earlier
|
||
|
|
||
|
// Player is not currently connected. Check against what the lobby thinks
|
||
|
switch ( eLobbyState )
|
||
|
{
|
||
|
case CTFLobbyMember_ConnectState_RESERVATION_PENDING:
|
||
|
{
|
||
|
// Check if we already have a reservation for this guy
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = GetMatch() ? GetMatch()->GetMatchDataForPlayer( steamID ) : NULL;
|
||
|
if ( GetMatch() && ( !pMatchPlayer || pMatchPlayer->bDropped ) )
|
||
|
{
|
||
|
bLobbyIncorrect = true;
|
||
|
vecReservationRequests.AddToTail( { steamID, 0, false } );
|
||
|
++nUnconnectedPlayerReservationRequests;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 )
|
||
|
{ Msg( " Player[%d]: %s requested reservation. We already had one.\n", msg.Body().players_size(), steamID.Render() ); }
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case CTFLobbyMember_ConnectState_RESERVED:
|
||
|
// We'll handle it below when we process our reservations
|
||
|
break;
|
||
|
|
||
|
case CTFLobbyMember_ConnectState_CONNECTED:
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 4 )
|
||
|
{ Msg( " Lobby member %s no longer connected, lobby is incorrect\n", steamID.Render() ); }
|
||
|
bLobbyIncorrect = true;
|
||
|
break;
|
||
|
case CTFLobbyMember_ConnectState_DISCONNECTED:
|
||
|
break;
|
||
|
default:
|
||
|
AssertMsg1( false, "Unknown lobby member state %d", eLobbyState );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Now we've scanned connected players, our match, and the lobby object. Count up the total taken slots, and how
|
||
|
// many slots the match could have (0 if no match) These are slots that are spoken for, not necessarily currently
|
||
|
// connected
|
||
|
// NOTE: These might be updated by accepting reservations or dropping players in the next section
|
||
|
|
||
|
bool bLiveMatch = pMatch && pMatchDesc && !pMatch->m_bMatchEnded;
|
||
|
// TODO ROLLING MATCHES: Need a check for no-latejoins state for after we've sent a match result?
|
||
|
int nMaxMatchPlayers = bLiveMatch ? pMatch->GetCanonicalMatchSize() : 0;
|
||
|
int nMaxHumans = gpGlobals->maxClients - nAdminSlots;
|
||
|
{
|
||
|
// Maybe cap visible max humans. Honor the override MvM mode might apply, but if we are accepting arbitrary new
|
||
|
// matches expose the real value we would allow a new potentially non-mvm match to use.
|
||
|
int nLimitVisibleSlots = sv_visiblemaxplayers.GetInt();
|
||
|
if ( m_bOverridingVisibleMaxPlayers && !bLiveMatch && m_bMMServerMode )
|
||
|
{ nLimitVisibleSlots = m_iSavedVisibleMaxPlayers; }
|
||
|
// Don't limit visible slots to below the current match
|
||
|
if ( nMaxMatchPlayers > 0 )
|
||
|
{ nLimitVisibleSlots = Max( nMaxMatchPlayers, nLimitVisibleSlots ); }
|
||
|
if ( nLimitVisibleSlots > 0 )
|
||
|
{ nMaxHumans = Min( nMaxHumans, nLimitVisibleSlots ); }
|
||
|
}
|
||
|
|
||
|
int nHumans = nAdHocPlayers + nMatchPlayers;
|
||
|
int nClients = nHumans + nBots + nAdminSlots;
|
||
|
// Maximum nHumans should be allowed to be. Max clients - AdminSlots, capped to visiblemaxplayers
|
||
|
|
||
|
// If we've never added a player to our match this is the first think
|
||
|
bool bNewMatch = bLiveMatch && pMatch->GetNumTotalMatchPlayers() == 0;
|
||
|
// If our current state allows us to accept new match players
|
||
|
bool bRequestMatchLateJoin = bLiveMatch && \
|
||
|
nHumans < nMaxMatchPlayers && \
|
||
|
nClients < gpGlobals->maxClients && \
|
||
|
pMatchDesc->ShouldRequestLateJoin();
|
||
|
|
||
|
//
|
||
|
// Check if the GC is requesting us to make some more reservations, and accepting them would not exceed
|
||
|
// desired match size or engine capabilities.
|
||
|
//
|
||
|
if ( pLobby && vecReservationRequests.Count() &&
|
||
|
( bNewMatch || bRequestMatchLateJoin ) &&
|
||
|
nUnconnectedPlayerReservationRequests + nHumans <= nMaxMatchPlayers &&
|
||
|
nUnconnectedPlayerReservationRequests + nClients <= gpGlobals->maxClients )
|
||
|
{
|
||
|
MMLog( "GC is requesting us to reserve %d slots.\n", vecReservationRequests.Count() );
|
||
|
|
||
|
// Accept one at a time and check if we can handle more
|
||
|
FOR_EACH_VEC( vecReservationRequests, idx )
|
||
|
{
|
||
|
const CTFLobbyMember *pMember = pLobby->GetMemberDetails( vecReservationRequests[ idx ].m_steamID );
|
||
|
AcceptGCReservation( vecReservationRequests[ idx ].m_steamID, pMember, !bNewMatch,
|
||
|
vecReservationRequests[ idx ].m_nEntindex, vecReservationRequests[ idx ].m_bActive );
|
||
|
|
||
|
// Add them to our message for this pass
|
||
|
CMsgGameServerMatchmakingStatus_Player *pMsgPlayer = msg.Body().add_players();
|
||
|
pMsgPlayer->set_steam_id( vecReservationRequests[ idx ].m_steamID.ConvertToUint64() );
|
||
|
pMsgPlayer->set_connect_state( CMsgGameServerMatchmakingStatus_PlayerConnectState_RESERVED );
|
||
|
}
|
||
|
|
||
|
// We promised more people slots, recompute this
|
||
|
nMatchPlayers += nUnconnectedPlayerReservationRequests;
|
||
|
nHumans += nUnconnectedPlayerReservationRequests;
|
||
|
nClients += nUnconnectedPlayerReservationRequests;
|
||
|
bRequestMatchLateJoin = bRequestMatchLateJoin && \
|
||
|
nHumans < nMaxMatchPlayers && \
|
||
|
nClients < gpGlobals->maxClients && \
|
||
|
pMatchDesc && pMatchDesc->ShouldRequestLateJoin();
|
||
|
}
|
||
|
else if ( nUnconnectedPlayerReservationRequests )
|
||
|
{
|
||
|
MMLog( "Refused %d reservations -- not accepting match players or exceeds capacity\n",
|
||
|
vecReservationRequests.Count() );
|
||
|
}
|
||
|
|
||
|
// Check if they think that they are acknowledging some players, make sure
|
||
|
// we would have decided to send a message anyway, even without their event
|
||
|
if ( event == CMsgGameServerMatchmakingStatus_Event_AcknowledgePlayers )
|
||
|
{
|
||
|
Assert( bLobbyIncorrect == true );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Clean up complete match if all players have left and the GC has dissolved the lobby.
