mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
4093 lines
128 KiB
C++
4093 lines
128 KiB
C++
/*
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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_session_local.h"
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#include "sys_voicechat.h"
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#include "sys_dedicated_server_search.h"
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idCVar ui_skinIndex( "ui_skinIndex", "0", CVAR_ARCHIVE, "Selected skin index" );
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idCVar ui_autoSwitch( "ui_autoSwitch", "1", CVAR_ARCHIVE | CVAR_BOOL, "auto switch weapon" );
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idCVar ui_autoReload( "ui_autoReload", "1", CVAR_ARCHIVE | CVAR_BOOL, "auto reload weapon" );
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idCVar net_maxSearchResults( "net_maxSearchResults", "25", CVAR_INTEGER, "Max results that are allowed to be returned in a search request" );
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idCVar net_maxSearchResultsToTry( "net_maxSearchResultsToTry", "5", CVAR_INTEGER, "Max results to try before giving up." ); // At 15 second timeouts per, 1 min 15 worth of connecting attempt time
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idCVar net_LobbyCoalesceTimeInSeconds( "net_LobbyCoalesceTimeInSeconds", "30", CVAR_INTEGER, "Time in seconds when a lobby will try to coalesce with another lobby when there is only one user." );
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idCVar net_LobbyRandomCoalesceTimeInSeconds( "net_LobbyRandomCoalesceTimeInSeconds", "3", CVAR_INTEGER, "Random time to add to net_LobbyCoalesceTimeInSeconds" );
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idCVar net_useGameStateLobby( "net_useGameStateLobby", "0", CVAR_BOOL, "" );
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//idCVar net_useGameStateLobby( "net_useGameStateLobby", "1", CVAR_BOOL, "" );
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#if !defined( ID_RETAIL ) || defined( ID_RETAIL_INTERNAL )
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idCVar net_ignoreTitleStorage( "net_ignoreTitleStorage", "0", CVAR_BOOL, "Ignore title storage" );
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#endif
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idCVar net_maxLoadResourcesTimeInSeconds( "net_maxLoadResourcesTimeInSeconds", "0", CVAR_INTEGER, "How long, in seconds, clients have to load resources. Used for loose asset builds." );
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idCVar net_migrateHost( "net_migrateHost", "-1", CVAR_INTEGER, "Become host of session (0 = party, 1 = game) for testing purposes" );
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extern idCVar net_debugBaseStates;
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idCVar net_testPartyMemberConnectFail( "net_testPartyMemberConnectFail", "-1", CVAR_INTEGER, "Force this party member index to fail to connect to games." );
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//FIXME: this could use a better name.
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idCVar net_offlineTransitionThreshold( "net_offlineTransitionThreshold", "1000", CVAR_INTEGER, "Time, in milliseconds, to wait before kicking back to the main menu when a profile losses backend connection during an online game");
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idCVar net_port( "net_port", "27015", CVAR_INTEGER, "host port number" ); // Port to host when using dedicated servers, port to broadcast on when looking for a dedicated server to connect to
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idCVar net_headlessServer( "net_headlessServer", "0", CVAR_BOOL, "toggle to automatically host a game and allow peer[0] to control menus" );
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const char * idSessionLocal::stateToString[ NUM_STATES ] = {
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ASSERT_ENUM_STRING( STATE_PRESS_START, 0 ),
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ASSERT_ENUM_STRING( STATE_IDLE, 1 ),
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ASSERT_ENUM_STRING( STATE_PARTY_LOBBY_HOST, 2 ),
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ASSERT_ENUM_STRING( STATE_PARTY_LOBBY_PEER, 3 ),
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ASSERT_ENUM_STRING( STATE_GAME_LOBBY_HOST, 4 ),
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ASSERT_ENUM_STRING( STATE_GAME_LOBBY_PEER, 5 ),
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ASSERT_ENUM_STRING( STATE_GAME_STATE_LOBBY_HOST, 6 ),
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ASSERT_ENUM_STRING( STATE_GAME_STATE_LOBBY_PEER, 7 ),
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ASSERT_ENUM_STRING( STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY, 8 ),
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ASSERT_ENUM_STRING( STATE_CREATE_AND_MOVE_TO_GAME_LOBBY, 9 ),
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ASSERT_ENUM_STRING( STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY, 10 ),
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ASSERT_ENUM_STRING( STATE_FIND_OR_CREATE_MATCH, 11 ),
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ASSERT_ENUM_STRING( STATE_CONNECT_AND_MOVE_TO_PARTY, 12 ),
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ASSERT_ENUM_STRING( STATE_CONNECT_AND_MOVE_TO_GAME, 13 ),
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ASSERT_ENUM_STRING( STATE_CONNECT_AND_MOVE_TO_GAME_STATE, 14 ),
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ASSERT_ENUM_STRING( STATE_BUSY, 15 ),
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ASSERT_ENUM_STRING( STATE_LOADING, 16 ),
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ASSERT_ENUM_STRING( STATE_INGAME, 17 ),
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};
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struct netVersion_s {
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netVersion_s() { sprintf( string, "%s.%d", ENGINE_VERSION, BUILD_NUMBER ); }
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char string[256];
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} netVersion;
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/*
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========================
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NetGetVersionChecksum
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========================
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*/
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unsigned long NetGetVersionChecksum() {
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#if 0
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return idStr( com_version.GetString() ).Hash();
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#else
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unsigned long ret = 0;
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CRC32_InitChecksum( ret );
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CRC32_UpdateChecksum( ret, netVersion.string, idStr::Length( netVersion.string ) );
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CRC32_FinishChecksum( ret );
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NET_VERBOSE_PRINT( "NetGetVersionChecksum - string : %s\n", netVersion.string );
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NET_VERBOSE_PRINT( "NetGetVersionChecksum - checksum : %i\n", ret );
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return ret;
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#endif
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}
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/*
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========================
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idSessionLocal::idSessionLocal
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========================
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*/
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idSessionLocal::idSessionLocal() :
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processorSaveFiles( new (TAG_SAVEGAMES) idSaveGameProcessorSaveFiles ),
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processorLoadFiles( new (TAG_SAVEGAMES) idSaveGameProcessorLoadFiles ),
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processorDelete( new (TAG_SAVEGAMES) idSaveGameProcessorDelete ),
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processorEnumerate( new (TAG_SAVEGAMES) idSaveGameProcessorEnumerateGames ) {
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InitBaseState();
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}
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/*
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========================
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idSessionLocal::idSessionLocal
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========================
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*/
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idSessionLocal::~idSessionLocal() {
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delete processorSaveFiles;
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delete processorLoadFiles;
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delete processorDelete;
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delete processorEnumerate;
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delete sessionCallbacks;
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}
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/*
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========================
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idSessionLocal::InitBaseState
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========================
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*/
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void idSessionLocal::InitBaseState() {
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//assert( mem.IsGlobalHeap() );
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localState = STATE_PRESS_START;
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sessionOptions = 0;
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currentID = 0;
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sessionCallbacks = new (TAG_NETWORKING) idSessionLocalCallbacks( this );
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connectType = CONNECT_NONE;
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connectTime = 0;
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upstreamDropRate = 0.0f;
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upstreamDropRateTime = 0;
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upstreamQueueRate = 0.0f;
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upstreamQueueRateTime = 0;
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queuedBytes = 0;
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lastVoiceSendtime = 0;
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hasShownVoiceRestrictionDialog = false;
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isSysUIShowing = false;
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pendingInviteDevice = 0;
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pendingInviteMode = PENDING_INVITE_NONE;
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downloadedContent.Clear();
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marketplaceHasNewContent = false;
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offlineTransitionTimerStart = 0;
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showMigratingInfoStartTime = 0;
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nextGameCoalesceTime = 0;
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gameLobbyWasCoalesced = false;
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numFullSnapsReceived = 0;
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flushedStats = false;
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titleStorageLoaded = false;
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droppedByHost = false;
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loadingID = 0;
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storedPeer = -1;
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storedMsgType = -1;
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inviteInfoRequested = false;
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enumerationHandle = 0;
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waitingOnGameStateMembersToLeaveTime = 0;
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waitingOnGameStateMembersToJoinTime = 0;
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}
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/*
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========================
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idSessionLocal::FinishDisconnect
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========================
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*/
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void idSessionLocal::FinishDisconnect() {
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GetPort().Close();
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while ( sendQueue.Peek() != NULL ) {
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sendQueue.RemoveFirst();
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}
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while ( recvQueue.Peek() != NULL ) {
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recvQueue.RemoveFirst();
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}
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}
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//====================================================================================
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idCVar net_connectTimeoutInSeconds( "net_connectTimeoutInSeconds", "15", CVAR_INTEGER, "timeout (in seconds) while connecting" );
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/*
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========================
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idSessionLocal::CreatePartyLobby
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========================
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*/
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void idSessionLocal::CreatePartyLobby( const idMatchParameters & parms_ ) {
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NET_VERBOSE_PRINT( "NET: CreatePartyLobby\n" );
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// Shutdown any possible party lobby
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GetPartyLobby().Shutdown();
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GetPartyLobby().ResetAllMigrationState();
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// Shutdown any possible game lobby
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GetGameLobby().Shutdown();
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GetGameStateLobby().Shutdown();
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// Start hosting a new party lobby
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GetPartyLobby().StartHosting( parms_ );
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connectType = CONNECT_NONE;
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connectTime = Sys_Milliseconds();
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// Wait for it to complete
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SetState( STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY );
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}
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/*
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========================
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idSessionLocal::CreateMatch
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========================
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*/
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void idSessionLocal::CreateMatch( const idMatchParameters & p ) {
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NET_VERBOSE_PRINT( "NET: CreateMatch\n" );
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if ( ( p.matchFlags & MATCH_PARTY_INVITE_PLACEHOLDER ) && !GetPartyLobby().IsLobbyActive() ) {
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NET_VERBOSE_PRINT( "NET: CreateMatch MATCH_PARTY_INVITE_PLACEHOLDER\n" );
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CreatePartyLobby( p );
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connectType = CONNECT_NONE;
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return;
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}
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// Shutdown any possible game lobby
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GetGameLobby().Shutdown();
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GetGameStateLobby().Shutdown();
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GetGameLobby().ResetAllMigrationState();
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// Start hosting a new game lobby
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GetGameLobby().StartHosting( p );
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connectType = CONNECT_NONE;
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connectTime = Sys_Milliseconds();
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// Wait for it to complete
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SetState( STATE_CREATE_AND_MOVE_TO_GAME_LOBBY );
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}
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/*
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========================
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idSessionLocal::CreateGameStateLobby
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========================
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*/
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void idSessionLocal::CreateGameStateLobby( const idMatchParameters & p ) {
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NET_VERBOSE_PRINT( "NET: CreateGameStateLobby\n" );
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// Shutdown any possible game state lobby
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GetGameStateLobby().Shutdown();
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GetGameStateLobby().ResetAllMigrationState();
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// Start hosting a new game lobby
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GetGameStateLobby().StartHosting( p );
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connectType = CONNECT_NONE;
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connectTime = Sys_Milliseconds();
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waitingOnGameStateMembersToLeaveTime = 0; // Make sure to reset
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waitingOnGameStateMembersToJoinTime = 0;
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// Wait for it to complete
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SetState( STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY );
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}
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/*
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========================
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idSessionLocal::FindOrCreateMatch
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========================
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*/
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void idSessionLocal::FindOrCreateMatch( const idMatchParameters & p ) {
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NET_VERBOSE_PRINT( "NET: FindOrCreateMatch\n" );
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if ( ( p.matchFlags & MATCH_PARTY_INVITE_PLACEHOLDER ) && !GetPartyLobby().IsLobbyActive() ) {
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NET_VERBOSE_PRINT( "NET: FindOrCreateMatch MATCH_PARTY_INVITE_PLACEHOLDER\n" );
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CreatePartyLobby( p );
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connectType = CONNECT_FIND_OR_CREATE;
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return;
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}
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// Shutdown any possible game lobby
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GetGameLobby().Shutdown();
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GetGameStateLobby().Shutdown();
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GetGameLobby().ResetAllMigrationState();
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// Start searching for a game
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GetGameLobby().StartFinding( p );
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connectType = CONNECT_FIND_OR_CREATE;
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connectTime = Sys_Milliseconds();
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gameLobbyWasCoalesced = false;
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numFullSnapsReceived = 0;
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// Wait for searching to complete
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SetState( STATE_FIND_OR_CREATE_MATCH );
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}
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/*
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========================
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idSessionLocal::StartLoading
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========================
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*/
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void idSessionLocal::StartLoading() {
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NET_VERBOSE_PRINT( "NET: StartLoading\n" );
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if ( MatchTypeIsOnline( GetActingGameStateLobby().parms.matchFlags ) ) {
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if ( !GetActingGameStateLobby().IsHost() ) {
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idLib::Warning( "Ignoring call to StartLoading because we are not the host. state is %s", stateToString[ localState ] );
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return;
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}
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for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
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if ( GetActingGameStateLobby().peers[p].IsConnected() ) {
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GetActingGameStateLobby().QueueReliableMessage( p, idLobby::RELIABLE_START_LOADING );
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GetActingGameStateLobby().peers[p].startResourceLoadTime = Sys_Milliseconds();
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}
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}
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}
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VerifySnapshotInitialState();
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SetState( STATE_LOADING );
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}
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/*
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========================
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idSessionLocal::StartMatch
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========================
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*/
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void idSessionLocal::StartMatch() {
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NET_VERBOSE_PRINT( "NET: StartMatch\n" );
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if ( net_headlessServer.GetBool() ) {
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StartLoading(); // This is so we can force start matches on headless servers to test performance using bots
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return;
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}
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if ( localState != STATE_GAME_LOBBY_HOST ) {
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idLib::Warning( "idSessionLocal::StartMatch called when not hosting game lobby" );
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return;
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}
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assert( !GetGameStateLobby().IsLobbyActive() );
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// make absolutely sure we only call StartMatch once per migrate
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GetGameLobby().migrationInfo.persistUntilGameEndsData.hasRelaunchedMigratedGame = true;
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// Clear snap ack queue between games
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GetGameLobby().snapDeltaAckQueue.Clear();
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extern idCVar net_bw_challenge_enable;
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if ( session->GetTitleStorageBool( "net_bw_challenge_enable", net_bw_challenge_enable.GetBool() ) && GetGameLobby().HasActivePeers() ) {
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GetGameLobby().bandwidthChallengeFinished = false;
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StartOrContinueBandwidthChallenge( false );
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}
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if ( GetGameLobby().BandwidthTestStarted() ) {
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// Put session in busy state
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NET_VERBOSE_PRINT( "NET: StartMatch -> Start Bandwidth Challenge\n" );
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SetState( STATE_BUSY );
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} else {
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// Start loading
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StartLoading();
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}
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}
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/*
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========================
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idSessionLocal::GetBackState
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========================
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*/
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idSessionLocal::sessionState_t idSessionLocal::GetBackState() {
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sessionState_t currentState = GetState();
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const bool isInGameLobby = currentState == GAME_LOBBY;
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const bool isInPartyLobby = currentState == PARTY_LOBBY;
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const bool isInGame = currentState == INGAME || currentState == LOADING; // Counting loading as ingame as far as what back state to go to
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if ( isInGame ) {
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return GAME_LOBBY; // If in the game, go back to game lobby
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}
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if ( !isInPartyLobby && isInGameLobby && ShouldHavePartyLobby() ) {
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return PARTY_LOBBY; // If in the game lobby, and we should have a party lobby, and we are the host, go back to party lobby
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}
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if ( currentState != IDLE ) {
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return IDLE; // From here, go to idle if we aren't there yet
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}
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return PRESS_START; // Otherwise, go back to press start
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}
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/*
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========================
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idSessionLocal::Cancel
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========================
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*/
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void idSessionLocal::Cancel() {
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NET_VERBOSE_PRINT( "NET: Cancel\n" );
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if ( localState == STATE_PRESS_START ) {
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return; // We're as far back as we can go
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}
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ClearVoiceGroups(); // this is here as a catch-all
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// See what state we need to go to
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switch ( GetBackState() ) {
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case GAME_LOBBY:
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EndMatch(); // End current match to go to game lobby
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break;
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case PARTY_LOBBY:
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if ( GetPartyLobby().IsHost() ) {
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if ( sessionOptions & OPTION_LEAVE_WITH_PARTY ) {
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// NOTE - This will send a message on the team lobby channel,
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// so it won't be affected by the fact that we're shutting down the game lobby
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GetPartyLobby().NotifyPartyOfLeavingGameLobby();
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} else {
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// Host wants to be alone, disconnect all peers from the party
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GetPartyLobby().DisconnectAllPeers();
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}
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// End the game lobby, and go back to party lobby as host
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GetGameLobby().Shutdown();
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GetGameStateLobby().Shutdown();
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SetState( STATE_PARTY_LOBBY_HOST );
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// Always remove this flag. SendGoodbye uses this to determine if we should send a "leave with party"
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// and we don't want this flag hanging around, and causing false positives when it's called in the future.
