mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-23 12:32:49 +00:00
546 lines
18 KiB
C++
546 lines
18 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "sys_lobby.h"
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idCVar net_migration_debug( "net_migration_debug", "0", CVAR_BOOL, "debug" );
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idCVar net_migration_disable( "net_migration_disable", "0", CVAR_BOOL, "debug" );
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idCVar net_migration_forcePeerAsHost( "net_migration_forcePeerAsHost", "-1", CVAR_INTEGER, "When set to >-1, it forces that peer number to be the new host during migration" );
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/*
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========================
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idLobby::IsBetterHost
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========================
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*/
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bool idLobby::IsBetterHost( int ping1, lobbyUserID_t userId1, int ping2, lobbyUserID_t userId2 ) {
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if ( lobbyType == TYPE_PARTY ) {
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return userId1 < userId2; // Only use user id for party, since ping doesn't matter
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}
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if ( ping1 < ping2 ) {
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// Better ping wins
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return true;
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} else if ( ping1 == ping2 && userId1 < userId2 ) {
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// User id is tie breaker
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return true;
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}
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return false;
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}
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/*
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========================
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idLobby::FindMigrationInviteIndex
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========================
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*/
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int idLobby::FindMigrationInviteIndex( lobbyAddress_t & address ) {
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if ( migrationInfo.state == MIGRATE_NONE ) {
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return -1;
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}
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for ( int i = 0; i < migrationInfo.invites.Num(); i++ ) {
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if ( migrationInfo.invites[i].address.Compare( address, true ) ) {
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return i;
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}
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}
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return -1;
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}
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/*
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========================
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idLobby::UpdateHostMigration
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========================
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*/
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void idLobby::UpdateHostMigration() {
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int time = Sys_Milliseconds();
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// If we are picking a new host, then update that
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if ( migrationInfo.state == MIGRATE_PICKING_HOST ) {
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const int MIGRATION_PICKING_HOST_TIMEOUT_IN_SECONDS = 20; // FIXME: set back to 5 // Give other hosts 5 seconds
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if ( time - migrationInfo.migrationStartTime > session->GetTitleStorageInt( "MIGRATION_PICKING_HOST_TIMEOUT_IN_SECONDS", MIGRATION_PICKING_HOST_TIMEOUT_IN_SECONDS ) * 1000 ) {
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// Just become the host if we haven't heard from a host in awhile
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BecomeHost();
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} else {
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return;
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}
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}
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// See if we are a new migrated host that needs to invite the original members back
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if ( migrationInfo.state != MIGRATE_BECOMING_HOST ) {
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return;
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}
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if ( lobbyBackend == NULL || lobbyBackend->GetState() != idLobbyBackend::STATE_READY ) {
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return;
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}
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if ( state != STATE_IDLE ) {
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return;
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}
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if ( !IsHost() ) {
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return;
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}
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const int MIGRATION_TIMEOUT_IN_SECONDS = 30; // FIXME: setting to 30 for dev purposes. 10 seems more reasonable. Need to make unloading game / loading lobby async
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const int MIGRATION_INVITE_TIME_IN_SECONDS = 2;
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if ( migrationInfo.invites.Num() == 0 || time - migrationInfo.migrationStartTime > session->GetTitleStorageInt( "MIGRATION_TIMEOUT_IN_SECONDS", MIGRATION_TIMEOUT_IN_SECONDS ) * 1000 ) {
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// Either everyone acked, or we timed out, just keep who we have, and stop sending invites
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EndMigration();
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return;
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}
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// Send invites to anyone who hasn't responded
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for ( int i = 0; i < migrationInfo.invites.Num(); i++ ) {
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if ( time - migrationInfo.invites[i].lastInviteTime < session->GetTitleStorageInt( "MIGRATION_INVITE_TIME_IN_SECONDS", MIGRATION_INVITE_TIME_IN_SECONDS ) * 1000 ) {
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continue; // Not enough time passed
