Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

834 lines
32 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef GCBASE_H
#define GCBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "gamecoordinator/igamecoordinator.h"
#include "gamecoordinator/igamecoordinatorhost.h"
#include "tier1/utlallocation.h"
#include "gcmsg.h"
#include "jobmgr.h"
#include "tier1/thash.h"
#include "tier1/UtlSortVector.h"
#include "http.h"
#include "language.h"
#include "accountdetails.h"
#include "gcsession.h"
class CGCMsgGetSystemStatsResponse;
extern EUniverse GetUniverse();
const int16 k_nLockTypeLobby = 3;
const int16 k_nLockTypeParty = 2;
const int16 k_nLockTypeIndividual = 1;
const int16 k_nLockTypeGameServer = 0;
const int16 k_nLockTypeGroupIDGeneration = -1;
// For one-off locks of specific resources. The specific game controls the subtype ordering.
const int16 k_nLockTypeGameMisc = -10;
namespace GCSDK
{
class CGCSession;
class CGCUserSession;
class CGCGSSession;
class CGCSharedObjectCache;
class CSharedObject;
class CAccountDetails;
class CScopedSteamIDLock;
struct PackageLicense_t
{
uint32 m_unPackageID;
RTime32 m_rtimeCreated;
};
#define SERVER_KEY_HASH 0x5a4f4944u
class CGCBase : public IGameCoordinator
{
public:
CGCBase( );
virtual ~CGCBase();
// Hooks to extend the base behaviors of the IGameCoordinator interface
virtual bool OnInit() { return true; }
virtual bool OnMainLoopOncePerFrame( CLimitTimer &limitTimer ) { return false; }
virtual bool OnMainLoopUntilFrameCompletion( CLimitTimer &limitTimer ) { return false; }
virtual void OnUninit() {}
// returns true if this function handled the message
virtual bool OnMessageFromClient( const CSteamID & senderID, uint32 unMsgType, void *pubData, uint32 cubData ) { return false; }
virtual void OnValidate( CValidator &validator, const char *pchName ) {}
virtual const char *LocalizeToken( const char *pchToken, ELanguage eLanguage, bool bReturnTokenIfNotFound = true ) { return bReturnTokenIfNotFound ? pchToken : NULL; }
virtual void YldOnAccountPhoneVerificationChange( CSteamID steamID ) {}
virtual void YldOnAccountTwoFactorChange( CSteamID steamID ) {}
/// The main loop calls Run() on game servers and user sessions until a certain amount of time
/// is expired. Thus the user list is iterated, but the iteration is amortized over multiple frames.
/// this function is called when a sweep of the user sessions ends and a new one is about to begin.
virtual void FinishedMainLoopUserSweep();
// Life cycle management functions
// Called to do any yielding initialization work before reporting as fully operational
virtual bool BYieldingFinishStartup() = 0;
// Called to do any yielding work immediately after becoming full operational
virtual bool BYieldingPostStartup() = 0;
// Call to report that we're fully operational
void SetStartupComplete( bool bSuccess );
// Called to do any yielding work before reporting as ready to shutdown
virtual void YieldingGracefulShutdown() = 0;
virtual CGCUserSession *CreateUserSession( const CSteamID & steamID, CGCSharedObjectCache *pSOCache ) const;
virtual CGCGSSession *CreateGSSession( const CSteamID & steamID, CGCSharedObjectCache *pSOCache, uint32 unServerAddr, uint16 usServerPort ) const;
virtual void YieldingSessionStartPlaying( CGCUserSession *pSession ) {}
virtual void YieldingSessionStopPlaying( CGCUserSession *pSession ) {}
virtual void YieldingSessionStartServer( CGCGSSession *pSession ) {}
virtual void YieldingSessionStopServer( CGCGSSession *pSession ) {}
virtual void YieldingSOCacheLoaded( CGCSharedObjectCache *pSOCache );
virtual void UpdateGSSessionAddress( CGCGSSession *pSession, uint32 unServerAddr, uint16 usServerPort );