|
||
|
//
|
||
|
// Deleting this should clear us up to accept new matches below,
|
||
|
// where our ready-for-match state depends on !pLobby && !pMatch.
|
||
|
//
|
||
|
// Don't clean up if GC hasn't acknowledged dissolution of lobby yet, or we'll have a lobby with no associated
|
||
|
// match to indicate what state it was in. If the GC is MIA to clean-up lobbies that's okay, we can't start a
|
||
|
// new match until it's ready anyway, and the empty-with-lobby below check will kill us if we get stuck in this
|
||
|
// state.
|
||
|
if ( vecConnectedPlayers.Count() == 0 &&
|
||
|
m_pMatchInfo && !pLobby && m_pMatchInfo->m_bMatchEnded )
|
||
|
{
|
||
|
MMLog( "Cleaning out finished match %llu\n", m_pMatchInfo->m_nMatchID );
|
||
|
delete m_pMatchInfo;
|
||
|
m_pMatchInfo = NULL;
|
||
|
bLiveMatch = false;
|
||
|
pMatch = NULL;
|
||
|
pMatchDesc = NULL;
|
||
|
}
|
||
|
|
||
|
// Check if we're empty with a lobby. Ordinarily, we shouldn't linger too long in this state. Either we're in
|
||
|
// the process of timing out everyone as abandoners (which should take a lot less than this timeout) or the GC
|
||
|
// is down. But if that state persists for two hours, assume we're in a bad stuck state and reboot.
|
||
|
if ( pLobby && vecConnectedPlayers.Count() == 0 )
|
||
|
{
|
||
|
if ( m_flTimeBecameEmptyWithLobby == 0.0 )
|
||
|
{
|
||
|
m_flTimeBecameEmptyWithLobby = now;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int nSecondsEmptyWithLobby = int( now - m_flTimeBecameEmptyWithLobby );
|
||
|
int nTimeoutMinutes = ( BPendingReliableMessages() || m_pMatchInfo ) ? k_InvalidState_Timeout_With_Match \
|
||
|
: k_InvalidState_Timeout_Without_Match;
|
||
|
if ( nSecondsEmptyWithLobby > nTimeoutMinutes*60 )
|
||
|
{
|
||
|
MMLog( "**** Server has been empty with a lobby for %d seconds. Quitting\n", nSecondsEmptyWithLobby );
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flTimeBecameEmptyWithLobby = 0.0;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Determine game state
|
||
|
gcState = TF_GC_GAMESTATE_GAME_IN_PROGRESS;
|
||
|
switch ( TFGameRules()->State_Get() )
|
||
|
{
|
||
|
case GR_STATE_INIT:
|
||
|
gcState = TF_GC_GAMESTATE_STATE_INIT;
|
||
|
break;
|
||
|
|
||
|
case GR_STATE_PREGAME:
|
||
|
case GR_STATE_STARTGAME:
|
||
|
case GR_STATE_PREROUND:
|
||
|
case GR_STATE_RESTART:
|
||
|
gcState = TF_GC_GAMESTATE_STRATEGY_TIME;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Assert( false );
|
||
|
case GR_STATE_RND_RUNNING:
|
||
|
case GR_STATE_BETWEEN_RNDS:
|
||
|
case GR_STATE_BONUS:
|
||
|
break;
|
||
|
|
||
|
case GR_STATE_TEAM_WIN:
|
||
|
case GR_STATE_STALEMATE:
|
||
|
if ( TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
// *Currently* can only end in victory (or dissolves because everyone leaves)
|
||
|
if (
|
||
|
TFGameRules()->State_Get() == GR_STATE_TEAM_WIN
|
||
|
&& TFGameRules()->GetWinningTeam() == TF_TEAM_PVE_DEFENDERS )
|
||
|
{
|
||
|
gcState = TF_GC_GAMESTATE_POST_GAME;
|
||
|
}
|
||
|
}
|
||
|
else if ( TFGameRules()->IsCompetitiveMode() )
|
||
|
{
|
||
|
if ( TFGameRules()->State_Get() == GR_STATE_GAME_OVER )
|
||
|
{
|
||
|
gcState = TF_GC_GAMESTATE_POST_GAME;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case GR_STATE_GAME_OVER:
|
||
|
gcState = TF_GC_GAMESTATE_GAME_IN_PROGRESS;
|
||
|
if ( TFGameRules()->IsMannVsMachineMode() ||
|
||
|
TFGameRules()->IsCompetitiveMode() ) // right?
|
||
|
{
|
||
|
gcState = TF_GC_GAMESTATE_DISCONNECT;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// What state are we?