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// Make them set this each time.
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sessionOptions &= ~OPTION_LEAVE_WITH_PARTY;
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} else {
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// If we aren't the host of a party and we want to go back to one, we need to create a party now
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CreatePartyLobby( GetPartyLobby().parms );
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}
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break;
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case IDLE:
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// Go back to main menu
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GetGameLobby().Shutdown();
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GetGameStateLobby().Shutdown();
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GetPartyLobby().Shutdown();
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SetState( STATE_IDLE );
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break;
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case PRESS_START:
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// Go back to press start/main
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GetGameLobby().Shutdown();
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GetGameStateLobby().Shutdown();
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GetPartyLobby().Shutdown();
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SetState( STATE_PRESS_START );
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break;
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}
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// Validate the current lobby immediately
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ValidateLobbies();
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}
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/*
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========================
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idSessionLocal::MoveToPressStart
|
|
========================
|
|
*/
|
|
void idSessionLocal::MoveToPressStart() {
|
|
if ( localState != STATE_PRESS_START ) {
|
|
assert( signInManager != NULL );
|
|
signInManager->RemoveAllLocalUsers();
|
|
hasShownVoiceRestrictionDialog = false;
|
|
MoveToMainMenu();
|
|
session->FinishDisconnect();
|
|
SetState( STATE_PRESS_START );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ShouldShowMigratingDialog
|
|
========================
|
|
*/
|
|
bool idSessionLocal::ShouldShowMigratingDialog() const {
|
|
const idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
if ( activeLobby == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
return activeLobby->ShouldShowMigratingDialog();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::IsCurrentLobbyMigrating
|
|
========================
|
|
*/
|
|
bool idSessionLocal::IsCurrentLobbyMigrating() const {
|
|
const idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
if ( activeLobby == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
return activeLobby->IsMigrating();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::IsLosingConnectionToHost
|
|
========================
|
|
*/
|
|
bool idSessionLocal::IsLosingConnectionToHost() const {
|
|
return GetActingGameStateLobby().IsLosingConnectionToHost();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::WasMigrationGame
|
|
returns true if we are hosting a migrated game and we had valid migration data
|
|
========================
|
|
*/
|
|
bool idSessionLocal::WasMigrationGame() const {
|
|
return GetGameLobby().IsMigratedStatsGame();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ShouldRelaunchMigrationGame
|
|
returns true if we are hosting a migrated game and we had valid migration data
|
|
========================
|
|
*/
|
|
bool idSessionLocal::ShouldRelaunchMigrationGame() const {
|
|
return GetGameLobby().ShouldRelaunchMigrationGame() && !IsCurrentLobbyMigrating();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetMigrationGameData
|
|
========================
|
|
*/
|
|
bool idSessionLocal::GetMigrationGameData( idBitMsg & msg, bool reading ) {
|
|
return GetGameLobby().GetMigrationGameData( msg, reading );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetMigrationGameDataUser
|
|
========================
|
|
*/
|
|
bool idSessionLocal::GetMigrationGameDataUser( lobbyUserID_t lobbyUserID, idBitMsg & msg, bool reading ) {
|
|
if ( GetGameStateLobby().IsHost() ) {
|
|
return false;
|
|
}
|
|
|
|
return GetGameLobby().GetMigrationGameDataUser( lobbyUserID, msg, reading );
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetMatchParamUpdate
|
|
========================
|
|
*/
|
|
bool idSessionLocal::GetMatchParamUpdate( int &peer, int &msg ){
|
|
if ( storedPeer != -1 && storedMsgType != -1 ) {
|
|
peer = storedPeer;
|
|
msg = storedMsgType;
|
|
storedPeer = -1;
|
|
storedMsgType = -1;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::UpdatePartyParms
|
|
|
|
Updates the party parameters when in a party lobby OR a game lobby in order to keep them always in sync.
|
|
========================
|
|
*/
|
|
void idSessionLocal::UpdatePartyParms( const idMatchParameters & p ) {
|
|
if ( ( GetState() != PARTY_LOBBY && GetState() != GAME_LOBBY ) || !GetPartyLobby().IsHost() ) {
|
|
return;
|
|
}
|
|
|
|
// NET_VERBOSE_PRINT( "NET: UpdatePartyParms\n" );
|
|
|
|
GetPartyLobby().UpdateMatchParms( p );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::UpdateMatchParms
|
|
========================
|
|
*/
|
|
void idSessionLocal::UpdateMatchParms( const idMatchParameters & p ) {
|
|
if ( GetState() != GAME_LOBBY || !GetGameLobby().IsHost() ) {
|
|
return;
|
|
}
|
|
|
|
NET_VERBOSE_PRINT( "NET: UpdateMatchParms\n" );
|
|
|
|
GetGameLobby().UpdateMatchParms( p );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::StartSessions
|
|
========================
|
|
*/
|
|
void idSessionLocal::StartSessions() {
|
|
if ( GetPartyLobby().lobbyBackend != NULL ) {
|
|
GetPartyLobby().lobbyBackend->StartSession();
|
|
}
|
|
|
|
if ( GetGameLobby().lobbyBackend != NULL ) {
|
|
GetGameLobby().lobbyBackend->StartSession();
|
|
}
|
|
|
|
SetLobbiesAreJoinable( false );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::EndSessions
|
|
========================
|
|
*/
|
|
void idSessionLocal::EndSessions() {
|
|
if ( GetPartyLobby().lobbyBackend != NULL ) {
|
|
GetPartyLobby().lobbyBackend->EndSession();
|
|
}
|
|
|
|
if ( GetGameLobby().lobbyBackend != NULL ) {
|
|
GetGameLobby().lobbyBackend->EndSession();
|
|
}
|
|
|
|
SetLobbiesAreJoinable( true );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SetLobbiesAreJoinable
|
|
========================
|
|
*/
|
|
void idSessionLocal::SetLobbiesAreJoinable( bool joinable ) {
|
|
// NOTE - We don't manipulate the joinable state when we are supporting join in progress
|
|
// Lobbies will naturally be non searchable when there are no free slots
|
|
if ( GetPartyLobby().lobbyBackend != NULL && !MatchTypeIsJoinInProgress( GetPartyLobby().parms.matchFlags ) ) {
|
|
NET_VERBOSE_PRINT( "Party lobbyBackend SetIsJoinable: %d\n", joinable );
|
|
GetPartyLobby().lobbyBackend->SetIsJoinable( joinable );
|
|
}
|
|
|
|
if ( GetGameLobby().lobbyBackend != NULL && !MatchTypeIsJoinInProgress( GetGameLobby().parms.matchFlags ) ) {
|
|
GetGameLobby().lobbyBackend->SetIsJoinable( joinable );
|
|
NET_VERBOSE_PRINT( "Game lobbyBackend SetIsJoinable: %d\n", joinable );
|
|
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::MoveToMainMenu
|
|
========================
|
|
*/
|
|
void idSessionLocal::MoveToMainMenu() {
|
|
GetPartyLobby().Shutdown();
|
|
GetGameLobby().Shutdown();
|
|
GetGameStateLobby().Shutdown();
|
|
SetState( STATE_IDLE );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandleVoiceRestrictionDialog
|
|
========================
|
|
*/
|
|
void idSessionLocal::HandleVoiceRestrictionDialog() {
|
|
// don't bother complaining about voice restrictions when in a splitscreen lobby
|
|
if ( MatchTypeIsLocal( GetActivePlatformLobby()->parms.matchFlags ) ) {
|
|
return;
|
|
}
|
|
|
|
// Pop a dialog up the first time we are in a lobby and have voice chat restrictions due to account privileges
|
|
if ( voiceChat != NULL && voiceChat->IsRestrictedByPrivleges() && !hasShownVoiceRestrictionDialog ) {
|
|
common->Dialog().AddDialog( GDM_VOICE_RESTRICTED, DIALOG_ACCEPT, NULL, NULL, false );
|
|
hasShownVoiceRestrictionDialog = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::WaitOnLobbyCreate
|
|
|
|
Called from State_Create_And_Move_To_Party_Lobby and State_Create_And_Move_To_Game_Lobby and State_Create_And_Move_To_Game_State_Lobby.
|
|
This function will create the lobby, then wait for it to either succeed or fail.
|
|
========================
|
|
*/
|
|
bool idSessionLocal::WaitOnLobbyCreate( idLobby & lobby ) {
|
|
|
|
assert( localState == STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY || localState == STATE_CREATE_AND_MOVE_TO_GAME_LOBBY || localState == STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY );
|
|
assert( connectType == CONNECT_FIND_OR_CREATE || connectType == CONNECT_NONE );
|
|
|
|
if ( lobby.GetState() == idLobby::STATE_FAILED ) {
|
|
NET_VERBOSE_PRINT( "NET: idSessionLocal::WaitOnLobbyCreate lobby.GetState() == idLobby::STATE_FAILED (%s)\n", lobby.GetLobbyName() );
|
|
// If we failed to create a lobby, assume connection to backend service was lost
|
|
MoveToMainMenu();
|
|
common->Dialog().ClearDialogs( true );
|
|
common->Dialog().AddDialog( GDM_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, true, "", 0, true );
|
|
return false;
|
|
}
|
|
|
|
if ( DetectDisconnectFromService( true ) ) {
|
|
return false;
|
|
}
|
|
|
|
if ( lobby.GetState() != idLobby::STATE_IDLE ) {
|
|
return false; // Valid but busy
|
|
}
|
|
|
|
NET_VERBOSE_PRINT( "NET: idSessionLocal::WaitOnLobbyCreate SUCCESS (%s)\n", lobby.GetLobbyName() );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::DetectDisconnectFromService
|
|
Called from CreateMatch/CreatePartyLobby/FindOrCreateMatch state machines
|
|
========================
|
|
*/
|
|
bool idSessionLocal::DetectDisconnectFromService( bool cancelAndShowMsg ) {
|
|
const int DETECT_SERVICE_DISCONNECT_TIMEOUT_IN_SECONDS = session->GetTitleStorageInt( "DETECT_SERVICE_DISCONNECT_TIMEOUT_IN_SECONDS", 30 );
|
|
|
|
// If we are taking too long, cancel the connection
|
|
if ( DETECT_SERVICE_DISCONNECT_TIMEOUT_IN_SECONDS > 0 ) {
|
|
if ( Sys_Milliseconds() - connectTime > 1000 * DETECT_SERVICE_DISCONNECT_TIMEOUT_IN_SECONDS ) {
|
|
NET_VERBOSE_PRINT( "NET: idSessionLocal::DetectDisconnectFromService timed out\n" );
|
|
if ( cancelAndShowMsg ) {
|
|
MoveToMainMenu();
|
|
common->Dialog().ClearDialogs( true );
|
|
common->Dialog().AddDialog( GDM_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandleConnectionFailed
|
|
Called anytime a connection fails, and does the right thing.