virtual void YieldingPreTestSetup() {}
// cache management
CGCSharedObjectCache *YieldingGetLockedSOCache( const CSteamID &steamID, const char *pszFilename, int nLineNum );
CGCSharedObjectCache *YieldingFindOrLoadSOCache( const CSteamID &steamID );
CGCSharedObjectCache *FindSOCache( const CSteamID & steamID ); // non-yielding, but may return NULL if the cache exists but is not loaded
bool UnloadUnusedCaches( uint32 unMaxCacheCount, CLimitTimer *pLimitTimer = NULL );
void YieldingReloadCache( CGCSharedObjectCache *pSOCache );
virtual CGCSharedObjectCache *CreateSOCache( const CSteamID &steamID );
void FlushInventoryCache( AccountID_t unAccountID );
CGCUserSession *YieldingGetLockedUserSession( const CSteamID & steamID, const char *pszFilename, int nLineNum );
CGCUserSession *FindUserSession( const CSteamID & steamID ) const;
bool BUserSessionPending( const CSteamID & steamID ) const;
CGCGSSession *YieldingGetLockedGSSession( const CSteamID & steamID, const char *pszFilename, int nLineNum );
CGCGSSession *YieldingFindOrCreateGSSession( const CSteamID & steamID, uint32 unServerAddr, uint16 usServerPort, const uint8 *pubVarData, uint32 cubVarData );
CGCGSSession *FindGSSession( const CSteamID & steamID ) const;
/// Lookup the user or GS session, depending on whether the supplied
/// Steam ID is an individual or gameserver ID
CGCSession *FindUserOrGSSession( const CSteamID & steamID ) const;
CGCSession *YieldingRequestSession( const CSteamID & steamID );
bool BYieldingIsOnline( const CSteamID & steamID );
bool BSendWebApiRegistration();
// Will return true, indicating the request was sent, a response was received, and the response had a valid
// status code, or false, indicating that there was a transport-layer problem -- the request timed out, or
// a response came back with an invalid status code, etc. All "false" return values are meant to indicate
// temporary errors.
bool BYieldingSendHTTPRequest( const CHTTPRequest *pRequest, CHTTPResponse *pResponse );
// Possible return values:
// k_EResultOK -- everything went fine and pkvResponse has been populated.
// k_EResultTimeout -- there was a temporary/transport-layer problem (see "BYieldingSendHTTPRequest").
// These are temporary errors, or programming errors on our side.
// k_EResultRemoteCallFailed -- we didn't timeout but we got a bad, unparseable, or otherwise invalid response
// back and so we don't have data we can use.
// k_EResultFail -- something has gone catastrophically wrong and no forward progress can be
// expected to be made. May or may not ever be returned.
EResult YieldingSendHTTPRequestKV( const CHTTPRequest *pRequest, KeyValues *pkvResponse );
int GetSOCacheCount() const;
bool IsSOCached( const CSharedObject *pObj, uint32 nTypeID ) const;
int GetUserSessionCount() const;
int GetGSSessionCount() const;
void SetIsShuttingDown();
bool GetIsShuttingDown() const { return m_bIsShuttingDown; }
// Iterate over sessions
// WARNING: Don't yield between GetFirst*/GetNext*. Use caution when using
// these any time you might have tens of thousands of sessions to iterate through.
CGCUserSession **GetFirstUserSession() { return m_hashUserSessions.PvRecordFirst(); }
CGCUserSession **GetNextUserSession( CGCUserSession **pUserSession ) { return m_hashUserSessions.PvRecordNext( pUserSession ); }
CGCGSSession **GetFirstGSSession() { return m_hashGSSessions.PvRecordFirst(); }
CGCGSSession **GetNextGSSession( CGCGSSession **pGSSession ) { return m_hashGSSessions.PvRecordNext( pGSSession ); }
AppId_t GetAppID() const { return m_unAppID; }
bool BIsStartupComplete() const { return m_bStartupComplete; }
CJobMgr &GetJobMgr() { return m_JobMgr; }
CSteamID YieldingGuessSteamIDFromInput( const char *pchInput );