|
||
|
if ( m_bMMServerMode )
|
||
|
{
|
||
|
static ConVarRef sv_tags( "sv_tags" );
|
||
|
eGameServerInfoMatchmakingMode = TF_Matchmaking_LADDER;
|
||
|
nBotCountToSend = -1;
|
||
|
sGameServerInfoMap = STRING( gpGlobals->mapname );
|
||
|
sGameServerInfoTags = sv_tags.GetString();
|
||
|
sGameServerInfoTags.Clear();
|
||
|
|
||
|
// Set the "map" to the current challenge, if in MvM
|
||
|
if ( TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
const char *pszFilenameShort = g_pPopulationManager ? g_pPopulationManager->GetPopulationFilenameShort() : NULL;
|
||
|
if ( pszFilenameShort && pszFilenameShort[0] )
|
||
|
{
|
||
|
sGameServerInfoMap = pszFilenameShort;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Determine state
|
||
|
if ( !m_pMatchInfo && !pLobby )
|
||
|
{
|
||
|
// No match, lobby, or players, ready for match
|
||
|
if ( BPendingReliableMessages() )
|
||
|
{
|
||
|
eGameServerInfoState = ServerMatchmakingState_NOT_PARTICIPATING;
|
||
|
if ( m_eLastGameServerUpdateState != eGameServerInfoState )
|
||
|
{ MMLog( "No match, but have not finished sending reliable messages, not re-enrolling in MM yet\n" ); }
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
eGameServerInfoState = ServerMatchmakingState_EMPTY;
|
||
|
if ( m_eLastGameServerUpdateState != eGameServerInfoState )
|
||
|
{ MMLog( "No match, but configured for MM, enrolling in matchmaking\n" ); }
|
||
|
}
|
||
|
|
||
|
// Unless we're not setup with no actual usable slots or have random unknown humans in strict mode
|
||
|
if ( nClients >= gpGlobals->maxClients || nMaxHumans < 1 ||
|
||
|
( nHumans && tf_mm_strict.GetInt() == 1 ) )
|
||
|
{
|
||
|
eGameServerInfoState = ServerMatchmakingState_NOT_PARTICIPATING;
|
||
|
if ( m_eLastGameServerUpdateState != eGameServerInfoState )
|
||
|
{
|
||
|
MMLog( "!! No match, but no usable slots or unexpected clients, cannot enroll in matchmaking. "
|
||
|
"[ nClients %d, maxClients %d, nHumans %d, nMaxHumans %d ]\n",
|
||
|
nClients, gpGlobals->maxClients, nHumans, nMaxHumans );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( bLiveMatch )
|
||
|
{
|
||
|
// Have a running match.
|
||
|
eGameServerInfoState = bRequestMatchLateJoin ? ServerMatchmakingState_ACTIVE_MATCH_REQUESTING_LATE_JOIN \
|
||
|
: ServerMatchmakingState_ACTIVE_MATCH;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We have a match but it isn't live, or we have no match but the GC hasn't torn down the lobby yet ( we
|
||
|
// should have either rejected the lobby in SOCreated or sent a cleanup message when ending the match, but
|
||
|
// our GC connection may be lagged, just stay out of the pool until we reconcile )
|
||
|
if ( m_eLastGameServerUpdateState != eGameServerInfoState )
|
||
|
{ MMLog( "Match state is not in sync with GC, remaining out of MM until lobby is cleaned up\n" ); }
|
||
|
eGameServerInfoState = ServerMatchmakingState_NOT_PARTICIPATING;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This is probably not worth the risk / reward right now. We've given instructions
|
||
|
// telling server operators how to avoid this from happening, and it might break something
|
||
|
// // Check if we have a lobby, and they have switched to/from MvM mode, then don't
|
||
|
// // put us in matchmaking for now
|
||
|
// bool bMapIsMvmMap = ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() );
|
||
|
// if ( ( pLobby != NULL ) && ( bMapIsMvmMap != bIsMvmMode ) )
|
||
|
// {
|
||
|
// eGameServerInfoMatchmakingMode = TF_Matchmaking_INVALID;
|
||
|
// eGameServerInfoState = ServerMatchmakingState_NOT_PARTICIPATING;
|
||
|
// MMLog( "Sending NOT_PARTICIPATING. Is MvM Map: %d, tf_mm_servermode=%d\n", bMapIsMvmMap ? 1 : 0, tf_mm_servermode.GetInt() );
|
||
|
// }
|
||
|
|
||
|
int nSlotsFree = nMaxHumans - nHumans;
|
||
|
|
||
|
// Check if number of slots available is changing. Our urgency to notify the GC about this
|
||
|
// change depends on which direction it is changing!
|
||
|
if ( nSlotsFree < m_nLastGameServerUpdateSlotsFree )
|
||
|
{
|
||
|
// We currently have fewer slots available than the GC thinks we do.
|
||
|
// This is an important state change and we need to let the GC know about
|
||
|
// this immediately, otherwise it might ask us to fill reservations we cannot
|
||
|
// satisfy. We want the window for this race condition to be as small as
|
||
|
// possible.
|
||
|
bForceSendMessages = true;
|
||
|
}
|
||
|
else if ( nSlotsFree > m_nLastGameServerUpdateSlotsFree )
|
||
|
{
|
||
|
// We have more slots open than the GC thinks we do. We should let the GC
|
||
|
// know relatively soon, but it's really not urgent that we flush this out
|
||
|
// *immediately*. Also, because players come and go frequently (especially
|
||
|
// in PvP), having this timer avoids massive spam if tons of players all decide
|
||
|
// to leave at once.
|
||
|
flSendInterval = Min( flSendInterval, 10.0f );
|
||
|
}
|
||
|
|
||
|
// Check if we MUST send a message, no matter how recently we sent the last update.
|
||
|
if ( event == CMsgGameServerMatchmakingStatus_Event_None &&
|
||
|
!bForceSendMessages &&
|
||
|
( eGameServerInfoState == m_eLastGameServerUpdateState ) &&
|
||
|
( eGameServerInfoMatchmakingMode == m_eLastGameServerUpdateMatchmakingMode ) &&
|
||
|
// map changes are infrequent, and matter quite a bit, so always send them
|
||
|
Q_stricmp( m_sLastGameServerUpdateMap, sGameServerInfoMap ) == 0 )
|
||
|
{
|
||
|
|
||
|
// No need to send periodic updates if we're not participating and don't think we have a lobby or match at all.