|
|
========================
|
|
*/
|
|
void idSessionLocal::HandleConnectionFailed( idLobby & lobby, bool wasFull ) {
|
|
assert( localState == STATE_CONNECT_AND_MOVE_TO_PARTY || localState == STATE_CONNECT_AND_MOVE_TO_GAME || localState == STATE_CONNECT_AND_MOVE_TO_GAME_STATE );
|
|
assert( connectType == CONNECT_FIND_OR_CREATE || connectType == CONNECT_DIRECT );
|
|
bool canPlayOnline = true;
|
|
|
|
// Check for online status (this is only a problem on the PS3 at the moment. The 360 LIVE system handles this for us
|
|
if ( GetSignInManager().GetMasterLocalUser() != NULL ) {
|
|
canPlayOnline = GetSignInManager().GetMasterLocalUser()->CanPlayOnline();
|
|
}
|
|
|
|
if ( connectType == CONNECT_FIND_OR_CREATE ) {
|
|
// Clear the "Lobby was Full" dialog in case it's up
|
|
// We only want to see this msg when doing a direct connect (CONNECT_DIRECT)
|
|
common->Dialog().ClearDialog( GDM_LOBBY_FULL );
|
|
|
|
assert( localState == STATE_CONNECT_AND_MOVE_TO_GAME || localState == STATE_CONNECT_AND_MOVE_TO_GAME_STATE );
|
|
assert( lobby.lobbyType == idLobby::TYPE_GAME );
|
|
if ( !lobby.ConnectToNextSearchResult() ) {
|
|
CreateMatch( GetGameLobby().parms ); // Assume any time we are connecting to a game lobby, it is from a FindOrCreateMatch call, so create a match
|
|
}
|
|
} else if ( connectType == CONNECT_DIRECT ) {
|
|
if ( localState == STATE_CONNECT_AND_MOVE_TO_GAME && GetPartyLobby().IsPeer() ) {
|
|
int flags = GetPartyLobby().parms.matchFlags;
|
|
|
|
if ( MatchTypeIsOnline( flags ) && ( flags & MATCH_REQUIRE_PARTY_LOBBY ) && ( ( flags & MATCH_PARTY_INVITE_PLACEHOLDER ) == 0 ) ) {
|
|
// We get here when our party host told us to connect to a game, but the game didn't exist.
|
|
// Just drop back to the party lobby and wait for further orders.
|
|
SetState( STATE_PARTY_LOBBY_PEER );
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( wasFull ) {
|
|
common->Dialog().AddDialog( GDM_LOBBY_FULL, DIALOG_ACCEPT, NULL, NULL, false );
|
|
} else if ( !canPlayOnline ) {
|
|
common->Dialog().AddDialog( GDM_PLAY_ONLINE_NO_PROFILE, DIALOG_ACCEPT, NULL, NULL, false );
|
|
} else {
|
|
// TEMP HACK: We detect the steam lobby is full in idLobbyBackendWin, and then STATE_FAILED, which brings us here. Need to find a way to notify
|
|
// session local that the game was full so we don't do this check here
|
|
// eeubanks: Pollard, how do you think we should handle this?
|
|
if ( !common->Dialog().HasDialogMsg( GDM_LOBBY_FULL, NULL ) ) {
|
|
common->Dialog().AddDialog( GDM_INVALID_INVITE, DIALOG_ACCEPT, NULL, NULL, false );
|
|
}
|
|
}
|
|
MoveToMainMenu();
|
|
} else {
|
|
// Shouldn't be possible, but just in case
|
|
MoveToMainMenu();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandleConnectAndMoveToLobby
|
|
Called from State_Connect_And_Move_To_Party/State_Connect_And_Move_To_Game
|
|
========================
|
|
*/
|
|
bool idSessionLocal::HandleConnectAndMoveToLobby( idLobby & lobby ) {
|
|
assert( localState == STATE_CONNECT_AND_MOVE_TO_PARTY || localState == STATE_CONNECT_AND_MOVE_TO_GAME || localState == STATE_CONNECT_AND_MOVE_TO_GAME_STATE );
|
|
assert( connectType == CONNECT_FIND_OR_CREATE || connectType == CONNECT_DIRECT );
|
|
|
|
if ( lobby.GetState() == idLobby::STATE_FAILED ) {
|
|
// If we get here, we were trying to connect to a lobby (from state State_Connect_And_Move_To_Party/State_Connect_And_Move_To_Game)
|
|
HandleConnectionFailed( lobby, false );
|
|
return true;
|
|
}
|
|
|
|
if ( lobby.GetState() != idLobby::STATE_IDLE ) {
|
|
return HandlePackets(); // Valid but busy
|
|
}
|
|
|
|
assert( !GetPartyLobby().waitForPartyOk );
|
|
|
|
//
|
|
// Past this point, we've connected to the lobby
|
|
//
|
|
|
|
// If we are connecting to a game lobby, see if we need to keep waiting as either a host or peer while we're confirming all party members made it
|
|
if ( lobby.lobbyType == idLobby::TYPE_GAME ) {
|
|
if ( GetPartyLobby().IsHost() ) {
|
|
// As a host, wait until all party members make it
|
|
assert( !GetGameLobby().waitForPartyOk );
|
|
|
|
const int timeoutMs = session->GetTitleStorageInt( "net_connectTimeoutInSeconds", net_connectTimeoutInSeconds.GetInteger() ) * 1000;
|
|
|
|
if ( timeoutMs != 0 && Sys_Milliseconds() - lobby.helloStartTime > timeoutMs ) {
|
|
// Took too long, move to next result, or create a game instead
|
|
HandleConnectionFailed( lobby, false );
|
|
return true;
|
|
}
|
|
|
|
int numUsersIn = 0;
|
|
|
|
for ( int i = 0; i < GetPartyLobby().GetNumLobbyUsers(); i++ ) {
|
|
|
|
if ( net_testPartyMemberConnectFail.GetInteger() == i ) {
|
|
continue;
|
|
}
|
|
|
|
bool foundUser = false;
|
|
|
|
lobbyUser_t * partyUser = GetPartyLobby().GetLobbyUser( i );
|
|
|
|
for ( int j = 0; j < GetGameLobby().GetNumLobbyUsers(); j++ ) {
|
|
lobbyUser_t * gameUser = GetGameLobby().GetLobbyUser( j );
|
|
|
|
if ( GetGameLobby().IsSessionUserLocal( gameUser ) || gameUser->address.Compare( partyUser->address, true ) ) {
|
|
numUsersIn++;
|
|
foundUser = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
assert( !GetPartyLobby().IsSessionUserIndexLocal( i ) || foundUser );
|
|
}
|
|
|
|
if ( numUsersIn != GetPartyLobby().GetNumLobbyUsers() ) {
|
|
return HandlePackets(); // All users not in, keep waiting until all user make it, or we time out
|
|
}
|
|
|
|
NET_VERBOSE_PRINT( "NET: All party members made it into the game lobby.\n" );
|
|
|
|
// Let all the party members know everyone made it, and it's ok to stay at this server
|
|
for ( int i = 0; i < GetPartyLobby().peers.Num(); i++ ) {
|
|
if ( GetPartyLobby().peers[ i ].IsConnected() ) {
|
|
GetPartyLobby().QueueReliableMessage( i, idLobby::RELIABLE_PARTY_CONNECT_OK );
|
|
}
|
|
}
|
|
} else {
|
|
if ( !verify ( lobby.host != -1 ) ) {
|
|
MoveToMainMenu();
|
|
connectType = CONNECT_NONE;
|
|
return false;
|
|
}
|
|
|
|
// As a peer, wait for server to tell us everyone made it
|
|
if ( GetGameLobby().waitForPartyOk ) {
|
|
const int timeoutMs = session->GetTitleStorageInt( "net_connectTimeoutInSeconds", net_connectTimeoutInSeconds.GetInteger() ) * 1000;
|
|
|
|
if ( timeoutMs != 0 && Sys_Milliseconds() - lobby.helloStartTime > timeoutMs ) {
|
|
GetGameLobby().waitForPartyOk = false; // Just connect to this game lobby if we haven't heard from the party host for the entire timeout duration
|
|
}
|
|
}
|
|
|
|
if ( GetGameLobby().waitForPartyOk ) {
|
|
return HandlePackets(); // Waiting on party host to tell us everyone made it
|
|
}
|
|
}
|
|
}
|
|
|
|
// Success
|
|
switch ( lobby.lobbyType ) {
|
|
case idLobby::TYPE_PARTY:
|
|
SetState( STATE_PARTY_LOBBY_PEER );
|
|
break;
|
|
case idLobby::TYPE_GAME:
|
|
SetState( STATE_GAME_LOBBY_PEER );
|
|
break;
|
|
case idLobby::TYPE_GAME_STATE:
|
|
waitingOnGameStateMembersToJoinTime = Sys_Milliseconds();
|
|
// As a host of the game lobby, it's our duty to notify our members to also join this game state lobby
|
|
GetGameLobby().SendMembersToLobby( GetGameStateLobby(), false );
|
|
SetState( STATE_GAME_STATE_LOBBY_PEER );
|
|
break;
|
|
}
|
|
|
|
connectType = CONNECT_NONE;
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Create_And_Move_To_Party_Lobby
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Create_And_Move_To_Party_Lobby() {
|
|
if ( WaitOnLobbyCreate( GetPartyLobby() ) ) {
|
|
|
|
if ( GetPartyLobby().parms.matchFlags & MATCH_PARTY_INVITE_PLACEHOLDER ) {
|
|
// If this party lobby was for a placeholder, continue on with either finding or creating a game lobby
|
|
if ( connectType == CONNECT_FIND_OR_CREATE ) {
|
|
FindOrCreateMatch( GetPartyLobby().parms );
|
|
return true;
|
|
} else if ( connectType == CONNECT_NONE ) {
|
|
CreateMatch( GetPartyLobby().parms );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Success
|
|
SetState( STATE_PARTY_LOBBY_HOST );
|
|
|
|
return true;
|
|
}
|
|
|
|
return HandlePackets(); // Valid but busy
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Create_And_Move_To_Game_Lobby
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Create_And_Move_To_Game_Lobby() {
|
|
|
|
if ( WaitOnLobbyCreate( GetGameLobby() ) ) {
|
|
// Success
|
|
SetState( STATE_GAME_LOBBY_HOST );
|
|
|
|
// Now that we've created our game lobby, send our own party users to it
|
|
// NOTE - We pass in false to wait on party members since we are the host, and we know they can connect to us
|
|
GetPartyLobby().SendMembersToLobby( GetGameLobby(), false );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Create_And_Move_To_Game_State_Lobby
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Create_And_Move_To_Game_State_Lobby() {
|
|
|
|
if ( WaitOnLobbyCreate( GetGameStateLobby() ) ) {
|
|
// Success
|
|
SetState( STATE_GAME_STATE_LOBBY_HOST );
|
|
|
|
// Now that we've created our game state lobby, send our own game users to it
|
|
// NOTE - We pass in false to wait on party members since we are the host, and we know they can connect to us
|
|
GetGameLobby().SendMembersToLobby( GetGameStateLobby(), false );
|
|
|
|
// If we are the host of a game lobby, we know we are not using dedicated servers, so we want to start the match immediately
|
|
// as soon as we detect all users have connected.
|
|
if ( GetGameLobby().IsHost() ) {
|
|
waitingOnGameStateMembersToJoinTime = Sys_Milliseconds();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Find_Or_Create_Match
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Find_Or_Create_Match() {
|
|
assert( connectType == CONNECT_FIND_OR_CREATE );
|
|
|
|
if ( GetGameLobby().GetState() == idLobby::STATE_FAILED ) {
|
|
// Failed to find any games. Create one instead (we're assuming this always gets called from FindOrCreateMatch
|
|
CreateMatch( GetGameLobby().parms );
|
|
return true;
|
|
}
|
|
|
|
if ( DetectDisconnectFromService( true ) ) {
|
|
return false;
|
|
}
|
|
|
|
if ( GetGameLobby().GetState() != idLobby::STATE_IDLE ) {
|
|
return HandlePackets(); // Valid but busy
|
|
}
|
|
|
|
// Done searching, connect to the first search result
|
|
if ( !GetGameLobby().ConnectToNextSearchResult() ) {
|
|
// Failed to find any games. Create one instead (we're assuming this always gets called from FindOrCreateMatch
|
|
CreateMatch( GetGameLobby().parms );
|
|
return true;
|
|
}
|
|
|
|
SetState( STATE_CONNECT_AND_MOVE_TO_GAME );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Connect_And_Move_To_Party
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Connect_And_Move_To_Party() {
|
|
return HandleConnectAndMoveToLobby( GetPartyLobby() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Connect_And_Move_To_Game
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Connect_And_Move_To_Game() {
|
|
return HandleConnectAndMoveToLobby( GetGameLobby() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Connect_And_Move_To_Game_State
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Connect_And_Move_To_Game_State() {
|
|
return HandleConnectAndMoveToLobby( GetGameStateLobby() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_InGame
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_InGame() {
|
|
return HandlePackets();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Loading
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Loading() {
|
|
|
|
HandlePackets();
|
|
|
|
if ( !GetActingGameStateLobby().loaded ) {
|
|
return false;
|
|
}
|
|
|
|
SetVoiceGroupsToTeams();
|
|
|
|
if ( GetActingGameStateLobby().IsHost() ) {
|
|
bool everyoneLoaded = true;
|
|
for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
|
|
idLobby::peer_t & peer = GetActingGameStateLobby().peers[p];
|
|
|
|
if ( !peer.IsConnected() ) {
|
|
continue; // We don't care about peers that aren't connected as a game session
|
|
}
|
|
|
|
if ( !peer.loaded ) {
|
|
everyoneLoaded = false;
|
|
continue; // Don't waste time sending resources to a peer who hasn't loaded the map yet
|
|
}
|
|
|
|
if ( GetActingGameStateLobby().SendResources( p ) ) {
|
|
everyoneLoaded = false;
|
|
|
|
// if client is taking a LONG time to load up - give them the boot: they're just holding up the lunch line. Useful for loose assets playtesting.