bool BYieldingRecordSupportAction( const CSteamID & actorID, const CSteamID & targetID, const char *pchData, const char *pchNote );
void PostAlert( EAlertType eAlertType, bool bIsCritical, const char *pchAlertText, const CUtlVector< CUtlString > *pvecExtendedInfo = NULL, bool bAlsoSpew = true );
const CAccountDetails *YieldingGetAccountDetails( const CSteamID & steamID, bool bForceReload = false );
const char *YieldingGetPersonaName( const CSteamID & steamID, const char *pchUnknownName = NULL );
void PreloadPersonaName( const CSteamID & steamID );
void ClearCachedPersonaName( const CSteamID & steamID );
bool BYieldingGetAccountLicenses( const CSteamID & steamID, CUtlVector< PackageLicense_t > & vecPackages );
bool BYieldingLookupAccount( EAccountFindType eFindType, const char *pchInput, CUtlVector< CSteamID > *prSteamIDs );
bool BYieldingAddFreeLicense( const CSteamID & steamID, uint32 unPackageID, uint32 unIPPublic = 0, const char *pchStoreCountryCode = NULL );
int YieldingGrantGuestPass( const CSteamID & steamID, uint32 unPackageID, uint32 unPassesToGrant = 1, int32 nDaysToExpiration = -1 );
bool BSendGCMsgToClient( const CSteamID & steamIDTarget, const CGCMsgBase& msg );
bool BSendGCMsgToClient( const CSteamID & steamIDTarget, const CProtoBufMsgBase& msg );
//sends a message to the system (GCH or GC.exe)
bool BSendSystemMessage( const CGCMsgBase& msg, uint32 *pcubSent = NULL );
bool BSendSystemMessage( const CProtoBufMsgBase& msg, uint32 *pcubSent = NULL );
bool BSendSystemMessage( const ::google::protobuf::Message &msgOut, MsgType_t eSendMsg );
//utilities that will send a message and then wait for the specified reply. This will return false if no reply is sent in the default timeout, or the message or status
//don't match what is expected. This can only be called from within a job
bool BYldSendMessageAndGetReply( const CSteamID &steamIDTarget, CProtoBufMsgBase &msgOut, CProtoBufMsgBase *pMsgIn, MsgType_t eMsg );
//bool BYldSendGCMessageAndGetReply( int32 nGCDirIndex, CProtoBufMsgBase &msgOut, CProtoBufMsgBase *pMsgIn, MsgType_t eMsg );
bool BYldSendSystemMessageAndGetReply( CGCMsgBase &msgOut, CGCMsgBase *pMsgIn, MsgType_t eMsg );
bool BYldSendSystemMessageAndGetReply( CProtoBufMsgBase &msgOut, CProtoBufMsgBase *pMsgIn, MsgType_t eMsg );
bool BYldSendSystemMessageAndGetReply( const ::google::protobuf::Message &msgSend, MsgType_t eSendMsg, ::google::protobuf::Message *pMsgResponse, MsgType_t eRespondMsg );
bool BReplyToMessage( CGCMsgBase &msgOut, const CGCMsgBase &msgIn );
bool BReplyToMessage( CProtoBufMsgBase &msgOut, const CProtoBufMsgBase &msgIn );
//sending messages to clients or as responses with pre-serialized bodies so that the work to generate the message and body doesn't have to be done multiple times
bool BSendGCMsgToClientWithPreSerializedBody( const CSteamID & steamIDTarget, MsgType_t eMsgType, const CMsgProtoBufHeader& hdr, const byte *pubBody, uint32 cubBody ) const;
bool BSendGCMsgToSystemWithPreSerializedBody( MsgType_t eMsgType, const CMsgProtoBufHeader& hdr, const byte *pubBody, uint32 cubBody ) const;
bool BReplyToMessageWithPreSerializedBody( MsgType_t eMsgType, const CProtoBufMsgBase &msgIn, const byte *pubBody, uint32 cubBody ) const;
const char *GetPath() const { return m_sPath; }
virtual const char *GetSteamAPIKey();
void QueueStartPlaying( const CSteamID & steamID, const CSteamID & gsSteamID, uint32 unServerAddr, uint16 usServerPort, const uint8 *pubVarData, uint32 cubVarData );
void YieldingExecuteNextStartPlaying();
bool BIsInLogonSurge() const { return m_nLogonSurgeFramesRemaining > 0; }
/// Are we too busy to process any "low service level guarantee" WebAPI jobs?
