Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Handles joining clients together in a matchmaking session before a multiplayer
// game, tracking new players and dropped players during the game, and reporting
// game results and stats after the game is complete.
//
//=============================================================================//
#include "proto_oob.h"
#include "matchmaking.h"
#include "matchmakingqos.h"
#include "Session.h"
#include "vgui_baseui_interface.h"
#include "cdll_engine_int.h"
#include "convar.h"
#include "cmd.h"
#include "iclient.h"
#include "server.h"
#include "host.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#include "audio/private/snd_dev_xaudio.h"
#include "audio_pch.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CMatchmaking s_Matchmaking;
CMatchmaking *g_pMatchmaking = &s_Matchmaking;
extern IVEngineClient *engineClient;
extern IXboxSystem *g_pXboxSystem;
// Expose an interface for GameUI
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMatchmaking, IMatchmaking, VENGINE_MATCHMAKING_VERSION, s_Matchmaking );
bool Channel_LessFunc( const uint &a, const uint &b )
{
return a < b;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CMatchmaking::CMatchmaking() : m_Channels( Channel_LessFunc )
{
m_bPreventFullServerStartup = false;
m_bCleanup = false;
m_bEnteredLobby = false;
m_nTotalTeams = 0;
m_pSearchResults = NULL;
m_pSessionKeys = new KeyValues( "SessionKeys" );
m_Session.SetParent( this );
m_CurrentState = MMSTATE_INITIAL;
m_InviteState = INVITE_NONE;
memset( &m_InviteWaitingInfo, 0, sizeof( m_InviteWaitingInfo ) );
}
CMatchmaking::~CMatchmaking()
{
Cleanup();
m_pSessionKeys->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose: Cleanup the matchmaking class to enable re-entry
//-----------------------------------------------------------------------------
void CMatchmaking::Cleanup()
{
m_bInitialized = false;
m_bCleanup = false;
m_bEnteredLobby = false;
m_Host.Clear();
#ifdef _X360
if ( Audio_GetXVoice() )
{
CClientInfo *pLocal = NULL;
if ( m_bCreatedLocalTalker )
{
pLocal = &m_Local;
}
Audio_GetXVoice()->RemoveAllTalkers( pLocal );
}
#endif
m_bCreatedLocalTalker = false;
SetPreventFullServerStartup( false, "Cleanup\n" );
m_Session.ResetSession();
// TODO: Check on overlapped operations and cancel them
// g_pXboxSystem->CancelAsyncOperations();
ClearSearchResults();
m_pSessionKeys->Clear();
m_pGameServer = NULL;
Q_memset( m_Mutelist, 0, sizeof( m_Mutelist ) );
for ( int i = 0; i < MAX_PLAYERS_PER_CLIENT; ++i )
{
m_MutedBy[i].Purge();
}
m_Channels.RemoveAll();
m_SessionContexts.Purge();
m_SessionProperties.Purge();
m_PlayerStats.Purge();
m_Remote.PurgeAndDeleteElements();
m_nGameSize = 0;
m_nPrivateSlots = 0;
m_nSendCount = 0;
m_fHeartbeatInterval = HEARTBEAT_INTERVAL_SHORT;
m_fNextHeartbeatTime = GetTime();
}
int CMatchmaking::FindOrCreateContext( const uint id )
{
int idx = m_SessionContexts.InvalidIndex();
for ( int i = 0; i < m_SessionContexts.Count(); ++i )
{
if ( m_SessionContexts[i].dwContextId == id )
{
idx = i;
}
}
if ( !m_SessionContexts.IsValidIndex( idx ) )
{
idx = m_SessionContexts.AddToTail();
}
return idx;
}
int CMatchmaking::FindOrCreateProperty( const uint id )
{
int idx = m_SessionProperties.InvalidIndex();
for ( int i = 0; i < m_SessionProperties.Count(); ++i )
{
if ( m_SessionProperties[i].dwPropertyId == id )
{
idx = i;
}
}
if ( !m_SessionProperties.IsValidIndex( idx ) )
{
idx = m_SessionProperties.AddToTail();
}
return idx;
}
//-----------------------------------------------------------------------------
// Purpose: Add an additional property to the current session
//-----------------------------------------------------------------------------
void CMatchmaking::AddSessionProperty( const uint nType, const char *pID, const char *pValue, const char *pValueType )
{
KeyValues *pProperty = m_pSessionKeys->FindKey( pID, true );
pProperty->SetName( pID );
pProperty->SetInt( "type", nType );
pProperty->SetString( "valuestring", pValue );
pProperty->SetString( "valuetype", pValueType );
AddSessionPropertyInternal( pProperty );
}
//-----------------------------------------------------------------------------
// Purpose: Set properties and contexts for the current session
//-----------------------------------------------------------------------------
void CMatchmaking::SetSessionProperties( KeyValues *pPropertyKeys )
{
m_SessionContexts.RemoveAll();
m_SessionProperties.RemoveAll();
m_pSessionKeys->Clear();
pPropertyKeys->CopySubkeys( m_pSessionKeys );
for ( KeyValues *pProperty = m_pSessionKeys->GetFirstSubKey(); pProperty != NULL; pProperty = pProperty->GetNextKey() )
{
AddSessionPropertyInternal( pProperty );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmaking::AddSessionPropertyInternal( KeyValues *pProperty )
{
const char *pID = pProperty->GetName();
const char *pValue = pProperty->GetString( "valuestring" );
switch( pProperty->GetInt( "type" ) )
{
case SESSION_CONTEXT:
{
Msg( "Adding Context: %s : %s\n", pID, pValue );
int id = g_ClientDLL->GetPresenceID( pID );
int val = g_ClientDLL->GetPresenceID( pValue );
int idx = FindOrCreateContext( id );
XUSER_CONTEXT &ctx = m_SessionContexts[idx];
ctx.dwContextId = id;
ctx.dwValue = val;
// Set the display string for gameUI
char szBuffer[MAX_PATH];
g_ClientDLL->GetPropertyDisplayString( ctx.dwContextId, ctx.dwValue, szBuffer, sizeof( szBuffer ) );
pProperty->SetString( "displaystring", szBuffer );
// X360TBD: Such game specifics as this shouldn't be hard-coded
if ( m_CurrentState != MMSTATE_INITIAL && !Q_stricmp( pID, "CONTEXT_SCENARIO" ) )
{
// Set the scenario in our host data structure
Q_strncpy( m_HostData.scenario, szBuffer, sizeof( m_HostData.scenario ) );
UpdateSessionReplyData( XNET_QOS_LISTEN_SET_DATA );
}
}
break;
case SESSION_PROPERTY:
{
Msg( "Adding Property: %s : %s\n", pID, pValue );
if ( !Q_stricmp( pID, "PROPERTY_PRIVATE_SLOTS" ) )
{
// "Private Slots" is not a search criteria
m_nPrivateSlots = atoi( pValue );
break;
}
int id = g_ClientDLL->GetPresenceID( pID );
int idx = FindOrCreateProperty( id );
XUSER_PROPERTY &prop = m_SessionProperties[idx];
prop.dwPropertyId = id;
if ( !Q_stricmp( pProperty->GetString( "valuetype" ), "int" ) )
{
prop.value.nData = atoi( pValue );
prop.value.type = XUSER_DATA_TYPE_INT32;
}
// Build out the property keyvalues for gameUI
char szBuffer[MAX_PATH];
g_ClientDLL->GetPropertyDisplayString( prop.dwPropertyId, prop.value.nData, szBuffer, sizeof( szBuffer ) );
pProperty->SetString( "displaystring", szBuffer );
// X360TBD: Such game specifics as these shouldn't be so hard-coded
if ( !Q_stricmp( pID, "PROPERTY_GAME_SIZE" ) )
{
m_nGameSize = atoi( pValue );
}
if ( !Q_stricmp( pID, "PROPERTY_NUMBER_OF_TEAMS" ) )
{
m_nTotalTeams = atoi( pValue );
}
if ( m_CurrentState != MMSTATE_INITIAL && !Q_stricmp( pID, "PROPERTY_MAX_GAME_TIME" ) )
{
// Set the game time in our host data structure
m_HostData.gameTime = prop.value.nData;
UpdateSessionReplyData( XNET_QOS_LISTEN_SET_DATA );
}
}
break;
case SESSION_FLAG:
m_Session.SetFlag( g_ClientDLL->GetPresenceID( pID ) );
break;
default:
Warning( "Session option type %d not recognized/n", pProperty->GetInt( "type" ) );
break;
}
}
KeyValues *CMatchmaking::GetSessionProperties()
{
return m_pSessionKeys;
}
double CMatchmaking::GetTime()
{
return Plat_FloatTime();
}
//-----------------------------------------------------------------------------
