Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Handles host migration for a session (not for the game server)
//
//=============================================================================//
#include "matchmaking.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Start a Matchmaking session as the host
//-----------------------------------------------------------------------------
CClientInfo *CMatchmaking::SelectNewHost()
{
// For now, just grab the first guy in the list
CClientInfo *pClient = &m_Local;
for ( int i = 0; i < m_Remote.Count(); ++i )
{
if ( m_Remote[i]->m_id > pClient->m_id )
{
pClient = m_Remote[i];
}
}
return pClient;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmaking::StartHostMigration()
{
SwitchToState( MMSTATE_HOSTMIGRATE_STARTINGMIGRATION );
m_pNewHost = SelectNewHost();
if ( m_pNewHost == &m_Local )
{
// We're the new host, so start hosting
Msg( "Starting new host" );
BeginHosting();
}
else
{
Msg( "Waiting for a new host" );
SwitchToNewHost();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmaking::BeginHosting()
{
m_Session.SetIsHost( true );
m_Host = m_Local;
// Move into private slots
if ( !m_Local.m_bInvited )
{
RemovePlayersFromSession( &m_Local );
m_Local.m_bInvited = true;
AddPlayersToSession( &m_Local );
}
if ( !m_Session.MigrateHost() )
{
Warning( "Session migrate failed!\n" );
SessionNotification( SESSION_NOTIFY_FAIL_MIGRATE );
return;
}
SwitchToState( MMSTATE_HOSTMIGRATE_MIGRATING );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmaking::TellClientsToMigrate()
{
Msg( "Sending migrate request\n" );
XSESSION_INFO info;
m_Session.GetNewSessionInfo( &info );
MM_Migrate msg;
msg.m_MsgType = MM_Migrate::MESSAGE_HOSTING;
msg.m_Id = m_Local.m_id;
msg.m_sessionId = info.sessionID;
msg.m_xnaddr = info.hostAddress;
msg.m_key = info.keyExchangeKey;
for ( int i = 0; i < m_Remote.Count(); ++i )
{
if ( m_Remote[i]->m_bMigrated )
{
continue;
}
SendMessage( &msg, &m_Remote[i]->m_adr );
}
m_fSendTimer = GetTime();
++m_nSendCount;
}
//-----------------------------------------------------------------------------
// Purpose: Handle a migration message from our new host
//-----------------------------------------------------------------------------
bool CMatchmaking::ProcessMigrate( MM_Migrate *pMsg )
{
MM_Migrate reply;
int type = pMsg->m_MsgType;
if ( m_CurrentState == MMSTATE_HOSTMIGRATE_WAITINGFORHOST )
{
if ( type == MM_Migrate::MESSAGE_HOSTING )
{
// Make sure this is the host we were expecting
if ( !Q_memcmp( &pMsg->m_xnaddr, &m_Host.m_xnaddr, sizeof( m_Host.m_xnaddr ) ) )
{
// Reply to the host
reply.m_MsgType = MM_Migrate::MESSAGE_MIGRATED;
reply.m_xnaddr = m_Local.m_xnaddr;
SendMessage( &reply, &m_Host.m_adr );
XSESSION_INFO info;
info.sessionID = pMsg->m_sessionId;
info.hostAddress = pMsg->m_xnaddr;
info.keyExchangeKey = pMsg->m_key;
m_Session.SetNewSessionInfo( &info );
m_Session.SetOwnerId( XUSER_INDEX_NONE );
if ( !m_Session.MigrateHost() )
{
Warning( "Session migrate failed!\n" );
SessionNotification( SESSION_NOTIFY_FAIL_MIGRATE );
return true;
}
SwitchToState( MMSTATE_HOSTMIGRATE_MIGRATING );
}
else
{
// Someone else is trying to host
reply.m_MsgType = MM_Migrate::MESSAGE_STANDBY;
SendMessage( &reply, &m_Host.m_adr );
}
}
}
else if ( m_CurrentState == MMSTATE_HOSTMIGRATE_WAITINGFORCLIENTS )
{
if ( type == MM_Migrate::MESSAGE_MIGRATED )
{
// Flag the client as having migrated
bool bClientsOutstanding = false;
for ( int i = 0; i < m_Remote.Count(); ++i )
{
if ( m_Remote[i]->m_id == pMsg->m_Id )
{
m_Remote[i]->m_bMigrated = true;
}
bClientsOutstanding = bClientsOutstanding && m_Remote[i]->m_bMigrated;
}
if ( !bClientsOutstanding )
{
// Everyone's migrated!
EndMigration();
}
}
if ( type == MM_Migrate::MESSAGE_STANDBY )
{
// Someone requested a standby
--m_nSendCount;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmaking::SwitchToNewHost()
{
// Set a timer to wait for the host to contact us
m_fWaitTimer = GetTime();
// Get rid of the current host net channel
MarkChannelForRemoval( &m_Host.m_adr );
AddRemoteChannel( &m_pNewHost->m_adr );
SwitchToState( MMSTATE_HOSTMIGRATE_WAITINGFORHOST );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmaking::EndMigration()
{
Msg( "Migration complete\n" );
if ( m_Session.IsHost() )
{
// Drop any clients that failed to migrate
for ( int i = m_Remote.Count()-1; i >= 0; --i )
{
ClientDropped( m_Remote[i] );
}
// Update the lobby to show the new host
SendPlayerInfoToLobby( &m_Local, 0 );
// X360TBD: Figure out what state we should be in
int newState = m_PreMigrateState;
switch( m_PreMigrateState )
{
case MMSTATE_SESSION_CONNECTING:
newState = MMSTATE_ACCEPTING_CONNECTIONS;
break;
default:
Warning( "Unhandled post-migrate state transition" );
}
// Don't use SwitchToState() to set our new state because when changing
// from a client to a host the state transition is usually invalid.
m_CurrentState = newState;
}
else
{
// Still a client, just restore our previous state
m_CurrentState = m_PreMigrateState;
}
}
void CMatchmaking::TestStats()
{
}