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}
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// Mark the time
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migrationInfo.invites[i].lastInviteTime = time;
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byte buffer[ idPacketProcessor::MAX_PACKET_SIZE - 2 ];
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idBitMsg outmsg( buffer, sizeof( buffer ) );
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// Have lobbyBackend fill out msg with connection info
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lobbyConnectInfo_t connectInfo = lobbyBackend->GetConnectInfo();
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connectInfo.WriteToMsg( outmsg );
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// Let them know whether or not this was from in game
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outmsg.WriteBool( migrationInfo.persistUntilGameEndsData.wasMigratedGame );
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NET_VERBOSE_PRINT( "NET: Sending migration invite to %s\n", migrationInfo.invites[i].address.ToString() );
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// Send the migration invite
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SendConnectionLess( migrationInfo.invites[i].address, OOB_MIGRATE_INVITE, outmsg.GetReadData(), outmsg.GetSize() );
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}
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}
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/*
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========================
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idLobby::BuildMigrationInviteList
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========================
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*/
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void idLobby::BuildMigrationInviteList( bool inviteOldHost ) {
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migrationInfo.invites.Clear();
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// Build a list of addresses we will send invites to (gather all unique remote addresses from the session user list)
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for ( int i = 0; i < GetNumLobbyUsers(); i++ ) {
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lobbyUser_t * user = GetLobbyUser( i );
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if ( !verify( user != NULL ) ) {
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continue;
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}
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if ( user->IsDisconnected() ) {
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continue;
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}
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if ( IsSessionUserIndexLocal( i ) ) {
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migrationInfo.ourPingMs = user->pingMs;
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migrationInfo.ourUserId = user->lobbyUserID;
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migrationInfo.persistUntilGameEndsData.ourGameData = user->migrationGameData;
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NET_VERBOSE_PRINT( "^2NET: Migration game data for local user is index %d \n", user->migrationGameData );
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continue; // Only interested in remote users
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}
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if ( !inviteOldHost && user->peerIndex == -1 ) {
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continue; // Don't invite old host if told not to do so
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}
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if ( FindMigrationInviteIndex( user->address ) == -1 ) {
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migrationInvite_t invite;
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invite.address = user->address;
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invite.pingMs = user->pingMs;
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invite.userId = user->lobbyUserID;
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invite.migrationGameData = user->migrationGameData;
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invite.lastInviteTime = 0;
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NET_VERBOSE_PRINT( "^2NET: Migration game data for user %s is index %d \n", user->gamertag, user->migrationGameData );
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migrationInfo.invites.Append( invite );
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}
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}
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}
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/*
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========================
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idLobby::PickNewHost
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========================
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*/
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void idLobby::PickNewHost( bool forceMe, bool inviteOldHost ) {
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if ( IsHost() ) {
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idLib::Printf( "PickNewHost: Already host of session %s\n", GetLobbyName() );
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return;
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}
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sessionCB->PrePickNewHost( *this, forceMe, inviteOldHost );
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}
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/*
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========================
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idLobby::PickNewHostInternal
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========================
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*/
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void idLobby::PickNewHostInternal( bool forceMe, bool inviteOldHost ) {
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if ( migrationInfo.state == MIGRATE_PICKING_HOST ) {
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return; // Already picking new host
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}
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idLib::Printf( "PickNewHost: Started picking new host %s.\n", GetLobbyName() );
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if ( IsHost() ) {
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idLib::Printf( "PickNewHost: Already host of session %s\n", GetLobbyName() );
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return;
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}
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// Find the user with the lowest ping
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int bestUserIndex = -1;
