/* =========================================================================== 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. =========================================================================== */ #undef private #undef protected #include "win32/win_achievements.h" #include "win32/win_signin.h" #include "sys_lobby_backend.h" #include "sys_lobby.h" class idSaveGameProcessorNextMap; class idSaveGameProcessorSaveGame; class idSaveGameProcessorLoadGame; class idSaveGameProcessorDelete; class idSaveGameProcessorEnumerateGames; /* ================================================ idLobbyStub ================================================ */ class idLobbyStub : public idLobbyBase { public: virtual bool IsHost() const { return false; } virtual bool IsPeer() const { return false; } virtual bool HasActivePeers() const { return false; } virtual int GetNumLobbyUsers() const { return 0; } virtual int GetNumActiveLobbyUsers() const { return 0; } virtual bool IsLobbyUserConnected( int index ) const { return false; } virtual lobbyUserID_t GetLobbyUserIdByOrdinal( int userIndex ) const { return lobbyUserID_t(); } virtual int GetLobbyUserIndexFromLobbyUserID( lobbyUserID_t lobbyUserID ) const { return -1; } virtual void SendReliable( int type, idBitMsg & msg, bool callReceiveReliable = true, peerMask_t sessionUserMask = MAX_UNSIGNED_TYPE( peerMask_t ) ) {} virtual void SendReliableToLobbyUser( lobbyUserID_t lobbyUserID, int type, idBitMsg & msg ) {} virtual void SendReliableToHost( int type, idBitMsg & msg ) {} virtual const char * GetLobbyUserName( lobbyUserID_t lobbyUserID ) const { return "INVALID"; } virtual void KickLobbyUser( lobbyUserID_t lobbyUserID ) {} virtual bool IsLobbyUserValid( lobbyUserID_t lobbyUserID ) const { return false; } virtual bool IsLobbyUserLoaded( lobbyUserID_t lobbyUserID ) const { return false; } virtual bool LobbyUserHasFirstFullSnap( lobbyUserID_t lobbyUserID ) const { return false; } virtual void EnableSnapshotsForLobbyUser( lobbyUserID_t lobbyUserID ) {} virtual int GetLobbyUserSkinIndex( lobbyUserID_t lobbyUserID ) const { return 0; } virtual bool GetLobbyUserWeaponAutoReload( lobbyUserID_t lobbyUserID ) const { return false; } virtual bool GetLobbyUserWeaponAutoSwitch( lobbyUserID_t lobbyUserID ) const { return false; } virtual int GetLobbyUserLevel( lobbyUserID_t lobbyUserID ) const { return 0; } virtual int GetLobbyUserQoS( lobbyUserID_t lobbyUserID ) const { return 0; } virtual int GetLobbyUserTeam( lobbyUserID_t lobbyUserID ) const { return 0; } virtual bool SetLobbyUserTeam( lobbyUserID_t lobbyUserID, int teamNumber ) { return false; } virtual int GetLobbyUserPartyToken( lobbyUserID_t lobbyUserID ) const { return 0; } virtual idPlayerProfile * GetProfileFromLobbyUser( lobbyUserID_t lobbyUserID ) { return NULL; } virtual idLocalUser * GetLocalUserFromLobbyUser( lobbyUserID_t lobbyUserID ) { return NULL; } virtual int GetNumLobbyUsersOnTeam( int teamNumber ) const { return 0; } virtual int PeerIndexFromLobbyUser( lobbyUserID_t lobbyUserID ) const { return -1; } virtual int GetPeerTimeSinceLastPacket( int peerIndex ) const { return 0; } virtual int PeerIndexForHost() const { return -1; } virtual lobbyUserID_t AllocLobbyUserSlotForBot( const char * botName ) { return lobbyUserID_t(); } virtual void RemoveBotFromLobbyUserList( lobbyUserID_t lobbyUserID ) {} virtual bool GetLobbyUserIsBot( lobbyUserID_t lobbyUserID ) const { return false; } virtual const char * GetHostUserName() const { return "INVALID"; } virtual const idMatchParameters & GetMatchParms() const { return fakeParms; } virtual bool IsLobbyFull() const { return false; } virtual bool EnsureAllPeersHaveBaseState() { return false; } virtual bool AllPeersInGame() const { return false; } virtual int GetNumConnectedPeers() const { return 0; } virtual int GetNumConnectedPeersInGame() const { return 0; } virtual int PeerIndexOnHost() const { return -1; } virtual bool IsPeerDisconnected( int peerIndex ) const { return false; } virtual bool AllPeersHaveStaleSnapObj( int objId ) { return false; } virtual bool AllPeersHaveExpectedSnapObj( int objId ) { return false; } virtual void RefreshSnapObj( int objId ) {} virtual void MarkSnapObjDeleted( int objId ) {} virtual void AddSnapObjTemplate( int