bool BShouldThrottleLowServiceLevelWebAPIJobs() const;
/// Removes the entry in the start playing queue for the specified
/// Steam ID, if one exists. Returns true if it was found
/// and removed, false if no entry existed
bool BRemoveStartPlayingQueueEntry( const CSteamID & steamID );
void YieldingStopPlaying( const CSteamID & steamID );
void YieldingStopGameserver( const CSteamID & steamID );
bool BIsSOCacheBeingLoaded( const CSteamID & steamID ) const { return m_rbtreeSOCachesBeingLoaded.Find( steamID ) != m_rbtreeSOCachesBeingLoaded.InvalidIndex(); }
bool BYieldingLockSteamID( const CSteamID &steamID, const char *pszFilename, int nLineNum );
bool BYieldingLockSteamIDPair( const CSteamID &steamIDA, const CSteamID &steamIDB, const char *pszFilename, int nLineNum );
bool BLockSteamIDImmediate( const CSteamID &steamID );
void UnlockSteamID( const CSteamID &steamID );
bool IsSteamIDLocked( const CSteamID &steamID );
bool IsSteamIDLockedByJob( const CSteamID &steamID, const CJob *pJob ) const;
bool IsSteamIDLockedByCurJob( const CSteamID &steamID ) const;
bool IsSteamIDUnlockedOrLockedByCurJob( const CSteamID &steamID );
CJob *PJobHoldingLock( const CSteamID &steamID );
const CLock *FindSteamIDLock( const CSteamID &steamID );
void DumpSteamIDLocks( bool bFull, int nMax = 10 );
void DumpJobs( const char *pszJobName, int nMax, int nPrintLocksMax ) const;
void DumpJob( JobID_t jobID, int nPrintLocksMax ) const;
virtual void Dump() const;
void VerifySOCacheLRU();
void SetProfilingEnabled( bool bEnabled );
void SetDumpVprofImbalances( bool bEnabled );
bool GetVprofImbalances();
bool YieldingWritebackDirtyCaches( uint32 unSecondToDelayWrite );
void AddCacheToWritebackQueue( CGCSharedObjectCache *pSOCache );
bool BYieldingRetrieveCacheVersion( CGCSharedObjectCache *pSOCache );
void AddCacheToVersionChangedList( CGCSharedObjectCache *pSOCache );
const char *GetCDNURL() const;
struct GCMemcachedBuffer_t
{
const void *m_pubData;
int m_cubData;
};
struct GCMemcachedGetResult_t
{
bool m_bKeyFound; // true if the key was found
CUtlAllocation m_bufValue; // the value of the key
};
// Memcached access
bool BMemcachedSet( const char *pKey, const ::google::protobuf::Message &protoBufObj );
bool BMemcachedDelete( const char *pKey );
bool BYieldingMemcachedGet( const char *pKey, ::google::protobuf::Message &protoBufObj );
bool BMemcachedSet( const CUtlString &strKey, const CUtlBuffer &buf );
bool BMemcachedSet( const CUtlVector<CUtlString> &vecKeys, const CUtlVector<GCMemcachedBuffer_t> &vecValues );
bool BMemcachedDelete( const CUtlString &strKey );
bool BMemcachedDelete( const CUtlVector<CUtlString> &vecKeys );
bool BYieldingMemcachedGet( const CUtlString &strKey, GCMemcachedGetResult_t &result );
bool BYieldingMemcachedGet( const CUtlVector<CUtlString> &vecKeys, CUtlVector<GCMemcachedGetResult_t> &vecResults );
// IP location
bool BYieldingGetIPLocations( CUtlVector<uint32> &vecIPs, CUtlVector<CIPLocationInfo> &infos );
/// Check if any of the sessions don't have geolocation info, then fetch
/// the info we can. The supplied SteamID's may refer to individuals or
/// game servers
bool BYieldingUpdateGeoLocation( CUtlVector<CSteamID> const &requestedVecSteamIds );
// Stats
virtual void SystemStats_Update( CGCMsgGetSystemStatsResponse &msgStats );
//called to determine the amount of uptime this GC has had
uint32 GetGCUpTime() const;
RTime32 GetGCInitTime() const { return m_nInitTime; }
protected:
virtual bool BYieldingLoadSOCache( CGCSharedObjectCache *pSOCache );
void RemoveSOCache( const CSteamID & steamID );
void AddCacheToLRU( CGCSharedObjectCache * pSOCache );
void RemoveCacheFromLRU( CGCSharedObjectCache * pSOCache );
void SetStartupComplete() { m_bStartupComplete = true; }
private:
static void AssertCallbackFunc( const char *pchFile, int nLine, const char *pchMessage );
void UpdateSOCacheVersions();
//
// Create and initialize player / gameserver sessions. This should be called only from two places:
// - YieldingExecuteNextStartPlaying()
// - YieldingRequestSession(), which can be called ANY TIME we ask for a locked session but don't have one
//
void YieldingStartPlaying( const CSteamID & steamID, const CSteamID & gsSteamID, uint32 unServerAddr, uint16 usServerPort, CUtlBuffer *pVarData );
void YieldingStartGameserver( const CSteamID & steamID, uint32 unServerAddr, uint16 usServerPort, const uint8 *pubVarData, uint32 cubVarData );
void YieldingExecuteStartPlayingQueueEntryByIndex( int idxStartPlayingQueue );
// Base behaviors of the IGameCoordinator interface. These are not overridable.