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int bestPingMs = 0;
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lobbyUserID_t bestUserId;
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for ( int i = 0; i < GetNumLobbyUsers(); i++ ) {
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lobbyUser_t * user = GetLobbyUser( i );
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if ( !verify( user != NULL ) ) {
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continue;
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}
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if ( user->IsDisconnected() ) {
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continue;
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}
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if ( user->peerIndex == -1 ) {
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continue; // Don't try and pick old host
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}
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if ( bestUserIndex == -1 || IsBetterHost( user->pingMs, user->lobbyUserID, bestPingMs, bestUserId ) ) {
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bestUserIndex = i;
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bestPingMs = user->pingMs;
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bestUserId = user->lobbyUserID;
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}
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if ( user->peerIndex == net_migration_forcePeerAsHost.GetInteger() ) {
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bestUserIndex = i;
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bestPingMs = user->pingMs;
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bestUserId = user->lobbyUserID;
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break;
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}
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}
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// Remember when we first started picking a new host
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migrationInfo.state = MIGRATE_PICKING_HOST;
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migrationInfo.migrationStartTime = Sys_Milliseconds();
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migrationInfo.persistUntilGameEndsData.wasMigratedGame = sessionCB->GetState() == idSession::INGAME;
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if ( bestUserIndex == -1 ) { // This can happen if we call PickNewHost on an lobby that was Shutdown
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NET_VERBOSE_PRINT( "MIGRATION: PickNewHost was called on an lobby that was Shutdown\n" );
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BecomeHost();
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return;
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}
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NET_VERBOSE_PRINT( "MIGRATION: Chose user index %d (%s) for new host\n", bestUserIndex, GetLobbyUser( bestUserIndex )->gamertag );
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bool bestWasLocal = IsSessionUserIndexLocal( bestUserIndex ); // Check before shutting down the lobby
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migrateMsgFlags = parms.matchFlags; // Save off match parms
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// Build invite list
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BuildMigrationInviteList( inviteOldHost );
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// If the best user is on this machine, then we become the host now, otherwise, wait for a new host to contact us
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if ( forceMe || bestWasLocal ) {
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BecomeHost();
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}
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}
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/*
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========================
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idLobby::BecomeHost
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========================
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*/
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void idLobby::BecomeHost() {
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if ( !verify( migrationInfo.state == MIGRATE_PICKING_HOST ) ) {
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idLib::Printf( "BecomeHost: Must be called from PickNewHost.\n" );
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EndMigration();
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return;
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}
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if ( IsHost() ) {
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idLib::Printf( "BecomeHost: Already host of session.\n" );
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EndMigration();
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return;
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}
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if ( !sessionCB->BecomingHost( *this ) ) {
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EndMigration();
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return;
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}
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idLib::Printf( "BecomeHost: Sending %i invites on %s.\n", migrationInfo.invites.Num(), GetLobbyName() );
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migrationInfo.state = MIGRATE_BECOMING_HOST;
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migrationInfo.migrationStartTime = Sys_Milliseconds();
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if ( lobbyBackend == NULL ) {
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// If we don't have a lobbyBackend, then just create one
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Shutdown();
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StartCreating();
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return;
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}
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// Shutdown the current lobby, but keep the lobbyBackend (we'll migrate it)
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Shutdown( true );
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// Migrate the lobbyBackend to host
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lobbyBackend->BecomeHost( migrationInfo.invites.Num() );
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// Wait for it to complete
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SetState( STATE_CREATE_LOBBY_BACKEND );
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}
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/*
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========================
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idLobby::EndMigration
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This gets called when we are done migrating, and invites will no longer be sent out.