|
|
int time = Sys_Milliseconds();
|
|
int maxLoadTime = net_maxLoadResourcesTimeInSeconds.GetInteger();
|
|
if ( maxLoadTime > 0 && peer.startResourceLoadTime + SEC2MS( maxLoadTime ) < time ) {
|
|
NET_VERBOSERESOURCE_PRINT( "NET: dropping client %i - %s because they took too long to load resources.\n Check 'net_maxLoadResourcesTimeInSeconds' to adjust the time allowed.\n", p, GetPeerName( p ) );
|
|
GetActingGameStateLobby().DisconnectPeerFromSession( p );
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
if ( !everyoneLoaded ) {
|
|
return false;
|
|
}
|
|
} else {
|
|
// not sure how we got there, but we won't be receiving anything that could get us out of this state anymore
|
|
// possible step towards fixing the join stalling/disconnect problems
|
|
if ( GetActingGameStateLobby().peers.Num() == 0 ) {
|
|
NET_VERBOSE_PRINT( "NET: no peers in idSessionLocal::State_Loading - giving up\n" );
|
|
MoveToMainMenu();
|
|
}
|
|
// need at least a peer with a real connection
|
|
bool haveOneGoodPeer = false;
|
|
for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
|
|
if ( GetActingGameStateLobby().peers[p].IsConnected() ) {
|
|
haveOneGoodPeer = true;
|
|
break;
|
|
}
|
|
}
|
|
if ( !haveOneGoodPeer ) {
|
|
NET_VERBOSE_PRINT( "NET: no good peers in idSessionLocal::State_Loading - giving up\n" );
|
|
MoveToMainMenu();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
GetActingGameStateLobby().ResetBandwidthStats();
|
|
|
|
// if we got here then we're the host and everyone indicated map load finished
|
|
NET_VERBOSE_PRINT( "NET: (loading) Starting Game\n" );
|
|
SetState( STATE_INGAME ); // NOTE - Only the host is in-game at this point, all peers will start becoming in-game when they receive their first full snap
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Busy
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Busy() {
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
if ( activeLobby == NULL ) {
|
|
idLib::Warning("No active session lobby when idSessionLocal::State_Busy called");
|
|
return false;
|
|
}
|
|
|
|
if ( activeLobby->bandwidthChallengeFinished ) {
|
|
// Start loading
|
|
NET_VERBOSE_PRINT( "NET: Bandwidth test finished - Start loading\n" );
|
|
StartLoading();
|
|
}
|
|
|
|
return HandlePackets();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::VerifySnapshotInitialState
|
|
========================
|
|
*/
|
|
void idSessionLocal::VerifySnapshotInitialState() {
|
|
// Verify that snapshot state is reset
|
|
for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
|
|
if ( !GetActingGameStateLobby().peers[p].IsConnected() ) {
|
|
assert( GetActingGameStateLobby().peers[p].snapProc == NULL );
|
|
continue;
|
|
}
|
|
|
|
assert( GetActingGameStateLobby().peers[p].snapProc != NULL );
|
|
|
|
if ( !verify( GetActingGameStateLobby().peers[p].needToSubmitPendingSnap == false ) ) {
|
|
idLib::Error( "Invalid needToSubmitPendingSnap state\n" );
|
|
}
|
|
if ( !verify( GetActingGameStateLobby().peers[p].snapProc->HasPendingSnap() == false ) ) {
|
|
idLib::Error( "Invalid HasPendingSnap state\n" );
|
|
}
|
|
if ( !verify( GetActingGameStateLobby().peers[p].snapProc->GetSnapSequence() == idSnapshotProcessor::INITIAL_SNAP_SEQUENCE ) ) {
|
|
idLib::Error( "Invalid INITIAL_SNAP_SEQUENCE state %d for peer %d \n", GetActingGameStateLobby().peers[p].snapProc->GetSnapSequence(), p );
|
|
}
|
|
if ( !verify( GetActingGameStateLobby().peers[p].snapProc->GetBaseSequence() == -1 ) ) {
|
|
idLib::Error( "Invalid GetBaseSequence state\n" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Party_Lobby_Host
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Party_Lobby_Host() {
|
|
HandleVoiceRestrictionDialog();
|
|
return HandlePackets();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Game_Lobby_Host
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Game_Lobby_Host() {
|
|
HandleVoiceRestrictionDialog();
|
|
return HandlePackets();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Game_State_Lobby_Host
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Game_State_Lobby_Host() {
|
|
HandleVoiceRestrictionDialog();
|
|
|
|
if ( waitingOnGameStateMembersToLeaveTime != 0 ) {
|
|
|
|
const int MAX_LEAVE_WAIT_TIME_IN_SECONDS = 5;
|
|
|
|
const bool forceDisconnectMembers = ( Sys_Milliseconds() - waitingOnGameStateMembersToLeaveTime ) > MAX_LEAVE_WAIT_TIME_IN_SECONDS * 1000;
|
|
|
|
// Check to see if all peers have finally left
|
|
if ( GetGameStateLobby().GetNumConnectedPeers() == 0 || forceDisconnectMembers ) {
|
|
|
|
//
|
|
// All peers left, we can stop waiting
|
|
//
|
|
|
|
waitingOnGameStateMembersToLeaveTime = 0;
|
|
|
|
assert( !GetGameLobby().IsPeer() );
|
|
|
|
if ( GetGameLobby().IsHost() ) {
|
|
// If we aren't a dedicated game state host, then drop back to the game lobby as host
|
|
GetGameStateLobby().Shutdown();
|
|
SetState( STATE_GAME_LOBBY_HOST );
|
|
} else {
|
|
// A dedicated game state host will remain in State_Game_State_Lobby_Host mode while waiting for another set of users to join
|
|
// DEDICATED_SERVER_FIXME: Notify master server we can server another game now
|
|
GetGameStateLobby().DisconnectAllPeers();
|
|
}
|
|
}
|
|
} else {
|
|
// When all the players from the game lobby are in the game state lobby, StartLoading
|
|
if ( GetGameLobby().IsHost() ) {
|
|
if ( GetGameStateLobby().GetNumLobbyUsers() == GetGameLobby().GetNumLobbyUsers() ) {
|
|
waitingOnGameStateMembersToJoinTime = 0;
|
|
StartLoading();
|
|
}
|
|
} else {
|
|
// The dedicated server host relies on the game host to say when all users are in
|
|
if ( GetGameStateLobby().startLoadingFromHost ) {
|
|
GetGameStateLobby().startLoadingFromHost = false;
|
|
StartLoading();
|
|
}
|
|
}
|
|
}
|
|
|
|
return HandlePackets();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Party_Lobby_Peer
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Party_Lobby_Peer() {
|
|
HandleVoiceRestrictionDialog();
|
|
return HandlePackets();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Game_Lobby_Peer
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Game_Lobby_Peer() {
|
|
HandleVoiceRestrictionDialog();
|
|
bool saving = false;
|
|
idPlayerProfile * profile = GetProfileFromMasterLocalUser();
|
|
if ( profile != NULL && ( profile->GetState() == idPlayerProfile::SAVING || profile->GetRequestedState() == idPlayerProfile::SAVE_REQUESTED ) ) {
|
|
saving = true;
|
|
}
|
|
|
|
if ( GetActingGameStateLobby().startLoadingFromHost && !saving ) {
|
|
common->Dialog().ClearDialog( GDM_HOST_RETURNED_TO_LOBBY );
|
|
common->Dialog().ClearDialog( GDM_HOST_RETURNED_TO_LOBBY_STATS_DROPPED );
|
|
|
|
VerifySnapshotInitialState();
|
|
|
|
// Set loading flag back to false
|
|
GetActingGameStateLobby().startLoadingFromHost = false;
|
|
|
|
// Set state to loading
|
|
SetState( STATE_LOADING );
|
|
|
|
loadingID++;
|
|
|
|
return true;
|
|
}
|
|
|
|
return HandlePackets();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::State_Game_State_Lobby_Peer
|
|
========================
|
|
*/
|
|
bool idSessionLocal::State_Game_State_Lobby_Peer() {
|
|
// We are in charge of telling the dedicated host that all our members are in
|
|
if ( GetGameLobby().IsHost() && waitingOnGameStateMembersToJoinTime != 0 ) {
|
|
int foundMembers = 0;
|
|
|
|
for ( int i = 0; i < GetGameLobby().GetNumLobbyUsers(); i++ ) {
|
|
if ( GetGameStateLobby().GetLobbyUserByID( GetGameLobby().GetLobbyUser( i )->lobbyUserID, true ) != NULL ) {
|
|
foundMembers++;
|
|
}
|
|
}
|
|
|
|
// Give all of our game members 10 seconds to join, otherwise start without them
|
|
const int MAX_JOIN_WAIT_TIME_IN_SECONDS = 10;
|
|
|
|
const bool forceStart = ( Sys_Milliseconds() - waitingOnGameStateMembersToJoinTime ) > MAX_JOIN_WAIT_TIME_IN_SECONDS * 1000;
|
|
|
|
if ( foundMembers == GetGameLobby().GetNumLobbyUsers() || forceStart ) {
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
|
|
// Write match paramaters to the game state host, and tell him to start
|
|
GetGameLobby().parms.Write( msg );
|
|
|
|
// Tell the game state lobby host we are ready
|
|
GetGameStateLobby().QueueReliableMessage( GetGameStateLobby().host, idLobby::RELIABLE_START_MATCH_GAME_LOBBY_HOST, msg.GetReadData(), msg.GetSize() );
|
|
|
|
waitingOnGameStateMembersToJoinTime = 0;
|
|
}
|
|
}
|
|
|
|
return State_Game_Lobby_Peer();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::~idSession
|
|
========================
|
|
*/
|
|
idSession::~idSession() {
|
|
delete signInManager;
|
|
signInManager = NULL;
|
|
delete saveGameManager;
|
|
saveGameManager = NULL;
|
|
delete dedicatedServerSearch;
|
|
dedicatedServerSearch = NULL;
|
|
}
|
|
|
|
idCVar net_verbose( "net_verbose", "0", CVAR_BOOL, "Print a bunch of message about the network session" );
|
|
idCVar net_verboseResource( "net_verboseResource", "0", CVAR_BOOL, "Prints a bunch of message about network resources" );
|
|
idCVar net_verboseReliable( "net_verboseReliable", "0", CVAR_BOOL, "Prints the more spammy messages about reliable network msgs" );
|
|
idCVar si_splitscreen( "si_splitscreen", "0", CVAR_INTEGER, "force splitscreen" );
|
|
|
|
idCVar net_forceLatency( "net_forceLatency", "0", CVAR_INTEGER, "Simulate network latency (milliseconds round trip time - applied equally on the receive and on the send)" );
|
|
idCVar net_forceDrop( "net_forceDrop", "0", CVAR_INTEGER, "Percentage chance of simulated network packet loss" );
|
|
idCVar net_forceUpstream( "net_forceUpstream", "0", CVAR_FLOAT, "Force a maximum upstream in kB/s (256kbps <-> 32kB/s)" ); // I would much rather deal in kbps but most of the code is written in bytes ..
|
|
idCVar net_forceUpstreamQueue( "net_forceUpstreamQueue", "64", CVAR_INTEGER, "How much data is queued when enforcing upstream (in kB)" );
|
|
idCVar net_verboseSimulatedTraffic( "net_verboseSimulatedTraffic", "0", CVAR_BOOL, "Print some stats about simulated traffic (net_force* cvars)" );
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::Initialize
|
|
========================
|
|
*/
|
|
void idSessionLocal::Initialize() {
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::Shutdown
|
|
========================
|
|
*/
|
|
void idSessionLocal::Shutdown() {
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSession interface semi-common between platforms (#ifdef's in sys_session_local.cpp)
|
|
========================
|
|
*/
|
|
|
|
idCVar com_deviceZeroOverride( "com_deviceZeroOverride", "-1", CVAR_INTEGER, "change input routing for device 0 to poll a different device" );
|
|
idCVar mp_bot_input_override( "mp_bot_input_override", "-1", CVAR_INTEGER, "Override local input routing for bot control" );
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetInputRouting
|
|
This function sets up inputRouting to be a mapping from inputDevice index to session user index.
|
|
========================
|
|
*/
|
|
int idSessionLocal::GetInputRouting( int inputRouting[ MAX_INPUT_DEVICES ] ) {
|
|
|
|
int numLocalUsers = 0;
|
|
for ( int i = 0; i < MAX_INPUT_DEVICES; i++ ) {
|
|
inputRouting[i] = -1;
|
|
}
|
|
|
|
for ( int i = 0; i < GetActingGameStateLobby().GetNumLobbyUsers(); i++ ) {
|
|
if ( GetActingGameStateLobby().IsSessionUserIndexLocal( i ) ) {
|
|
|
|
// Find the local user that this session user maps to
|
|
const idLocalUser * localUser = GetActingGameStateLobby().GetLocalUserFromLobbyUserIndex( i );
|
|
|
|
if ( localUser != NULL ) {
|
|
int localDevice = localUser->GetInputDevice();
|
|
if ( localDevice == 0 && com_deviceZeroOverride.GetInteger() > 0 ) {
|
|
localDevice = com_deviceZeroOverride.GetInteger();
|
|
}
|
|
assert( localDevice < MAX_INPUT_DEVICES );
|
|
// Route the input device that this local user is mapped to
|
|
assert( inputRouting[localDevice] == -1 ); // Make sure to only initialize each entry once
|
|
inputRouting[localDevice] = i;
|
|
|
|
if ( mp_bot_input_override.GetInteger() >= 0 ) {
|
|
inputRouting[localDevice] = mp_bot_input_override.GetInteger();
|
|
}
|
|
|
|
numLocalUsers++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// For testing swapping controllers
|
|
if ( si_splitscreen.GetInteger() == 2 && numLocalUsers == 2 ) {
|
|
SwapValues( inputRouting[0], inputRouting[1] );
|
|
}
|
|
|
|
return numLocalUsers;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::EndMatch
|
|
EndMatch is meant for the host to cleanly end a match and return to the lobby page
|
|
========================
|
|
*/
|
|
void idSessionLocal::EndMatch( bool premature /*=false*/ ) {
|
|
if ( verify( GetActingGameStateLobby().IsHost() ) ) {
|
|
// Host quits back to game lobby, and will notify peers internally to do the same
|
|
EndMatchInternal( premature );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::EndMatch
|
|
this is for when the game is over before we go back to lobby. Need this incase the host leaves during this time
|
|
========================
|
|
*/
|
|
void idSessionLocal::MatchFinished( ) {
|
|
if ( verify( GetActingGameStateLobby().IsHost() ) ) {
|
|
// host is putting up end game stats make sure other peers know and clear migration data
|
|
MatchFinishedInternal();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::QuitMatch
|
|
QuitMatch is considered a premature ending of a match, and does the right thing depending on whether the host or peer is quitting
|
|
========================
|
|
*/
|
|
void idSessionLocal::QuitMatch() {
|
|
if ( GetActingGameStateLobby().IsHost() && !MatchTypeIsRanked( GetActingGameStateLobby().parms.matchFlags ) ) {
|
|
EndMatch( true ); // When host quits private match, takes members back to game lobby
|
|
} else {
|
|
// Quitting a public match (or not being a host) before it ends takes you to an empty party lobby
|
|
CreatePartyLobby( GetActingGameStateLobby().parms );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::QuitMatchToTitle
|
|
QuitMatchToTitle will forcefully quit the match and return to the title screen.
