/* =========================================================================== 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 . 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 "precompiled.h" #include "sys_lobby.h" idCVar net_migration_debug( "net_migration_debug", "0", CVAR_BOOL, "debug" ); idCVar net_migration_disable( "net_migration_disable", "0", CVAR_BOOL, "debug" ); 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" ); /* ======================== idLobby::IsBetterHost ======================== */ bool idLobby::IsBetterHost( int ping1, lobbyUserID_t userId1, int ping2, lobbyUserID_t userId2 ) { if( lobbyType == TYPE_PARTY ) { return userId1 < userId2; // Only use user id for party, since ping doesn't matter } if( ping1 < ping2 ) { // Better ping wins return true; } else if( ping1 == ping2 && userId1 < userId2 ) { // User id is tie breaker return true; } return false; } /* ======================== idLobby::FindMigrationInviteIndex ======================== */ int idLobby::FindMigrationInviteIndex( lobbyAddress_t& address ) { if( migrationInfo.state == MIGRATE_NONE ) { return -1; } for( int i = 0; i < migrationInfo.invites.Num(); i++ ) { if( migrationInfo.invites[i].address.Compare( address, true ) ) { return i; } } return -1; } /* ======================== idLobby::UpdateHostMigration ======================== */ void idLobby::UpdateHostMigration() { int time = Sys_Milliseconds(); // If we are picking a new host, then update that if( migrationInfo.state == MIGRATE_PICKING_HOST ) { const int MIGRATION_PICKING_HOST_TIMEOUT_IN_SECONDS = 20; // FIXME: set back to 5 // Give other hosts 5 seconds if( time - migrationInfo.migrationStartTime > session->GetTitleStorageInt( "MIGRATION_PICKING_HOST_TIMEOUT_IN_SECONDS", MIGRATION_PICKING_HOST_TIMEOUT_IN_SECONDS ) * 1000 ) { // Just become the host if we haven't heard from a host in awhile BecomeHost(); } else { return; } } // See if we are a new migrated host that needs to invite the original members back if( migrationInfo.state != MIGRATE_BECOMING_HOST ) { return; } if( lobbyBackend == NULL || lobbyBackend->GetState() != idLobbyBackend::STATE_READY ) { return; } if( state != STATE_IDLE ) { return; } if( !IsHost() ) { return; } 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 const int MIGRATION_INVITE_TIME_IN_SECONDS = 2; if( migrationInfo.invites.Num() == 0 || time - migrationInfo.migrationStartTime > session->GetTitleStorageInt( "MIGRATION_TIMEOUT_IN_SECONDS", MIGRATION_TIMEOUT_IN_SECONDS ) * 1000 ) { // Either everyone acked, or we timed out, just keep who we have, and stop sending invites EndMigration(); return; } // Send invites to anyone who hasn't responded for( int i = 0; i < migrationInfo.invites.Num(); i++ ) { if( time - migrationInfo.invites[i].lastInviteTime < session->GetTitleStorageInt( "MIGRATION_INVITE_TIME_IN_SECONDS", MIGRATION_INVITE_TIME_IN_SECONDS ) * 1000 ) { continue; // Not enough time passed } // Mark the time migrationInfo.invites[i].lastInviteTime = time; byte buffer[ idPacketProcessor::MAX_PACKET_SIZE - 2 ]; idBitMsg outmsg( buffer, sizeof( buffer ) ); // Have lobbyBackend fill out msg with connection info lobbyConnectInfo_t connectInfo = lobbyBackend->GetConnectInfo(); connectInfo.WriteToMsg( outmsg ); // Let them know whether or not this was from in game outmsg.WriteBool( migrationInfo.persistUntilGameEndsData.wasMigratedGame ); NET_VERBOSE_PRINT( "NET: Sending migration invite to %s\n", migrationInfo.invites[i].address.ToString() ); // Send the migration invite SendConnectionLess( migrationInfo.invites[i].address, OOB_MIGRATE_INVITE, outmsg.GetReadData(), outmsg.GetSize() ); } } /* ======================== idLobby::BuildMigrationInviteList ======================== */ void idLobby::BuildMigrationInviteList( bool inviteOldHost ) { migrationInfo.invites.Clear(); // Build a list of addresses we will send invites to (gather all unique remote addresses from the session user list) for( int i = 0; i < GetNumLobbyUsers(); i++ ) { lobbyUser_t* user = GetLobbyUser( i ); if( !verify( user != NULL ) ) { continue; } if( user->IsDisconnected() ) { continue; } if( IsSessionUserIndexLocal( i ) ) { migrationInfo.ourPingMs = user->pingMs; migrationInfo.ourUserId = user->lobbyUserID; migrationInfo.persistUntilGameEndsData.ourGameData = user->migrationGameData; NET_VERBOSE_PRINT( "^2NET: Migration game data for local user is index %d \n", user->migrationGameData ); continue; // Only interested in remote users } if( !inviteOldHost && user->peerIndex == -1 ) { continue; // Don't invite old host if told not to do so } if( FindMigrationInviteIndex( user->address ) == -1 ) { migrationInvite_t invite; invite.address = user->address; invite.pingMs = user->pingMs; invite.userId = user->lobbyUserID; invite.migrationGameData = user->migrationGameData; invite.lastInviteTime = 0; NET_VERBOSE_PRINT( "^2NET: Migration game data for user %s is index %d \n", user->gamertag, user->migrationGameData ); migrationInfo.invites.Append( invite ); } } } /* ======================== idLobby::PickNewHost ======================== */ void idLobby::PickNewHost( bool forceMe, bool inviteOldHost ) { if( IsHost() ) { idLib::Printf( "PickNewHost: Already host of session %s\n", GetLobbyName() ); return; } sessionCB->PrePickNewHost( *this, forceMe, inviteOldHost ); } /* ======================== idLobby::PickNewHostInternal ======================== */ void idLobby::PickNewHostInternal( bool forceMe, bool inviteOldHost ) { if( migrationInfo.state == MIGRATE_PICKING_HOST ) { return; // Already picking new host } idLib::Printf( "PickNewHost: Started picking new host %s.\n", GetLobbyName() ); if( IsHost() ) { idLib::Printf( "PickNewHost: Already host of session %s\n", GetLobbyName() ); return; } // Find the user with the lowest ping int bestUserIndex = -1; int bestPingMs = 0; lobbyUserID_t bestUserId; for( int i = 0; i < GetNumLobbyUsers(); i++ ) { lobbyUser_t* user = GetLobbyUser( i ); if( !verify( user != NULL ) ) { continue; } if( user->IsDisconnected() ) { continue; } if( user->peerIndex == -1 ) { continue; // Don't try and pick old host } if( bestUserIndex == -1 || IsBetterHost( user->pingMs, user->lobbyUserID, bestPingMs, bestUserId ) ) { bestUserIndex = i; bestPingMs = user->pingMs; bestUserId = user->lobbyUserID; } if( user->peerIndex == net_migration_forcePeerAsHost.GetInteger() ) { bestUserIndex = i; bestPingMs = user->pingMs; bestUserId = user->lobbyUserID; break; } } // Remember when we first started picking a new host migrationInfo.state = MIGRATE_PICKING_HOST; migrationInfo.migrationStartTime = Sys_Milliseconds(); migrationInfo.persistUntilGameEndsData.wasMigratedGame = sessionCB->GetState() == idSession::INGAME; if( bestUserIndex == -1 ) // This can happen if we call PickNewHost on an lobby that was Shutdown { NET_VERBOSE_PRINT( "MIGRATION: PickNewHost was called on an lobby that was Shutdown\n" ); BecomeHost(); return; } NET_VERBOSE_PRINT( "MIGRATION: Chose user index %d (%s) for new host\n", bestUserIndex, GetLobbyUser( bestUserIndex )->gamertag ); bool bestWasLocal = IsSessionUserIndexLocal( bestUserIndex ); // Check before shutting down the lobby migrateMsgFlags = parms.matchFlags; // Save off match parms // Build invite list BuildMigrationInviteList( inviteOldHost ); // If the best user is on this machine, then we become the host now, otherwise, wait for a new host to contact us if( forceMe || bestWasLocal ) { BecomeHost(); } } /* ======================== idLobby::BecomeHost ======================== */ void idLobby::BecomeHost() { if( !verify( migrationInfo.state == MIGRATE_PICKING_HOST ) ) { idLib::Printf( "BecomeHost: Must be called from PickNewHost.