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========================
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*/
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void idLobby::EndMigration() {
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if ( migrationInfo.state == MIGRATE_NONE ) {
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idLib::Printf( "idSessionLocal::EndMigration: Not migrating.\n" );
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return;
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}
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sessionCB->MigrationEnded( *this );
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if ( lobbyBackend != NULL ) {
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lobbyBackend->FinishBecomeHost();
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}
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migrationInfo.state = MIGRATE_NONE;
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migrationInfo.invites.Clear();
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}
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/*
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========================
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idLobby::ResetAllMigrationState
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This will reset all state related to host migration. Should be called
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at match end so our next game is not treated as a migrated game
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========================
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*/
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void idLobby::ResetAllMigrationState() {
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migrationInfo.state = MIGRATE_NONE;
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migrationInfo.invites.Clear();
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migrationInfo.persistUntilGameEndsData.Clear();
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migrateMsgFlags = 0;
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common->Dialog().ClearDialog( GDM_MIGRATING );
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common->Dialog().ClearDialog( GDM_MIGRATING_WAITING );
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common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING );
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}
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/*
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========================
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idLobby::GetMigrationGameData
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This will setup the passed in idBitMsg to either read or write from the global migration game data buffer
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========================
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*/
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bool idLobby::GetMigrationGameData( idBitMsg &msg, bool reading ) {
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if ( reading ) {
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if ( !IsMigratedStatsGame() || !migrationInfo.persistUntilGameEndsData.wasMigratedHost ) {
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// This was not a migrated session, we have no migration data
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return false;
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}
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msg.InitRead( migrationInfo.persistUntilGameEndsData.gameData, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) );
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} else {
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migrationInfo.persistUntilGameEndsData.hasGameData = true;
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memset( migrationInfo.persistUntilGameEndsData.gameData, 0, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) );
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msg.InitWrite( migrationInfo.persistUntilGameEndsData.gameData, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) );
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}
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return true;
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}
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/*
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========================
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idLobby::GetMigrationGameDataUser
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This will setup the passed in idBitMsg to either read or write from the user's migration game data buffer
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========================
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*/
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bool idLobby::GetMigrationGameDataUser( lobbyUserID_t lobbyUserID, idBitMsg & msg, bool reading ) {
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const int userNum = GetLobbyUserIndexByID( lobbyUserID );
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if ( !verify( userNum >=0 && userNum < MAX_PLAYERS ) ) {
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return false;
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}
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lobbyUser_t * u = GetLobbyUser( userNum );
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if ( u != NULL ) {
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if ( reading ) {
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if ( !IsMigratedStatsGame() || !migrationInfo.persistUntilGameEndsData.wasMigratedHost ) {