|
||
|
if ( eGameServerInfoState == ServerMatchmakingState_NOT_PARTICIPATING && !pLobby && !m_pMatchInfo )
|
||
|
return;
|
||
|
|
||
|
// Check for certain rules changes. When they change, we care about them being
|
||
|
// eventually correct, but it's not urgent
|
||
|
if ( ( Q_stricmp( m_sLastGameServerUpdateTags, sGameServerInfoTags ) != 0 ) ||
|
||
|
( nMaxHumans != m_nLastGameServerUpdateMaxHumans ) ||
|
||
|
( nBotCountToSend != m_nLastGameServerUpdateBotCount ) )
|
||
|
{
|
||
|
flSendInterval = Min( flSendInterval, 20.0f );
|
||
|
}
|
||
|
|
||
|
// If lobby is incorrect in an ordinary way (player left, etc),
|
||
|
// flush the change decently quickly
|
||
|
if ( pLobby && bLobbyIncorrect )
|
||
|
{
|
||
|
// Send updates more quickly if the GC hasn't acknowledged, but don't DDoS. Ideally the event that made the
|
||
|
// lobby incorrect triggered a Update( bForce = true );
|
||
|
flSendInterval = Min( flSendInterval, 10.0f );
|
||
|
}
|
||
|
|
||
|
if ( now < m_timeLastSendGameServerInfoAndConnectedPlayers + flSendInterval )
|
||
|
{ return; }
|
||
|
}
|
||
|
|
||
|
// Fill in info about our connection state
|
||
|
msg.Body().set_server_version( engine->GetServerVersion() );
|
||
|
msg.Body().set_matchmaking_state( eGameServerInfoState );
|
||
|
if ( eGameServerInfoState == ServerMatchmakingState_NOT_PARTICIPATING )
|
||
|
{
|
||
|
msg.Body().set_match_group( k_nMatchGroup_Invalid );
|
||
|
if ( dbg_spew_connected_players_level.GetInt() >= 2 )
|
||
|
{
|
||
|
MMLog("Sending CMsgGameServerMatchmakingStatus (state=%s)\n",
|
||
|
ServerMatchmakingState_Name( msg.Body().matchmaking_state() ).c_str() );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
static ConVarRef sv_region( "sv_region" );
|
||
|
msg.Body().set_server_region( sv_region.GetInt() );
|
||
|
msg.Body().set_server_loadavg( GetCPUUsage() );
|
||
|
msg.Body().set_server_dedicated( engine->IsDedicatedServer() );
|
||
|
msg.Body().set_server_trusted( tf_mm_trusted.GetBool() );
|
||
|
msg.Body().set_matchmaking_mode( eGameServerInfoMatchmakingMode );
|
||
|
msg.Body().set_map( sGameServerInfoMap );
|
||
|
msg.Body().set_game_state( gcState );
|
||
|
if ( pLobby )
|
||
|
msg.Body().set_lobby_mm_version( pLobby->GetLobbyMMVersion() );
|
||
|
if ( nBotCountToSend >= 0 )
|
||
|
msg.Body().set_bot_count( (uint32)nBotCountToSend );
|
||
|
Assert( nMaxHumans > 0 );
|
||
|
msg.Body().set_max_players( nMaxHumans );
|
||
|
Assert( nSlotsFree >= 0 );
|
||
|
msg.Body().set_slots_free( nSlotsFree );
|
||
|
msg.Body().set_tags( sGameServerInfoTags );
|
||
|
msg.Body().set_strict( tf_mm_strict.GetInt() );
|
||
|
|
||
|
if ( event != CMsgGameServerMatchmakingStatus_Event_None )
|
||
|
{ msg.Body().set_event( event ); }
|
||
|
|
||
|
if ( ( dbg_spew_connected_players_level.GetInt() >= 2 ) ||
|
||
|
( event != CMsgGameServerMatchmakingStatus_Event_None && dbg_spew_connected_players_level.GetInt() >= 1 ) )
|
||
|
{
|
||
|
MMLog("Sending CMsgGameServerMatchmakingStatus (state=%s, slots_free=%d, event=%s, %s)\n",
|
||
|
ServerMatchmakingState_Name( msg.Body().matchmaking_state() ).c_str(),
|
||
|
msg.Body().slots_free(),
|
||
|
CMsgGameServerMatchmakingStatus_Event_Name( msg.Body().event() ).c_str(),
|
||
|
( tf_mm_trusted.GetBool() ? ", trusted=true" : "" )
|
||
|
);
|
||
|
}
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
msg.Body().set_mvm_credits_acquired( MannVsMachineStats_GetAcquiredCredits( -1 ) );
|
||
|
msg.Body().set_mvm_credits_dropped( MannVsMachineStats_GetAcquiredCredits( -1 ) );
|
||
|
msg.Body().set_mvm_wave( MannVsMachineStats_GetCurrentWave() );
|
||
|
}
|
||
|
|
||
|
EMatchGroup eCurrentGroup = k_nMatchGroup_Invalid;
|
||
|
if ( m_pMatchInfo )
|
||
|
{
|
||
|
eCurrentGroup = m_pMatchInfo->m_eMatchGroup;
|
||
|
}
|
||
|
|
||
|
msg.Body().set_match_group( eCurrentGroup );
|
||
|
}
|
||
|
|
||
|
// Check if we MUST send a message, no matter how recently we sent the last update.
|
||
|
if ( event == CMsgGameServerMatchmakingStatus_Event_None &&
|
||
|
!bForceSendMessages &&
|
||
|
( msg.Body().lobby_mm_version() == m_nLastGameServerUpdateLobbyMMVersion ) &&
|
||
|
( msg.Body().matchmaking_state() == m_eLastGameServerUpdateState ) &&
|
||
|
( msg.Body().matchmaking_mode() == m_eLastGameServerUpdateMatchmakingMode ) &&
|
||
|
// map changes are infrequent, and matter quite a bit, so always send them
|
||
|
Q_stricmp( m_sLastGameServerUpdateMap, msg.Body().map().c_str() ) == 0 )
|
||
|
{
|
||
|
|
||
|
// No need to send periodic updates if we're not participating and don't think we have a lobby or match at all.