objID, idBitMsg & msg ) {} virtual void DrawDebugNetworkHUD() const {} virtual void DrawDebugNetworkHUD2() const {} virtual void DrawDebugNetworkHUD_ServerSnapshotMetrics( bool draw ) {} private: idMatchParameters fakeParms; }; /* ================================================ idSessionLocal ================================================ */ class idSessionLocal : public idSession { friend class idLeaderboards; friend class idStatsSession; friend class idLobbyBackend360; friend class idLobbyBackendPS3; friend class idSessionLocalCallbacks; friend class idPsnAsyncSubmissionLookupPS3_TitleStorage; friend class idNetSessionPort; friend class lobbyAddress_t; protected: //===================================================================================================== // Mixed Common/Platform enums/structs //===================================================================================================== // Overall state of the session enum state_t { STATE_PRESS_START, // We are at press start STATE_IDLE, // We are at the main menu STATE_PARTY_LOBBY_HOST, // We are in the party lobby menu as host STATE_PARTY_LOBBY_PEER, // We are in the party lobby menu as a peer STATE_GAME_LOBBY_HOST, // We are in the game lobby as a host STATE_GAME_LOBBY_PEER, // We are in the game lobby as a peer STATE_GAME_STATE_LOBBY_HOST, // We are in the game state lobby as a host STATE_GAME_STATE_LOBBY_PEER, // We are in the game state lobby as a peer STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY, // We are creating a party lobby, and will move to that state when done STATE_CREATE_AND_MOVE_TO_GAME_LOBBY, // We are creating a game lobby, and will move to that state when done STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY, // We are creating a game state lobby, and will move to that state when done STATE_FIND_OR_CREATE_MATCH, STATE_CONNECT_AND_MOVE_TO_PARTY, STATE_CONNECT_AND_MOVE_TO_GAME, STATE_CONNECT_AND_MOVE_TO_GAME_STATE, STATE_BUSY, // Doing something internally like a QoS/bandwidth challenge // These are last, so >= STATE_LOADING tests work STATE_LOADING, // We are loading the map, preparing to go into a match STATE_INGAME, // We are currently in a match NUM_STATES }; enum connectType_t { CONNECT_NONE = 0, CONNECT_DIRECT = 1, CONNECT_FIND_OR_CREATE = 2, }; enum pendingInviteMode_t { PENDING_INVITE_NONE = 0, // No invite waiting PENDING_INVITE_WAITING = 1, // Invite is waiting PENDING_SELF_INVITE_WAITING = 2, // We invited ourselves to a match }; struct contentData_t { bool isMounted; idStrStatic<128> displayName; idStrStatic< MAX_OSPATH > packageFileName; idStrStatic< MAX_OSPATH > rootPath; int dlcID; }; public: idSessionLocal(); virtual ~idSessionLocal(); void InitBaseState(); virtual bool IsPlatformPartyInLobby(); // Downloadable Content virtual int GetNumContentPackages() const; virtual int GetContentPackageID( int contentIndex ) const; virtual const char * GetContentPackagePath( int contentIndex ) const; virtual int GetContentPackageIndexForID( int contentID ) const; virtual bool GetSystemMarketplaceHasNewContent() const { return marketplaceHasNewContent; } virtual void SetSystemMarketplaceHasNewContent( bool hasNewContent ) { marketplaceHasNewContent = hasNewContent; } // Lobby management virtual void CreatePartyLobby( const idMatchParameters & parms_ ); virtual void FindOrCreateMatch( const idMatchParameters & parms ); virtual void CreateMatch( const idMatchParameters & parms_ ); virtual void CreateGameStateLobby( const idMatchParameters & parms_ ); virtual void UpdatePartyParms( const idMatchParameters & parms_ ); virtual void UpdateMatchParms( const idMatchParameters & parms_ ); virtual void StartMatch(); virtual void SetSessionOption( sessionOption_t option ) { sessionOptions |= option; } virtual void ClearSessionOption( sessionOption_t option ) { sessionOptions &= ~option; } virtual sessionState_t GetBackState(); virtual void Cancel(); virtual void MoveToPressStart(); virtual void FinishDisconnect(); virtual bool ShouldShowMigratingDialog() const; // Note this is not in sys_session.h virtual bool IsCurrentLobbyMigrating() const; virtual bool IsLosingConnectionToHost() const; // Migration virtual bool WasMigrationGame() const; virtual bool ShouldRelaunchMigrationGame() const; virtual