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// This was not a migrated session, we have no migration data
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return false;
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}
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if ( u->migrationGameData >= 0 && u->migrationGameData < MAX_PLAYERS ) {
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msg.InitRead( migrationInfo.persistUntilGameEndsData.gameDataUser[ u->migrationGameData ], sizeof( migrationInfo.persistUntilGameEndsData.gameDataUser[ 0 ] ) );
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} else {
|
||
|
// We don't have migration data for this user
|
||
|
idLib::Warning( "No migration data for user %d in a migrated game (%d)", userNum, u->migrationGameData );
|
||
|
return false;
|
||
|
}
|
||
|
} else {
|
||
|
// Writing
|
||
|
migrationInfo.persistUntilGameEndsData.hasGameData = true;
|
||
|
u->migrationGameData = userNum;
|
||
|
memset( migrationInfo.persistUntilGameEndsData.gameDataUser[ userNum ], 0, sizeof( migrationInfo.persistUntilGameEndsData.gameDataUser[0] ) );
|
||
|
msg.InitWrite( migrationInfo.persistUntilGameEndsData.gameDataUser[ userNum ], sizeof( migrationInfo.persistUntilGameEndsData.gameDataUser[0] ) );
|
||
|
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idLobby::HandleMigrationGameData
|
||
|
========================
|
||
|
*/
|
||
|
void idLobby::HandleMigrationGameData( idBitMsg & msg ) {
|
||
|
// Receives game migration data from the server. Just save off the raw data. If we ever become host we'll let the game code read
|
||
|
// that chunk in (we can't do anything with it now anyways: we don't have entities or any server code to read it in to)
|
||
|
migrationInfo.persistUntilGameEndsData.hasGameData = true;
|
||
|
|
||
|
// Reset each user's migration game data. If we don't receive new data for them in this msg, we don't want to use the old data
|
||
|
for ( int i=0; i < GetNumLobbyUsers(); i++ ) {
|
||
|
lobbyUser_t * u = GetLobbyUser( i );
|
||
|
if ( u != NULL ) {
|
||
|
u->migrationGameData = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
msg.ReadData( migrationInfo.persistUntilGameEndsData.gameData, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) );
|
||
|
int numUsers = msg.ReadByte();
|
||
|
int dataIndex=0;
|
||
|
for ( int i=0; i < numUsers; i++ ) {
|
||
|
lobbyUserID_t lobbyUserID;
|
||
|
lobbyUserID.ReadFromMsg( msg );
|
||
|
lobbyUser_t * user = GetLobbyUser( GetLobbyUserIndexByID( lobbyUserID ) );
|
||
|
if ( user != NULL ) {
|
||
|
|
||
|
NET_VERBOSE_PRINT( "NET: Got migration data[%d] for user %s\n", dataIndex, user->gamertag );
|
||
|
|
||
|
user->migrationGameData = dataIndex;
|
||
|
msg.ReadData( migrationInfo.persistUntilGameEndsData.gameDataUser[ dataIndex ], sizeof( migrationInfo.persistUntilGameEndsData.gameDataUser[ dataIndex ] ) );
|
||
|
dataIndex++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idLobby::SendMigrationGameData
|
||
|
========================
|
||
|
*/
|
||
|
void idLobby::SendMigrationGameData() {
|
||
|
if ( net_migration_disable.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( sessionCB->GetState() != idSession::INGAME ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !migrationInfo.persistUntilGameEndsData.hasGameData ) {
|
||
|
// Haven't been given any migration game data yet
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const int now = Sys_Milliseconds();
|
||
|
if ( nextSendMigrationGameTime > now ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
byte packetData[ idPacketProcessor::MAX_MSG_SIZE ];
|
||
|
idBitMsg msg( packetData, sizeof(packetData) );
|
||
|
|
||
|
// Write global data
|
||
|
msg.WriteData( &migrationInfo.persistUntilGameEndsData.gameData, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) );
|
||
|
msg.WriteByte( GetNumLobbyUsers() );
|
||
|
|
||
|
// Write user data
|
||
|
for ( int userIndex = 0; userIndex < GetNumLobbyUsers(); ++userIndex ) {
|
||
|
lobbyUser_t * u = GetLobbyUser( userIndex );
|
||
|
if ( u->IsDisconnected() || u->migrationGameData < 0 ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
u->lobbyUserID.WriteToMsg( msg );
|
||
|
msg.WriteData( migrationInfo.persistUntilGameEndsData.gameDataUser[ u->migrationGameData ], sizeof( migrationInfo.persistUntilGameEndsData.gameDataUser[ u->migrationGameData ] ) );
|
||
|
}
|
||
|
|
||
|
// Send to 1 peer
|
||
|
for ( int i=0; i < peers.Num(); i++ ) {
|
||
|
int peerToSend = ( nextSendMigrationGamePeer + i ) % peers.Num();
|
||
|
|
||
|
if ( peers[ peerToSend ].IsConnected() && peers[ peerToSend ].loaded ) {
|
||
|
if ( peers[ peerToSend ].packetProc->NumQueuedReliables() > idPacketProcessor::MAX_RELIABLE_QUEUE / 2 ) {
|
||
|
// This is kind of a hack for development so we don't DC clients by sending them too many reliable migration messages
|
||
|
// when they aren't responding. Doesn't seem like a horrible thing to have in a shipping product but is not necessary.
|
||
|
NET_VERBOSE_PRINT("NET: Skipping reliable game migration data msg because client reliable queue is > half full\n");
|
||
|
|
||
|
} else {
|
||
|
if ( net_migration_debug.GetBool() ) {
|
||
|
idLib::Printf( "NET: Sending migration game data to peer %d. size: %d\n", peerToSend, msg.GetSize() );
|
||
|
}
|
||
|
QueueReliableMessage( peerToSend, RELIABLE_MIGRATION_GAME_DATA, msg.GetReadData(), msg.GetSize() );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Increment next send time / next send peer
|
||
|
nextSendMigrationGamePeer++;
|
||
|
if ( nextSendMigrationGamePeer >= peers.Num() ) {
|
||
|
nextSendMigrationGamePeer = 0;
|
||
|
}
|
||
|
|
||
|
nextSendMigrationGameTime = now + MIGRATION_GAME_DATA_INTERVAL_MS;
|
||
|
}
|