doom3-bfg/neo/sys/sys_session_callbacks.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "../framework/Common_local.h"
#include "sys_session_local.h"
// The more the idLobby class needs to call back into this class, the more likely we're doing something wrong, and there is a better way.
/*
========================
idSessionLocalCallbacks::BecomingHost
This is called when
========================
*/
bool idSessionLocalCallbacks::BecomingHost( idLobby & lobby ) {
if ( lobby.lobbyType == idLobby::TYPE_GAME ) {
if ( sessionLocal->GetActivePlatformLobby() != &lobby ) {
idLib::Printf( "BecomingHost: Must be past the party lobby to become host of a game lobby.\n" );
return false;
}
if ( sessionLocal->localState == idSessionLocal::STATE_INGAME || sessionLocal->localState == idSessionLocal::STATE_LOADING ) {
// If we are in a game, go back to the lobby before becoming the new host of a game lobby
sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_PEER );
// session mgr housekeeping that would usually be done through the standard EndMatch path
sessionLocal->EndMatchForMigration();
}
}
return true;
}
/*
========================
idSessionLocalCallbacks::BecameHost
========================
*/
void idSessionLocalCallbacks::BecameHost( idLobby & lobby ) {
// If we were in the lobby when we switched to host, then set the right state
if ( lobby.lobbyType == idLobby::TYPE_PARTY && sessionLocal->localState == idSessionLocal::STATE_PARTY_LOBBY_PEER ) {
sessionLocal->SetState( idSessionLocal::STATE_PARTY_LOBBY_HOST );
} else if ( lobby.lobbyType == idLobby::TYPE_GAME && sessionLocal->localState == idSessionLocal::STATE_GAME_LOBBY_PEER ) {
sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_HOST );
}
}
/*
========================
idSessionLocalCallbacks::BecomingPeer
========================
*/
bool idSessionLocalCallbacks::BecomingPeer( idLobby & lobby ) {
if ( lobby.lobbyType == idLobby::TYPE_GAME ) {
if ( sessionLocal->localState == idSessionLocal::STATE_INGAME || sessionLocal->localState == idSessionLocal::STATE_LOADING ) {
// Go to the party lobby while we try to connect to the new host
// This isn't totally necessary but we want to end the current game now and go to some screen.
// When the connection goes through or fails will send the session mgr to the appropriate state (game lobby or main menu)
// What happens if we got the game migration before the party migration?
sessionLocal->SetState( sessionLocal->GetPartyLobby().IsHost() ? idSessionLocal::STATE_PARTY_LOBBY_HOST : idSessionLocal::STATE_PARTY_LOBBY_PEER );
// session mgr housekeeping that would usually be done through the standard EndMatch path
sessionLocal->EndMatchForMigration();
return true; // return true tells the session that we want him to tell us when the connects/fails
}
}
return false;
}
/*
========================
idSessionLocalCallbacks::BecamePeer
========================
*/
void idSessionLocalCallbacks::BecamePeer( idLobby & lobby ) {
if ( lobby.lobbyType == idLobby::TYPE_GAME ) {
sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_PEER );
}
}
/*
========================
idSessionLocalCallbacks::FailedGameMigration
========================
*/
void idSessionLocalCallbacks::FailedGameMigration( idLobby & lobby ) {
// We failed to complete a game migration this could happen for a couple reasons:
// -The network invites failed / failed to join migrated session
// -There was nobody to invite
lobby.ResetAllMigrationState();
if ( lobby.lobbyType == idLobby::TYPE_GAME ) { // this check is a redundant since we should only get this CB from the game session
sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_HOST );
// Make sure the sessions are joinable again
sessionLocal->EndSessions();
}
}
/*
========================
idSessionLocalCallbacks::MigrationEnded
========================
*/
void idSessionLocalCallbacks::MigrationEnded( idLobby & lobby ) {
if ( lobby.migrationInfo.persistUntilGameEndsData.wasMigratedGame ) {
#if 1
if ( lobby.lobbyType == idLobby::TYPE_GAME || ( lobby.lobbyType == idLobby::TYPE_PARTY && session->GetState() <= idSession::PARTY_LOBBY ) ) {
common->Dialog().ClearDialog( GDM_MIGRATING );
common->Dialog().ClearDialog( GDM_MIGRATING_WAITING );
common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING );
if ( lobby.GetNumLobbyUsers() <= 1 ) {
if ( MatchTypeHasStats( lobby.parms.matchFlags ) ) {
common->Dialog().AddDialog( GDM_MIGRATING_FAILED_DISBANDED_STATS, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Game has disbanded
} else {
common->Dialog().AddDialog( GDM_MIGRATING_FAILED_DISBANDED, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Game has disbanded
}
} else {
//common->Dialog().AddDialog( GDM_MIGRATING_FAILED_CONNECTION, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Lost connection to game
if ( lobby.lobbyType == idLobby::TYPE_GAME && MatchTypeHasStats( lobby.parms.matchFlags ) ) {
// This means we came from a public match, so tell them they didn't lose stats
common->Dialog().AddDialog( GDM_HOST_CONNECTION_LOST_STATS, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // The connection to the host has been lost. This game will not count towards your ranking.
