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. ============//
//
// Matchmaking stuff shared between GC and gameserver / client
//
//=============================================================================
#ifndef TF_MATCHMAKING_SHARED_H
#define TF_MATCHMAKING_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_gcmessages.pb.h"
class IMatchGroupDescription;
#define NEXT_MAP_VOTE_OPTIONS 3
// Replace this hard-coded value concept in order to support all bracket types (i.e. anything higher than 6v6, etc)
// This increases a number of hard-coded data structures and so on, so beware
#define MATCH_SIZE_MAX 24
// Similarly, some hot path MM structures use this for fixed arrays. It should be the maximum number of players that
// will ever be in a party and no larger.
#define MAX_PARTY_SIZE 6
// Range clients are allowed to pass up for custom ping tolerance
// Currently matches CS:GO
#define CUSTOM_PING_TOLERANCE_MIN 25
#define CUSTOM_PING_TOLERANCE_MAX 350
// XXX(JohnS): Before we can actually use other rating backends for matchmaking or display purposes, there are remaining
// hard coded assumptions about where the primary rating is, and issues with e.g. Match_Result assuming the
// backend in use *now* is what the match was created for, etc. I've sprinkled this around at all the
// landmines I found while implementing the new rating backend, so... comment this out and fix everything
// that breaks.
static inline void FixmeMMRatingBackendSwapping() {}
// Backend-agnostic storage type for rating data, so we're not manually passing pairs around to every rating-specific
// interface when we inevitably decide to add a third.
//
// Keep in mind that it is much easier to query well structured data for reports & otherwise, so we should prefer
// e.g. adding another value to packing two 16-bit ints in RatingSecondary for a new backend that needs more 16-bit
// values. (The calculus may change if we end up with a backend that has eight 8-bit values, however)
//
// Schema objects that embed rating data: RatingHistory, RatingData
// Proto objects that embed rating data: CSOTFRatingData
struct MMRatingData_t {
uint32_t unRatingPrimary;
uint32_t unRatingSecondary;
uint32_t unRatingTertiary;
inline bool operator==(const MMRatingData_t &b) const
{ return this->unRatingPrimary == b.unRatingPrimary &&
this->unRatingSecondary == b.unRatingSecondary &&
this->unRatingTertiary == b.unRatingTertiary; }
};
// Stored value, don't re-order
enum EMatchGroup
{
k_nMatchGroup_Invalid = -1,
k_nMatchGroup_First = 0,
k_nMatchGroup_MvM_Practice = 0,
k_nMatchGroup_MvM_MannUp,
k_nMatchGroup_Ladder_6v6,
k_nMatchGroup_Ladder_9v9,
k_nMatchGroup_Ladder_12v12,
k_nMatchGroup_Casual_6v6,
k_nMatchGroup_Casual_9v9,
k_nMatchGroup_Casual_12v12,
k_nMatchGroup_Count,
// When adding a new matchgroup, add case handling to GetMatchSizeForMatchGroup(), GetMatchGroupName(), GetServerPoolName(), GetMaxLobbySizeForMatchGroup(), YldWebAPIServersByDataCenter()
};
// Stored value, don't re-order
//
// If you add a new backend, see ITFMMRatingBackend::GetRatingBackend -- you need to at least provide a GetDefault()
enum EMMRating
{
k_nMMRating_LowestValue = -1,
k_nMMRating_Invalid = -1,
k_nMMRating_First = 0,
k_nMMRating_6v6_DRILLO = 0,
k_nMMRating_6v6_DRILLO_PlayerAcknowledged = 1,
k_nMMRating_6v6_GLICKO = 2,
k_nMMRating_12v12_DRILLO = 3,
k_nMMRating_12v12_GLICKO = 4,
k_nMMRating_Last = 4,
};
// This must be in the range of an int16 for database serialization
COMPILE_TIME_ASSERT( k_nMMRating_LowestValue >= INT16_MIN );
COMPILE_TIME_ASSERT( k_nMMRating_Last <= INT16_MAX );
// Stored value, don't re-order
enum EMMRatingSource
{
k_nMMRatingSource_LowestValue = -1,
k_nMMRatingSource_Invalid = -1,
k_nMMRatingSource_Match = 0, // Match result. Source ID is match ID
k_nMMRatingSource_Admin = 1, // Admin command/manual adjustment. Source ID is probably 0 or something.
k_nMMRatingSource_PlayerAcknowledge = 2, // For 'acknowledge' type ratings, the player acknowledged the value
k_nMMRatingSource_ImportedOldSystem = 3, // For pre-history ratings, this source is used once for 'initial rating from old system'
k_nMMRatingSource_Last = 3,
};
// This must be in the range of an int16 for database serialization
COMPILE_TIME_ASSERT( k_nMMRatingSource_LowestValue >= INT16_MIN );
COMPILE_TIME_ASSERT( k_nMMRatingSource_Last <= INT16_MAX );
// Also update this guy if you do the thing
const char *GetMatchGroupName( EMatchGroup eMatchGroup );
// Probably a better place for this...