// Purpose: At netchannel connection, register the messages
//-----------------------------------------------------------------------------
void CMatchmaking::ConnectionStart( INetChannel *chan )
{
REGISTER_MM_MSG( JoinResponse );
REGISTER_MM_MSG( ClientInfo );
REGISTER_MM_MSG( RegisterResponse );
REGISTER_MM_MSG( Migrate );
REGISTER_MM_MSG( Mutelist );
REGISTER_MM_MSG( Checkpoint );
REGISTER_MM_MSG( Heartbeat );
REGISTER_CLC_MSG( VoiceData );
}
//-----------------------------------------------------------------------------
// Purpose: Process a networked voice packet
//-----------------------------------------------------------------------------
bool CMatchmaking::ProcessVoiceData( CLC_VoiceData *pVoice )
{
char chReceived[4096];
DWORD dwLength = pVoice->m_nLength;
pVoice->m_DataIn.ReadBits( chReceived, dwLength );
if ( m_Session.IsHost() )
{
char chCopyBuffer[4096];
// Forward this message on to everyone else
pVoice->m_DataOut.StartWriting( chCopyBuffer, sizeof ( chCopyBuffer ) );
Q_memcpy( chCopyBuffer, chReceived, sizeof( chCopyBuffer ) );
pVoice->m_DataOut.SeekToBit( dwLength );
SendToRemoteClients( pVoice, true, pVoice->m_xuid );
}
// Playback the voice data locally through xaudio
#if defined ( _X360 )
if ( pVoice->m_xuid != m_Local.m_xuids[0] )
{
Audio_GetXVoice()->PlayIncomingVoiceData( pVoice->m_xuid, (byte*)chReceived, dwLength );
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Delete channels that have been marked for deletion
//-----------------------------------------------------------------------------
void CMatchmaking::CleanupMarkedChannels()
{
// Clean up net channels that need to be deleted
for ( int i = 0; i < m_ChannelsToRemove.Count(); ++i )
{
INetChannel *pNetChannel = FindChannel( m_ChannelsToRemove[i] );
if ( pNetChannel )
{
if ( !m_Channels.Remove( m_ChannelsToRemove[i] ) )
{
Warning( "CleanupMarkedChannels: Failed to remove a channel!\n" );
}
}
}
m_ChannelsToRemove.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: Channels can be flagged for deletion during packet processing.
// Now that processing is finished, delete them.
//-----------------------------------------------------------------------------
void CMatchmaking::PacketEnd()
{
CleanupMarkedChannels();
}
//-----------------------------------------------------------------------------
// Purpose: Find a specific client from a netchannel
//-----------------------------------------------------------------------------
CClientInfo *CMatchmaking::FindClient( netadr_t *adr )
{
CClientInfo *pClient = NULL;
unsigned int ip = adr->GetIPNetworkByteOrder();
if ( ip == m_Host.m_adr.GetIPNetworkByteOrder() )
{
pClient = &m_Host;
}
else
{
for ( int i = 0; i < m_Remote.Count(); ++i )
{
if ( ip == m_Remote[i]->m_adr.GetIPNetworkByteOrder() )
{
pClient = m_Remote[i];
break;
}
}
}
return pClient;
}
//-----------------------------------------------------------------------------
// Purpose: Find a specific client by his XUID
//-----------------------------------------------------------------------------
CClientInfo *CMatchmaking::FindClientByXUID( XUID xuid )
{
CClientInfo *pClient = NULL;
if ( xuid == m_Host.m_xuids[0] )
{
pClient = &m_Host;
}
else
{
for ( int i = 0; i < m_Remote.Count(); ++i )
{
if ( xuid == m_Remote[i]->m_xuids[0] )
{
pClient = m_Remote[i];
break;
}
}
}
return pClient;
}
//-----------------------------------------------------------------------------
// Purpose: Find a specific client's netchannel
//-----------------------------------------------------------------------------
INetChannel *CMatchmaking::FindChannel( const unsigned int ip )
{
INetChannel *pChannel = NULL;
int idx = m_Channels.Find( ip );
if ( idx != m_Channels.InvalidIndex() )
{
pChannel = m_Channels.Element( idx );
}
return pChannel;
}
//-----------------------------------------------------------------------------
// Purpose: Create a new netchannel
//-----------------------------------------------------------------------------
INetChannel *CMatchmaking::CreateNetChannel( netadr_t *adr )
{
INetChannel *pNewChannel = FindChannel( adr->GetIPNetworkByteOrder() );
if ( !pNewChannel )
{
pNewChannel = NET_CreateNetChannel( NS_MATCHMAKING, adr, "MATCHMAKING", this );
}
if( pNewChannel )
{
// Set a rate limit and other relevant properties
pNewChannel->SetTimeout( HEARTBEAT_TIMEOUT );
}
return pNewChannel;
}
//-----------------------------------------------------------------------------
// Purpose: Add a netchannel for a session client
//-----------------------------------------------------------------------------
INetChannel *CMatchmaking::AddRemoteChannel( netadr_t *adr )
{
INetChannel *pNetChannel = CreateNetChannel( adr );
if ( pNetChannel )
{
// Save this new channel
m_Channels.Insert( adr->GetIPNetworkByteOrder(), pNetChannel );
}
return pNetChannel;
}
//-----------------------------------------------------------------------------
// Purpose: Remove a netchannel for a session client
//-----------------------------------------------------------------------------
void CMatchmaking::RemoveRemoteChannel( netadr_t *adr, const char *pReason )
{
INetChannel *pNetChannel = FindChannel( adr->GetIPNetworkByteOrder() );
if ( pNetChannel )
{
m_Channels.Remove( adr->GetIPNetworkByteOrder() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Mark a net channel to be removed
//-----------------------------------------------------------------------------
void CMatchmaking::MarkChannelForRemoval( netadr_t *adr )
{
m_ChannelsToRemove.AddToTail( adr->GetIPNetworkByteOrder() );
}
//-----------------------------------------------------------------------------
// Purpose: Set the timeout for a net channel
//-----------------------------------------------------------------------------
void CMatchmaking::SetChannelTimeout( netadr_t *adr, int timeout )
{
INetChannel *pChannel = FindChannel( adr->GetIPNetworkByteOrder() );
if ( pChannel )
{
Msg( "Setting new timeout for ip %d: %d\n", adr->GetIPNetworkByteOrder(), timeout );
pChannel->SetTimeout( timeout );
}
}
//-----------------------------------------------------------------------------
// Purpose: Send a net message to a specific address
//-----------------------------------------------------------------------------
void CMatchmaking::SendMessage( INetMessage *msg, netadr_t *adr, bool bVoice )
{
// Find the matching net channel
INetChannel *pChannel = FindChannel( adr->GetIPNetworkByteOrder() );
if ( pChannel )
{
pChannel->SendNetMsg( *msg, false, bVoice );
if ( !pChannel->Transmit() )
{
Msg( "Transmit failed\n" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Send a net message to a specific client
//-----------------------------------------------------------------------------
void CMatchmaking::SendMessage( INetMessage *msg, CClientInfo *pClient, bool bVoice )
{
// Find the matching net channel
INetChannel *pChannel = FindChannel( pClient->m_adr.GetIPNetworkByteOrder() );
if ( pChannel )
{
pChannel->SendNetMsg( *msg, false, bVoice );
if ( !pChannel->Transmit() )
{
Msg( "Transmit failed\n" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Send a net message to all remote clients
//-----------------------------------------------------------------------------
void CMatchmaking::SendToRemoteClients( INetMessage *msg, bool bVoice, XUID excludeXUID )
{
for ( int i = 0; i < m_Remote.Count(); ++i )
{
CClientInfo *pInfo = m_Remote[i];