|
||
|
if ( msg.Body().matchmaking_state() == ServerMatchmakingState_NOT_PARTICIPATING && !pLobby && !m_pMatchInfo )
|
||
|
return;
|
||
|
|
||
|
// Check for certain rules changes. When they change, we care about them being
|
||
|
// eventually correct, but it's not urgent
|
||
|
if ( ( Q_stricmp( m_sLastGameServerUpdateTags, msg.Body().tags().c_str() ) != 0 ) ||
|
||
|
( msg.Body().max_players() != (uint32)m_nLastGameServerUpdateMaxHumans ) ||
|
||
|
( msg.Body().bot_count() != (uint32)m_nLastGameServerUpdateBotCount ) )
|
||
|
{
|
||
|
flSendInterval = Min( flSendInterval, 20.0f );
|
||
|
}
|
||
|
|
||
|
// If lobby is incorrect in an ordinary way (player left, etc),
|
||
|
// flush the change decently quickly
|
||
|
if ( pLobby && bLobbyIncorrect )
|
||
|
{
|
||
|
// Send updates more quickly if the GC hasn't acknowledged, but don't DDoS. Ideally the event that made the
|
||
|
// lobby incorrect triggered a Update( bForce = true );
|
||
|
flSendInterval = Min( flSendInterval, 10.0f );
|
||
|
}
|
||
|
|
||
|
if ( now < m_timeLastSendGameServerInfoAndConnectedPlayers + flSendInterval )
|
||
|
{ return; }
|
||
|
}
|
||
|
|
||
|
GCClientSystem()->BSendMessage( msg );
|
||
|
|
||
|
// Remember what/when we sent, so we can tell next time if we need to send
|
||
|
m_timeLastSendGameServerInfoAndConnectedPlayers = now;
|
||
|
m_eLastGameServerUpdateMatchmakingMode = msg.Body().matchmaking_mode();
|
||
|
m_eLastGameServerUpdateState = msg.Body().matchmaking_state();
|
||
|
m_sLastGameServerUpdateMap = msg.Body().map().c_str();
|
||
|
m_sLastGameServerUpdateTags = msg.Body().tags().c_str();
|
||
|
m_nLastGameServerUpdateBotCount = nBotCountToSend;
|
||
|
m_nLastGameServerUpdateMaxHumans = nMaxHumans;
|
||
|
m_nLastGameServerUpdateSlotsFree = nSlotsFree;
|
||
|
m_nLastGameServerUpdateLobbyMMVersion = msg.Body().lobby_mm_version();
|
||
|
|
||
|
// Remember when we started requesting late join, so we can compare it to our lobby's late-join state to reason
|
||
|
// about how long we've been waiting.
|
||
|
if ( eGameServerInfoState == ServerMatchmakingState_ACTIVE_MATCH_REQUESTING_LATE_JOIN )
|
||
|
{
|
||
|
if ( m_flTimeRequestedLateJoin == -1.f )
|
||
|
{
|
||
|
m_flTimeRequestedLateJoin = CRTime::RTime32TimeCur();
|
||
|
MMLog( "Requested late join for active match\n" );
|
||
|
}
|
||
|
}
|
||
|
else if ( m_flTimeRequestedLateJoin != -1.f )
|
||
|
{
|
||
|
MMLog( "Stopped requesting late join for active match after %.02fs\n",
|
||
|
CRTime::RTime32TimeCur() - m_flTimeRequestedLateJoin );
|
||
|
m_flTimeRequestedLateJoin = -1.f;
|
||
|
}
|
||
|
|
||
|
// Only late join eligible when are requesting late join, we have a lobby from the GC, and it has marked itself as
|
||
|
// late join eligible. If we've lost our lobby or it hasn't updated to become eligible, there may be GC connection
|
||
|
// difficulties.
|
||
|
|
||
|
// We only update this at the end of updates, rather than on the fly, to ensure we don't expose this value prior to
|
||
|
// processing other updates in the lobby object. For instance, the lobby might remove us from late join and give us
|
||
|
// reserved members at the same time, we don't want callers to see one, but not the other.
|
||
|
m_bLateJoinEligible = m_flTimeRequestedLateJoin != -1.f && GetLobby() && GetLobby()->GetLateJoinEligible();
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// ***************************************************************************************************************
|
||
|
void CTFGCServerSystem::SendMvMVictoryResult()
|
||
|
{
|
||
|
// Note that we don't have to have an *ended* match -- MvM code technically allows players to continue in the same
|
||
|
// match and achieve multiple victories.
|
||
|
Assert( m_pMatchInfo );
|
||
|
|
||
|
CTFGSLobby *pLobby = GetLobby();
|
||
|
if ( !pLobby )
|
||
|
{
|
||
|
// FIXME - We should be able to submit this even if the GC reboots and loses our lobby state (though it wont
|
||
|
// happen that often, as the GC tries to revive lobby state from memcached)
|
||
|
MMLog( "CTFGCServerSystem::MvMVictory() -- no lobby, so not sending results to GC\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsMannUpGroup( pLobby->GetMatchGroup() ) )
|
||
|
{
|
||
|
m_mvmVictoryInfo.Init( pLobby );
|
||
|
|
||
|
ReliableMsgMvMVictory *pReliable = new ReliableMsgMvMVictory;
|
||
|
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
|
||
|
msg.set_mission_name( m_mvmVictoryInfo.m_sChallengeName );
|
||
|
#ifdef USE_MVM_TOUR
|
||
|
if ( !m_mvmVictoryInfo.m_sMannUpTourOfDuty.IsEmpty() )
|
||
|
{
|
||
|
msg.set_tour_name_mannup( m_mvmVictoryInfo.m_sMannUpTourOfDuty );
|
||
|
}
|
||
|
#endif // USE_MVM_TOUR
|
||
|
msg.set_lobby_id( m_mvmVictoryInfo.m_nLobbyId );
|
||
|
msg.set_event_time( m_mvmVictoryInfo.m_tEventTime );
|
||
|
|
||
|
FOR_EACH_VEC( m_mvmVictoryInfo.m_vPlayerIds, iMember )
|
||
|
{
|
||
|
CMsgMvMVictory_Player *pMsgPlayer = msg.add_players();
|
||
|
pMsgPlayer->set_steam_id( m_mvmVictoryInfo.m_vPlayerIds[ iMember ]);
|
||
|
pMsgPlayer->set_squad_surplus( m_mvmVictoryInfo.m_vSquadSurplus[ iMember ] );
|
||
|
}
|
||
|
|
||
|
pReliable->Enqueue();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////-----------------------------------------------------------------------------
|
||
|
//// Purpose: Job for being told when the server GC connection is established
|
||
|
////-----------------------------------------------------------------------------
|
||
|
//class CGCClientJobServerWelcome : public GCSDK::CGCClientJob
|
||
|
//{
|
||
|
//public:
|
||
|
// CGCClientJobServerWelcome( GCSDK::CGCClient *pGCClient ) : GCSDK::CGCClientJob( pGCClient ) { }
|
||
|
//
|
||
|
// virtual bool BYieldingRunJobFromMsg( IMsgNetPacket *pNetPacket )
|
||
|
// {
|
||
|
// CProtoBufMsg<CMsgServerWelcome> msg( pNetPacket );
|
||
|
//
|
||
|
// g_bServerReceivedGCWelcome = true;
|
||
|
//
|
||
|
// GTFGCClientSystem()->UpdateGCServerInfo();