bool GetMigrationGameData( idBitMsg & msg, bool reading ); virtual bool GetMigrationGameDataUser( lobbyUserID_t lobbyUserID, idBitMsg & msg, bool reading ); virtual bool WasGameLobbyCoalesced() const { return gameLobbyWasCoalesced; } // Misc virtual int GetLoadingID() { return loadingID; } virtual bool IsAboutToLoad() const { return GetGameLobby().IsLobbyActive() && GetGameLobby().startLoadingFromHost; } virtual bool GetMatchParamUpdate( int &peer, int &msg ); virtual int GetInputRouting( int inputRouting[ MAX_INPUT_DEVICES ] ); virtual void EndMatch( bool premature=false ); // Meant for host to end match gracefully, go back to lobby, tally scores, etc virtual void MatchFinished(); // this is for when the game is over before we go back to lobby. Need this incase the host leaves during this time virtual void QuitMatch(); // Meant for host or peer to quit the match before it ends, will instigate host migration, etc virtual void QuitMatchToTitle(); // Will forcefully quit the match and return to the title screen. virtual void LoadingFinished(); virtual void Pump(); virtual void ProcessSnapAckQueue(); virtual sessionState_t GetState() const; virtual const char * GetStateString() const ; virtual void SendUsercmds( idBitMsg & msg ); virtual void SendSnapshot( idSnapShot & ss ); virtual const char * GetPeerName( int peerNum ); virtual const char * GetLocalUserName( int i ) const { return signInManager->GetLocalUserByIndex( i )->GetGamerTag(); } virtual void UpdateSignInManager(); virtual idPlayerProfile * GetProfileFromMasterLocalUser(); virtual void PrePickNewHost( idLobby & lobby, bool forceMe, bool inviteOldHost ); virtual bool PreMigrateInvite( idLobby & lobby ); //===================================================================================================== // Title Storage Vars //===================================================================================================== virtual float GetTitleStorageFloat( const char * name, float defaultFloat ) const { return titleStorageVars.GetFloat( name, defaultFloat ); } virtual int GetTitleStorageInt( const char * name, int defaultInt ) const { return titleStorageVars.GetInt( name, defaultInt ); } virtual bool GetTitleStorageBool( const char * name, bool defaultBool ) const { return titleStorageVars.GetBool( name, defaultBool ); } virtual const char * GetTitleStorageString( const char * name, const char * defaultString ) const { return titleStorageVars.GetString( name, defaultString ); } virtual bool GetTitleStorageFloat( const char * name, float defaultFloat, float & out ) const { return titleStorageVars.GetFloat( name, defaultFloat, out ); } virtual bool GetTitleStorageInt( const char * name, int defaultInt, int & out ) const { return titleStorageVars.GetInt( name, defaultInt, out ); } virtual bool GetTitleStorageBool( const char * name, bool defaultBool, bool & out ) const { return titleStorageVars.GetBool( name, defaultBool, out ); } virtual bool GetTitleStorageString( const char * name, const char * defaultString, const char ** out ) const { return titleStorageVars.GetString( name, defaultString, out ); } virtual bool IsTitleStorageLoaded() { return titleStorageLoaded; } //===================================================================================================== // Voice chat //===================================================================================================== virtual voiceState_t GetLobbyUserVoiceState( lobbyUserID_t lobbyUserID ); virtual voiceStateDisplay_t GetDisplayStateFromVoiceState( voiceState_t voiceState ) const; virtual void ToggleLobbyUserVoiceMute( lobbyUserID_t lobbyUserID ); virtual void SetActiveChatGroup( int groupIndex ); virtual void UpdateMasterUserHeadsetState(); //===================================================================================================== // Bandwidth / QoS checking //===================================================================================================== virtual bool StartOrContinueBandwidthChallenge( bool forceStart ); virtual void DebugSetPeerSnaprate( int peerIndex, int snapRateMS ); virtual float GetIncomingByteRate(); //===================================================================================================== // Invites //===================================================================================================== virtual void HandleBootableInvite( int64 lobbyId = 0 ) = 0; virtual void ClearBootableInvite() = 0; virtual void ClearPendingInvite() = 0; virtual bool HasPendingBootableInvite() = 0; virtual void SetDiscSwapMPInvite( void * parm ) = 0; // call to request a discSwap multiplayer invite virtual void * GetDiscSwapMPInviteParms() = 0; virtual bool IsDiscSwapMPInviteRequested() const { return inviteInfoRequested; } bool GetFlushedStats() { return flushedStats; } void SetFlushedStats( bool _flushedStats ) { flushedStats = _flushedStats; } //===================================================================================================== // Notifications //===================================================================================================== // This is called when a LocalUser is signed in/out virtual void OnLocalUserSignin( idLocalUser * user ); virtual void OnLocalUserSignout( idLocalUser * user ); // This is called when the master LocalUser is signed in/out, these are called after OnLocalUserSignin/out() virtual void OnMasterLocalUserSignout(); virtual void OnMasterLocalUserSignin(); // After a local user has signed in and their profile has loaded virtual void OnLocalUserProfileLoaded( idLocalUser * user ); //===================================================================================================== // Platform specific (different platforms implement these differently) //===================================================================================================== virtual void Initialize() = 0; virtual void Shutdown() = 0; virtual void InitializeSoundRelatedSystems() = 0; virtual void ShutdownSoundRelatedSystems() = 0; virtual void PlatformPump() = 0; virtual void InviteFriends() = 0; virtual void InviteParty() = 0; virtual void ShowPartySessions() = 0; virtual bool ProcessInputEvent( const sysEvent_t * ev ) = 0; // Play with Friends server listing virtual int NumServers() const = 0; virtual void ListServers( const idCallback & callback ) = 0; virtual void ListServersCommon(); virtual void CancelListServers() = 0; virtual void ConnectToServer( int i ) = 0; virtual const serverInfo_t * ServerInfo( int i ) const = 0; virtual const idList< idStr > * ServerPlayerList( int i ); virtual void ShowServerGamerCardUI( int i ) = 0; virtual void HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ) = 0; virtual void HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ) = 0; // System UI virtual bool IsSystemUIShowing() const = 0; virtual void SetSystemUIShowing( bool show ) = 0; virtual void ShowSystemMarketplaceUI() const = 0; virtual void ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID ) = 0; // Leaderboards virtual void LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t * leaderboard, const column_t * stats, const idFile_Memory * attachment = NULL ) = 0; virtual void LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int startingRank, int numRows, const idLeaderboardCallback & callback ) = 0; virtual void LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int64 attachmentID ) = 0; // Scoring (currently just for TrueSkill) virtual void SetLobbyUserRelativeScore( lobbyUserID_t lobbyUserID, int relativeScore, int team ) = 0; virtual void LeaderboardFlush() = 0; //=====================================================================================================i' // Savegames //===================================================================================================== virtual saveGameHandle_t SaveGameSync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description ); virtual saveGameHandle_t SaveGameAsync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description ); virtual saveGameHandle_t LoadGameSync( const char * name, saveFileEntryList_t & files ); virtual saveGameHandle_t EnumerateSaveGamesSync(); virtual saveGameHandle_t EnumerateSaveGamesAsync(); virtual saveGameHandle_t DeleteSaveGameSync( const char * name ); virtual saveGameHandle_t DeleteSaveGameAsync( const char * name ); virtual bool IsSaveGameCompletedFromHandle( const saveGameHandle_t & handle ) const { return saveGameManager->IsSaveGameCompletedFromHandle( handle ); } virtual void CancelSaveGameWithHandle( const saveGameHandle_t & handle ) { GetSaveGameManager().CancelWithHandle( handle ); } virtual const saveGameDetailsList_t & GetEnumeratedSavegames() const { return saveGameManager->GetEnumeratedSavegames(); } virtual bool IsEnumerating() const; virtual saveGameHandle_t GetEnumerationHandle() const; virtual void SetCurrentSaveSlot( const char * slotName ) { currentSaveSlot = slotName; } virtual const char * GetCurrentSaveSlot() const { return currentSaveSlot.c_str(); } // Notifications void OnSaveCompleted( idSaveLoadParms * parms ); void OnLoadCompleted( idSaveLoadParms * parms ); void OnDeleteCompleted( idSaveLoadParms * parms ); void OnEnumerationCompleted( idSaveLoadParms * parms ); // Error checking virtual bool IsDLCAvailable( const char * mapName ); virtual bool LoadGameCheckDiscNumber( idSaveLoadParms & parms ); bool LoadGameCheckDescriptionFile( idSaveLoadParms & parms ); // Downloadable Content virtual void EnumerateDownloadableContent() = 0; void DropClient( int peerNum, int session ); protected: float GetUpstreamDropRate() { return upstreamDropRate; } float GetUpstreamQueueRate() { return upstreamQueueRate; } int GetQueuedBytes() { return queuedBytes; } //===================================================================================================== // Common functions (sys_session_local.cpp) //===================================================================================================== void HandleLobbyControllerState( int lobbyType ); virtual void UpdatePendingInvite(); bool HandleState(); // The party and game lobby are the two platform lobbies that notify the backends (Steam/PSN/LIVE of changes) idLobby & GetPartyLobby() { return partyLobby; } const idLobby & GetPartyLobby() const { return partyLobby; } idLobby & GetGameLobby() { return gameLobby; } const idLobby & GetGameLobby() const { return gameLobby; } // Game state lobby is the lobby used while in-game. It is so the dedicated server can host this lobby // and have all platform clients join. It does NOT notify the backends of changes, it's purely for the dedicated // server to be able to host the in-game lobby. // Generally, you would call GetActingGameStateLobby. If we are not using game state lobby, GetActingGameStateLobby will return GetGameLobby insread. idLobby & GetGameStateLobby() { return gameStateLobby; } const idLobby & GetGameStateLobby() const { return gameStateLobby; } idLobby & GetActingGameStateLobby(); const idLobby & GetActingGameStateLobby() const; // GetActivePlatformLobby will return either the game or party lobby, it won't return the game state lobby // This function is generally used for menus, in-game code should refer to GetActingGameStateLobby idLobby * GetActivePlatformLobby(); const idLobby * GetActivePlatformLobby() const; idLobby * GetLobbyFromType( idLobby::lobbyType_t lobbyType ); virtual idLobbyBase & GetPartyLobbyBase() { return partyLobby; } virtual idLobbyBase & GetGameLobbyBase() { return gameLobby; } virtual idLobbyBase & GetActingGameStateLobbyBase() { return GetActingGameStateLobby(); } virtual idLobbyBase & GetActivePlatformLobbyBase(); virtual idLobbyBase & GetLobbyFromLobbyUserID( lobbyUserID_t lobbyUserID ); void SetState( state_t newState ); bool HandlePackets(); void HandleVoiceRestrictionDialog(); void SetDroppedByHost( bool dropped ) { droppedByHost = dropped; } bool GetDroppedByHost() { return droppedByHost; } public: int storedPeer; int storedMsgType; protected: static const char * stateToString[ NUM_STATES ]; state_t localState; uint32 sessionOptions; connectType_t connectType; int connectTime; idLobby partyLobby; idLobby gameLobby; idLobby gameStateLobby; idLobbyStub stubLobby; // We use this when we request the active lobby when we are not in a lobby (i.e at press start) int currentID; // The host used this to send out a unique id to all users so we can identify them class idVoiceChatMgr * voiceChat; int lastVoiceSendtime; bool hasShownVoiceRestrictionDialog; pendingInviteMode_t pendingInviteMode; int pendingInviteDevice; lobbyConnectInfo_t pendingInviteConnectInfo; bool isSysUIShowing; idDict titleStorageVars; bool titleStorageLoaded; int showMigratingInfoStartTime; int nextGameCoalesceTime; bool