doom3-bfg/neo/sys/sys_lobby_backend.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
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
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef __SYS_LOBBY_BACKEND_H__
#define __SYS_LOBBY_BACKEND_H__
extern idCVar net_verboseResource;
#define NET_VERBOSERESOURCE_PRINT if ( net_verboseResource.GetBool() ) idLib::Printf
extern idCVar net_verbose;
#define NET_VERBOSE_PRINT if ( net_verbose.GetBool() ) idLib::Printf
class lobbyAddress_t
{
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public:
lobbyAddress_t();
void InitFromNetadr( const netadr_t& netadr );
void InitFromIPandPort( const char* ip, int port );
const char* ToString() const;
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bool UsingRelay() const;
bool Compare( const lobbyAddress_t& addr, bool ignoreSessionCheck = false ) const;
void WriteToMsg( idBitMsg& msg ) const;
void ReadFromMsg( idBitMsg& msg );
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// IP address
netadr_t netAddr;
};
struct lobbyConnectInfo_t
{
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public:
void WriteToMsg( idBitMsg& msg ) const
{
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msg.WriteNetadr( netAddr );
}
void ReadFromMsg( idBitMsg& msg )
{
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msg.ReadNetadr( &netAddr );
}
lobbyConnectInfo_t() : netAddr() { }
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netadr_t netAddr;
};
class idNetSessionPort
{
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public:
idNetSessionPort();
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bool InitPort( int portNumber, bool useBackend );
bool ReadRawPacket( lobbyAddress_t& from, void* data, int& size, int maxSize );
void SendRawPacket( const lobbyAddress_t& to, const void* data, int size );
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bool IsOpen();
void Close();
private:
float forcePacketDropCurr; // Used with net_forceDrop and net_forceDropCorrelation
float forcePacketDropPrev;
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idUDP UDP;
};
struct lobbyUser_t
{
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static const int INVALID_PING = 9999;
// gamertags can be up to 16 4-byte characters + \0
static const int MAX_GAMERTAG = 64 + 1;
lobbyUser_t()
{
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isBot = false;
peerIndex = -1;
disconnecting = false;
level = 1;
pingMs = INVALID_PING;
teamNumber = 0;
arbitrationAcked = false;
partyToken = 0;
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selectedSkin = 0;
weaponAutoSwitch = true;
weaponAutoReload = true;
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migrationGameData = -1;
}
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// Common variables
bool isBot; // true if lobbyUser is a bot.
int peerIndex; // peer number on host
lobbyUserID_t lobbyUserID; // Locally generated to be unique, and internally keeps the local user handle
char gamertag[MAX_GAMERTAG];
int pingMs; // round trip time in milliseconds
bool disconnecting; // true if we've sent a msg to disconnect this user from the session
int level;
int teamNumber;
uint32 partyToken; // set by the server when people join as a party
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int selectedSkin;
bool weaponAutoSwitch;
bool weaponAutoReload;
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bool arbitrationAcked; // if the user is verified for arbitration
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lobbyAddress_t address;
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int migrationGameData; // index into the local migration gamedata array that is associated with this user. -1=no migration game data available
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// Platform variables
bool IsDisconnected() const
{
return lobbyUserID.IsValid() ? false : true;
}
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void WriteToMsg( idBitMsg& msg )
{
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address.WriteToMsg( msg );
lobbyUserID.WriteToMsg( msg );
msg.WriteLong( peerIndex );
msg.WriteShort( pingMs );
msg.WriteLong( partyToken );
msg.WriteString( gamertag, MAX_GAMERTAG, false );
WriteClientMutableData( msg );
}
void ReadFromMsg( idBitMsg& msg )
{
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address.ReadFromMsg( msg );
lobbyUserID.ReadFromMsg( msg );
peerIndex = msg.ReadLong();
pingMs = msg.ReadShort();
partyToken = msg.ReadLong();
msg.ReadString( gamertag, MAX_GAMERTAG );
ReadClientMutableData( msg );
}
bool UpdateClientMutableData( const idLocalUser* localUser );
void WriteClientMutableData( idBitMsg& msg )
{
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msg.WriteBits( selectedSkin, 4 );
msg.WriteBits( teamNumber, 2 ); // We need two bits since we use team value of 2 for spectating
msg.WriteBool( weaponAutoSwitch );
msg.WriteBool( weaponAutoReload );
release_assert( msg.GetWriteBit() == 0 );
}
void ReadClientMutableData( idBitMsg& msg )
{
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selectedSkin = msg.ReadBits( 4 );
teamNumber = msg.ReadBits( 2 ); // We need two bits since we use team value of 2 for spectating
