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206 lines
8.3 KiB
206 lines
8.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "tf_quickplay_shared.h"
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//
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// NOTE: This actually declares global variables and is intended to
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// only be included ONCE on the client, and ONCE on the GC.
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//
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#ifdef GC
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#define TF2SCORECONVAR(name, defaultval, desc) GCConVar name(#name, defaultval, FCVAR_REPLICATED, desc)
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#else
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#define TF2SCORECONVAR(name, defaultval, desc) ConVar name(#name, defaultval, FCVAR_NONE, desc)
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#endif
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TF2SCORECONVAR(tf_matchmaking_numbers_serverfull_headroom, "1", "Scoring will consider the server 'full' when this many slots are available" );
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TF2SCORECONVAR(tf_matchmaking_numbers_valve_bonus_hrs_a, "8.00", "Valve server scoring bonus: hours played A" );
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TF2SCORECONVAR(tf_matchmaking_numbers_valve_bonus_pts_a, "0.30", "Valve server scoring bonus: bonus points A" );
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TF2SCORECONVAR(tf_matchmaking_numbers_valve_bonus_hrs_b, "16.00", "Valve server scoring bonus: hours played B" );
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TF2SCORECONVAR(tf_matchmaking_numbers_valve_bonus_pts_b, "0.00", "Valve server scoring bonus: bonus points B" );
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TF2SCORECONVAR(tf_matchmaking_numbers_increase_maxplayers_penalty, "0.50", "Max scoring penalty to servers that have increased the max number of players" );
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TF2SCORECONVAR(tf_matchmaking_retry_cooldown_seconds, "300", "Time to remember quickplay join attempt, and apply scoring penalty to rejoin the same server" );
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TF2SCORECONVAR(tf_matchmaking_retry_max_penalty, "1.0", "Max scoring penalty to rejoin a server previously matched. (Decays linearly over the cooldown period)" );
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TF2SCORECONVAR(tf_matchmaking_noob_map_score_boost, "0.75", "Boost added for quick-plaay scoring purposes if you are a noob and the map is considered noob-friendly" );
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TF2SCORECONVAR(tf_matchmaking_noob_hours_played, "8.0", "Number of hours played to determine 'noob' status for quickplay scoring purposes" );
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TF2SCORECONVAR(tf_matchmaking_ping_a, "50.0f", "Quickplay scoring ping time data point A" );
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TF2SCORECONVAR(tf_matchmaking_ping_a_score, "0.9", "Quickplay scoring ping score data point A" );
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TF2SCORECONVAR(tf_matchmaking_ping_b, "150.0f", "Quickplay scoring ping time data point B" );
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TF2SCORECONVAR(tf_matchmaking_ping_b_score, "0.0", "Quickplay scoring ping score data point B" );
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TF2SCORECONVAR(tf_matchmaking_ping_c, "300.0f", "Quickplay scoring ping time data point C" );
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TF2SCORECONVAR(tf_matchmaking_ping_c_score, "-1.0", "Quickplay scoring ping score data point C" );
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TF2SCORECONVAR(tf_matchmaking_goodenough_score_start, "8.5", "Good enough score at start of search" );
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TF2SCORECONVAR(tf_matchmaking_goodenough_count_start, "20", "Good enough count at start of search" );
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TF2SCORECONVAR(tf_matchmaking_goodenough_score_end, "7.0", "Good enough score at end of search" );
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TF2SCORECONVAR(tf_matchmaking_goodenough_count_end, "5", "Good enough count at end of search" );
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TF2SCORECONVAR( tf_mm_options_bonus, "0.5", "Scoring bonus when approaching tobor rating." );
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TF2SCORECONVAR( tf_mm_options_penalty, "-0.25", "Scoring penalty when options score is too far outside an acceptable range." );
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TF2SCORECONVAR( tf_matchmaking_server_player_count_score, "1.5", "Maximum score when server is at/near optimal player count." );
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//ConVar tf_matchmaking_goodenough_hi_score_start( "tf_matchmaking_goodenough_hi_score_start", "6.0", FCVAR_NONE );
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//ConVar tf_matchmaking_goodenough_hi_count_start( "tf_matchmaking_goodenough_hi_count_start", "5", FCVAR_NONE );
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//ConVar tf_matchmaking_goodenough_hi_score_end( "tf_matchmaking_goodenough_hi_score_end", "3.0", FCVAR_NONE );
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//ConVar tf_matchmaking_goodenough_hi_count_end( "tf_matchmaking_goodenough_hi_count_end", "2", FCVAR_NONE );
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ConVar tf_matchmaking_max_search_time( "tf_matchmaking_max_search_time", "45", FCVAR_NONE );
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#undef TF2SCORECONVAR
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static inline float lerp( float inA, float outA, float inB, float outB, float x )
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{
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Assert( inA != inB );
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return outA + ( outB - outA ) * ( x - inA ) / ( inB - inA );
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}
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struct TF2ScoringNumbers_t
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{
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//
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// If we do further experiments, we should make distinct enum values, so we can easily
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// compare the stats on the backend
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//
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enum ExperimentGroup_t
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{
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k_ExperimentGroup_None, // no experiment active
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//
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// Experiment 1
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//
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k_ExperimentGroup_Experiment1_Control = 1,
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k_ExperimentGroup_Experiment1_ValveBias = 2,
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k_ExperimentGroup_Experiment1_ValveBiasInactive = 3,
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k_ExperimentGroup_Experiment1_CommunityBias = 4,
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k_ExperimentGroup_Experiment1_CommunityBiasInactive = 5,
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};
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ExperimentGroup_t m_eExperimentGroup;
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TF2ScoringNumbers_t( CSteamID whosAsking )
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{
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m_eExperimentGroup = k_ExperimentGroup_None;
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//
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// Assign experiment group for experiment 1
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//
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switch ( whosAsking.GetAccountID() & 3 )
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{
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case 0:
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// 80% chance to adjust behaviour
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if ( RandomFloat( 0.0f, 1.0f) < 0.8f )
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{