gameLobbyWasCoalesced; int numFullSnapsReceived; bool flushedStats; int loadingID; bool inviteInfoRequested; idSaveGameProcessorSaveFiles * processorSaveFiles; idSaveGameProcessorLoadFiles * processorLoadFiles; idSaveGameProcessorDelete * processorDelete; idSaveGameProcessorEnumerateGames * processorEnumerate; idStr currentSaveSlot; saveGameHandle_t enumerationHandle; //------------------------ // State functions //------------------------ bool State_Party_Lobby_Host(); bool State_Party_Lobby_Peer(); bool State_Game_Lobby_Host(); bool State_Game_Lobby_Peer(); bool State_Game_State_Lobby_Host(); bool State_Game_State_Lobby_Peer(); bool State_Loading(); bool State_InGame(); bool State_Find_Or_Create_Match(); bool State_Create_And_Move_To_Party_Lobby(); bool State_Create_And_Move_To_Game_Lobby(); bool State_Create_And_Move_To_Game_State_Lobby(); bool State_Connect_And_Move_To_Party(); bool State_Connect_And_Move_To_Game(); bool State_Connect_And_Move_To_Game_State(); bool State_Finalize_Connect(); bool State_Busy(); // ----------------------- // Downloadable Content // ----------------------- static const int MAX_CONTENT_PACKAGES = 16; idStaticList downloadedContent; bool marketplaceHasNewContent; class idQueuePacket { public: byte data[ idPacketProcessor::MAX_FINAL_PACKET_SIZE ]; lobbyAddress_t address; int size; int time; bool dedicated; idQueueNode queueNode; }; idBlockAlloc< idQueuePacket, 64, TAG_NETWORKING > packetAllocator; idQueue< idQueuePacket,&idQueuePacket::queueNode > sendQueue; idQueue< idQueuePacket,&idQueuePacket::queueNode > recvQueue; float upstreamDropRate; // instant rate in B/s at which we are dropping packets due to simulated upstream saturation int upstreamDropRateTime; float upstreamQueueRate; // instant rate in B/s at which queued packets are coming out after local buffering due to upstream saturation int upstreamQueueRateTime; int queuedBytes; int waitingOnGameStateMembersToLeaveTime; int waitingOnGameStateMembersToJoinTime; void TickSendQueue(); void QueuePacket( idQueue< idQueuePacket,&idQueuePacket::queueNode > & queue, int time, const lobbyAddress_t & to, const void * data, int size, bool dedicated ); bool ReadRawPacketFromQueue( int time, lobbyAddress_t & from, void * data, int & size, bool & outDedicated, int maxSize ); void SendRawPacket( const lobbyAddress_t & to, const void * data, int size, bool dedicated ); bool ReadRawPacket( lobbyAddress_t & from, void * data, int & size, bool & outDedicated, int maxSize ); void ConnectAndMoveToLobby( idLobby & lobby, const lobbyConnectInfo_t & connectInfo, bool fromInvite ); void GoodbyeFromHost( idLobby & lobby, int peerNum, const lobbyAddress_t & remoteAddress, int msgType ); void WriteLeaderboardToMsg( idBitMsg & msg, const leaderboardDefinition_t * leaderboard, const column_t * stats ); void SendLeaderboardStatsToPlayer( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t * leaderboard, const column_t * stats ); void RecvLeaderboardStatsForPlayer( idBitMsg & msg ); const leaderboardDefinition_t * ReadLeaderboardFromMsg( idBitMsg & msg, column_t * stats ); bool RequirePersistentMaster(); virtual idNetSessionPort & GetPort( bool dedicated = false ) = 0; virtual idLobbyBackend * CreateLobbyBackend( const idMatchParameters & p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) = 0; virtual idLobbyBackend * FindLobbyBackend( const idMatchParameters & p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) = 0; virtual idLobbyBackend * JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType ) = 0; virtual void DestroyLobbyBackend( idLobbyBackend * lobby ) = 0; virtual void PumpLobbies() = 0; virtual bool GetLobbyAddressFromNetAddress( const netadr_t & netAddr, lobbyAddress_t & outAddr ) const = 0; virtual bool GetNetAddressFromLobbyAddress( const lobbyAddress_t & lobbyAddress, netadr_t & outNetAddr ) const = 0; void HandleDedicatedServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ); void HandleDedicatedServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ); void ClearMigrationState(); // this is called when the mathc is over and returning to lobby void EndMatchInternal( bool premature=false ); // this is called when the game finished and we are in the end match recap void MatchFinishedInternal(); void