if ( excludeXUID != -1 && pInfo->m_xuids[0] == excludeXUID )
continue;
SendMessage( msg, m_Remote[i], true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Send a heartbeat to a specific client
//-----------------------------------------------------------------------------
bool CMatchmaking::SendHeartbeat( CClientInfo *pClient )
{
if ( pClient->m_adr.GetIPNetworkByteOrder() == 0 )
return false;
// Check for timeout
INetChannel *pChannel = FindChannel( pClient->m_adr.GetIPNetworkByteOrder() );
if ( pChannel )
{
// Msg( "Sending HB\n" );
if ( pChannel->IsTimedOut() )
{
ClientDropped( pClient );
return false;
}
// Send a heartbeat to the client
MM_Heartbeat beat;
pChannel->SendNetMsg( beat );
pChannel->Transmit();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Transmit regular messages to keep the connection alive
//-----------------------------------------------------------------------------
void CMatchmaking::SendHeartbeat()
{
double time = GetTime();
if ( time < m_fNextHeartbeatTime )
return;
m_fNextHeartbeatTime = time + m_fHeartbeatInterval;
if ( m_Session.IsHost() )
{
for ( int i = 0; i < m_Remote.Count(); ++i )
{
SendHeartbeat( m_Remote[i] );
}
}
else
{
SendHeartbeat( &m_Host );
}
}
//-----------------------------------------------------------------------------
// Purpose: Look up a player by name
//-----------------------------------------------------------------------------
static uint64 FindPlayerByName( CClientInfo *pClient, const char *pName )
{
for ( int i = 0; i < XUSER_MAX_COUNT; ++i )
{
if ( pClient->m_xuids[i] && !Q_stricmp( pClient->m_szGamertags[i], pName ) )
{
return pClient->m_xuids[i];
}
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Get an xuid from a CBasePlayer id
//-----------------------------------------------------------------------------
uint64 CMatchmaking::PlayerIdToXuid( int playerId )
{
uint64 ret = 0;
player_info_t info;
if ( engineClient->GetPlayerInfo( playerId, &info ) )
{
// find the client with a matching name
for ( int i = 0; i < m_Remote.Count(); ++i )
{
ret = FindPlayerByName( m_Remote[i], info.name );
if ( ret )
{
break;
}
}
}
if ( !ret )
{
// Try ourselves
ret = FindPlayerByName( &m_Local, info.name );
}
if ( !ret )
{
// Try the host
ret = FindPlayerByName( &m_Host, info.name );
}
return ret;
}
bool CMatchmaking::GameIsActive()
{
return m_CurrentState > MMSTATE_GAME_ACTIVE;
}
bool CMatchmaking::GameIsLocked()
{
return ( m_Session.IsArbitrated() && m_CurrentState > MMSTATE_GAME_LOCKED );
}
bool CMatchmaking::ConnectedToServer()
{
return engineClient->IsConnected();
}
bool CMatchmaking::IsInMigration()
{
return ( m_CurrentState >= MMSTATE_HOSTMIGRATE_STARTINGMIGRATION &&
m_CurrentState <= MMSTATE_HOSTMIGRATE_WAITINGFORHOST );
}
bool CMatchmaking::IsAcceptingConnections()
{
if ( !m_Session.IsHost() ||
m_CurrentState < MMSTATE_ACCEPTING_CONNECTIONS ||
m_CurrentState == MMSTATE_PREGAME ||
m_CurrentState == MMSTATE_LOADING ||
GameIsLocked() )
{
return false;
}
return true;
}
bool CMatchmaking::IsServer()
{
// for now, the host is the server
return m_Session.IsHost();
}
//-----------------------------------------------------------------------------
// Purpose: Helpers to convert between CClientInfo and MM_ClientInfo
//-----------------------------------------------------------------------------
void CMatchmaking::ClientInfoToNetMessage( MM_ClientInfo *pInfo, const CClientInfo *pClient )
{
pInfo->m_id = pClient->m_id;
pInfo->m_xnaddr = pClient->m_xnaddr;
pInfo->m_cPlayers = pClient->m_cPlayers;
pInfo->m_bInvited = pClient->m_bInvited;
Q_memcpy( pInfo->m_xuids, pClient->m_xuids, sizeof( pInfo->m_xuids ) );
Q_memcpy( pInfo->m_cVoiceState, pClient->m_cVoiceState, sizeof( pInfo->m_cVoiceState ) );
Q_memcpy( pInfo->m_iTeam, pClient->m_iTeam, sizeof( pInfo->m_iTeam ) );
Q_memcpy( pInfo->m_iControllers, pClient->m_iControllers, sizeof( pInfo->m_iControllers ) );
Q_memcpy( pInfo->m_szGamertags, pClient->m_szGamertags, sizeof( pInfo->m_szGamertags ) );
}
void CMatchmaking::NetMessageToClientInfo( CClientInfo *pClient, const MM_ClientInfo *pInfo )
{
pClient->m_id = pInfo->m_id;
pClient->m_xnaddr = pInfo->m_xnaddr;
pClient->m_cPlayers = pInfo->m_cPlayers;
pClient->m_bInvited = pInfo->m_bInvited;
#if defined( _X360 )
IN_ADDR winaddr;
XNKID xid = m_Session.GetSessionId();
if ( XNetXnAddrToInAddr( &pClient->m_xnaddr, &xid, &winaddr ) != 0 )
{
Warning( "Error resolving client IP\n" );
}
pClient->m_adr.SetType( NA_IP );
pClient->m_adr.SetIPAndPort( winaddr.S_un.S_addr, PORT_MATCHMAKING );
#endif
Q_memcpy( pClient->m_xuids, pInfo->m_xuids, sizeof( pClient->m_xuids ) );
Q_memcpy( pClient->m_cVoiceState, pInfo->m_cVoiceState, sizeof( pClient->m_cVoiceState ) );
Q_memcpy( pClient->m_iTeam, pInfo->m_iTeam, sizeof( pClient->m_iTeam ) );
Q_memcpy( pClient->m_iControllers, pInfo->m_iControllers, sizeof( pClient->m_iControllers ) );
Q_memcpy( pClient->m_szGamertags, pInfo->m_szGamertags, sizeof( pClient->m_szGamertags ) );
}
//----------------------------------------
//
// Host/Client Shared
//
//----------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Set up the properties of the local client machine
//-----------------------------------------------------------------------------
bool CMatchmaking::InitializeLocalClient( bool bIsHost )
{
Q_memset( &m_Local, 0, sizeof( m_Local ) );
m_Local.m_bInvited = bIsHost;
#if defined( _X360 )
while( XNetGetTitleXnAddr( &m_Local.m_xnaddr ) == XNET_GET_XNADDR_PENDING )
;
// machine id
if ( 0 != XNetXnAddrToMachineId( &m_Local.m_xnaddr, &m_Local.m_id ) )
{
// User isn't signed in to live, use their xuid instead
XUserGetXUID( XBX_GetPrimaryUserId(), &m_Local.m_id );
}
m_Local.m_cPlayers = 0;
// Set up the players
for ( uint i = 0; i < MAX_PLAYERS_PER_CLIENT; ++i )
{
// We currently only allow one player per console
if ( i != XBX_GetPrimaryUserId() )
{
continue;
}
// xuid
uint ret = XUserGetXUID( i, &m_Local.m_xuids[m_Local.m_cPlayers] );
if ( ret == ERROR_NO_SUCH_USER )
{
continue;
}
else if ( ret != ERROR_SUCCESS )
{
return false;
}
// gamertag
ret = XUserGetName( XBX_GetPrimaryUserId(), m_Local.m_szGamertags[m_Local.m_cPlayers], MAX_PLAYER_NAME_LENGTH );
if ( ret != ERROR_SUCCESS )
{
return false;
}
m_Local.m_szGamertags[m_Local.m_cPlayers][MAX_PLAYER_NAME_LENGTH - 1] = '\0';
// Set the player's name in the game
char szNameCmd[MAX_PLAYER_NAME_LENGTH + 16];
Q_snprintf( szNameCmd, sizeof( szNameCmd ), "name %s", m_Local.m_szGamertags[m_Local.m_cPlayers] );
engineClient->ClientCmd( szNameCmd );
m_Local.m_iControllers[m_Local.m_cPlayers] = i;
m_Local.m_iTeam[m_Local.m_cPlayers] = -1;
m_Local.m_cVoiceState[m_Local.m_cPlayers] = 0;
// number of players on this console
++m_Local.m_cPlayers;
}
// Source can only support one player per console.
if( m_Local.m_cPlayers > 1 )
{
Warning( "Too many players on this console\n" );
return false;
}
// Set up the host data that gets sent back to searching clients
// By default, the first player is considered the host
Q_strncpy( m_HostData.hostName, m_Local.m_szGamertags[0], sizeof( m_HostData.hostName ) );
m_HostData.gameState = GAMESTATE_INLOBBY;
m_HostData.xuid = m_Local.m_xuids[ XBX_GetPrimaryUserId() ];
#endif
m_bInitialized = true;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Connection to the game server has been established, so we can
// add the local players to the teams that were setup in the lobby.