|
||
|
//
|
||
|
// // Validate version
|
||
|
// int engineServerVersion = engine->GetServerVersion();
|
||
|
// g_gcServerVersion = (int)msg.Body().version();
|
||
|
//
|
||
|
// // Version checking is enforced if both sides do not report zero as their version
|
||
|
// if ( engineServerVersion && g_gcServerVersion && engineServerVersion != g_gcServerVersion )
|
||
|
// {
|
||
|
// // If we're out of date exit
|
||
|
// Msg("Version out of date (GC wants %d, we are %d)!\n", g_gcServerVersion, engine->GetServerVersion() );
|
||
|
//
|
||
|
// // If we hibernating, quit now, otherwise we will quit on hibernation
|
||
|
// if ( g_ServerGameDLL.m_bIsHibernating )
|
||
|
// {
|
||
|
// engine->ServerCommand( "quit\n" );
|
||
|
// }
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// Msg("GC Connection established for server version %d\n", engine->GetServerVersion() );
|
||
|
// }
|
||
|
//
|
||
|
// return true;
|
||
|
// }
|
||
|
//};
|
||
|
//GC_REG_JOB( GCSDK::CGCClient, CGCClientJobServerWelcome, "CGCClientJobServerWelcome", k_EMsgGCServerWelcome, k_EServerTypeGCClient );
|
||
|
|
||
|
|
||
|
//// temp for tracking down machines submitted stats
|
||
|
//#if defined ( _WIN32 )
|
||
|
//#define WIN32_LEAN_AND_MEAN
|
||
|
//#undef INVALID_HANDLE_VALUE
|
||
|
//#undef DECLARE_HANDLE
|
||
|
//#include <windows.h>
|
||
|
//bool DOTA_GetComputerName( char *pszComputerName, DWORD *length )
|
||
|
//{
|
||
|
// return !!GetComputerName( pszComputerName, length );
|
||
|
//}
|
||
|
//#endif
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
void CTFGCServerSystem::SendRejectLobby()
|
||
|
{
|
||
|
MMLog( "Sending CMsgGameServerKickingLobby to reject stale lobby\n" );
|
||
|
|
||
|
ReliableMsgGameServerKickingLobby *pReliable = new ReliableMsgGameServerKickingLobby();
|
||
|
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
msg.set_create_party( false );
|
||
|
if ( GetLobby() )
|
||
|
{
|
||
|
msg.set_lobby_id( GetLobby()->GetGroupID() );
|
||
|
msg.set_lobby_id( GetLobby()->GetMatchID() );
|
||
|
}
|
||
|
|
||
|
pReliable->Enqueue();
|
||
|
}
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
void CTFGCServerSystem::EndManagedMatch( bool bKickPlayersToParties )
|
||
|
{
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
// Sanity
|
||
|
AssertMsg( !pMatch || !pMatch->m_bMatchEnded, "Ending an already ended match" );
|
||
|
if ( !pMatch )
|
||
|
{ return; }
|
||
|
|
||
|
pMatch->SetEnded();
|
||
|
|
||
|
// Cancel launching the new match. Leave the rest of the state alone, we'll send a NewMatch -> EndMatch and things
|
||
|
// will just work out as responses come in.
|
||
|
m_flWaitingForNewMatchTime = 0.f;
|
||
|
|
||
|
if ( !m_pMatchInfo->m_bSentResult )
|
||
|
{
|
||
|
Warning( "Ending a managed match without sending a result" );
|
||
|
Assert( false );
|
||
|
}
|
||
|
|
||
|
ReliableMsgGameServerKickingLobby *pReliable = new ReliableMsgGameServerKickingLobby();
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
|
||
|
if ( bKickPlayersToParties )
|
||
|
{
|
||
|
CUtlVector<CSteamID> vecConnectedPlayers;
|
||
|
int total = pMatch->GetNumTotalMatchPlayers();
|
||
|
|
||
|
for ( int idx = 0; idx < total; idx++ )
|
||
|
{
|
||
|
CMatchInfo::PlayerMatchData_t *pMatchPlayer = pMatch->GetMatchDataForPlayer( idx );
|
||
|
if ( !pMatchPlayer->bDropped && pMatchPlayer->bConnected )
|
||
|
{
|
||
|
msg.add_connected_players( pMatchPlayer->steamID.ConvertToUint64() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( msg.connected_players_size() <= 0 )
|
||
|
{
|
||
|
bKickPlayersToParties = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bKickPlayersToParties )
|
||
|
{
|
||
|
MMLog( "Sending CMsgGameServerKickingLobby, requesting party with %d connected players\n", msg.connected_players_size() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MMLog( "Sending CMsgGameServerKickingLobby, not requesting party\n" );
|
||
|
}
|
||
|
|
||
|
msg.set_create_party( bKickPlayersToParties );
|
||
|
msg.set_lobby_id( pMatch->m_nLobbyID );
|
||
|
msg.set_match_id( pMatch->m_nMatchID );
|
||
|
|
||
|
pReliable->Enqueue();
|
||
|
}
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
void CTFGCServerSystem::SendPlayerLeftMatch( CSteamID targetPlayer, TFMatchLeaveReason eReason, bool bIsAbandon )
|
||
|
{
|
||
|
CMatchInfo *pMatch = GetMatch();
|
||
|
// Sanity
|
||
|
AssertMsg( pMatch && !pMatch->m_bMatchEnded, "Don't expect to be sending this without a live match" );
|
||
|
if ( !pMatch )
|
||
|
{ return; }
|
||
|
|
||
|
ReliableMsgPlayerLeftMatch *pReliable = new ReliableMsgPlayerLeftMatch();
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
|
||
|
msg.set_steam_id( targetPlayer.ConvertToUint64() );
|
||
|
msg.set_leave_reason( eReason );
|
||
|
MMLog( "Sending CMsgPlayerLeftMatch with target of %s [ abandon = %d ]\n", targetPlayer.Render(), bIsAbandon );
|
||
|
|
||
|
msg.set_lobby_id( pMatch->m_nLobbyID );
|
||
|
msg.set_match_id( pMatch->m_nMatchID );
|
||
|
msg.set_was_abandon( bIsAbandon );
|
||
|
|
||
|
pReliable->Enqueue();
|
||
|
}
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
void CTFGCServerSystem::SendCompetitiveMatchResult( GCSDK::CProtoBufMsg< CMsgGC_Match_Result > *pMatchResultMsg )
|
||
|
{
|
||
|
// We should have matchinfo when completing a ladder match
|
||
|
if ( !m_pMatchInfo )
|
||
|
{
|
||
|
Warning( "Sending competitive match results without match info!\n" );
|
||
|
Assert( false );
|
||
|
}
|
||
|
|
||
|
if ( m_pMatchInfo->m_bSentResult )
|
||
|
{
|
||
|
Warning( "Sending competitive match results without an ended match\n" );
|
||
|
Assert( false );
|
||
|
}
|
||
|
|
||
|
ReliableMsgMatchResult *pReliable = new ReliableMsgMatchResult;
|
||
|
auto &msg = pReliable->Msg().Body();
|
||
|
/// XXX(JohnS): With refactor this is now kinda silly. Callers should really just be giving us a CMsgGC_Match_Result
|
||
|
/// instead of the wrapper.