|
|
========================
|
|
*/
|
|
void idSessionLocal::QuitMatchToTitle() {
|
|
MoveToMainMenu();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ClearMigrationState
|
|
========================
|
|
*/
|
|
void idSessionLocal::ClearMigrationState() {
|
|
// We are ending the match without migration, so clear that state
|
|
GetPartyLobby().ResetAllMigrationState();
|
|
GetGameLobby().ResetAllMigrationState();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::EndMatchInternal
|
|
========================
|
|
*/
|
|
void idSessionLocal::EndMatchInternal( bool premature/*=false*/ ) {
|
|
assert( GetGameStateLobby().IsLobbyActive() == net_useGameStateLobby.GetBool() );
|
|
|
|
ClearVoiceGroups();
|
|
|
|
for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
|
|
// If we are the host, increment the session ID. The client will use a rolling check to catch it
|
|
if ( GetActingGameStateLobby().IsHost() ) {
|
|
if ( GetActingGameStateLobby().peers[p].IsConnected() ) {
|
|
if ( GetActingGameStateLobby().peers[p].packetProc != NULL ) {
|
|
GetActingGameStateLobby().peers[p].packetProc->VerifyEmptyReliableQueue( idLobby::RELIABLE_GAME_DATA, idLobby::RELIABLE_DUMMY_MSG );
|
|
}
|
|
GetActingGameStateLobby().peers[p].sessionID = GetActingGameStateLobby().IncrementSessionID( GetActingGameStateLobby().peers[p].sessionID );
|
|
}
|
|
}
|
|
GetActingGameStateLobby().peers[p].ResetMatchData();
|
|
}
|
|
|
|
GetActingGameStateLobby().snapDeltaAckQueue.Clear();
|
|
|
|
GetActingGameStateLobby().loaded = false;
|
|
|
|
gameLobbyWasCoalesced = false; // Reset this back to false. We use this so the lobby code doesn't randomly choose a map when we coalesce
|
|
numFullSnapsReceived = 0;
|
|
|
|
ClearMigrationState();
|
|
|
|
if ( GetActingGameStateLobby().IsLobbyActive() && ( GetActingGameStateLobby().GetMatchParms().matchFlags & MATCH_REQUIRE_PARTY_LOBBY ) ) {
|
|
// All peers need to remove disconnected users to stay in sync
|
|
GetActingGameStateLobby().CompactDisconnectedUsers();
|
|
|
|
// Go back to the game lobby
|
|
if ( GetActingGameStateLobby().IsHost() ) {
|
|
// We want the game state host to go back to STATE_GAME_STATE_LOBBY_HOST, so he can wait on all his game state peers to leave
|
|
SetState( GetGameStateLobby().IsHost() ? STATE_GAME_STATE_LOBBY_HOST : STATE_GAME_LOBBY_HOST ); // We want the dedicated host to go back to STATE_GAME_STATE_LOBBY_HOST
|
|
} else {
|
|
SetState( STATE_GAME_LOBBY_PEER );
|
|
}
|
|
} else {
|
|
SetState( STATE_IDLE );
|
|
}
|
|
|
|
if ( GetActingGameStateLobby().IsHost() ) {
|
|
// Send a reliable msg to all peers to also "EndMatch"
|
|
for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
|
|
GetActingGameStateLobby().QueueReliableMessage( p, premature ? idLobby::RELIABLE_ENDMATCH_PREMATURE : idLobby::RELIABLE_ENDMATCH );
|
|
}
|
|
} else if ( premature ) {
|
|
// Notify client that host left early and thats why we are back in the lobby
|
|
const bool stats = MatchTypeHasStats( GetActingGameStateLobby().GetMatchParms().matchFlags ) && ( GetFlushedStats() == false );
|
|
common->Dialog().AddDialog( stats ? GDM_HOST_RETURNED_TO_LOBBY_STATS_DROPPED : GDM_HOST_RETURNED_TO_LOBBY, DIALOG_ACCEPT, NULL, NULL, false, __FUNCTION__, __LINE__, true );
|
|
}
|
|
|
|
if ( GetGameStateLobby().IsLobbyActive() ) {
|
|
if ( GetGameStateLobby().IsHost() ) {
|
|
// As a game state host, keep the lobby around, so we can make sure we know when everyone leaves (which means they got the reliable msg to EndMatch)
|
|
waitingOnGameStateMembersToLeaveTime = Sys_Milliseconds();
|
|
} else if ( GetGameStateLobby().IsPeer() ) {
|
|
// Game state lobby peers should disconnect now
|
|
GetGameStateLobby().Shutdown();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::MatchFinishedInternal
|
|
========================
|
|
*/
|
|
void idSessionLocal::MatchFinishedInternal() {
|
|
ClearMigrationState();
|
|
|
|
if ( GetActingGameStateLobby().IsHost() ) {
|
|
// Send a reliable msg to all peers to also "EndMatch"
|
|
for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
|
|
GetActingGameStateLobby().QueueReliableMessage( p, idLobby::RELIABLE_MATCHFINISHED );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::EndMatchForMigration
|
|
========================
|
|
*/
|
|
void idSessionLocal::EndMatchForMigration() {
|
|
ClearVoiceGroups();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ShouldHavePartyLobby
|
|
========================
|
|
*/
|
|
bool idSessionLocal::ShouldHavePartyLobby() {
|
|
if ( GetActivePlatformLobby() == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
idMatchParameters & parms = GetActivePlatformLobby()->parms;
|
|
|
|
int flags = parms.matchFlags;
|
|
|
|
// Don't we always have a party lobby if we're online? At least in Doom 3?
|
|
return MatchTypeIsOnline( flags ) && ( ( flags & MATCH_PARTY_INVITE_PLACEHOLDER ) == 0 );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ValidateLobbies
|
|
Determines if any of the session instances need to become the host
|
|
========================
|
|
*/
|
|
void idSessionLocal::ValidateLobbies() {
|
|
if ( localState == STATE_PRESS_START || localState == STATE_IDLE ) {
|
|
// At press start or main menu, don't do anything
|
|
return;
|
|
}
|
|
|
|
if ( GetActivePlatformLobby() == NULL ) {
|
|
// If we're in between lobbies, don't do anything yet (the state transitioning code will handle error cases)
|
|
return;
|
|
}
|
|
|
|
// Validate lobbies that should be alive and active
|
|
if ( ShouldHavePartyLobby() && GetState() >= idSession::PARTY_LOBBY ) {
|
|
ValidateLobby( GetPartyLobby() );
|
|
}
|
|
if ( GetState() >= idSession::GAME_LOBBY && !net_headlessServer.GetBool() ) {
|
|
ValidateLobby( GetGameLobby() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ValidateLobby
|
|
========================
|
|
*/
|
|
void idSessionLocal::ValidateLobby( idLobby & lobby ) {
|
|
if ( lobby.lobbyBackend == NULL || lobby.lobbyBackend->GetState() == idLobbyBackend::STATE_FAILED || lobby.GetState() == idLobby::STATE_FAILED ) {
|
|
NET_VERBOSE_PRINT( "NET: ValidateLobby: FAILED (lobbyType = %i, state = %s)\n", lobby.lobbyType, stateToString[ localState ] );
|
|
if ( lobby.failedReason == idLobby::FAILED_MIGRATION_CONNECT_FAILED || lobby.failedReason == idLobby::FAILED_CONNECT_FAILED ) {
|
|
MoveToMainMenu();
|
|
common->Dialog().AddDialog( GDM_INVALID_INVITE, DIALOG_ACCEPT, NULL, NULL, false ); // The game session no longer exists
|
|
} else {
|
|
// If the lobbyBackend goes bad under our feet for no known reason, assume we lost connection to the back end service
|
|
MoveToMainMenu();
|
|
common->Dialog().ClearDialogs( true );
|
|
common->Dialog().AddDialog( GDM_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false ); // Lost connection to XBox LIVE
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::Pump
|
|
========================
|
|
*/
|
|
void idSessionLocal::Pump() {
|
|
SCOPED_PROFILE_EVENT( "Session::Pump" );
|
|
|
|
static int lastPumpTime = -1;
|
|
|
|
const int time = Sys_Milliseconds();
|
|
const int elapsedPumpSeconds = ( time - lastPumpTime ) / 1000;
|
|
|
|
if ( lastPumpTime != -1 && elapsedPumpSeconds > 2 ) {
|
|
idLib::Warning( "idSessionLocal::Pump was not called for %i seconds", elapsedPumpSeconds );
|
|
}
|
|
|
|
lastPumpTime = time;
|
|
|
|
if ( net_migrateHost.GetInteger() >= 0 ) {
|
|
if ( net_migrateHost.GetInteger() <= 2 ) {
|
|
if ( net_migrateHost.GetInteger() == 0 ) {
|
|
GetPartyLobby().PickNewHost( true, true );
|
|
} else {
|
|
GetGameLobby().PickNewHost( true, true );
|
|
}
|
|
} else {
|
|
GetPartyLobby().PickNewHost( true, true );
|
|
GetGameLobby().PickNewHost( true, true );
|
|
}
|
|
net_migrateHost.SetInteger( -1 );
|
|
}
|
|
|
|
PlatformPump();
|
|
|
|
if ( HasAchievementSystem() ) {
|
|
GetAchievementSystem().Pump();
|
|
}
|
|
|
|
// Send any voice packets if it's time
|
|
SendVoiceAudio();
|
|
|
|
bool shouldContinue = true;
|
|
|
|
while ( shouldContinue ) {
|
|
// Each iteration, validate the session instances
|
|
ValidateLobbies();
|
|
|
|
// Pump state
|
|
shouldContinue = HandleState();
|
|
|
|
// Pump lobbies
|
|
PumpLobbies();
|
|
}
|
|
|
|
if ( GetPartyLobby().lobbyBackend != NULL ) {
|
|
// Make sure game properties aren't set on the lobbyBackend if we aren't in a game lobby.
|
|
// This is so we show up properly in search results in Play with Friends option
|
|
GetPartyLobby().lobbyBackend->SetInGame( GetGameLobby().IsLobbyActive() );
|
|
|
|
// Temp location
|
|
UpdateMasterUserHeadsetState();
|
|
}
|
|
|
|
// Do some last minute checks, make sure everything about the current state and lobbyBackend state is valid, otherwise, take action
|
|
ValidateLobbies();
|
|
|
|
GetActingGameStateLobby().UpdateSnaps();
|
|
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
// Pump pings for the active lobby
|
|
if ( activeLobby != NULL ) {
|
|
activeLobby->PumpPings();
|
|
}
|
|
|
|
// Pump packet processing for all lobbies
|
|
GetPartyLobby().PumpPackets();
|
|
GetGameLobby().PumpPackets();
|
|
GetGameStateLobby().PumpPackets();
|
|
|
|
int currentTime = Sys_Milliseconds();
|
|
|
|
const int SHOW_MIGRATING_INFO_IN_SECONDS = 3; // Show for at least this long once we start showing it
|
|
|
|
if ( ShouldShowMigratingDialog() ) {
|
|
showMigratingInfoStartTime = currentTime;
|
|
} else if ( showMigratingInfoStartTime > 0 && ( ( currentTime - showMigratingInfoStartTime ) > SHOW_MIGRATING_INFO_IN_SECONDS * 1000 ) ) {
|
|
showMigratingInfoStartTime = 0;
|
|
}
|
|
|
|
bool isShowingMigrate = common->Dialog().HasDialogMsg( GDM_MIGRATING, NULL );
|
|
|
|
if ( showMigratingInfoStartTime != 0 ) {
|
|
if ( !isShowingMigrate ) {
|
|
common->Dialog().AddDialog( GDM_MIGRATING, DIALOG_WAIT, NULL, NULL, false, "", 0, false, false, true );
|
|
}
|
|
} else if ( isShowingMigrate ) {
|
|
common->Dialog().ClearDialog( GDM_MIGRATING );
|
|
}
|
|
|
|
// Update possible pending invite
|
|
UpdatePendingInvite();
|
|
|
|
// Check to see if we should coalesce the lobby
|
|
if ( nextGameCoalesceTime != 0 ) {
|
|
|
|
if ( GetGameLobby().IsLobbyActive() &&
|
|
GetGameLobby().IsHost() &&
|
|
GetState() == idSession::GAME_LOBBY &&
|
|
GetPartyLobby().GetNumLobbyUsers() <= 1 &&
|
|
GetGameLobby().GetNumLobbyUsers() == 1 &&
|
|
MatchTypeIsRanked( GetGameLobby().parms.matchFlags ) &&
|
|
Sys_Milliseconds() > nextGameCoalesceTime ) {
|
|
|
|
// If the player doesn't care about the mode or map,
|
|
// make sure the search is broadened.
|
|
idMatchParameters newGameParms = GetGameLobby().parms;
|
|
newGameParms.gameMap = GAME_MAP_RANDOM;
|
|
|
|
// Assume that if the party lobby's mode is random,
|
|
// the player chose "Quick Match" and doesn't care about the mode.
|
|
// If the player chose "Find Match" and a specific mode,
|
|
// the party lobby mode will be set to non-random.