// They each call the On* version below, which is overridable by subclasses
virtual bool BInit( AppId_t unAppID, const char *pchAppPath, IGameCoordinatorHost *pHost );
virtual bool BMainLoopOncePerFrame( uint64 ulLimitMicroseconds );
virtual bool BMainLoopUntilFrameCompletion( uint64 ulLimitMicroseconds );
virtual void Shutdown();
virtual void Uninit();
virtual void MessageFromClient( const CSteamID & senderID, uint32 unMsgType, void *pubData, uint32 cubData );
virtual void Validate( CValidator &validator, const char *pchName );
virtual void SQLResults( GID_t gidContextID );
static void SetUserSessionDetails( CGCUserSession *pUserSession, KeyValues *pkvDetails );
// Remembers the console spew func we overrode so we can restore it at uninit
SpewOutputFunc_t m_OutputFuncPrev;
// profiling
bool m_bStartProfiling;
bool m_bStopProfiling;
bool m_bDumpVprofImbalances;
//the time that the GC started so that we can compute uptime
RTime32 m_nInitTime;
RTime32 m_nStartupCompleteTime;
// local job handling
CJobMgr m_JobMgr;
CGCWGJobMgr m_wgJobMgr;
// session tracking
CTHash<CGCUserSession *, uint64> m_hashUserSessions;
CTHash<CGCGSSession *, uint64> m_hashGSSessions;
CUtlHashMapLarge< uint64, CGCGSSession* > m_mapGSSessionsByNetAddress;
// Shared object caches
CUtlHashMapLarge<CSteamID, CGCSharedObjectCache *> m_mapSOCache;
CUtlVector< CGCSharedObjectCache * >m_vecCacheWritebacks;
CUtlLinkedList< CSteamID, uint32> m_listCachesToUnload;
CUtlRBTree<CSteamID, int > m_rbtreeSOCachesBeingLoaded;
CUtlRBTree<CSteamID, int > m_rbtreeSOCachesWithDirtyVersions;
CUtlRBTree< AccountID_t, int32, CDefLess< AccountID_t > > m_rbFlushInventoryCacheAccounts;
JobID_t m_jobidFlushInventoryCacheAccounts;
uint32 m_numFlushInventoryCacheAccountsLastScheduled;
// steamID locks
CTHash<CLock, CSteamID> m_hashSteamIDLocks;
// Account Details
CAccountDetailsManager m_AccountDetailsManager;
// State
AppId_t m_unAppID;
CUtlString m_sPath;
IGameCoordinatorHost *m_pHost;
bool m_bStartupComplete;
bool m_bIsShuttingDown;
struct StartPlayingWork_t
{
CSteamID m_steamID;
CSteamID m_gsSteamID;
uint32 m_unServerAddr;
uint16 m_usServerPort;
CUtlBuffer *m_pVarData;
};
CUtlLinkedList< StartPlayingWork_t, int > m_llStartPlaying;
CUtlMap< CSteamID, int, int > m_mapStartPlayingQueueIndexBySteamID;
/// Number of active jobs
int m_nStartPlayingJobCount;
// URL to use for our app's CDN'd images
mutable CUtlString m_sCDNURL;
/// Number of active jobs currently inside YieldingRequestSession
int m_nRequestSessionJobsActive;
/// Number of frames to wait before checking to
/// see if we're done with logon surge. This will
/// be nonzero while in logon surge, and zero
/// if we're not in logon surge.
int m_nLogonSurgeFramesRemaining;
//rate limiting system
CSteamIDRateLimit m_MsgRateLimit;
//a map of the HTTP error messages so we can batch them up as they occur as they tend to be very spammy
void ReportHTTPError( const char* pszError, CGCEmitGroup::EMsgLevel eLevel );
void DumpHTTPErrors();
struct SHTTPError
{
CUtlString m_sStr;
uint32 m_nCount;
CGCEmitGroup::EMsgLevel m_eSeverity;
};
CUtlHashMapLarge< const char*, SHTTPError*, CaseSensitiveStrEquals, MurmurHash3ConstCharPtr > m_HTTPErrors;
CScheduledFunction< CGCBase > m_DumpHTTPErrorsSchedule;
};
extern CGCBase *GGCBase();
// ----------------------------------------------------------------------------
// BEGIN BLOCK OF PRE-TF-GC-SPLIT SCAFFOLDING
// ----------------------------------------------------------------------------
// Alright, here's why this mess is here: we (TF) are doing some work that depends
// on work that Dota has done, things like the SQL message queue, etc. We want to
// update our code so that it does the right thing and uses their functionaity so
// that they can then integrate our changes.
//
// TF is way out of date, though, and so rather than make that work, some of which
// has significant time pressure, dependent on a massive weeks-long integrate that
// we aren't sure is the right thing to do anyway, we're going to bring over their
// code as-is and then stub in implementations.