|
||
|
msg.CopyFrom( pMatchResultMsg->Body() );
|
||
|
pReliable->Enqueue();
|
||
|
|
||
|
m_pMatchInfo->m_bSentResult = true;
|
||
|
}
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
bool CTFGCServerSystem::BLateJoinEligible()
|
||
|
{
|
||
|
return m_bLateJoinEligible;
|
||
|
}
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
void CTFGCServerSystem::AcceptGCReservation( CSteamID steamID, const CTFLobbyMember *pMemberData, bool bIsLateJoin, int nEntindex, bool bActive )
|
||
|
{
|
||
|
if ( m_pMatchInfo )
|
||
|
{
|
||
|
// Accepting new player to competitive match, add to match data
|
||
|
MMLog( "New match player %s\n", steamID.Render() );
|
||
|
m_pMatchInfo->AddPlayer( steamID, pMemberData, bIsLateJoin, nEntindex, bActive );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
void CTFGCServerSystem::AbortInvalidMatchState()
|
||
|
{
|
||
|
// TODO ROLLING MATCHES: SteamAPI_SetMiniDumpComment / SteamAPI_WriteMiniDump
|
||
|
MMLog( "**** MM Server in invalid match state, terminating\n" );
|
||
|
engine->ServerCommand( "quit\n" );
|
||
|
}
|
||
|
|
||
|
// **************************************************************************************************
|
||
|
void CTFGCServerSystem::MMServerModeChanged()
|
||
|
{
|
||
|
// Save old boolean state
|
||
|
bool bSaveMMServerMode = m_bMMServerMode;
|
||
|
|
||
|
// Set new state
|
||
|
m_bMMServerMode = ( tf_mm_servermode.GetInt() != 0 );
|
||
|
|
||
|
// Check if logical state is changing; output some text no matter what
|
||
|
if ( m_bMMServerMode )
|
||
|
{
|
||
|
if ( bSaveMMServerMode )
|
||
|
{
|
||
|
MMLog( "Lobby-based matchmaking is active\n" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MMLog( "Entering lobby-based matchmaking mode\n" );
|
||
|
}
|
||
|
|
||
|
if ( tf_mm_strict.GetInt() == 0 )
|
||
|
{
|
||
|
MMLog( " Open mode active. Gameserver will show in server browser and accept ad-hoc joins.\n" );
|
||
|
}
|
||
|
else if ( tf_mm_strict.GetInt() == 1 )
|
||
|
{
|
||
|
MMLog( " Strict mode is active. Gameserver will not show in server browser or accept ad-hoc joins.\n" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MMLog( " Server is hidden from server browser list, but will accept ad-hoc joins.\n" );
|
||
|
}
|
||
|
|
||
|
if ( tf_mm_trusted.GetInt() != 0 )
|
||
|
{
|
||
|
MMLog( " Requested trusted server status.\n" );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( bSaveMMServerMode )
|
||
|
{
|
||
|
MMLog( "Leaving lobby-based matchmaking mode\n" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MMLog( "Lobby-based matchmaking mode not active\n" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Force this major change out immediately
|
||
|
UpdateConnectedPlayersAndServerInfo( CMsgGameServerMatchmakingStatus_Event_None, true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGCServerSystem::LaunchNewMatchForLobby()
|
||
|
{
|
||
|
/// XXX(JohnS): Technically the lobby might legitimately be gone here -- if we have gotten the NewMatchForLobby
|
||
|
/// response and the GC then croaks, we might be told it lost our lobby, but have the new match
|
||
|
/// assignment and be able to proceed without needing the lobby at all (as in normal cases where the GC
|
||
|
/// loses state after giving us the authority to run a match).
|
||
|
///
|
||
|
/// Since the match in question hasn't started yet, and this is nearly impossible given the timing
|
||
|
/// window, I'm not doing the work to cache the lobby values we need in here just to let the
|
||
|
/// just-created match survive that edge case.
|
||
|
const CTFGSLobby* pLobby = GetLobby();
|
||
|
|
||
|
if ( !pLobby || m_flWaitingForNewMatchTime == 0.f || !m_pMatchInfo || \
|
||
|
m_pMatchInfo->BMatchTerminated() || m_pMatchInfo->m_bServerCreated )
|
||
|
{
|
||
|
// You need to prepare for the switch with RequestNewMatchForLobby first. Should not have gotten here if we have
|
||
|
// a terminated or server created match -- Must still be managed by the GC in order to roll into a new match.