EndMatchForMigration(); void MoveToPressStart( gameDialogMessages_t msg ); // Voice chat void SendVoiceAudio(); void HandleOobVoiceAudio( const lobbyAddress_t & from, const idBitMsg & msg ); void SetVoiceGroupsToTeams(); void ClearVoiceGroups(); // All the new functions going here for now until it can all be cleaned up void StartSessions(); void EndSessions(); void SetLobbiesAreJoinable( bool joinable ); void MoveToMainMenu(); // End all session (async), and return to IDLE state bool WaitOnLobbyCreate( idLobby & lobby ); bool DetectDisconnectFromService( bool cancelAndShowMsg ); void HandleConnectionFailed( idLobby & lobby, bool wasFull ); void ConnectToNextSearchResultFailed( idLobby & lobby ); bool HandleConnectAndMoveToLobby( idLobby & lobby ); void VerifySnapshotInitialState(); void ComputeNextGameCoalesceTime(); void StartLoading(); bool ShouldHavePartyLobby(); void ValidateLobbies(); void ValidateLobby( idLobby & lobby ); void ReadTitleStorage( void * buffer, int bufferLen ); bool ReadDLCInfo( idDict & dlcInfo, void * buffer, int bufferLen ); idSessionCallbacks * sessionCallbacks; int offlineTransitionTimerStart; bool droppedByHost; }; /* ======================== idSessionLocalCallbacks 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. ======================== */ class idSessionLocalCallbacks : public idSessionCallbacks { public: idSessionLocalCallbacks( idSessionLocal * sessionLocal_ ) { sessionLocal = sessionLocal_; } virtual idLobby & GetPartyLobby() { return sessionLocal->GetPartyLobby(); } virtual idLobby & GetGameLobby() { return sessionLocal->GetGameLobby(); } virtual idLobby & GetActingGameStateLobby() { return sessionLocal->GetActingGameStateLobby(); } virtual idLobby * GetLobbyFromType( idLobby::lobbyType_t lobbyType ) { return sessionLocal->GetLobbyFromType( lobbyType ); } virtual int GetUniquePlayerId() const { return sessionLocal->currentID++; } virtual idSignInManagerBase & GetSignInManager() { return *sessionLocal->signInManager; } virtual void SendRawPacket( const lobbyAddress_t & to, const void * data, int size, bool useDirectPort ) { sessionLocal->SendRawPacket( to, data, size, useDirectPort ); } virtual bool BecomingHost( idLobby & lobby ); virtual void BecameHost( idLobby & lobby ); virtual bool BecomingPeer( idLobby & lobby ); virtual void BecamePeer( idLobby & lobby ); virtual void FailedGameMigration( idLobby & lobby ); virtual void MigrationEnded( idLobby & lobby ); virtual void GoodbyeFromHost( idLobby & lobby, int peerNum, const lobbyAddress_t & remoteAddress, int msgType ); virtual uint32 GetSessionOptions() { return sessionLocal->sessionOptions; } virtual bool AnyPeerHasAddress( const lobbyAddress_t & remoteAddress ) const; virtual idSession::sessionState_t GetState() const { return sessionLocal->GetState(); } virtual void ClearMigrationState() { GetPartyLobby().ResetAllMigrationState(); GetGameLobby().ResetAllMigrationState(); } virtual void EndMatchInternal( bool premature=false ) { sessionLocal->EndMatchInternal( premature ); } virtual void RecvLeaderboardStats( idBitMsg & msg ); virtual void ReceivedFullSnap(); virtual void LeaveGameLobby(); virtual void PrePickNewHost( idLobby & lobby, bool forceMe, bool inviteOldHost ); virtual bool PreMigrateInvite( idLobby & lobby ); virtual void HandleOobVoiceAudio( const lobbyAddress_t & from, const idBitMsg & msg ) { sessionLocal->HandleOobVoiceAudio( from, msg ); } virtual void ConnectAndMoveToLobby( idLobby::lobbyType_t destLobbyType, const lobbyConnectInfo_t & connectInfo, bool waitForPartyOk ); virtual idVoiceChatMgr * GetVoiceChat() { return sessionLocal->voiceChat; } virtual void HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ); virtual void HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ); virtual void HandlePeerMatchParamUpdate( int peer, int msg ); virtual idLobbyBackend * CreateLobbyBackend( const idMatchParameters & p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ); virtual idLobbyBackend * FindLobbyBackend( const idMatchParameters & p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ); virtual idLobbyBackend * JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType ); virtual void DestroyLobbyBackend( idLobbyBackend * lobby ); idSessionLocal * sessionLocal; };