//-----------------------------------------------------------------------------
void CMatchmaking::AddLocalPlayersToTeams()
{
if ( !m_bInitialized || XBX_GetPrimaryUserId() == INVALID_USER_ID )
return;
if ( m_Local.m_iTeam[0] == -1 )
return;
// Convert the team number into a team name
char szTeamName[32];
uint id = g_ClientDLL->GetPresenceID( "PROPERTY_TEAM" );
g_ClientDLL->GetPropertyDisplayString( id, m_Local.m_iTeam[0], szTeamName, sizeof( szTeamName ) );
Msg( "Joining team: %s\n", szTeamName );
char cmd[32];
Q_snprintf( cmd, sizeof( cmd ), "jointeam_nomenus %s", szTeamName );
engineClient->ClientCmd( cmd );
}
//-----------------------------------------------------------------------------
// Purpose: Map loading is completed - restore full communication
//-----------------------------------------------------------------------------
void CMatchmaking::OnLevelLoadingFinished()
{
// This functions gets called from some odd places
if ( m_CurrentState != MMSTATE_CONNECTED_TO_SERVER )
return;
// Test code to force a disconnect at end of map load
// if ( !IsServer() )
// {
// char cmd[MAX_PATH];
// Q_snprintf( cmd, sizeof( cmd ), "connect 127.0.0.1\n" );
// Cbuf_AddText( cmd );
// return;
// }
SwitchToState( MMSTATE_INGAME );
MM_Checkpoint msg;
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_LOADING_COMPLETE;
if ( m_Session.IsHost() )
{
if ( !m_Session.IsArbitrated() )
{
// Re-enable response to probes
m_HostData.gameState = GAMESTATE_INPROGRESS;
UpdateSessionReplyData( XNET_QOS_LISTEN_ENABLE|XNET_QOS_LISTEN_SET_DATA );
}
// Reset netchannel timeouts for any clients that are also finished loading
for ( int i = 0; i < m_Remote.Count(); ++i )
{
CClientInfo *pClient = m_Remote[i];
if ( pClient->m_bLoaded )
{
// Send a reply and reset the netchannel timeout
SendMessage( &msg, pClient );
SetChannelTimeout( &pClient->m_adr, HEARTBEAT_TIMEOUT );
}
}
}
else
{
// Tell the host we're finished loading
SendMessage( &msg, &m_Host );
}
}
//-----------------------------------------------------------------------------
// Purpose: Process packet from another client
//-----------------------------------------------------------------------------
bool CMatchmaking::ProcessConnectionlessPacket( netpacket_t *pPacket )
{
Assert( pPacket );
bf_read &msg = pPacket->message;
int type = msg.ReadByte();
switch( type )
{
case PTH_SYSTEMLINK_SEARCH:
HandleSystemLinkSearch( pPacket );
break;
case HTP_SYSTEMLINK_REPLY:
HandleSystemLinkReply( pPacket );
break;
case PTH_CONNECT:
HandleJoinRequest( pPacket );
break;
default:
break;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Process an info update about another client
//-----------------------------------------------------------------------------
bool CMatchmaking::ProcessClientInfo( MM_ClientInfo *pInfo )
{
CClientInfo *pClient = NULL;
bool bHost = false;
if ( m_CurrentState == MMSTATE_INITIAL )
{
// Session has been reset, this is a stale message
Msg( "Received MM_ClientInfo with MMSTATE_INITIAL\n" );
return true;
}
if ( pInfo->m_id == m_Local.m_id )
{
if ( pInfo->m_cPlayers == 0 )
{
if ( m_CurrentState != MMSTATE_SESSION_DISCONNECTING )
{
// We've been kicked
KickPlayerFromSession( 0 );
SessionNotification( SESSION_NOTIFY_CLIENT_KICKED );
}
return true;
}
else
{
pClient = &m_Local;
}
}
// Check against our host id
if ( pInfo->m_id == m_Host.m_id )
{
pClient = &m_Host;
bHost = true;
}
else
{
// Look for the client in our remote list
for ( int i = 0; i < m_Remote.Count(); ++i )
{
if ( m_Remote[i]->m_id == pInfo->m_id )
{
pClient = m_Remote[i];
break;
}
}
}
// If we didn't find it, this must be a new client
if ( !pClient && pInfo->m_cPlayers != 0 )
{
Msg( "New client. %s\n", pInfo->ToString() );
pClient = new CClientInfo();
m_Remote.AddToTail( pClient );
// Copy the new client info
NetMessageToClientInfo( pClient, pInfo );
AddPlayersToSession( pClient );
SendPlayerInfoToLobby( pClient );
}
else
{
// We're updating an existing client
if ( pInfo->m_cPlayers )
{
// Cache off the old client info, as pClient gets updated through this function
CClientInfo tempClient = *pClient;
// Check for player changes
if ( Q_memcmp( &tempClient.m_xuids, pInfo->m_xuids, sizeof( tempClient.m_xuids ) ) )
{
// Remove the old players and add the new
RemovePlayersFromSession( pClient );
NetMessageToClientInfo( pClient, pInfo );
AddPlayersToSession( pClient );
}
// Check for team changes
for ( int i = 0; i < pInfo->m_cPlayers; ++i )
{
if ( pInfo->m_iTeam[i] != tempClient.m_iTeam[i] || pInfo->m_cVoiceState[i] != tempClient.m_cVoiceState[i] )
{
// X360TBD: send real "ready" setting, or remove entirely?