enum ELadderLeaderboardTypes
{
LADDER_LEADERBOARDS_6V6 = 0,
LADDER_LEADERBOARDS_PUBLIC,
LADDER_LEADERBOARDS_9V9,
LADDER_LEADERBOARDS_12V12,
LADDER_LEADERBOARDS_MAX
};
// Late join modes
enum EMatchMode
{
// Uninitialized/unknown
eMatchMode_Invalid,
// Not late join / don't use late join
eMatchMode_MatchMaker_CompleteFromQueue,
// The add-one-player-at-a-time mode that doesn't work with the new scoring system, but still used for MvM and other
// old-scoring-system stuff.
eMatchMode_MatchMaker_LateJoinDropIn,
// The new late join mode that re-evaulates complete matches with the missing spot(s) filled.
eMatchMode_MatchMaker_LateJoinMatchBased,
// A match that is being manually crafted
eMatchMode_Manual,
};
const EMatchGroup k_nMatchGroup_Ladder_First = k_nMatchGroup_Ladder_6v6;
const EMatchGroup k_nMatchGroup_Ladder_Last = k_nMatchGroup_Ladder_12v12;
const EMatchGroup k_nMatchGroup_Casual_First = k_nMatchGroup_Casual_6v6;
const EMatchGroup k_nMatchGroup_Casual_Last = k_nMatchGroup_Casual_12v12;
inline bool IsMvMMatchGroup( EMatchGroup eMatchGroup )
{
return ( eMatchGroup == k_nMatchGroup_MvM_Practice ) || ( eMatchGroup == k_nMatchGroup_MvM_MannUp );
}
inline bool IsLadderGroup( EMatchGroup eMatchGroup )
{
return ( eMatchGroup >= k_nMatchGroup_Ladder_First && eMatchGroup <= k_nMatchGroup_Ladder_Last )
|| ( eMatchGroup >= k_nMatchGroup_Casual_First && eMatchGroup <= k_nMatchGroup_Casual_Last );
}
inline bool IsCasualGroup( EMatchGroup eMatchGroup )
{
return ( eMatchGroup >= k_nMatchGroup_Casual_First ) && ( eMatchGroup <= k_nMatchGroup_Casual_Last );
}
inline bool IsMannUpGroup( EMatchGroup eMatchGroup )
{
switch ( eMatchGroup )
{
case k_nMatchGroup_MvM_Practice:
return false;
case k_nMatchGroup_MvM_MannUp:
return true;
case k_nMatchGroup_Ladder_6v6:
case k_nMatchGroup_Ladder_9v9:
case k_nMatchGroup_Ladder_12v12:
return false;
case k_nMatchGroup_Invalid:
default:
Assert( !"IsMannUpGroup called with invalid match group" );
return false;
}
return false;
}
enum EMMServerMode
{
eMMServerMode_Idle,
eMMServerMode_Incomplete_Match,
eMMServerMode_Full,
eMMServerMode_Count
};
// Separate penalty pools (and rules) for different classes of modes
enum EMMPenaltyPool
{
eMMPenaltyPool_Invalid,
eMMPenaltyPool_Casual, // Pool with lenient penalties for most casual/mainstream gamemodes
eMMPenaltyPool_Ranked // Pool with strict and cumulative penalties for ranked gamemodes where abandons tank matches
};
enum
{
// !! This should match up with GetServerPoolIndex to map these between match groups and server pools
// eMMServerMode_NotParticipating
k_nGameServerPool_NotParticipating = -1,
// eMMServerMode_Incomplete_Match
k_nGameServerPool_MvM_Practice_Incomplete_Match = 0,
k_nGameServerPool_MvM_MannUp_Incomplete_Match,
k_nGameServerPool_Ladder_6v6_Incomplete_Match,
k_nGameServerPool_Ladder_9v9_Incomplete_Match,
k_nGameServerPool_Ladder_12v12_Incomplete_Match,
k_nGameServerPool_Casual_6v6_Incomplete_Match,
k_nGameServerPool_Casual_9v9_Incomplete_Match,
k_nGameServerPool_Casual_12v12_Incomplete_Match,
// eMMServerMode_Full
k_nGameServerPool_MvM_Practice_Full,
k_nGameServerPool_MvM_MannUp_Full,
k_nGameServerPool_Ladder_6v6_Full,
k_nGameServerPool_Ladder_9v9_Full,
k_nGameServerPool_Ladder_12v12_Full,
k_nGameServerPool_Casual_6v6_Full,
k_nGameServerPool_Casual_9v9_Full,
k_nGameServerPool_Casual_12v12_Full,
// eMMServerMode_Idle
k_nGameServerPool_Idle,
// When adding a new matchgroup, add case handling to GetMatchSizeForMatchGroup(), GetMatchGroupName(), GetServerPoolName(), GetMaxLobbySizeForMatchGroup(), YldWebAPIServersByDataCenter()
k_nGameServerPoolCountTotal,
};
// Also update this guy if you touch pools
const char *GetServerPoolName( int iServerPool );
const int k_nGameServerPool_Incomplete_Match_First = k_nGameServerPool_MvM_Practice_Incomplete_Match;
const int k_nGameServerPool_Incomplete_Match_Last = k_nGameServerPool_Casual_12v12_Incomplete_Match;