|
|
if ( GetPartyLobby().parms.gameMode == GAME_MODE_RANDOM ) {
|
|
newGameParms.gameMode = GAME_MODE_RANDOM;
|
|
}
|
|
|
|
FindOrCreateMatch( newGameParms );
|
|
|
|
gameLobbyWasCoalesced = true; // Remember that this round was coalesced. We so this so main menu doesn't randomize the map, which looks odd
|
|
nextGameCoalesceTime = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ProcessSnapAckQueue
|
|
========================
|
|
*/
|
|
void idSessionLocal::ProcessSnapAckQueue() {
|
|
if ( GetActingGameStateLobby().IsLobbyActive() ) {
|
|
GetActingGameStateLobby().ProcessSnapAckQueue();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::UpdatePendingInvite
|
|
========================
|
|
*/
|
|
void idSessionLocal::UpdatePendingInvite() {
|
|
if ( pendingInviteMode == PENDING_INVITE_NONE ) {
|
|
return; // No pending invite
|
|
}
|
|
|
|
idLocalUser * masterLocalUser = signInManager->GetMasterLocalUser();
|
|
|
|
if ( masterLocalUser == NULL && signInManager->IsDeviceBeingRegistered( pendingInviteDevice ) ) {
|
|
idLib::Printf( "masterLocalUser == NULL\n" );
|
|
return; // Waiting on master to sign in to continue with invite
|
|
}
|
|
|
|
const bool wasFromInvite = pendingInviteMode == PENDING_INVITE_WAITING; // Remember if this was a real invite, or a self invitation (matters when lobby is invite only)
|
|
|
|
// At this point, the invitee should be ready
|
|
pendingInviteMode = PENDING_INVITE_NONE;
|
|
|
|
if ( masterLocalUser == NULL || masterLocalUser->GetInputDevice() != pendingInviteDevice || !masterLocalUser->IsOnline() ) {
|
|
idLib::Printf( "ignoring invite - master local user is not setup properly\n" );
|
|
return; // If there is no master, if the invitee is not online, or different than the current master, then ignore invite
|
|
}
|
|
|
|
// Clear any current dialogs, as we're going into a state which will be unstable for any current dialogs.
|
|
// Do we want to throw an assert if a dialog is currently up?
|
|
common->Dialog().ClearDialogs( true );
|
|
|
|
// Everything looks good, let's join the party
|
|
ConnectAndMoveToLobby( GetPartyLobby(), pendingInviteConnectInfo, wasFromInvite );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandleState
|
|
========================
|
|
*/
|
|
bool idSessionLocal::HandleState() {
|
|
// Handle individual lobby states
|
|
GetPartyLobby().Pump();
|
|
GetGameLobby().Pump();
|
|
GetGameStateLobby().Pump();
|
|
|
|
// Let IsHost be authoritative on the qualification of peer/host state types
|
|
if ( GetPartyLobby().IsHost() && localState == STATE_PARTY_LOBBY_PEER ) {
|
|
SetState( STATE_PARTY_LOBBY_HOST );
|
|
} else if ( GetPartyLobby().IsPeer() && localState == STATE_PARTY_LOBBY_HOST ) {
|
|
SetState( STATE_PARTY_LOBBY_PEER );
|
|
}
|
|
|
|
// Let IsHost be authoritative on the qualification of peer/host state types
|
|
if ( GetGameLobby().IsHost() && localState == STATE_GAME_LOBBY_PEER ) {
|
|
SetState( STATE_GAME_LOBBY_HOST );
|
|
} else if ( GetGameLobby().IsPeer() && localState == STATE_GAME_LOBBY_HOST ) {
|
|
SetState( STATE_GAME_LOBBY_PEER );
|
|
}
|
|
|
|
switch ( localState ) {
|
|
case STATE_PRESS_START: return false;
|
|
case STATE_IDLE: HandlePackets(); return false; // Call handle packets, since packets from old sessions could still be in flight, which need to be emptied
|
|
case STATE_PARTY_LOBBY_HOST: return State_Party_Lobby_Host();
|
|
case STATE_PARTY_LOBBY_PEER: return State_Party_Lobby_Peer();
|
|
case STATE_GAME_LOBBY_HOST: return State_Game_Lobby_Host();
|
|
case STATE_GAME_LOBBY_PEER: return State_Game_Lobby_Peer();
|
|
case STATE_GAME_STATE_LOBBY_HOST: return State_Game_State_Lobby_Host();
|
|
case STATE_GAME_STATE_LOBBY_PEER: return State_Game_State_Lobby_Peer();
|
|
case STATE_LOADING: return State_Loading();
|
|
case STATE_INGAME: return State_InGame();
|
|
case STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY: return State_Create_And_Move_To_Party_Lobby();
|
|
case STATE_CREATE_AND_MOVE_TO_GAME_LOBBY: return State_Create_And_Move_To_Game_Lobby();
|
|
case STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY: return State_Create_And_Move_To_Game_State_Lobby();
|
|
case STATE_FIND_OR_CREATE_MATCH: return State_Find_Or_Create_Match();
|
|
case STATE_CONNECT_AND_MOVE_TO_PARTY: return State_Connect_And_Move_To_Party();
|
|
case STATE_CONNECT_AND_MOVE_TO_GAME: return State_Connect_And_Move_To_Game();
|
|
case STATE_CONNECT_AND_MOVE_TO_GAME_STATE: return State_Connect_And_Move_To_Game_State();
|
|
case STATE_BUSY: return State_Busy();
|
|
default:
|
|
idLib::Error( "HandleState: Unknown state in idSessionLocal" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetState
|
|
========================
|
|
*/
|
|
idSessionLocal::sessionState_t idSessionLocal::GetState() const {
|
|
// Convert our internal state to one of the external states
|
|
switch ( localState ) {
|
|
case STATE_PRESS_START: return PRESS_START;
|
|
case STATE_IDLE: return IDLE;
|
|
case STATE_PARTY_LOBBY_HOST: return PARTY_LOBBY;
|
|
case STATE_PARTY_LOBBY_PEER: return PARTY_LOBBY;
|
|
case STATE_GAME_LOBBY_HOST: return GAME_LOBBY;
|
|
case STATE_GAME_LOBBY_PEER: return GAME_LOBBY;
|
|
case STATE_GAME_STATE_LOBBY_HOST: return GAME_LOBBY;
|
|
case STATE_GAME_STATE_LOBBY_PEER: return GAME_LOBBY;
|
|
case STATE_LOADING: return LOADING;
|
|
case STATE_INGAME: return INGAME;
|
|
case STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY: return CONNECTING;
|
|
case STATE_CREATE_AND_MOVE_TO_GAME_LOBBY: return CONNECTING;
|
|
case STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY: return CONNECTING;
|
|
case STATE_FIND_OR_CREATE_MATCH: return SEARCHING;
|
|
case STATE_CONNECT_AND_MOVE_TO_PARTY: return CONNECTING;
|
|
case STATE_CONNECT_AND_MOVE_TO_GAME: return CONNECTING;
|
|
case STATE_CONNECT_AND_MOVE_TO_GAME_STATE: return CONNECTING;
|
|
case STATE_BUSY: return BUSY;
|
|
default: {
|
|
idLib::Error( "GetState: Unknown state in idSessionLocal" );
|
|
}
|
|
};
|
|
}
|
|
|
|
const char * idSessionLocal::GetStateString() const {
|
|
static const char * stateToString[] = {
|
|
ASSERT_ENUM_STRING( STATE_PRESS_START, 0 ),
|
|
ASSERT_ENUM_STRING( STATE_IDLE, 1 ),
|
|
ASSERT_ENUM_STRING( STATE_PARTY_LOBBY_HOST, 2 ),
|
|
ASSERT_ENUM_STRING( STATE_PARTY_LOBBY_PEER, 3 ),
|
|
ASSERT_ENUM_STRING( STATE_GAME_LOBBY_HOST, 4 ),
|
|
ASSERT_ENUM_STRING( STATE_GAME_LOBBY_PEER, 5 ),
|
|
ASSERT_ENUM_STRING( STATE_GAME_STATE_LOBBY_HOST, 6 ),
|
|
ASSERT_ENUM_STRING( STATE_GAME_STATE_LOBBY_PEER, 7 ),
|
|
ASSERT_ENUM_STRING( STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY, 8 ),
|
|
ASSERT_ENUM_STRING( STATE_CREATE_AND_MOVE_TO_GAME_LOBBY, 9 ),
|
|
ASSERT_ENUM_STRING( STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY, 10 ),
|
|
ASSERT_ENUM_STRING( STATE_FIND_OR_CREATE_MATCH, 11 ),
|
|
ASSERT_ENUM_STRING( STATE_CONNECT_AND_MOVE_TO_PARTY, 12 ),
|
|
ASSERT_ENUM_STRING( STATE_CONNECT_AND_MOVE_TO_GAME, 13 ),
|
|
ASSERT_ENUM_STRING( STATE_CONNECT_AND_MOVE_TO_GAME_STATE, 14 ),
|
|
ASSERT_ENUM_STRING( STATE_BUSY, 15 ),
|
|
ASSERT_ENUM_STRING( STATE_LOADING, 16 ),
|
|
ASSERT_ENUM_STRING( STATE_INGAME, 17 )
|
|
};
|
|
return stateToString[ localState ];
|
|
}
|
|
|
|
// idSession interface
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::LoadingFinished
|
|
|
|
Only called by idCommonLocal::FinalizeMapChange
|
|
========================
|
|
*/
|
|
void idSessionLocal::LoadingFinished() {
|
|
NET_VERBOSE_PRINT( "NET: Loading Finished\n" );
|
|
|
|
assert( GetState() == idSession::LOADING );
|
|
|
|
common->Dialog().ClearDialog( GDM_VOICE_RESTRICTED );
|
|
GetActingGameStateLobby().loaded = true;
|
|
|
|
if ( MatchTypeIsLocal( GetActingGameStateLobby().parms.matchFlags ) ) {
|
|
SetState( STATE_INGAME );
|
|
} else if ( !GetActingGameStateLobby().IsHost() ) { // Tell game host we're done loading
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
GetActingGameStateLobby().QueueReliableMessage( GetActingGameStateLobby().host, idLobby::RELIABLE_LOADING_DONE, msg.GetReadData(), msg.GetSize() );
|
|
} else {
|
|
SetState( STATE_INGAME );
|
|
}
|
|
|
|
SetFlushedStats( false );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SendUsercmds
|
|
========================
|
|
*/
|
|
void idSessionLocal::SendUsercmds( idBitMsg & msg ) {
|
|
if ( localState != STATE_INGAME ) {
|
|
return;
|
|
}
|
|
|
|
if ( GetActingGameStateLobby().IsPeer() ) {
|
|
idLobby::peer_t & hostPeer = GetActingGameStateLobby().peers[GetActingGameStateLobby().host];
|
|
|
|
// Don't send user cmds if we have unsent packet fragments
|
|
// (This can happen if we have packets to send, but SendAnotherFragment got throttled)
|
|
if ( hostPeer.packetProc->HasMoreFragments() ) {
|
|
idLib::Warning( "NET: Client called SendUsercmds while HasMoreFragments(). Skipping userCmds for this frame." );
|
|
return;
|
|
}
|
|
|
|
int sequence = hostPeer.snapProc->GetLastAppendedSequence();
|
|
|
|
// Add incoming BPS for QoS
|
|
float incomingBPS = hostPeer.receivedBps;
|
|
if ( hostPeer.receivedBpsIndex != sequence ) {
|
|
incomingBPS = idMath::ClampFloat( 0.0f, static_cast<float>( idLobby::BANDWIDTH_REPORTING_MAX ), hostPeer.packetProc->GetIncomingRateBytes() );
|
|
hostPeer.receivedBpsIndex = sequence;
|
|
hostPeer.receivedBps = incomingBPS;
|
|
}
|
|
uint16 incomingBPS_quantized = idMath::Ftoi( incomingBPS * ( ( BIT( idLobby::BANDWIDTH_REPORTING_BITS ) - 1 ) / idLobby::BANDWIDTH_REPORTING_MAX ) );
|
|
|
|
byte buffer[idPacketProcessor::MAX_FINAL_PACKET_SIZE];
|
|
lzwCompressionData_t lzwData;
|
|
idLZWCompressor lzwCompressor( &lzwData );
|
|
lzwCompressor.Start( buffer, sizeof( buffer ) );
|
|
lzwCompressor.WriteAgnostic( sequence );
|
|
lzwCompressor.WriteAgnostic( incomingBPS_quantized );
|
|
lzwCompressor.Write( msg.GetReadData(), msg.GetSize() );
|
|
lzwCompressor.End();
|
|
|
|
GetActingGameStateLobby().ProcessOutgoingMsg( GetActingGameStateLobby().host, buffer, lzwCompressor.Length(), false, 0 );
|
|
|
|
if ( net_debugBaseStates.GetBool() && sequence < 50 ) {
|
|
idLib::Printf( "NET: Acking snap %d \n", sequence );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SendSnapshot
|
|
========================
|
|
*/
|
|
void idSessionLocal::SendSnapshot( idSnapShot & ss ) {
|
|
for ( int p = 0; p < GetActingGameStateLobby().peers.Num(); p++ ) {
|
|
idLobby::peer_t & peer = GetActingGameStateLobby().peers[p];
|
|
|
|
if ( !peer.IsConnected() ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !peer.loaded ) {
|
|
continue;
|
|
}
|
|
|
|
if ( peer.pauseSnapshots ) {
|
|
continue;
|
|
}
|
|
|
|
GetActingGameStateLobby().SendSnapshotToPeer( ss, p );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::UpdateSignInManager
|
|
========================
|
|
*/
|
|
void idSessionLocal::UpdateSignInManager() {
|
|
if ( !HasSignInManager() ) {
|
|
return;
|
|
}
|
|
|
|
if ( net_headlessServer.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
// FIXME: We need to ask the menu system for this info. Just making a best guess for now
|
|
// (assume we are allowed to join the party as a splitscreen user if we are in the party lobby)
|
|
bool allowJoinParty = ( localState == STATE_PARTY_LOBBY_HOST || localState == STATE_PARTY_LOBBY_PEER ) && GetPartyLobby().state == idLobby::STATE_IDLE;
|
|
bool allowJoinGame = ( localState == STATE_GAME_LOBBY_HOST || localState == STATE_GAME_LOBBY_PEER ) && GetGameLobby().state == idLobby::STATE_IDLE;
|
|
|
|
bool eitherLobbyRunning = GetActivePlatformLobby() != NULL && ( GetPartyLobby().IsLobbyActive() || GetGameLobby().IsLobbyActive() );
|
|
bool onlineMatch = eitherLobbyRunning && MatchTypeIsOnline( GetActivePlatformLobby()->parms.matchFlags );
|
|
|
|
//=================================================================================
|
|
// Get the number of desired signed in local users depending on what mode we're in.