//
// This horrific template mess basically says "are we compiling in an environment
// with a spit GC?" (specifically, does CGCBase::GetGCType() exist?). If so, call
// into real implementations for things like GetGCGType(), etc. If not, feed back
// sane default values (ie., we're a master GC and there's only one of us). Doing
// this means that Dota can integrate our code and we can integrate Dota code and
// no callsites have to change. If/when TF *does* split our GC, things will silently
// update their implementation and then we can delete the scaffolding whenever.
template < class tBaseGCType >
struct IsSplitGC
{
typedef char t_Yes[1];
typedef char t_No[2];
template < typename T, T >
struct InternalTypeCheck; \
template < typename T >
static t_Yes& Test( InternalTypeCheck< uint32(), &T::GetGCType> * );
template < typename T >
static t_No& Test( ... );
enum { kValue = sizeof( Test<tBaseGCType>( NULL ) ) == sizeof( t_Yes ) };
};
template < bool tTest, typename T > struct EnableIf { typedef T Type; };
template < typename T > struct EnableIf< false, T > { };
#define SplitVsSingleGCImpl( returntype_, functionandparams_, splitgcimpl_, singlegcimpl_ ) \
template < class tBaseGCType = CGCBase > typename EnableIf<IsSplitGC<tBaseGCType>::kValue, returntype_>::Type functionandparams_ { return splitgcimpl_; } \
template < class tBaseGCType = CGCBase > typename EnableIf<!IsSplitGC<tBaseGCType>::kValue, returntype_>::Type functionandparams_ { return singlegcimpl_; }
SplitVsSingleGCImpl( uint32, GGetGCType(), GGCBase()->GetGCType(), 0 );
SplitVsSingleGCImpl( uint32, GGetGCCountForType( uint32 unGCType ), GDirectory()->GetGCCountForType( unGCType ), 1 );
SplitVsSingleGCImpl( uint32, GGetGCInstance(), GGCBase()->GetDirInfo()->GetInstance(), 0 );
#undef SplitVsSingleGCImpl
// ----------------------------------------------------------------------------
// END BLOCK OF TEMPORARY PRE-INTEGRATE SCAFFOLDING
// ----------------------------------------------------------------------------
EResult YieldingSendWebAPIRequest( CSteamAPIRequest &request, KeyValues *pKVResponse, CUtlString &errMsg, bool b200MeansSuccess );
/// Scope object that remembers if a Steam ID is locked, and automatically unlocks it upon destruction
class CScopedSteamIDLock
{
public:
/// Create object without assigning SteamID
CScopedSteamIDLock() : m_steamID(), m_bLockedSuccesfully(false), m_iSavedLockCount(-1) {}
/// Construct object to lock a particular steam ID
CScopedSteamIDLock( const CSteamID& steamID ) : m_steamID( steamID ), m_bLockedSuccesfully(false), m_iSavedLockCount(-1) {}
/// Destructor performs an unlock, if we are holing a lock. That's pretty much the whole purpose of this class.
~CScopedSteamIDLock() { Unlock(); }
/// Return true if we're locked
bool IsLocked() const { return m_bLockedSuccesfully; }
/// Lock the currently assigned Steam ID. (Set by constructor)
bool BYieldingPerformLock( const char *pszFilename, int nLineNumber )
{
Assert( !m_bLockedSuccesfully );
Unlock();
Assert( m_steamID.IsValid() );
m_bLockedSuccesfully = GGCBase()->BYieldingLockSteamID( m_steamID, pszFilename, nLineNumber );
if ( m_bLockedSuccesfully )
{
const CLock *pLock = GGCBase()->FindSteamIDLock( m_steamID );
if ( pLock )
{
m_iSavedLockCount = pLock->GetReferenceCount();
}
else
{
Assert( pLock );
}
}
return m_bLockedSuccesfully;
}
/// Lock the specified Steam ID.
bool BYieldingPerformLock( const CSteamID &steamID, const char *pszFilename, int nLineNumber )
{
// Should not already be locked, but unlock just in case
Assert( !m_bLockedSuccesfully );
Unlock();
// Attempt lock
m_steamID = steamID;
m_bLockedSuccesfully = GGCBase()->BYieldingLockSteamID( m_steamID, pszFilename, nLineNumber );
if ( m_bLockedSuccesfully )
{
const CLock *pLock = GGCBase()->FindSteamIDLock( m_steamID );
if ( pLock )
{
m_iSavedLockCount = pLock->GetReferenceCount();
}
else
{
Assert( pLock );
}
}
// Report status
return m_bLockedSuccesfully;
}
/// Mark us as already being locked. This is used when you already have a lock, and just want to use
/// the scoped class to do the unlock when you're done
void MarkLocked( const CSteamID &steamID )
{
// Should not already be locked, but unlock just in case
Assert( !m_bLockedSuccesfully );
Unlock();
// Remember state
m_steamID = steamID;
m_bLockedSuccesfully = true;
const CLock *pLock = GGCBase()->FindSteamIDLock( m_steamID );
if ( pLock )
{
m_iSavedLockCount = pLock->GetReferenceCount();
}
else
{
Assert( pLock );
}
}
/// Stop tracking that we're locking this object. This does *not* unlock anything -- Unlock does
/// that. This is for "we hit the end of our scope but now want to do something else with the
/// lock (ie., pass back to a caller)". This is like un-smarting a smart pointer.