} else {
// This means we came from a private match, just say host quit
common->Dialog().AddDialog( GDM_HOST_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // The connection to the host has been lost.
}
}
lobby.ResetAllMigrationState();
// Make sure the sessions are joinable again
sessionLocal->EndSessions();
}
#else
// If we get here, we migrated from a game
if ( lobby.GetNumLobbyUsers() <= 1 && lobby.lobbyType == idLobby::TYPE_GAME ) {
if ( !MatchTypeIsJoinInProgress( lobby.parms.matchFlags ) ) {
// Handles 'soft' failed game migration where we migrated from a game and are now alone
gameDialogMessages_t errorDlg = GDM_INVALID;
lobby.migrationInfo.persistUntilGameEndsData.hasGameData = false; // never restart the game if we are by ourselves
if ( lobby.migrationInfo.invites.Num() > 0 ) {
// outstanding invites: migration failed
errorDlg = ( MatchTypeHasStats( lobby.migrateMsgFlags ) && ( sessionLocal->GetFlushedStats() == false ) ) ? GDM_MIGRATING_FAILED_CONNECTION_STATS : GDM_MIGRATING_FAILED_CONNECTION;
} else {
// there was no one to invite
errorDlg = ( MatchTypeHasStats( lobby.migrateMsgFlags ) && ( sessionLocal->GetFlushedStats() == false ) ) ? GDM_MIGRATING_FAILED_DISBANDED_STATS : GDM_MIGRATING_FAILED_DISBANDED;
}
if ( errorDlg != GDM_INVALID ) {
common->Dialog().AddDialog( errorDlg, DIALOG_ACCEPT, NULL, NULL, false );
}
common->Dialog().ClearDialog( GDM_MIGRATING );
common->Dialog().ClearDialog( GDM_MIGRATING_WAITING );
common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING );
FailedGameMigration( lobby );
}
} else if ( lobby.lobbyType == idLobby::TYPE_PARTY ) {
if ( session->GetState() <= idSession::PARTY_LOBBY ) {
// We got dropped the party lobby, let them know what happened
common->Dialog().ClearDialog( GDM_MIGRATING );
common->Dialog().ClearDialog( GDM_MIGRATING_WAITING );
common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING );
if ( lobby.GetNumLobbyUsers() <= 1 ) {
common->Dialog().AddDialog( GDM_MIGRATING_FAILED_DISBANDED, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Game has disbanded
} else {
//common->Dialog().AddDialog( GDM_MIGRATING_FAILED_CONNECTION, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Lost connection to game
common->Dialog().AddDialog( GDM_HOST_CONNECTION_LOST_STATS, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true );
}
lobby.ResetAllMigrationState();
// Make sure the sessions are joinable again
sessionLocal->EndSessions();
}
}
#endif
} else if ( lobby.GetNumLobbyUsers() <= 1 && session->GetState() == idSession::PARTY_LOBBY ) {
// If they didn't come from a game, and are by themselves, just show the lobby disband msg
common->Dialog().AddDialog( GDM_LOBBY_DISBANDED, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // The lobby you were previously in has disbanded
// Make sure the sessions are joinable again
sessionLocal->EndSessions();
}
}
/*
========================
idSessionLocalCallbacks::GoodbyeFromHost
========================
*/
void idSessionLocalCallbacks::GoodbyeFromHost( idLobby & lobby, int peerNum, const lobbyAddress_t & remoteAddress, int msgType ) {
sessionLocal->GoodbyeFromHost( lobby, peerNum, remoteAddress, msgType );
}
/*
========================
idSessionLocalCallbacks::AnyPeerHasAddress
========================
*/
bool idSessionLocalCallbacks::AnyPeerHasAddress( const lobbyAddress_t & remoteAddress ) const {
return sessionLocal->GetPartyLobby().FindAnyPeer( remoteAddress ) || sessionLocal->GetGameLobby().FindAnyPeer( remoteAddress );
}
/*
========================
idSessionLocalCallbacks::RecvLeaderboardStats
========================
*/
void idSessionLocalCallbacks::RecvLeaderboardStats( idBitMsg & msg ) {
// Steam and PS3 just write them as they come per player, they don't need to flush
sessionLocal->RecvLeaderboardStatsForPlayer( msg );
}
/*
========================
idSessionLocalCallbacks::ReceivedFullSnap
========================
*/
void idSessionLocalCallbacks::ReceivedFullSnap() {
// If we received a full snap, then we can transition into the INGAME state
sessionLocal->numFullSnapsReceived++;
if ( sessionLocal->numFullSnapsReceived < 2 ) {
return;
}
if ( sessionLocal->localState != idSessionLocal::STATE_INGAME ) {
sessionLocal->GetActingGameStateLobby().QueueReliableMessage( sessionLocal->GetActingGameStateLobby().host, idLobby::RELIABLE_IN_GAME ); // Let host know we are in game now
sessionLocal->SetState( idSessionLocal::STATE_INGAME );
}
}
/*
========================
idSessionLocalCallbacks::LeaveGameLobby
========================
*/
void idSessionLocalCallbacks::LeaveGameLobby() {
// Make sure we're in the game lobby
if ( session->GetState() != idSession::GAME_LOBBY ) {
return;
}
// If we're the host of the party, only we are allowed to make this call
if ( sessionLocal->GetPartyLobby().IsHost() ) {
return;
}
sessionLocal->GetGameLobby().Shutdown();
sessionLocal->SetState( idSessionLocal::STATE_PARTY_LOBBY_PEER );
}
/*
========================
idSessionLocalCallbacks::PrePickNewHost
This is called when we have determined that we need to pick a new host.