|
||
|
Assert( false );
|
||
|
MMLog( "!! Attempting to launch a new match for a lobby without valid state\n" );
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
|
||
|
m_flWaitingForNewMatchTime = 0.f;
|
||
|
|
||
|
CMatchInfo* pNewMatchInfo = new CMatchInfo( pLobby );
|
||
|
// The old match info is holding the vote-winning map name
|
||
|
pNewMatchInfo->m_strMapName = m_pMatchInfo->m_strMapName;
|
||
|
EMatchGroup eMatchGroup = pLobby->GetMatchGroup();
|
||
|
|
||
|
// We still need a new match ID from the GC. Mark that this new match is
|
||
|
// created by us so that: 1) If we do get a response for a new match ID
|
||
|
// we know what to do with it
|
||
|
// 2) The GC knows to assign it a match ID if it
|
||
|
// gets a match result for it before (1) occurs
|
||
|
if ( m_bWaitingForNewMatchID )
|
||
|
{
|
||
|
// Mark that we're going rogue
|
||
|
pNewMatchInfo->m_bServerCreated = true;
|
||
|
pNewMatchInfo->m_nMatchID = 0; // Don't inherit the stale one from the lobby
|
||
|
|
||
|
if ( !CanChangeMatchPlayerTeams() )
|
||
|
{
|
||
|
// Server created speculative matches are counting on the GC approving this when it wakes up, and also
|
||
|
// approving our override of player teams below. If we want a mode that does rolling matches but has no
|
||
|
// authority to override teams, we'd need to just cancel the pending match here instead of using
|
||
|
// m_bServerCreated
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( int idx = 0; idx < m_pMatchInfo->GetNumTotalMatchPlayers(); idx++ )
|
||
|
{
|
||
|
const CMatchInfo::PlayerMatchData_t* pPlayerMatchData = m_pMatchInfo->GetMatchDataForPlayer( idx );
|
||
|
// We don't need record of dropped players for the new match
|
||
|
if ( pPlayerMatchData->bDropped )
|
||
|
{ continue; }
|
||
|
|
||
|
// We stop doing maintenance on lobby->match sync during the pending-new-match period, but we don't want to
|
||
|
// include players who would be dropped on the first think -- we'd have erroneous record that they were
|
||
|
// officially part of the match for some period, when they were not.
|
||
|
//
|
||
|
// XXX(JohnS): Technically, we could create a speculative match, then when the new match ID arrives, some
|
||
|
// members vanished -- those members were never actually part of the lobby from the GC
|
||
|
// perspective. We might need to cull these people on the first post-new-matchID-think if having
|
||
|
// record of them is causing problems. (a bWasEverConfirmedByGC flag?)
|
||
|
if ( !pLobby->GetMemberDetails( pPlayerMatchData->steamID ) )
|
||
|
{ continue; }
|
||
|
|
||
|
// AddPlayer needs to know if they are connected/active right now
|
||
|
int nEntIndex = 0;
|
||
|
bool bActive = false;
|
||
|
if ( pPlayerMatchData->bConnected )
|
||
|
{
|
||
|
if ( pPlayerMatchData->nConnectingButNotActiveIndex )
|
||
|
{
|
||
|
// Connected, not active
|
||
|
bActive = false;
|
||
|
nEntIndex = pPlayerMatchData->nConnectingButNotActiveIndex;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Connected and active
|
||
|
bActive = true;
|
||
|
// We could null check this but we'd just use the information to call AbortInvalidMatchState().
|
||
|
nEntIndex = UTIL_PlayerBySteamID( pPlayerMatchData->steamID )->entindex();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pNewMatchInfo->AddPlayer( *pPlayerMatchData, nEntIndex, bActive );
|
||
|
}
|
||
|
|
||
|
delete m_pMatchInfo;
|
||
|
m_pMatchInfo = pNewMatchInfo;
|
||
|
|
||
|
// If we are going ahead with a server-created match, queue a ChangeMatchPlayerTeams message in sequence with our
|
||
|
// pending new match request -- the GC will process, in order:
|
||
|
//
|
||
|
// - Give us a new match!
|
||
|
// -> Okay here's new match & teams
|
||
|
// - Set everyone's teams to (the previous match teams)!
|
||
|
// -> Okay here's new lobby with teams that match your state
|
||
|
//
|
||
|
// ... And since we don't run UpdateConnectedPlayers() while messages are in queue, by time we run our next
|
||
|
// look-at-the-lobby think, we'll be in sync again.
|
||
|
CUtlVector< PlayerTeamPair_t > vecPlayerTeams;
|
||
|
for( int idx = 0; idx < m_pMatchInfo->GetNumTotalMatchPlayers(); idx++ )
|
||
|
{
|
||
|
const CMatchInfo::PlayerMatchData_t *pPlayer = m_pMatchInfo->GetMatchDataForPlayer( idx );
|
||
|
vecPlayerTeams.AddToTail( { pPlayer->steamID, pPlayer->eGCTeam } );
|
||
|
}
|
||
|
ChangeMatchPlayerTeams( vecPlayerTeams );
|
||
|
|
||
|
GTFGCClientSystem()->DumpLobby();
|
||
|
|
||
|
if ( eMatchGroup == EMatchGroup::k_nMatchGroup_Invalid ||
|
||
|
!GetMatchGroupDescription( eMatchGroup )->InitServerSettingsForMatch( pLobby ) )
|
||
|
{
|
||
|
AbortInvalidMatchState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Activate / deactive GC hosting mode
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void OnMMServerModeChanged( IConVar *pConVar, const char *pOldString, float flOldValue )
|
||
|
{
|
||
|
GTFGCClientSystem()->MMServerModeChanged();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void OnMMServerModeTrustedChanged( IConVar *pConVar, const char *pOldString, float flOldValue )
|
||
|
{
|
||
|
OnMMServerModeChanged( pConVar, pOldString, flOldValue );
|
||
|
}
|
||
|
|
||
|
ConVar tf_mm_servermode( "tf_mm_servermode", "0", FCVAR_NOTIFY,
|
||
|
"Activates / deactivates Lobby-based hosting mode.\n"
|
||
|
" 0 = not active\n"
|
||
|
" 1 = Put in matchmaking pool (Lobby will control current map)\n",
|
||
|
true,
|
||
|
0.f,
|
||
|
true,
|
||
|
1.f,
|
||
|
OnMMServerModeChanged );
|
||
|
|
||
|
ConVar tf_mm_strict( "tf_mm_strict", "0", FCVAR_NOTIFY,
|
||
|
" 0 = Show in server browser, and allow ad-hoc joins\n"
|
||
|
" 1 = Hide from server browser and only allow joins coordinated through GC matchmaking\n"
|
||
|
" 2 = Hide from server browser, but allow ad-hoc joins\n",
|
||
|
OnMMServerModeChanged );
|
||
|
|
||
|
ConVar tf_mm_trusted( "tf_mm_trusted", "0", FCVAR_NOTIFY | FCVAR_HIDDEN,
|
||
|
"Set to 1 on Valve servers to requested trusted status. (Yes, it is authenticated on the backend, and attempts by non-valve servers are logged.)\n",
|
||
|
OnMMServerModeTrustedChanged );
|
||
|
|
||
|
#endif // #ifdef ENABLE_GC_MATCHMAKING
|