\n" ); EndMigration(); return; } if( IsHost() ) { idLib::Printf( "BecomeHost: Already host of session.\n" ); EndMigration(); return; } if( !sessionCB->BecomingHost( *this ) ) { EndMigration(); return; } idLib::Printf( "BecomeHost: Sending %i invites on %s.\n", migrationInfo.invites.Num(), GetLobbyName() ); migrationInfo.state = MIGRATE_BECOMING_HOST; migrationInfo.migrationStartTime = Sys_Milliseconds(); if( lobbyBackend == NULL ) { // If we don't have a lobbyBackend, then just create one Shutdown(); StartCreating(); return; } // Shutdown the current lobby, but keep the lobbyBackend (we'll migrate it) Shutdown( true ); // Migrate the lobbyBackend to host lobbyBackend->BecomeHost( migrationInfo.invites.Num() ); // Wait for it to complete SetState( STATE_CREATE_LOBBY_BACKEND ); } /* ======================== idLobby::EndMigration This gets called when we are done migrating, and invites will no longer be sent out. ======================== */ void idLobby::EndMigration() { if( migrationInfo.state == MIGRATE_NONE ) { idLib::Printf( "idSessionLocal::EndMigration: Not migrating.\n" ); return; } sessionCB->MigrationEnded( *this ); if( lobbyBackend != NULL ) { lobbyBackend->FinishBecomeHost(); } migrationInfo.state = MIGRATE_NONE; migrationInfo.invites.Clear(); } /* ======================== idLobby::ResetAllMigrationState This will reset all state related to host migration. Should be called at match end so our next game is not treated as a migrated game ======================== */ void idLobby::ResetAllMigrationState() { migrationInfo.state = MIGRATE_NONE; migrationInfo.invites.Clear(); migrationInfo.persistUntilGameEndsData.Clear(); migrateMsgFlags = 0; common->Dialog().ClearDialog( GDM_MIGRATING ); common->Dialog().ClearDialog( GDM_MIGRATING_WAITING ); common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING ); } /* ======================== idLobby::GetMigrationGameData This will setup the passed in idBitMsg to either read or write from the global migration game data buffer ======================== */ bool idLobby::GetMigrationGameData( idBitMsg& msg, bool reading ) { if( reading ) { if( !IsMigratedStatsGame() || !migrationInfo.persistUntilGameEndsData.wasMigratedHost ) { // This was not a migrated session, we have no migration data return false; } msg.InitRead( migrationInfo.persistUntilGameEndsData.gameData, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) ); } else { migrationInfo.persistUntilGameEndsData.hasGameData = true; memset( migrationInfo.persistUntilGameEndsData.gameData, 0, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) ); msg.InitWrite( migrationInfo.persistUntilGameEndsData.gameData, sizeof( migrationInfo.persistUntilGameEndsData.gameData ) ); } return true; } /* ======================== idLobby::GetMigrationGameDataUser This will setup the passed in idBitMsg to either read or write from the user's migration game data buffer ======================== */ bool idLobby::GetMigrationGameDataUser( lobbyUserID_t lobbyUserID, idBitMsg& msg, bool reading ) { const int userNum = GetLobbyUserIndexByID( lobbyUserID ); if( !verify( userNum >= 0 && userNum < MAX_PLAYERS ) ) { return false; } lobbyUser_t* u = GetLobbyUser( userNum ); if( u != NULL ) { if( reading ) { if( !IsMigratedStatsGame() || !migrationInfo.persistUntilGameEndsData.wasMigratedHost ) { // This was not a migrated session, we have no migration data return false; } if( u->migrationGameData >= 0 && u->migrationGameData < MAX_PLAYERS ) { msg.InitRead( migrationInfo.persistUntilGameEndsData.gameDataUser[ u->migrationGameData ], sizeof( migrationInfo.persistUntilGameEndsData.gameDataUser[ 0 ] ) ); } 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; }