void Release()
{
if ( m_bLockedSuccesfully )
{
VerifyPreUnlock();
m_bLockedSuccesfully = false;
m_iSavedLockCount = -1;
}
}
/// Unlock the lock, if we are holding it. Usually this is not called directly,
/// we let the destructor do it.
void Unlock()
{
if ( m_bLockedSuccesfully )
{
VerifyPreUnlock();
GGCBase()->UnlockSteamID( m_steamID );
m_bLockedSuccesfully = false;
m_iSavedLockCount = -1;
}
}
private:
void VerifyPreUnlock() const
{
Assert( m_bLockedSuccesfully );
const CLock *pLock = GGCBase()->FindSteamIDLock( m_steamID );
if ( pLock )
{
AssertMsg1( m_iSavedLockCount == pLock->GetReferenceCount(), "Lock imbalance on %s detected by scope lock", pLock->GetName() );
}
else
{
Assert( pLock );
}
}
private:
CSteamID m_steamID;
bool m_bLockedSuccesfully;
int m_iSavedLockCount;
};
/// Scope object that remembers if a specific lock is taken, and releases it
class CScopedGenericLock
{
public:
/// Create object for specific lock SteamID
CScopedGenericLock( CLock &lock ) : m_pLock( &lock ), m_bLockedSuccesfully(false), m_iSavedLockCount(-1) {}
/// Destructor performs an unlock, if we are holing a lock. That's pretty much the whole purpose of this class.
~CScopedGenericLock() { Unlock(); }
/// Return true if we're locked
bool IsLocked() const { return m_bLockedSuccesfully; }
/// Lock the current lock. (Set by constructor)
bool BYieldingPerformLock( const char *pszFilename, int nLineNumber )
{
Assert( !m_bLockedSuccesfully );
Unlock();
Assert( m_pLock );
m_bLockedSuccesfully = GJobCur()._BYieldingAcquireLock( m_pLock, pszFilename, nLineNumber );
if ( m_bLockedSuccesfully )
{
m_iSavedLockCount = m_pLock->GetReferenceCount();
}
return m_bLockedSuccesfully;
}
/// Stop tracking that we're locking this object. This does *not* unlock anything -- Unlock does
/// that. This is for "we hit the end of our scope but now want to do something else with the
/// lock (ie., pass back to a caller)". This is like un-smarting a smart pointer.
void Release()
{
if ( m_bLockedSuccesfully )
{
VerifyPreUnlock();
m_bLockedSuccesfully = false;
m_iSavedLockCount = -1;
}
}
/// Unlock the lock, if we are holding it. Usually this is not called directly,
/// we let the destructor do it.
void Unlock()
{
if ( m_bLockedSuccesfully )
{
VerifyPreUnlock();
if ( m_pLock->GetJobLocking() != &GJobCur() )
{
AssertMsg( false, "CScopedGenericLock::Unlock called when job %s doesn't own the lock", GJobCur().GetName() );
return;
}
GJobCur().ReleaseLock( m_pLock );
m_bLockedSuccesfully = false;
m_iSavedLockCount = -1;
}
}
private:
void VerifyPreUnlock() const
{
Assert( m_bLockedSuccesfully );
AssertMsg1( m_iSavedLockCount == m_pLock->GetReferenceCount(), "Lock imbalance on %s detected by scope lock", m_pLock->GetName() );
}
private:
CLock *m_pLock;
bool m_bLockedSuccesfully;
int m_iSavedLockCount;
};
class CTrustedHelper_AssertOnNonPublicUniverseFailures
{
public:
void operator()( const bool bExpResult, const char *pszExp ) const
{
if ( GetUniverse() != k_EUniversePublic )
{
AssertMsg1( bExpResult, "%s", pszExp );
}
}
};
class CVerifyIfTrustedHelper
{
public:
template < typename tTrustedCriteriaImpl >
CVerifyIfTrustedHelper( const tTrustedCriteriaImpl& CriteriaImpl, const bool bExpResult, const char *pszExp )
{
CommonConstructor( CriteriaImpl, bExpResult, pszExp );
}
// Helper constructor so we can do VerifyIfTrusted( pSomePointer ) without getting a type-
// conversion-to-bool warning.