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m_eExperimentGroup = k_ExperimentGroup_Experiment1_ValveBias;
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}
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else
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{
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m_eExperimentGroup = k_ExperimentGroup_Experiment1_ValveBiasInactive;
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}
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break;
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case 2:
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// 80% chance to adjust behaviour
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if ( RandomFloat( 0.0f, 1.0f) < 0.8f )
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{
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m_eExperimentGroup = k_ExperimentGroup_Experiment1_CommunityBias;
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}
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else
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{
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m_eExperimentGroup = k_ExperimentGroup_Experiment1_CommunityBiasInactive;
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}
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break;
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default:
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m_eExperimentGroup = k_ExperimentGroup_Experiment1_Control;
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break;
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}
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}
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};
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float QuickplayCalculateServerScore( int numHumans, int numBots, int maxPlayers, int nNumInSearchParty )
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{
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Assert( nNumInSearchParty > 0 );
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// Safety check against a degenerate case with invalid max number of players.
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// Protects against some bad math below
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if ( maxPlayers < kTFQuickPlayMinMaxNumberOfPlayers )
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{
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return -100.0f;
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}
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if ( maxPlayers > kTFQuickPlayMaxPlayers )
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{
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// Server should have been filtered, but in case we get here...
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maxPlayers = kTFQuickPlayMaxPlayers;
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}
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float score = 0.0;
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// Check for completely full server
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int newNumHumans = numHumans + nNumInSearchParty;
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int newNumTotalPlayers = newNumHumans + numBots;
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if ( newNumTotalPlayers + tf_matchmaking_numbers_serverfull_headroom.GetInt() > maxPlayers )
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{
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// Server full! Huge penalty!
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score += -100.0f;
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}
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else
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{
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// Data points for piecewise linear interpolation.
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// First point is implied: empty server is a score of zero.
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//
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// Then we increase up to point A
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int playerCountA = maxPlayers / 3;
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float scoreA = 0.20f;
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// Next data point is when the score peaks at 100%
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int idealPlayerCount = maxPlayers * 5 / 6;
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// Finally, the last data point when the server is full.
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// This choice reflects a pretty steep dropoff. This server
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// is already in a good state, we should begin to send players
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// to other servers so that they can start to fill up, and reduce
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// the race condition with players trying to join nearly full
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// servers and being too late and getting rejected.
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float scoreFull = scoreA;
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float flMaxScore = Max( tf_matchmaking_server_player_count_score.GetFloat(), 0.1f );
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// Do the piecewise linear interpolation
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if ( newNumHumans <= playerCountA )
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{
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score += lerp( 0, 0.0f, playerCountA, scoreA, float( newNumHumans ) );
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}
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else if ( newNumHumans <= idealPlayerCount )
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{
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// Interpolate from point A up to 100%
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score += lerp( float( playerCountA ), scoreA, idealPlayerCount, flMaxScore, float( newNumHumans ) );
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}
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else
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{
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// Greater than ideal. Interpolate back down to the score when the server is full
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score += lerp( idealPlayerCount, flMaxScore, maxPlayers, scoreFull, float( newNumHumans ) );
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}
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}
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// Don't apply a penalty anymore. Instead, we just let players express their preference
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// // Give a penalty for servers that increase the max player
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// // number above the ideal.
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// if ( maxPlayers > kTFQuickPlayIdealMaxNumberOfPlayers )
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// {
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// // Max penalty, if they increased it up all the way to
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// // kTFQuickPlayMaxPlayers. (Above this, we reject them completely)
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// int nExcessPlayers = maxPlayers - kTFQuickPlayIdealMaxNumberOfPlayers;
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// const int kMaxExcessPlayers = kTFQuickPlayMaxPlayers - kTFQuickPlayIdealMaxNumberOfPlayers;
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// float penalty = tf_matchmaking_numbers_increase_maxplayers_penalty.GetFloat() * (float)nExcessPlayers / (float)kMaxExcessPlayers;
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// score -= penalty;
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// }
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//// being tagged as quickplay is roughly the same weight as best ping and best ratio of player numbers
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//if ( bHasQuickplayTag )
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//{
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// item.score += 2.0f;
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//}
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return score;
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}
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