EngineVGui()->UpdatePlayerInfo( pInfo->m_xuids[i], pInfo->m_szGamertags[i], pInfo->m_iTeam[i], pInfo->m_cVoiceState[i], GetPlayersNeeded(), bHost );
}
}
// Store the new info
NetMessageToClientInfo( pClient, pInfo );
if ( m_Session.IsHost() )
{
SendToRemoteClients( pInfo );
}
}
else
{
// A client has been dropped
ClientDropped( pClient );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: A connection was lost - respond accordingly
//-----------------------------------------------------------------------------
void CMatchmaking::ClientDropped( CClientInfo *pClient )
{
if ( !pClient )
{
Warning( "Null client pointer in ClientDropped!\n" );
return;
}
if ( m_CurrentState == MMSTATE_SESSION_CONNECTING )
{
// Not really dropped, we just failed to connect to the host
SessionNotification( SESSION_NOTIFY_CONNECT_NOTAVAILABLE );
return;
}
Warning( "Dropped player: %llu!", pClient->m_id );
// Do this first, before the team assignment gets cleared
RemovePlayersFromSession( pClient );
// Remove all players from the lobby
for ( int i = 0; i < pClient->m_cPlayers; ++i )
{
pClient->m_iTeam[i] = -1;
}
SendPlayerInfoToLobby( pClient );
MarkChannelForRemoval( &pClient->m_adr );
if ( pClient == &m_Host )
{
// The host was lost
if ( m_Session.IsSystemLink() )
{
// Can't migrate system link sessions
SessionNotification( SESSION_NOTIFY_LOST_HOST );
}
else
{
// X360TBD: Migration still doesn't work correctly
SessionNotification( SESSION_NOTIFY_LOST_HOST );
/*
// Start migrating
if ( !IsInMigration() )
{
m_PreMigrateState = m_CurrentState;
StartHostMigration();
}
*/
}
}
else
{
if ( m_Session.IsHost() )
{
// Send a disconnect ack back to the client
MM_Checkpoint msg;
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_SESSION_DISCONNECT;
SendMessage( &msg, &pClient->m_adr );
// Tell everyone else this client is gone
MM_ClientInfo droppedPlayer;
ClientInfoToNetMessage( &droppedPlayer, pClient );
droppedPlayer.m_cPlayers = 0;
SendToRemoteClients( &droppedPlayer );
for ( int i = 0; i < sv.GetClientCount(); i++ )
{
IClient *pIClient = sv.GetClient(i);
bool bFound = false;
if ( pIClient )
{
for ( int j = 0; j < pClient->m_cPlayers; ++j )
{
if ( pClient->m_xuids[j] == 0 )
continue;
if ( Q_stricmp( pIClient->GetClientName(), pClient->m_szGamertags[j] ) == 0 )
{
bFound = true;
pIClient->Disconnect( "Timed Out" );
break;
}
}
}
if ( bFound == true )
break;
}
}
}
if ( m_Remote.FindAndRemove( pClient ) )
{
delete pClient;
}
}
//-----------------------------------------------------------------------------
// Purpose: A player is leaving the session
//-----------------------------------------------------------------------------
void CMatchmaking::PerformDisconnect()
{
if ( m_CurrentState == MMSTATE_SESSION_DISCONNECTING )
{
if ( ConnectedToServer() )
{
engineClient->ExecuteClientCmd( "disconnect" );
EngineVGui()->ActivateGameUI();
}
if ( m_bEnteredLobby )
{
EngineVGui()->SessionNotification( SESSION_NOTIFY_WELCOME );
}
SwitchToState( MMSTATE_INITIAL );
}
}
//-----------------------------------------------------------------------------
// Purpose: A player is leaving the session
//-----------------------------------------------------------------------------
void CMatchmaking::KickPlayerFromSession( uint64 id )
{
MM_ClientInfo droppedPlayer;
if ( m_Local.m_xuids[0] == id || id == 0 )
{
// We've been kicked, or voluntarily left the session
ClientInfoToNetMessage( &droppedPlayer, &m_Local );
droppedPlayer.m_cPlayers = 0;
if ( m_Session.IsHost() )
{
// Tell all the clients
SendToRemoteClients( &droppedPlayer );
}
else
{
// tell the host to drop us
SendMessage( &droppedPlayer, &m_Host );
}
// Prepare to close the session and reset
SwitchToState( MMSTATE_SESSION_DISCONNECTING );
}
else if ( m_Session.IsHost() )
{
// Host wants to kick a client
for ( int i = 0; i < m_Remote.Count(); ++i )
{
CClientInfo *pClient = m_Remote[i];
for ( int j = 0; j < pClient->m_cPlayers; ++j )
{
if ( pClient->m_xuids[j] == id )
{
ClientInfoToNetMessage( &droppedPlayer, pClient );
droppedPlayer.m_cPlayers = 0;
SendMessage( &droppedPlayer, pClient );
return;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Add players to the session
//-----------------------------------------------------------------------------
void CMatchmaking::AddPlayersToSession( CClientInfo *pClient )
{
bool bIsLocal = false;
if ( &m_Local == pClient )
{
m_Session.JoinLocal( pClient );
bIsLocal = true;
}
else
{
m_Session.JoinRemote( pClient );
}
#if defined ( _X360 )
if ( Audio_GetXVoice() )
{
Audio_GetXVoice()->AddPlayerToVoiceList( pClient, bIsLocal );
if ( bIsLocal )
{
m_bCreatedLocalTalker = true;
}
}
#endif
UpdateMuteList();
}
//-----------------------------------------------------------------------------
// Purpose: Remove players from the session
//-----------------------------------------------------------------------------
void CMatchmaking::RemovePlayersFromSession( CClientInfo *pClient )
{
if ( !pClient->m_cPlayers )
return;
bool bIsLocal = false;
if ( &m_Local == pClient )
{
m_Session.RemoveLocal( pClient );
bIsLocal = true;
}
else
{
m_Session.RemoveRemote( pClient );
}
#if defined ( _X360 )
if ( Audio_GetXVoice() )
{
Audio_GetXVoice()->RemovePlayerFromVoiceList( pClient, bIsLocal );
}
#endif
UpdateMuteList();
}
//-----------------------------------------------------------------------------
// Purpose: Check if a client is muted
//-----------------------------------------------------------------------------
bool CMatchmaking::IsPlayerMuted( int iUserId, XUID playerId )
{
for ( int i = 0; i < MAX_PLAYERS; ++i )
{
if ( m_Mutelist[iUserId][i] == playerId )
{
return true;
}
}
if ( m_MutedBy[iUserId].HasElement( playerId ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Determine which clients should be muted for the local client
//-----------------------------------------------------------------------------
void CMatchmaking::UpdateMuteList()
{
// Process our mute list
MM_Mutelist msg;
GenerateMutelist( &msg );
// Send that to everyone else
if ( !m_Session.IsHost() )
{
SendMessage( &msg, &m_Host );
}
else
{
ProcessMutelist( &msg );
}
}
void Con_PrintTalkers( const CCommand &args )
{
g_pMatchmaking->PrintVoiceStatus();
}
void CMatchmaking::PrintVoiceStatus( void )
{
#ifdef _X360
int iRemoteClient = 0;
int numRemoteTalkers;
XUID remoteTalkers[MAX_PLAYERS];
Audio_GetXVoice()->GetRemoteTalkers( &numRemoteTalkers, remoteTalkers );
CClientInfo *pClient = &m_Local;
if ( m_Session.IsHost() == false )
{
pClient = &m_Host;
}
Msg( "Num Remote Talkers: %d\n", numRemoteTalkers );
bool bFound = false;
while ( pClient )
{
if ( pClient != &m_Local )
{
for ( int iRemote = 0; iRemote < numRemoteTalkers; iRemote++ )
{
if ( pClient->m_xuids[0] == remoteTalkers[iRemote] )
{
bFound = true;
break;
}
}
if ( bFound == true )
{
Msg( "Found a Talker: %s\n", pClient->m_szGamertags[0] );
}
else
{
Msg( "ALERT!!! %s not in Talker list\n", pClient->m_szGamertags[0] );
}
}
if ( iRemoteClient < m_Remote.Count() )
{
pClient = m_Remote[iRemoteClient];
iRemoteClient++;
}
else
{
pClient = NULL;
}
}
#endif
}
static ConCommand voice_printtalkers( "voice_printtalkers", Con_PrintTalkers, "voice debug.", FCVAR_DONTRECORD );
//-----------------------------------------------------------------------------
// Purpose: Update a client's mute list
//-----------------------------------------------------------------------------
void CMatchmaking::GenerateMutelist( MM_Mutelist *pMsg )
{
#if defined( _X360 )
// Get our remote talker list
if ( !Audio_GetXVoice() )
return;
int numRemoteTalkers;
XUID remoteTalkers[MAX_PLAYERS];
Audio_GetXVoice()->GetRemoteTalkers( &numRemoteTalkers, remoteTalkers );
pMsg->m_cPlayers = 0;
// Loop through local players and update mutes
for ( int iLocal = 0; iLocal < m_Local.m_cPlayers; ++iLocal )
{
pMsg->m_cMuted[iLocal] = 0;
pMsg->m_xuid[pMsg->m_cPlayers] = m_Local.m_xuids[iLocal];
for ( int iRemote = 0; iRemote < numRemoteTalkers; ++iRemote )
{
BOOL bIsMuted = false;
DWORD ret = XUserMuteListQuery( m_Local.m_iControllers[iLocal], remoteTalkers[iRemote], &bIsMuted );
if( ERROR_SUCCESS != ret )
{
Warning( "Warning: XUserMuteListQuery() returned 0x%08x for user %d\n", ret, iLocal );
}
if( bIsMuted )
{
pMsg->m_Muted[pMsg->m_cPlayers].AddToTail( remoteTalkers[iRemote ] );
++pMsg->m_cMuted[pMsg->m_cPlayers];
}
else
{
bIsMuted = m_MutedBy[iLocal].HasElement( remoteTalkers[iRemote] );
}
if( bIsMuted )
{
Audio_GetXVoice()->SetPlaybackPriority( remoteTalkers[iRemote], m_Local.m_iControllers[iLocal], XHV_PLAYBACK_PRIORITY_NEVER );
}
else
{
Audio_GetXVoice()->SetPlaybackPriority( remoteTalkers[iRemote], m_Local.m_iControllers[iLocal], XHV_PLAYBACK_PRIORITY_MAX );