Call PickNewHostInternal to continue on with the host picking process.
========================
*/
void idSessionLocalCallbacks::PrePickNewHost( idLobby & lobby, bool forceMe, bool inviteOldHost ) {
sessionLocal->PrePickNewHost( lobby, forceMe, inviteOldHost );
}
/*
========================
idSessionLocalCallbacks::PreMigrateInvite
This is called just before we get invited to a migrated session
If we return false, the invite will be ignored
========================
*/
bool idSessionLocalCallbacks::PreMigrateInvite( idLobby & lobby ) {
return sessionLocal->PreMigrateInvite( lobby );
}
/*
========================
idSessionLocalCallbacks::ConnectAndMoveToLobby
========================
*/
void idSessionLocalCallbacks::ConnectAndMoveToLobby( idLobby::lobbyType_t destLobbyType, const lobbyConnectInfo_t & connectInfo, bool waitForPartyOk ) {
// See if we are already in the game lobby
idLobby * lobby = sessionLocal->GetLobbyFromType( destLobbyType );
if ( lobby == NULL ) {
idLib::Printf( "RELIABLE_CONNECT_AND_MOVE_TO_LOBBY: Invalid lobby type.\n" );
return;
}
if ( lobby->lobbyBackend != NULL && lobby->lobbyBackend->IsOwnerOfConnectInfo( connectInfo ) ) {
idLib::Printf( "RELIABLE_CONNECT_AND_MOVE_TO_LOBBY: Already in lobby.\n" );
return;
}
// See if we are in a game, or loading into a game. If so, ignore invites from our party host
if ( destLobbyType == idLobby::TYPE_GAME || destLobbyType == idLobby::TYPE_GAME_STATE ) {
if ( GetState() == idSession::INGAME || GetState() == idSession::LOADING ) {
idLib::Printf( "RELIABLE_CONNECT_AND_MOVE_TO_LOBBY: In a different game, ignoring.\n" );
return;
}
}
// End current game lobby
lobby->Shutdown();
// waitForPartyOk will be true if the party host wants us to wait for his ok to stay in the lobby
lobby->waitForPartyOk = waitForPartyOk;
// Connect to new game lobby
sessionLocal->ConnectAndMoveToLobby( *lobby, connectInfo, true ); // Consider this an invite if party host told us to connect
}
/*
========================
idSessionLocalCallbacks::HandleServerQueryRequest
========================
*/
void idSessionLocalCallbacks::HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ) {
sessionLocal->HandleServerQueryRequest( remoteAddr, msg, msgType );
}
/*
========================
idSessionLocalCallbacks::HandleServerQueryAck
========================
*/
void idSessionLocalCallbacks::HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ) {
sessionLocal->HandleServerQueryAck( remoteAddr, msg );
}
extern idCVar net_headlessServer;
/*
========================
idSessionLocalCallbacks::HandlePeerMatchParamUpdate
========================
*/
void idSessionLocalCallbacks::HandlePeerMatchParamUpdate( int peer, int msg ) {
if ( net_headlessServer.GetBool() ) {
sessionLocal->storedPeer = peer;
sessionLocal->storedMsgType = msg;
}
}
/*
========================
idSessionLocalCallbacks::CreateLobbyBackend
========================
*/
idLobbyBackend * idSessionLocalCallbacks::CreateLobbyBackend( const idMatchParameters & p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) {
return sessionLocal->CreateLobbyBackend( p, skillLevel, lobbyType );
}
/*
========================
idSessionLocalCallbacks::FindLobbyBackend
========================
*/
idLobbyBackend * idSessionLocalCallbacks::FindLobbyBackend( const idMatchParameters & p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) {
return sessionLocal->FindLobbyBackend( p, numPartyUsers, skillLevel, lobbyType );
}
/*
========================
idSessionLocalCallbacks::JoinFromConnectInfo
========================
*/
idLobbyBackend * idSessionLocalCallbacks::JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType ) {
return sessionLocal->JoinFromConnectInfo( connectInfo, lobbyType );
}
/*
========================
idSessionLocalCallbacks::DestroyLobbyBackend
========================
*/
void idSessionLocalCallbacks::DestroyLobbyBackend( idLobbyBackend * lobbyBackend ) {
sessionLocal->DestroyLobbyBackend( lobbyBackend );
}