template < typename tTrustedCriteriaImpl >
CVerifyIfTrustedHelper( const tTrustedCriteriaImpl& CriteriaImpl, const void *pointer, const char *pszExp )
{
CommonConstructor( CriteriaImpl, pointer != NULL, pszExp );
}
bool GetResult() const { return m_bExpResult; }
private:
template < typename tTrustedCriteriaImpl >
void CommonConstructor( const tTrustedCriteriaImpl& CriteriaImpl, const bool bExpResult, const char *pszExp )
{
m_bExpResult = bExpResult;
CriteriaImpl( bExpResult, pszExp );
}
bool m_bExpResult;
};
// Examples of things that we don't want to assert on, even during testing:
// - we got a message from someone who didn't have a session. This could be a Steam
// problem, or we could be backlogged processing messages, or we could have an offline
// trade get processed in the background.
// - someone sent up a message involving an item that they don't own. (Same reasons as
// a missing session.)
//
// Examples of things that we do want to assert on internally, but not when running public:
// - our messages match contents fulfill criteria that the client specifies. ie., if we're
// passing up a "victim" and a "killer" Steam ID, they won't be identical.
// - our schema data is set up correctly. ie., necessary fields ("kill eater localization
// string") that we expect to fail a schema parse init for if they're absent are present.
// - our messages are coming from places that make sense. ie., a game server isn't sending
// messages we expect to get from a client, or we aren't getting a message from a client
// that we expect only to come from elsewhere in GC code.
#define VerifyIfTrusted( exp_ ) \
CVerifyIfTrustedHelper( CTrustedHelper_AssertOnNonPublicUniverseFailures(), (exp_), #exp_ ).GetResult()
// !KLUDGE! Shim to make it easier to merge over stuff from DOTA
class CGCInterface
{
public:
CSteamID ConstructSteamIDForClient( AccountID_t unAccountID ) const;
};
extern CGCInterface *GGCInterface();
} // namespace GCSDK
struct CRatelimitedSpewController
{
public:
CRatelimitedSpewController() : m_rtCooldownStart( 0 ), m_rtLastSpew( 0 ), m_numSpewed( 0 ), m_numSkipped( 0 ) {}
~CRatelimitedSpewController() {}
enum ERate_t
{
k_ERate_Skip = -1, // skip printing anything, rate limit too high
k_ERate_Print = 0, // print the full message
// default is to print how many messages total as well
};
int RegisterSpew();
private:
RTime32 m_rtCooldownStart;
RTime32 m_rtLastSpew;
int m_numSpewed;
int m_numSkipped;
};
#define EmitErrorRatelimited( SPEW_GROUP_ID, fmtstring, ... ) \
static CRatelimitedSpewController s_spewcontroller; \
int nspewcontroller = s_spewcontroller.RegisterSpew(); \
switch ( nspewcontroller ) \
{ \
case CRatelimitedSpewController::k_ERate_Skip: break; \
default: \
EmitError( SPEW_GROUP_ID, nspewcontroller \
? fmtstring "(... and %d more skipped)\n" \
: fmtstring \
, __VA_ARGS__ \
, nspewcontroller \
); \
break; \
} \
#define EmitInfoRatelimited( SPEW_GROUP_ID, ConsoleLevel, LogLevel, fmtstring, ... ) \
static CRatelimitedSpewController s_spewcontroller; \
int nspewcontroller = s_spewcontroller.RegisterSpew(); \
switch ( nspewcontroller ) \
{ \
case CRatelimitedSpewController::k_ERate_Skip: break; \
default: \
EmitInfo( SPEW_GROUP_ID, ConsoleLevel, LogLevel, nspewcontroller \
? fmtstring "(... and %d more skipped)\n" \
: fmtstring \
, __VA_ARGS__ \
, nspewcontroller \
); \
break; \
} \
#define EG_WARNING_RATELIMITED( SPEW_GROUP_ID, fmtstring, ... ) \
static CRatelimitedSpewController s_spewcontroller; \
int nspewcontroller = s_spewcontroller.RegisterSpew(); \
switch ( nspewcontroller ) \
{ \
case CRatelimitedSpewController::k_ERate_Skip: break; \
default: \
EG_WARNING( SPEW_GROUP_ID, nspewcontroller \
? fmtstring "(... and %d more skipped)\n" \
: fmtstring \
, __VA_ARGS__ \
, nspewcontroller \
); \
break; \
} \
#endif // GCBASE_H