}
}
pMsg->m_cRemoteTalkers[pMsg->m_cPlayers] = m_MutedBy[pMsg->m_cPlayers].Count();
++pMsg->m_cPlayers;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Handle the mutelist from another client
//-----------------------------------------------------------------------------
bool CMatchmaking::ProcessMutelist( MM_Mutelist *pMsg )
{
#if defined( _X360 )
// local players
for( int i = 0; i < m_Local.m_cPlayers; ++i )
{
// remote players
for( int j = 0; j < pMsg->m_cPlayers; ++j )
{
m_MutedBy[i].FindAndRemove( pMsg->m_xuid[j] );
// players muted by remote player
for( int k = 0; k < pMsg->m_cMuted[j]; ++k )
{
if( m_Local.m_xuids[i] == pMsg->m_Muted[j][k] )
{
m_MutedBy[i].AddToTail( pMsg->m_xuid[j] );
}
}
BOOL bIsMuted = m_MutedBy[i].HasElement( pMsg->m_xuid[j] );
if ( !bIsMuted )
{
XUserMuteListQuery( m_Local.m_iControllers[i], pMsg->m_xuid[j], &bIsMuted );
}
if( bIsMuted )
{
Audio_GetXVoice()->SetPlaybackPriority( pMsg->m_xuid[j], m_Local.m_iControllers[i], XHV_PLAYBACK_PRIORITY_NEVER );
}
else
{
Audio_GetXVoice()->SetPlaybackPriority( pMsg->m_xuid[j], m_Local.m_iControllers[i], XHV_PLAYBACK_PRIORITY_MAX );
}
}
}
if ( m_Session.IsHost() )
{
// Pass this along to everyone else
SendToRemoteClients( pMsg );
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: A client is changing to another team
//-----------------------------------------------------------------------------
void CMatchmaking::ChangeTeam( const char *pTeamName )
{
if ( !pTeamName )
{
// Automatic switch to next team
if ( m_Session.IsHost() )
{
if ( m_CurrentState == MMSTATE_ACCEPTING_CONNECTIONS )
{
// Put ourselves on another team and
// tell the other players
SwitchToNextOpenTeam( &m_Local );
}
}
else
{
// Send a request to the host
MM_Checkpoint msg;
msg.m_Checkpoint = MM_Checkpoint::CHECKPOINT_CHANGETEAM;
SendMessage( &msg, &m_Host );
}
}
else
{
// Find a team name that matches, and tell everyone our new team number
char szTeamName[32];
uint id = g_ClientDLL->GetPresenceID( "PROPERTY_TEAM" );
for ( int iTeam = 0; iTeam < m_nTotalTeams; ++iTeam )
{
g_ClientDLL->GetPropertyDisplayString( id, iTeam, szTeamName, sizeof( szTeamName ) );
if ( !Q_stricmp( szTeamName, pTeamName ) )
{
bool bChanged = false;
MM_ClientInfo info;
ClientInfoToNetMessage( &info, &m_Local );
for ( int i = 0; i < m_Local.m_cPlayers; ++i )
{
if ( info.m_iTeam[i] != iTeam )
{
bChanged = true;
}
info.m_iTeam[i] = iTeam;
}
if ( !bChanged )
{
return;
}
if ( m_Session.IsHost() )
{
ProcessClientInfo( &info );
}
else
{
SendMessage( &info, &m_Host );
}
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle various matchmaking checkpoint messages
//-----------------------------------------------------------------------------
bool CMatchmaking::ProcessCheckpoint( MM_Checkpoint *pMsg )
{
switch( pMsg->m_Checkpoint )
{
case MM_Checkpoint::CHECKPOINT_CHANGETEAM:
if ( m_Session.IsHost() )
{
// if the countdown has started, deny
if ( m_CurrentState == MMSTATE_ACCEPTING_CONNECTIONS )
{
netadr_t adr = pMsg->GetNetChannel()->GetRemoteAddress();
CClientInfo *pClient = FindClient( &adr );
if ( pClient )
{
SwitchToNextOpenTeam( pClient );
}
}
}
break;
case MM_Checkpoint::CHECKPOINT_PREGAME:
if ( m_Session.IsArbitrated() && !m_Session.IsHost() )
{
m_Session.RegisterForArbitration();
}
// Start the countdown timer to map load
SwitchToState( MMSTATE_PREGAME );
break;
case MM_Checkpoint::CHECKPOINT_GAME_LOBBY:
// returning to game lobby, pregame canceled
// reset the countdown
SessionNotification( SESSION_NOTIFY_COUNTDOWN, -1 );
if ( m_Session.IsHost() )
{
SwitchToState( MMSTATE_ACCEPTING_CONNECTIONS );
}
else
{
SwitchToState( MMSTATE_SESSION_CONNECTED );
}
break;
case MM_Checkpoint::CHECKPOINT_LOADING_COMPLETE:
if ( m_Session.IsHost() )
{
// Mark this client as loaded
netadr_t adr = pMsg->GetNetChannel()->GetRemoteAddress();
CClientInfo *pClient = FindClient( &adr );
if ( pClient )
{
pClient->m_bLoaded = true;
if ( GameIsActive() )
{
// Send a reply and reset the netchannel timeout
SendMessage( pMsg, pClient );
SetChannelTimeout( &pClient->m_adr, HEARTBEAT_TIMEOUT );
}
}
}
else
{
// The host is also loaded, so reset the netchannel timeout
SetChannelTimeout( &m_Host.m_adr, HEARTBEAT_TIMEOUT );
}
break;
case MM_Checkpoint::CHECKPOINT_CONNECT:
// If we're already connected or in the game, don't connect again.
if ( m_CurrentState == MMSTATE_CONNECTED_TO_SERVER ||
m_CurrentState == MMSTATE_INGAME )
{
break;
}
if ( m_Session.IsHost() )
{
// Send the message to everyone
SendToRemoteClients( pMsg );
}
else
{
// The host is asking us to connect to the game server
if ( m_CurrentState != MMSTATE_LOADING )
{
// Set the longer timeout for loading
SetChannelTimeout( &m_Host.m_adr, HEARTBEAT_TIMEOUT_LOADING );
SwitchToState( MMSTATE_LOADING );
}
}
// Make sure we're not preventing full startup
SetPreventFullServerStartup( false, "CHECKPOINT_CONNECT\n" );
if ( !IsServer() )
{
char cmd[MAX_PATH];
Q_snprintf( cmd, sizeof( cmd ), "connect %d.%d.%d.%d", m_Host.m_adr.ip[0], m_Host.m_adr.ip[1], m_Host.m_adr.ip[2], m_Host.m_adr.ip[3] );
Cbuf_AddText( cmd );
SessionNotification( SESSION_NOTIFY_CONNECTED_TOSERVER );
}
break;
case MM_Checkpoint::CHECKPOINT_SESSION_DISCONNECT:
PerformDisconnect();
break;
case MM_Checkpoint::CHECKPOINT_REPORT_STATS:
// Start stats reporting
g_ClientDLL->StartStatsReporting( m_Session.GetSessionHandle(), m_Session.IsArbitrated() );
m_Local.m_bReportedStats = true;
m_fHeartbeatInterval = HEARTBEAT_INTERVAL_SHORT;
SwitchToState( MMSTATE_REPORTING_STATS );
// Host needs to wait for clients to finish reporting
if ( !m_Session.IsHost() )
{
EndStatsReporting();
}
break;
case MM_Checkpoint::CHECKPOINT_REPORTING_COMPLETE:
{
// Mark this client as finished reporting stats
bool bFinished = false;
netadr_t adr = pMsg->GetNetChannel()->GetRemoteAddress();
for ( int i = 0; i < m_Remote.Count(); ++i )
{
CClientInfo *pClient = m_Remote[i];
if ( pClient->m_adr.CompareAdr( adr ) )
{
pClient->m_bReportedStats = true;
}
if ( !pClient->m_bReportedStats )
{
bFinished = false;
}
}
if ( bFinished && m_Local.m_bReportedStats )
{
EndStatsReporting();
}
}
break;
case MM_Checkpoint::CHECKPOINT_POSTGAME:
g_pXboxSystem->SessionEnd( m_Session.GetSessionHandle(), false );
engineClient->ClientCmd( "disconnect" );
EngineVGui()->ActivateGameUI();
if ( m_Session.IsArbitrated() )
{
// Tell gameui to return to the main menu
SessionNotification( SESSION_NOTIFY_ENDGAME_RANKED );
SwitchToState( MMSTATE_INITIAL );
}
else
{
if ( m_Session.IsHost() )
{
// Make ourselves available to queries again
m_HostData.gameState = GAMESTATE_INLOBBY;
UpdateSessionReplyData( XNET_QOS_LISTEN_ENABLE|XNET_QOS_LISTEN_SET_DATA );
}
// Tell gameui to activate the lobby
SessionNotification( m_Session.IsHost() ? SESSION_NOTIFY_ENDGAME_HOST : SESSION_NOTIFY_ENDGAME_CLIENT );
// Fill the lobby with all of the clients
if ( !m_Session.IsHost() )
{
SendPlayerInfoToLobby( &m_Host, m_nHostOwnerId );
SendPlayerInfoToLobby( &m_Local );
}
else
{
SendPlayerInfoToLobby( &m_Local, 0 );
}
for ( int i = 0; i < m_Remote.Count(); ++i )
{
SendPlayerInfoToLobby( m_Remote[i] );
}
if ( m_Session.IsHost() )
{
SwitchToState( MMSTATE_ACCEPTING_CONNECTIONS );
}
else
{
SwitchToState( MMSTATE_SESSION_CONNECTED );
}
}
break;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Stop any asynchronous operation that is currently running
//-----------------------------------------------------------------------------
void CMatchmaking::CancelCurrentOperation()
{
switch( m_CurrentState )
{
case MMSTATE_CREATING:
m_Session.CancelCreateSession();
break;
case MMSTATE_SEARCHING:
CancelSearch();
break;
case MMSTATE_WAITING_QOS:
CancelQosLookup();
break;
case MMSTATE_SESSION_CONNECTING:
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Send player info to be displayed in the session lobby
//-----------------------------------------------------------------------------
void CMatchmaking::SendPlayerInfoToLobby( CClientInfo *pClient, int iHostIdx )
{
for ( int i = 0; i < pClient->m_cPlayers; ++i )
{
EngineVGui()->UpdatePlayerInfo( pClient->m_xuids[i], pClient->m_szGamertags[i], pClient->m_iTeam[i], pClient->m_cVoiceState[i], GetPlayersNeeded(), iHostIdx == i );
}
}
//-----------------------------------------------------------------------------
// Purpose: Update the start game countdown timer
//-----------------------------------------------------------------------------
void CMatchmaking::UpdatePregame()
{
int elapsedTime = GetTime() - m_fCountdownStartTime;
if ( elapsedTime > REGISTRATION_MAXWAITTIME )
{
// Check the registration timer.