|
|
//=================================================================================
|
|
int minDesiredUsers = 0;
|
|
int maxDesiredUsers = Max( 1, signInManager->GetNumLocalUsers() );
|
|
|
|
if ( si_splitscreen.GetInteger() != 0 ) {
|
|
// For debugging, force 2 splitscreen players
|
|
minDesiredUsers = 2;
|
|
maxDesiredUsers = 2;
|
|
allowJoinGame = true;
|
|
} else if ( onlineMatch || ( eitherLobbyRunning == false ) ) {
|
|
// If this an online game, then only 1 user can join locally.
|
|
// Also, if no sessions are active, remove any extra players.
|
|
maxDesiredUsers = 1;
|
|
} else if ( allowJoinParty || allowJoinGame ) {
|
|
// If we are in the party lobby, allow 2 splitscreen users to join
|
|
maxDesiredUsers = 2;
|
|
}
|
|
|
|
// Set the number of desired users
|
|
signInManager->SetDesiredLocalUsers( minDesiredUsers, maxDesiredUsers );
|
|
|
|
//=================================================================================
|
|
// Update signin manager
|
|
//=================================================================================
|
|
|
|
// Update signin mgr. This manager tracks signed in local users, which the session then uses
|
|
// to determine who should be in the lobby.
|
|
signInManager->Pump();
|
|
|
|
// Get the master local user
|
|
idLocalUser * masterUser = signInManager->GetMasterLocalUser();
|
|
|
|
if ( onlineMatch && masterUser != NULL && !masterUser->CanPlayOnline() && !masterUser->HasOwnerChanged() ) {
|
|
if ( localState > STATE_IDLE ) {
|
|
// User is still valid, just no longer online
|
|
if ( offlineTransitionTimerStart == 0 ) {
|
|
offlineTransitionTimerStart = Sys_Milliseconds();
|
|
}
|
|
|
|
if ( ( Sys_Milliseconds() - offlineTransitionTimerStart ) > net_offlineTransitionThreshold.GetInteger() ) {
|
|
MoveToMainMenu();
|
|
common->Dialog().ClearDialogs();
|
|
common->Dialog().AddDialog( GDM_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true );
|
|
}
|
|
}
|
|
return; // Bail out so signInManager->ValidateLocalUsers below doesn't prematurely remove the master user before we can detect loss of connection
|
|
} else {
|
|
offlineTransitionTimerStart = 0;
|
|
}
|
|
|
|
// Remove local users (from the signin manager) who aren't allowed to be online if this is an online match.
|
|
// Remove local user (from the signin manager) who are not properly signed into a profile.
|
|
signInManager->ValidateLocalUsers( onlineMatch );
|
|
|
|
//=================================================================================
|
|
// Check to see if we need to go to "Press Start"
|
|
//=================================================================================
|
|
|
|
// Get the master local user (again, after ValidateOnlineLocalUsers, to make sure he is still valid)
|
|
masterUser = signInManager->GetMasterLocalUser();
|
|
|
|
if ( masterUser == NULL ) {
|
|
// If we don't have a master user at all, then we need to be at "Press Start"
|
|
MoveToPressStart( GDM_SP_SIGNIN_CHANGE_POST );
|
|
return;
|
|
} else if ( localState == STATE_PRESS_START ) {
|
|
|
|
|
|
// If we have a master user, and we are at press start, move to the menu area
|
|
SetState( STATE_IDLE );
|
|
|
|
}
|
|
|
|
// See if the master user either isn't persistent (but needs to be), OR, if the owner changed
|
|
// RequirePersistentMaster is poorly named, this really means RequireSignedInMaster
|
|
if ( masterUser->HasOwnerChanged() || ( RequirePersistentMaster() && !masterUser->IsProfileReady() ) ) {
|
|
MoveToPressStart( GDM_SP_SIGNIN_CHANGE_POST );
|
|
return;
|
|
}
|
|
|
|
//=================================================================================
|
|
// Sync lobby users with the signed in users
|
|
// The initial list of session users are normally determined at connect or create time.
|
|
// These functions allow splitscreen users to join in, or check to see if existing
|
|
// users (including the master) need to be removed.
|
|
//=================================================================================
|
|
GetPartyLobby().SyncLobbyUsersWithLocalUsers( allowJoinParty, onlineMatch );
|
|
GetGameLobby().SyncLobbyUsersWithLocalUsers( allowJoinGame, onlineMatch );
|
|
GetGameStateLobby().SyncLobbyUsersWithLocalUsers( allowJoinGame, onlineMatch );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetProfileFromMasterLocalUser
|
|
========================
|
|
*/
|
|
idPlayerProfile * idSessionLocal::GetProfileFromMasterLocalUser() {
|
|
idPlayerProfile * profile = NULL;
|
|
idLocalUser * masterUser = signInManager->GetMasterLocalUser();
|
|
|
|
if ( masterUser != NULL ) {
|
|
profile = masterUser->GetProfile();
|
|
}
|
|
|
|
if ( profile == NULL ) {
|
|
// Whoops
|
|
profile = signInManager->GetDefaultProfile();
|
|
//idLib::Warning( "Returning fake profile until the code is fixed to handle NULL profiles." );
|
|
}
|
|
|
|
return profile;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
/*
|
|
========================
|
|
idSessionLocal::MoveToPressStart
|
|
========================
|
|
*/
|
|
void idSessionLocal::MoveToPressStart( gameDialogMessages_t msg ) {
|
|
if ( localState != STATE_PRESS_START ) {
|
|
MoveToPressStart();
|
|
common->Dialog().ClearDialogs();
|
|
common->Dialog().AddDialog( msg, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetPeerName
|
|
========================
|
|
*/
|
|
const char * idSessionLocal::GetPeerName( int peerNum ) {
|
|
return GetActingGameStateLobby().GetPeerName( peerNum );
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SetState
|
|
========================
|
|
*/
|
|
void idSessionLocal::SetState( state_t newState ) {
|
|
|
|
assert( newState < NUM_STATES );
|
|
assert( localState < NUM_STATES );
|
|
verify_array_size( stateToString, NUM_STATES );
|
|
|
|
if ( newState == localState ) {
|
|
NET_VERBOSE_PRINT( "NET: SetState: State SAME %s\n", stateToString[ newState ] );
|
|
return;
|
|
}
|
|
|
|
// Set the current state
|
|
NET_VERBOSE_PRINT( "NET: SetState: State changing from %s to %s\n", stateToString[ localState ], stateToString[ newState ] );
|
|
|
|
if ( localState < STATE_LOADING && newState >= STATE_LOADING ) {
|
|
// Tell lobby instances that the match has started
|
|
StartSessions();
|
|
// Clear certain dialog boxes we don't want to see in-game
|
|
common->Dialog().ClearDialog( GDM_LOBBY_DISBANDED ); // The lobby you were previously in has disbanded
|
|
} else if ( localState >= STATE_LOADING && newState < STATE_LOADING ) {
|
|
// Tell lobby instances that the match has ended
|
|
if ( !WasMigrationGame() ) { // Don't end the session if we are going right back into the game
|
|
EndSessions();
|
|
}
|
|
}
|
|
|
|
if ( newState == STATE_GAME_LOBBY_HOST || newState == STATE_GAME_LOBBY_PEER ) {
|
|
ComputeNextGameCoalesceTime();
|
|
}
|
|
|
|
localState = newState;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandlePackets
|
|
========================
|
|
*/
|
|
bool idSessionLocal::HandlePackets() {
|
|
SCOPED_PROFILE_EVENT( "Session::HandlePackets" );
|
|
|
|
byte packetBuffer[ idPacketProcessor::MAX_FINAL_PACKET_SIZE ];
|
|
lobbyAddress_t remoteAddress;
|
|
int recvSize = 0;
|
|
bool fromDedicated = false;
|
|
|
|
while ( ReadRawPacket( remoteAddress, packetBuffer, recvSize, fromDedicated, sizeof( packetBuffer ) ) && recvSize > 0 ) {
|
|
|
|
// fragMsg will hold the raw packet
|
|
idBitMsg fragMsg;
|
|
fragMsg.InitRead( packetBuffer, recvSize );
|
|
|
|
// Peek at the session ID
|
|
idPacketProcessor::sessionId_t sessionID = idPacketProcessor::GetSessionID( fragMsg );
|
|
|
|
// idLib::Printf( "NET: HandlePackets - session %d, size %d \n", sessionID, recvSize );
|
|
|
|
// Make sure it's valid
|
|
if ( sessionID == idPacketProcessor::SESSION_ID_INVALID ) {
|
|
idLib::Printf( "NET: Invalid sessionID %s.\n", remoteAddress.ToString() );
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// Distribute the packet to the proper lobby
|
|
//
|
|
|
|
const int maskedType = sessionID & idPacketProcessor::LOBBY_TYPE_MASK;
|
|
|
|
if ( !verify( maskedType > 0 ) ) {
|
|
continue;
|
|
}
|
|
|
|
idLobby::lobbyType_t lobbyType = (idLobby::lobbyType_t)( maskedType - 1 );
|
|
|
|
switch ( lobbyType ) {
|
|
case idLobby::TYPE_PARTY: GetPartyLobby().HandlePacket( remoteAddress, fragMsg, sessionID ); break;
|
|
case idLobby::TYPE_GAME: GetGameLobby().HandlePacket( remoteAddress, fragMsg, sessionID ); break;
|
|
case idLobby::TYPE_GAME_STATE: GetGameStateLobby().HandlePacket( remoteAddress, fragMsg, sessionID ); break;
|
|
default: assert( 0 );
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetActivePlatformLobby
|
|
========================
|
|
*/
|
|
idLobby * idSessionLocal::GetActivePlatformLobby() {
|
|
sessionState_t state = GetState();
|
|
|
|
if ( ( state == GAME_LOBBY ) || ( state == BUSY ) || ( state == INGAME ) || ( state == LOADING ) ) {
|
|
return &GetGameLobby();
|
|
} else if ( state == PARTY_LOBBY ) {
|
|
return &GetPartyLobby();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetActivePlatformLobby
|
|
========================
|
|
*/
|
|
const idLobby * idSessionLocal::GetActivePlatformLobby() const {
|
|
sessionState_t state = GetState();
|
|
|
|
if ( ( state == GAME_LOBBY ) || ( state == BUSY ) || ( state == INGAME ) || ( state == LOADING ) ) {
|
|
return &GetGameLobby();
|
|
} else if ( state == PARTY_LOBBY ) {
|
|
return &GetPartyLobby();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetActingGameStateLobby
|
|
========================
|
|
*/
|
|
idLobby & idSessionLocal::GetActingGameStateLobby() {
|
|
if ( net_useGameStateLobby.GetBool() ) {
|
|
return GetGameStateLobby();
|
|
}
|
|
|
|
return GetGameLobby();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetActingGameStateLobby
|
|
========================
|
|
*/
|
|
const idLobby & idSessionLocal::GetActingGameStateLobby() const {
|
|
if ( net_useGameStateLobby.GetBool() ) {
|
|
return GetGameStateLobby();
|
|
}
|
|
|
|
return GetGameLobby();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetLobbyFromType
|
|
========================
|
|
*/
|
|
idLobby * idSessionLocal::GetLobbyFromType( idLobby::lobbyType_t lobbyType ) {
|
|
switch ( lobbyType ) {
|
|
case idLobby::TYPE_PARTY: return &GetPartyLobby();
|
|
case idLobby::TYPE_GAME: return &GetGameLobby();
|
|
case idLobby::TYPE_GAME_STATE: return &GetGameStateLobby();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetActivePlatformLobbyBase
|
|
This returns the base version for the idSession version
|
|
========================
|
|
*/
|
|
idLobbyBase & idSessionLocal::GetActivePlatformLobbyBase() {
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
if ( activeLobby != NULL ) {
|
|
return *activeLobby;
|
|
}
|
|
|
|
return stubLobby; // So we can return at least something
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetLobbyFromLobbyUserID
|
|
========================
|
|
*/
|
|
idLobbyBase & idSessionLocal::GetLobbyFromLobbyUserID( lobbyUserID_t lobbyUserID ) {
|
|
if ( !lobbyUserID.IsValid() ) {
|
|
return stubLobby; // So we can return at least something
|
|
}
|
|
|
|
idLobby * lobby = GetLobbyFromType( (idLobby::lobbyType_t)lobbyUserID.GetLobbyType() );
|
|
|
|
if ( lobby != NULL ) {
|
|
return *lobby;
|
|
}
|
|
|
|
return stubLobby; // So we can return at least something
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::TickSendQueue
|
|
========================
|
|
*/
|
|
void idSessionLocal::TickSendQueue() {
|
|
assert( !sendQueue.IsEmpty() );
|
|
int now = Sys_Milliseconds();
|
|
idQueuePacket * packet = sendQueue.Peek();
|
|
while ( packet != NULL ) {
|
|
if ( now < packet->time ) {
|
|
break;
|
|
}
|
|
|
|
GetPort( packet->dedicated ).SendRawPacket( packet->address, packet->data, packet->size );
|
|
|
|
if ( net_forceUpstream.GetFloat() != 0.0f && net_forceUpstreamQueue.GetFloat() != 0.0f ) {
|
|
// FIXME: no can do both
|
|
assert( net_forceLatency.GetInteger() == 0 );
|
|
// compute / update an added traffic due to the queuing
|
|
// we can't piggyback on upstreamDropRate because of the way it's computed and clamped to zero
|
|
int time = Sys_Milliseconds();
|
|
if ( time > upstreamQueueRateTime ) {
|
|
upstreamQueueRate -= upstreamQueueRate * ( float )( time - upstreamQueueRateTime ) / 1000.0f;
|
|
if ( upstreamQueueRate < 0.0f ) {
|
|
upstreamQueueRate = 0.0f;
|
|
}
|
|
upstreamQueueRateTime = time;
|
|
}
|
|
// update queued bytes
|
|
queuedBytes -= packet->size;
|
|
if ( net_verboseSimulatedTraffic.GetBool() ) {
|
|
idLib::Printf( "send queued packet size %d to %s\n", packet->size, packet->address.ToString() );
|
|
}
|
|
}
|
|
|
|
sendQueue.RemoveFirst(); // we have it already, just push it off the queue before freeing
|
|
packetAllocator.Free( packet );
|
|
packet = sendQueue.Peek();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::QueuePacket
|
|
========================
|
|
*/
|
|
void idSessionLocal::QueuePacket( idQueue< idQueuePacket,&idQueuePacket::queueNode > & queue, int time, const lobbyAddress_t & to, const void * data, int size, bool dedicated ) {
|
|
//mem.PushHeap();
|
|
|
|
idQueuePacket * packet = packetAllocator.Alloc();
|
|
|
|
packet->address = to;
|
|
packet->size = size;
|
|
packet->dedicated = dedicated;
|
|
packet->time = time;
|
|
|
|
memcpy( packet->data, data, size );
|
|
|
|
queue.Add( packet );
|
|
|
|
//mem.PopHeap();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ReadRawPacketFromQueue
|
|
========================
|
|
*/
|
|
bool idSessionLocal::ReadRawPacketFromQueue( int time, lobbyAddress_t & from, void * data, int & size, bool & outDedicated, int maxSize ) {
|
|
idQueuePacket * packet = recvQueue.Peek();
|
|
|
|
if ( packet == NULL || time < packet->time ) {
|
|
return false; // Either there are no packets, or no packet is ready
|
|
}
|
|
|
|
//idLib::Printf( "NET: Packet recvd: %d ms\n", now );
|
|
|
|
from = packet->address;
|
|
size = packet->size;
|
|
assert( size <= maxSize );
|
|
outDedicated = packet->dedicated;
|
|
memcpy( data, packet->data, packet->size );
|
|
recvQueue.RemoveFirst(); // we have it already, just push it off the queue before freeing
|
|
packetAllocator.Free( packet );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SendRawPacket
|
|
========================
|
|
*/
|
|
void idSessionLocal::SendRawPacket( const lobbyAddress_t & to, const void * data, int size, bool dedicated ) {
|
|
const int now = Sys_Milliseconds();
|
|
|
|
if ( net_forceUpstream.GetFloat() != 0 ) {
|
|
|
|
// the total bandwidth rate at which the networking systems are trying to push data through
|
|
float totalOutgoingRate = (float)GetActingGameStateLobby().GetTotalOutgoingRate(); // B/s
|
|
|
|
// update the rate at which we have been taking data out by dropping it
|
|
int time = Sys_Milliseconds();
|
|
if ( time > upstreamDropRateTime ) {
|
|
upstreamDropRate -= upstreamDropRate * ( float )( time - upstreamDropRateTime ) / 1000.0f;
|
|
if ( upstreamDropRate < 0.0f ) {
|
|
upstreamDropRate = 0.0f;
|
|
}
|
|
upstreamDropRateTime = time;
|
|
}
|
|
|
|
if ( (float)( totalOutgoingRate - upstreamDropRate + upstreamQueueRate ) > net_forceUpstream.GetFloat() * 1024.0f ) { // net_forceUpstream is in kB/s, everything else in B/s
|
|
if ( net_forceUpstreamQueue.GetFloat() == 0.0f ) {
|
|
// just drop the packet - not representative, but simple
|
|
if ( net_verboseSimulatedTraffic.GetBool() ) {
|
|
idLib::Printf( "drop %d bytes to %s\n", size, to.ToString() );
|
|
}
|
|
// increase the instant drop rate with the data we just dropped
|
|
upstreamDropRate += size;
|
|
return;
|
|
}
|
|
|
|
// simulate a network device with a send queue
|
|
// do we have room in the queue?