const int k_nGameServerPool_Full_First = k_nGameServerPool_MvM_Practice_Full;
const int k_nGameServerPool_Full_Last = k_nGameServerPool_Casual_12v12_Full;
COMPILE_TIME_ASSERT( k_nGameServerPool_Incomplete_Match_First + k_nMatchGroup_Count - 1 == k_nGameServerPool_Incomplete_Match_Last );
COMPILE_TIME_ASSERT( k_nGameServerPool_Full_First + k_nMatchGroup_Count - 1 == k_nGameServerPool_Full_Last );
inline bool IsIncompleteMatchPool( int nGameServerPool )
{
return nGameServerPool >= k_nGameServerPool_Incomplete_Match_First && nGameServerPool <= k_nGameServerPool_Incomplete_Match_Last;
}
// Stuff is simpler if we can set a max number of challenges in the schema
#define MAX_MVM_CHALLENGES 64
// Store a set of MvM challenges (search criteria, etc)
class CMvMMissionSet
{
public:
CMvMMissionSet();
CMvMMissionSet( const CMvMMissionSet &x );
~CMvMMissionSet();
void operator=( const CMvMMissionSet &x );
bool operator==( const CMvMMissionSet &x ) const;
/// Set to the empty set
void Clear();
/// get/set individual bits, based on index of the challenge in the schema
void SetMissionBySchemaIndex( int iChallengeSchemaIndex, bool flag );
bool GetMissionBySchemaIndex( int iChallengeSchemaIndex ) const;
/// Intersect this set with the other set. Use IsEmpty()
/// to see if this produced the empty set.
void Intersect( const CMvMMissionSet &x );
/// Return true if the two sets have a nonzero intersection. (Neither object is modified)
bool HasIntersection( const CMvMMissionSet &x ) const;
/// Return true if any challenges are selected
bool IsEmpty() const;
private:
COMPILE_TIME_ASSERT( MAX_MVM_CHALLENGES <= 64 );
// Just use a plain old uint64 for now. We can make this into a proper bitfield class at some point
uint64 m_bits;
};
// Player Skill Ratings
const int k_nDrilloRating_MinRatingAdjust = 1;
const int k_nDrilloRating_MaxRatingAdjust = 100;
const int k_nDrilloRating_Ladder_MaxRatingAdjust = 500;
const int k_nDrilloRating_Ladder_MaxLossAdjust_LowRank = 100;
const uint32 k_unDrilloRating_MaxDifference = 25000;
const uint32 k_unDrilloRating_Min = 1;
const uint32 k_unDrilloRating_Ladder_Min = 10000;
const uint32 k_unDrilloRating_Max = 50000;
const uint32 k_unDrilloRating_Avg = 20000;
const uint32 k_unDrilloRating_Ladder_Start = 10000;
const uint32 k_unDrilloRating_Ladder_LowSkill = 19500; // First 6 ranks ceiling
const uint32 k_unDrilloRating_Ladder_HighSkill = 33001; // Last 6 ranks floor
struct MapDef_t;
//-----------------------------------------------------------------------------
// Purpose: Wrapper class to make dealing with CMsgCasualMatchmakingSearchCriteria
// much easier.
//-----------------------------------------------------------------------------
class CCasualCriteriaHelper
{
public:
CCasualCriteriaHelper( const CMsgCasualMatchmakingSearchCriteria& criteria );
bool IsMapSelected( const MapDef_t* pMapDef ) const;
bool IsMapSelected( const uint32 nMapDefIndex ) const;
bool IsValid() const;
bool AnySelected() const { return !m_mapsBits.IsAllClear(); }
CMsgCasualMatchmakingSearchCriteria GetCasualCriteria() const;
void Intersect( const CMsgCasualMatchmakingSearchCriteria& otherCriteria );
bool SetMapSelected( uint32 nMapDefIndex, bool bSelected );
void Clear( void );
private:
bool IsMapInValidCategory( uint32 nMapDefIndex ) const;
private:
CLargeVarBitVec m_mapsBits;
};
// CSOTFLobby flags
#define LOBBY_FLAG_LOWPRIORITY ( 1 << 0 )
#define LOBBY_FLAG_REMATCH ( 1 << 1 )
// CMsgGC_Match_Result match flags
#define MATCH_FLAG_LOWPRIORITY ( 1 << 0 )
#define MATCH_FLAG_REMATCH ( 1 << 1 )
// CMsgGC_Match_Result player flags
#define MATCH_FLAG_PLAYER_LEAVER ( 1 << 0 )
#define MATCH_FLAG_PLAYER_LATEJOIN ( 1 << 1 )
// Separate from LEAVER - was marked as an abandon and issued a penalty. You can be a leaver without being an
// abandoner.
#define MATCH_FLAG_PLAYER_ABANDONER ( 1 << 2 )
#define MATCH_FLAG_PLAYER_PLAYED ( 1 << 3 ) // Did they stay long enough for the game to start?
#endif // #ifndef TF_MATCHMAKING_SHARED_H