if ( m_Session.IsHost() && m_Session.IsArbitrated() && !m_Local.m_bRegistered )
{
// Time's up, register ourselves
m_Local.m_bRegistered = true;
m_Session.RegisterForArbitration();
}
}
// Check the countdown timer. When it's zero, start the game.
if ( elapsedTime < STARTGAME_COUNTDOWN )
{
SessionNotification( SESSION_NOTIFY_COUNTDOWN, STARTGAME_COUNTDOWN - elapsedTime );
return;
}
// Send the zero count
SessionNotification( SESSION_NOTIFY_COUNTDOWN, 0 );
// Set a longer timeout for loading
if ( m_Session.IsHost() )
{
for ( int i = 0; i < m_Remote.Count(); ++i )
{
SetChannelTimeout( &m_Remote[i]->m_adr, HEARTBEAT_TIMEOUT_LOADING );
}
// Set commentary & cheats off
ConVarRef commentary( "commentary" );
commentary.SetValue( false );
ConVarRef sv_cheats( "sv_cheats" );
sv_cheats.SetValue( 0 );
}
else
{
SetChannelTimeout( &m_Host.m_adr, HEARTBEAT_TIMEOUT_LOADING );
}
g_pXboxSystem->SessionStart( m_Session.GetSessionHandle(), 0, false );
if ( !IsServer() )
{
SetPreventFullServerStartup( true, "SESSION_NOTIFY_COUNTDOWN == 0 and not the host\n" );
}
SwitchToState( MMSTATE_LOADING );
}
//-----------------------------------------------------------------------------
// Purpose: Receive notifications from the session
//-----------------------------------------------------------------------------
void CMatchmaking::SessionNotification( const SESSION_NOTIFY notification, const int param )
{
// Notify GameUI
EngineVGui()->SessionNotification( notification, param );
switch( notification )
{
case SESSION_NOTIFY_CREATED_HOST:
m_bEnteredLobby = true;
OnHostSessionCreated();
break;
case SESSION_NOTIFY_CREATED_CLIENT:
Msg( "Client: CreateSession successful\n" );
// Session has been created according to the advertised specifications.
// Now send a connection request to the session host.
SwitchToState( MMSTATE_SESSION_CONNECTING );
break;
case SESSION_NOFIFY_MODIFYING_SESSION:
SwitchToState( MMSTATE_MODIFYING );
break;
case SESSION_NOTIFY_MODIFYING_COMPLETED_HOST:
SwitchToState( MMSTATE_ACCEPTING_CONNECTIONS );
break;
case SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT:
SwitchToState( MMSTATE_SESSION_CONNECTED );
break;
case SESSION_NOTIFY_SEARCH_COMPLETED:
// Waiting for the player to choose a session
SwitchToState( MMSTATE_BROWSING );
break;
case SESSION_NOTIFY_CONNECTED_TOSESSION:
m_bEnteredLobby = true;
SwitchToState( MMSTATE_SESSION_CONNECTED );
break;
case SESSION_NOTIFY_CONNECTED_TOSERVER:
SwitchToState( MMSTATE_CONNECTED_TO_SERVER );
break;
case SESSION_NOTIFY_MIGRATION_COMPLETED:
if ( !m_Session.IsHost() )
{
// Finished
EndMigration();
}
else
{
// Get ready to send join requests too peers
for ( int i = 0; i < m_Remote.Count(); ++i )
{
m_Remote[i]->m_bMigrated = false;
AddRemoteChannel( &m_Remote[i]->m_adr );
}
m_nSendCount = 0;
m_fSendTimer = 0;
SwitchToState( MMSTATE_HOSTMIGRATE_WAITINGFORCLIENTS );
}
break;
case SESSION_NOTIFY_FAIL_MIGRATE:
// X360TBD: How to handle this error?