weaponAutoSwitch = msg.ReadBool();
weaponAutoReload = msg.ReadBool();
}
};
/*
================================================
idLobbyBackend
This class interfaces with the various back ends for the different platforms
================================================
*/
class idLobbyBackend
{
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public:
enum lobbyBackendState_t
{
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STATE_INVALID = 0,
STATE_READY = 1,
STATE_CREATING = 2, // In the process of creating the lobby as a host
STATE_SEARCHING = 3, // In the process of searching for a lobby to join
STATE_OBTAINING_ADDRESS = 4, // In the process of obtaining the address of the lobby owner
STATE_ARBITRATING = 5, // Arbitrating
STATE_SHUTTING_DOWN = 6, // In the process of shutting down
STATE_SHUTDOWN = 7, // Was a host or peer at one point, now ready to be deleted
STATE_FAILED = 8, // Failure occurred
NUM_STATES
};
static const char* GetStateString( lobbyBackendState_t state_ )
{
static const char* stateToString[NUM_STATES] =
{
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"STATE_INVALID",
"STATE_READY",
"STATE_CREATING",
"STATE_SEARCHING",
"STATE_OBTAINING_ADDRESS",
"STATE_ARBITRATING",
"STATE_SHUTTING_DOWN",
"STATE_SHUTDOWN",
"STATE_FAILED"
};
return stateToString[ state_ ];
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}
enum lobbyBackendType_t
{
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TYPE_PARTY = 0,
TYPE_GAME = 1,
TYPE_GAME_STATE = 2,
TYPE_INVALID = 0xff,
};
idLobbyBackend() : type( TYPE_INVALID ), isLocal( false ), isHost( false ) {}
idLobbyBackend( lobbyBackendType_t lobbyType ) : type( lobbyType ), isLocal( false ), isHost( false ) {}
virtual void StartHosting( const idMatchParameters& p, float skillLevel, lobbyBackendType_t type ) = 0;
virtual void StartFinding( const idMatchParameters& p, int numPartyUsers, float skillLevel ) = 0;
virtual void JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo ) = 0;
virtual void GetSearchResults( idList< lobbyConnectInfo_t >& searchResults ) = 0;
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virtual lobbyConnectInfo_t GetConnectInfo() = 0;
virtual void FillMsgWithPostConnectInfo( idBitMsg& msg ) = 0; // Passed itno PostConnectFromMsg
virtual void PostConnectFromMsg( idBitMsg& msg ) = 0; // Uses results from FillMsgWithPostConnectInfo
virtual bool IsOwnerOfConnectInfo( const lobbyConnectInfo_t& connectInfo ) const
{
return false;
}
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virtual void Shutdown() = 0;
virtual void GetOwnerAddress( lobbyAddress_t& outAddr ) = 0;
virtual bool IsHost()
{
return isHost;
}
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virtual void SetIsJoinable( bool joinable ) {}
virtual void Pump() = 0;
virtual void UpdateMatchParms( const idMatchParameters& p ) = 0;
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virtual void UpdateLobbySkill( float lobbySkill ) = 0;
virtual void SetInGame( bool value ) {}
virtual lobbyBackendState_t GetState() = 0;
virtual bool IsLocal() const
{
return isLocal;
}
virtual bool IsOnline() const
{
return !isLocal;
}
virtual bool StartArbitration()
{
return false;
}
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virtual void Arbitrate() {}
virtual void VerifyArbitration() {}
virtual bool UserArbitrated( lobbyUser_t* user )
{
return false;
}
virtual void RegisterUser( lobbyUser_t* user, bool isLocal ) {}
virtual void UnregisterUser( lobbyUser_t* user, bool isLocal ) {}
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virtual void StartSession() {}
virtual void EndSession() {}
virtual bool IsSessionStarted()
{
return false;
}
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virtual void FlushStats() {}
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virtual void BecomeHost( int numInvites ) {} // Become the host of this lobby
virtual void RegisterAddress( lobbyAddress_t& address ) {} // Called after becoming a new host, to register old addresses to send invites to
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virtual void FinishBecomeHost() {}
void SetLobbyType( lobbyBackendType_t lobbyType )
{
type = lobbyType;
}
lobbyBackendType_t GetLobbyType() const
{
return type;
}
const char* GetLobbyTypeString() const
{
return ( GetLobbyType() == TYPE_PARTY ) ? "Party" : "Game";
}
bool IsRanked()
{
return MatchTypeIsRanked( parms.matchFlags );
}
bool IsPrivate()
{
return MatchTypeIsPrivate( parms.matchFlags );
}
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protected:
lobbyBackendType_t type;
idMatchParameters parms;
bool isLocal; // True if this lobby is restricted to local play only (won't need and can't connect to online lobbies)
bool isHost; // True if we created this lobby
};
class idLobbyToSessionCB
{
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public:
virtual class idLobbyBackend* GetLobbyBackend( idLobbyBackend::lobbyBackendType_t type ) const = 0;
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virtual bool CanJoinLocalHost() const = 0;
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// Ugh, hate having to ifdef these, but we're doing some fairly platform specific callbacks
};
#endif // __SYS_LOBBY_BACKEND_H__