Warning( "Migrate Failed\n" );
break;
case SESSION_NOTIFY_REGISTER_COMPLETED:
if( !m_Session.IsHost() )
{
// Tell the host we're registered
MM_RegisterResponse msg;
SendMessage( &msg, &m_Host.m_adr );
}
else
{
// Process the results of registration
ProcessRegistrationResults();
}
break;
case SESSION_NOTIFY_ENDGAME_HOST:
case SESSION_NOTIFY_ENDGAME_CLIENT:
m_fHeartbeatInterval = HEARTBEAT_INTERVAL_SHORT;
break;
case SESSION_NOTIFY_LOST_HOST:
case SESSION_NOTIFY_LOST_SERVER:
SwitchToState( MMSTATE_SESSION_DISCONNECTING );
break;
case SESSION_NOTIFY_FAIL_REGISTER:
case SESSION_NOTIFY_FAIL_CREATE:
case SESSION_NOTIFY_FAIL_SEARCH:
case SESSION_NOTIFY_CONNECT_SESSIONFULL:
case SESSION_NOTIFY_CONNECT_NOTAVAILABLE:
case SESSION_NOTIFY_CONNECT_FAILED:
// Reset the session
SwitchToState( MMSTATE_INITIAL );
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Switch between matchmaking states
//-----------------------------------------------------------------------------
void CMatchmaking::SwitchToState( int newState )
{
// Clean up from the previous state
switch( m_CurrentState )
{
case MMSTATE_INITIAL:
break;
case MMSTATE_BROWSING:
// Clean up the search results
ClearSearchResults();
break;
default:
break;
}
// Initialize the next state
switch( newState )
{
case MMSTATE_INITIAL:
m_bCleanup = true;
break;
case MMSTATE_CREATING:
case MMSTATE_SEARCHING:
case MMSTATE_ACCEPTING_CONNECTIONS:
break;
case MMSTATE_MODIFYING:
m_fSendTimer = GetTime();
break;
case MMSTATE_WAITING_QOS:
m_fWaitTimer = GetTime();
break;
case MMSTATE_SESSION_CONNECTING:
ConnectToHost();
break;
case MMSTATE_PREGAME:
m_fCountdownStartTime = GetTime();
break;
case MMSTATE_LOADING:
m_fHeartbeatInterval = HEARTBEAT_INTERVAL_LONG;
break;
case MMSTATE_SESSION_DISCONNECTING:
m_fWaitTimer = GetTime();
break;
case MMSTATE_REPORTING_STATS:
m_fWaitTimer = GetTime();
break;
default:
break;
}
m_CurrentState = newState;
}
void CMatchmaking::UpdateVoiceStatus( void )
{
#if defined( _X360 )
if ( m_flVoiceBlinkTime > GetTime() )
return;
m_flVoiceBlinkTime = GetTime() + VOICE_ICON_BLINK_TIME;
CClientInfo *pClient = &m_Local;
bool bIsHost = m_Session.IsHost();
bool bShouldSendInfo = false;
if ( pClient )
{
for ( int i = 0; i < pClient->m_cPlayers; ++i )
{
if ( pClient->m_xuids[i] == 0 )
continue;
byte cOldVoiceState = pClient->m_cVoiceState[i];
if ( Audio_GetXVoice()->IsHeadsetPresent( pClient->m_iControllers[i] ) == false )
{
pClient->m_cVoiceState[i] = VOICE_STATUS_OFF;
}
else
{
if ( Audio_GetXVoice()->IsPlayerTalking( pClient->m_xuids[i], true ) )
{
pClient->m_cVoiceState[i] = VOICE_STATUS_TALKING;
}
else
{
pClient->m_cVoiceState[i] = VOICE_STATUS_IDLE;
}
}
if ( cOldVoiceState != pClient->m_cVoiceState[i] )
{
bShouldSendInfo = true;
}
if ( bShouldSendInfo == true )
{
EngineVGui()->UpdatePlayerInfo( pClient->m_xuids[i], pClient->m_szGamertags[i], pClient->m_iTeam[i], pClient->m_cVoiceState[i], GetPlayersNeeded(), bIsHost );
}
}
if ( bShouldSendInfo )
{
MM_ClientInfo info;
ClientInfoToNetMessage( &info, pClient );
if ( bIsHost == true )
{
// Tell all the clients
ProcessClientInfo( &info );
}
else
{
// Tell all the clients
SendMessage( &info, &m_Host );
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Update matchmaking and any active session
//-----------------------------------------------------------------------------
void CMatchmaking::RunFrame()
{
if ( !m_bInitialized )
{
RunFrameInvite();
return;
}
if ( NET_IsMultiplayer() )
{
NET_ProcessSocket( NS_MATCHMAKING, this );
if ( m_Session.IsSystemLink() )
{
NET_ProcessSocket( NS_SYSTEMLINK, this );
}
}
#if defined( _X360 )
if ( Audio_GetXVoice() != NULL )
{
if ( !GameIsActive() )
{
if ( Audio_GetXVoice()->VoiceUpdateData() == true )
{
CLC_VoiceData voice;
Audio_GetXVoice()->GetVoiceData( &voice );
if ( m_Session.IsHost() )
{
// Send this message on to everyone else
SendToRemoteClients( &voice, true );
}
else
{
// Send to the host
SendMessage( &voice, &m_Host );
}
Audio_GetXVoice()->VoiceResetLocalData();
}
UpdateVoiceStatus();
}
}
#endif
// Tell the session to run its update
m_Session.RunFrame();
// Check state:
switch( m_CurrentState )
{
case MMSTATE_CREATING:
// Waiting for success or failure from CreateSession()
// GameUI is displaying a "Creating Game" dialog.
break;
case MMSTATE_ACCEPTING_CONNECTIONS:
// Host is sitting in the Lobby waiting for connection requests. Once the game
// is full enough (player count >= min players) the host will be able to start the game.
UpdateAcceptingConnections();
break;
case MMSTATE_SEARCHING:
UpdateSearch();
break;
case MMSTATE_WAITING_QOS:
UpdateQosLookup();
break;
case MMSTATE_SESSION_CONNECTING:
UpdateConnecting();
break;
case MMSTATE_PREGAME:
UpdatePregame();
break;
case MMSTATE_MODIFYING:
UpdateSessionModify();
break;
case MMSTATE_HOSTMIGRATE_WAITINGFORCLIENTS:
if ( GetTime() - m_fSendTimer > HOSTMIGRATION_RETRYINTERVAL )
{
if ( m_nSendCount > HOSTMIGRATION_MAXRETRIES )
{
EndMigration();
}
else
{
TellClientsToMigrate();
}
}
break;
case MMSTATE_HOSTMIGRATE_WAITINGFORHOST:
if ( GetTime() - m_fWaitTimer > HOSTMIGRATION_MAXWAITTIME )
{
// Give up on that host and try the next one in the list
Msg( "Giving up on this host\n" );
ClientDropped( m_pNewHost );
StartHostMigration();
}
break;
case MMSTATE_SESSION_DISCONNECTING:
// Wait for the host reply, or timeout
if ( GetTime() - m_fWaitTimer > DISCONNECT_WAITTIME )
{
PerformDisconnect();
}
break;
case MMSTATE_REPORTING_STATS:
if ( GetTime() - m_fWaitTimer > REPORTSTATS_WAITTIME )
{
EndStatsReporting();
}
break;
}
CleanupMarkedChannels();
SendHeartbeat();
if ( m_bCleanup )
{
Cleanup();
}
RunFrameInvite();
}
//-----------------------------------------------------------------------------
// Purpose: Let the invite system determine a good moment to start connecting to inviter's host
//-----------------------------------------------------------------------------
void CMatchmaking::RunFrameInvite()
{
if ( m_InviteState != INVITE_NONE )
{
JoinInviteSession( &m_InviteSessionInfo );
}
}
//-----------------------------------------------------------------------------
// Purpose: Get Quality-of-Service with LIVE
//-----------------------------------------------------------------------------
MM_QOS_t CMatchmaking::GetQosWithLIVE()
{
return MM_GetQos();
}
//-----------------------------------------------------------------------------
// Debugging helpers
//-----------------------------------------------------------------------------
void CMatchmaking::ShowSessionInfo()
{
Msg( "[MM] Filled Slots:\n[MM] Public: %d of %d\n[MM] Private: %d of %d\n",
m_Session.GetSessionSlots( SLOTS_FILLEDPUBLIC ),
m_Session.GetSessionSlots( SLOTS_TOTALPUBLIC ),
m_Session.GetSessionSlots( SLOTS_FILLEDPRIVATE ),
m_Session.GetSessionSlots( SLOTS_TOTALPRIVATE ) );
Msg( "[MM] Current state: %d\n", m_CurrentState );
Msg( "[MM] Send timer: %f\n", GetTime() - m_fSendTimer );
Msg( "[MM] Wait timer: %f\n", GetTime() - m_fWaitTimer );
int total = 0;
for ( int i = 0; i < m_nTotalTeams; ++i )
{
total += CountPlayersOnTeam( i );
}
Msg( "[MM] Total players: %d\n", total );
EngineVGui()->SessionNotification( SESSION_NOTIFY_DUMPSTATS );
}
//-----------------------------------------------------------------------------
// Debugging helpers
//-----------------------------------------------------------------------------
void CMatchmaking::TestSendMessage()
{
for ( int i = 0; i < m_Remote.Count(); ++i )
{
AddRemoteChannel( &m_Remote[i]->m_adr );
}
NET_StringCmd msg;
SendToRemoteClients( &msg );
}
bool CMatchmaking::PreventFullServerStartup()
{
return m_bPreventFullServerStartup;
}
void CMatchmaking::SetPreventFullServerStartup( bool bState, char const *fmt, ... )
{
char desc[ 256 ];
va_list argptr;
va_start( argptr, fmt );
Q_vsnprintf( desc, sizeof( desc ), fmt, argptr );
va_end( argptr );
DevMsg( 1, "Setting state from prevent %s to prevent %s: %s",
m_bPreventFullServerStartup ? "yes" : "no",
bState ? "yes" : "no",
desc );
m_bPreventFullServerStartup = bState;
}
CON_COMMAND( mm_session_info, "Dump session information" )
{
if ( g_pMatchmaking )
{
g_pMatchmaking->ShowSessionInfo();
}
}
CON_COMMAND( mm_message, "Send a message to all remote clients" )
{
if ( g_pMatchmaking )
{
g_pMatchmaking->TestSendMessage();
}
}
CON_COMMAND( mm_stats, "" )
{
if ( g_pMatchmaking )
{
g_pMatchmaking->TestStats();
}
}