|
|
assert( net_forceUpstreamQueue.GetFloat() > 0.0f );
|
|
if ( (float)( queuedBytes + size ) > net_forceUpstreamQueue.GetFloat() * 1024.0f ) { // net_forceUpstreamQueue is in kB/s
|
|
// too much queued, this is still a drop
|
|
// FIXME: factorize
|
|
// just drop the packet - not representative, but simple
|
|
if ( net_verboseSimulatedTraffic.GetBool() ) {
|
|
idLib::Printf( "full queue: drop %d bytes to %s\n", size, to.ToString() );
|
|
}
|
|
// increase the instant drop rate with the data we just dropped
|
|
upstreamDropRate += size;
|
|
return;
|
|
}
|
|
// there is room to buffer up in the queue
|
|
queuedBytes += size;
|
|
// with queuedBytes and the current upstream, when should this packet be sent?
|
|
int queuedPacketSendDelay = 1000.0f * ( (float)queuedBytes / ( net_forceUpstream.GetFloat() * 1024.0f ) ); // in ms
|
|
// queue for sending
|
|
if ( net_verboseSimulatedTraffic.GetBool() ) {
|
|
idLib::Printf( "queuing packet: %d bytes delayed %d ms\n", size, queuedPacketSendDelay );
|
|
}
|
|
|
|
QueuePacket( sendQueue, now + queuedPacketSendDelay, to, data, size, dedicated );
|
|
|
|
// will abuse the forced latency code below to take care of the sending
|
|
// FIXME: right now, can't have both on
|
|
assert( net_forceLatency.GetInteger() == 0 );
|
|
}
|
|
}
|
|
|
|
// short path
|
|
// NOTE: network queuing: will go to tick the queue whenever sendQueue isn't empty, regardless of latency
|
|
if ( net_forceLatency.GetInteger() == 0 && sendQueue.IsEmpty() ) {
|
|
GetPort( dedicated ).SendRawPacket( to, data, size );
|
|
return;
|
|
}
|
|
|
|
if ( net_forceUpstream.GetFloat() != 0.0f && net_forceUpstreamQueue.GetFloat() != 0.0f ) {
|
|
// FIXME: not doing both just yet
|
|
assert( net_forceLatency.GetInteger() == 0 );
|
|
TickSendQueue();
|
|
return; // we done (at least for queue only path)
|
|
}
|
|
|
|
// queue up
|
|
assert( size != 0 && size <= idPacketProcessor::MAX_FINAL_PACKET_SIZE );
|
|
|
|
QueuePacket( sendQueue, now + net_forceLatency.GetInteger() / 2, to, data, size, dedicated );
|
|
|
|
TickSendQueue();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ReadRawPacket
|
|
========================
|
|
*/
|
|
bool idSessionLocal::ReadRawPacket( lobbyAddress_t & from, void * data, int & size, bool & outDedicated, int maxSize ) {
|
|
SCOPED_PROFILE_EVENT( "Session::ReadRawPacket" );
|
|
|
|
assert( maxSize <= idPacketProcessor::MAX_FINAL_PACKET_SIZE );
|
|
|
|
if ( !sendQueue.IsEmpty() ) {
|
|
TickSendQueue();
|
|
}
|
|
|
|
const int now = Sys_Milliseconds();
|
|
|
|
// Make sure we give both ports equal time
|
|
static bool currentDedicated = false;
|
|
currentDedicated = !currentDedicated;
|
|
|
|
for ( int i = 0; i < 2; i++ ) {
|
|
// BRIAN_FIXME: Dedicated servers fuck up running 2 instances on the same machine
|
|
// outDedicated = ( i == 0 ) ? currentDedicated : !currentDedicated;
|
|
outDedicated = false;
|
|
|
|
if ( GetPort( outDedicated ).ReadRawPacket( from, data, size, maxSize ) ) {
|
|
if ( net_forceLatency.GetInteger() == 0 && recvQueue.IsEmpty() ) {
|
|
// If we aren't forcing latency, and queue is empty, return result immediately
|
|
return true;
|
|
}
|
|
|
|
// the cvar is meant to be a round trip latency so we're applying half on the send and half on the recv
|
|
const int time = ( net_forceLatency.GetInteger() == 0 ) ? 0 : now + net_forceLatency.GetInteger() / 2;
|
|
|
|
// Otherwise, queue result
|
|
QueuePacket( recvQueue, time, from, data, size, outDedicated );
|
|
}
|
|
}
|
|
|
|
// Return any queued results
|
|
return ReadRawPacketFromQueue( now, from, data, size, outDedicated, maxSize );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ConnectAndMoveToLobby
|
|
========================
|
|
*/
|
|
void idSessionLocal::ConnectAndMoveToLobby( idLobby & lobby, const lobbyConnectInfo_t & connectInfo, bool fromInvite ) {
|
|
|
|
// Since we are connecting directly to a lobby, make sure no search results are left over from previous FindOrCreateMatch results
|
|
// If we don't do this, we might think we should attempt to connect to an old search result, and we don't want to in this case
|
|
lobby.searchResults.Clear();
|
|
|
|
// Attempt to connect to the lobby
|
|
lobby.ConnectTo( connectInfo, fromInvite );
|
|
|
|
connectType = CONNECT_DIRECT;
|
|
|
|
// Wait for connection
|
|
switch ( lobby.lobbyType ) {
|
|
case idLobby::TYPE_PARTY: SetState( STATE_CONNECT_AND_MOVE_TO_PARTY ); break;
|
|
case idLobby::TYPE_GAME: SetState( STATE_CONNECT_AND_MOVE_TO_GAME ); break;
|
|
case idLobby::TYPE_GAME_STATE: SetState( STATE_CONNECT_AND_MOVE_TO_GAME_STATE ); break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GoodbyeFromHost
|
|
========================
|
|
*/
|
|
void idSessionLocal::GoodbyeFromHost( idLobby & lobby, int peerNum, const lobbyAddress_t & remoteAddress, int msgType ) {
|
|
if ( !verify( localState > STATE_IDLE ) ) {
|
|
idLib::Printf( "NET: Got disconnected from host %s on session %s when we were not in a lobby or game.\n", remoteAddress.ToString(), lobby.GetLobbyName() );
|
|
MoveToMainMenu();
|
|
return; // Ignore if we are not past the main menu
|
|
}
|
|
|
|
// Goodbye from host. See if we were connecting vs connected
|
|
if ( ( localState == STATE_CONNECT_AND_MOVE_TO_PARTY || localState == STATE_CONNECT_AND_MOVE_TO_GAME ) && lobby.peers[peerNum].GetConnectionState() == idLobby::CONNECTION_CONNECTING ) {
|
|
// We were denied a connection attempt
|
|
idLib::Printf( "NET: Denied connection attempt from host %s on session %s. MsgType %i.\n", remoteAddress.ToString(), lobby.GetLobbyName(), msgType );
|
|
// This will try to move to the next connection if one exists, otherwise will create a match
|
|
HandleConnectionFailed( lobby, msgType == idLobby::OOB_GOODBYE_FULL );
|
|
} else {
|
|
// We were disconnected from a server we were previously connected to
|
|
idLib::Printf( "NET: Disconnected from host %s on session %s. MsgType %i.\n", remoteAddress.ToString(), lobby.GetLobbyName(), msgType );
|
|
|
|
const bool leaveGameWithParty = ( msgType == idLobby::OOB_GOODBYE_W_PARTY );
|
|
|
|
if ( leaveGameWithParty && lobby.lobbyType == idLobby::TYPE_GAME && lobby.IsPeer() && GetState() == idSession::GAME_LOBBY && GetPartyLobby().host >= 0 &&
|
|
lobby.peers[peerNum].address.Compare( GetPartyLobby().peers[GetPartyLobby().host].address, true ) ) {
|
|
// If a host is telling us goodbye from a game lobby, and the game host is the same as our party host,
|
|
// and we aren't in a game, and the host wants us to leave with him, then do so now
|
|
GetGameLobby().Shutdown();
|
|
GetGameStateLobby().Shutdown();
|
|
SetState( STATE_PARTY_LOBBY_PEER );
|
|
} else {
|
|
// Host left, so pick a new host (possibly even us) for this lobby
|
|
lobby.PickNewHost();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::WriteLeaderboardToMsg
|
|
========================
|
|
*/
|
|
void idSessionLocal::WriteLeaderboardToMsg( idBitMsg & msg, const leaderboardDefinition_t * leaderboard, const column_t * stats ) {
|
|
assert( Sys_FindLeaderboardDef( leaderboard->id ) == leaderboard );
|
|
|
|
msg.WriteLong( leaderboard->id );
|
|
|
|
for ( int i = 0; i < leaderboard->numColumns; ++i ) {
|
|
uint64 value = stats[i].value;
|
|
|
|
//idLib::Printf( "value = %i\n", (int32)value );
|
|
|
|
for ( int j = 0; j < leaderboard->columnDefs[i].bits; j++ ) {
|
|
msg.WriteBits( value & 1, 1 );
|
|
value >>= 1;
|
|
}
|
|
//msg.WriteData( &stats[i].value, sizeof( stats[i].value ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ReadLeaderboardFromMsg
|
|
========================
|
|
*/
|
|
const leaderboardDefinition_t * idSessionLocal::ReadLeaderboardFromMsg( idBitMsg & msg, column_t * stats ) {
|
|
int id = msg.ReadLong();
|
|
|
|
const leaderboardDefinition_t * leaderboard = Sys_FindLeaderboardDef( id );
|
|
|
|
if ( leaderboard == NULL ) {
|
|
idLib::Printf( "NET: Invalid leaderboard id: %i\n", id );
|
|
return NULL;
|
|
}
|
|
|
|
for ( int i = 0; i < leaderboard->numColumns; ++i ) {
|
|
uint64 value = 0;
|
|
|
|
for ( int j = 0; j < leaderboard->columnDefs[i].bits; j++ ) {
|
|
value |= (uint64)( msg.ReadBits( 1 ) & 1 ) << j;
|
|
}
|
|
|
|
stats[i].value = value;
|
|
|
|
//idLib::Printf( "value = %i\n", (int32)value );
|
|
//msg.ReadData( &stats[i].value, sizeof( stats[i].value ) );
|
|
}
|
|
|
|
return leaderboard;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SendLeaderboardStatsToPlayer
|
|
========================
|
|
*/
|
|
void idSessionLocal::SendLeaderboardStatsToPlayer( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t * leaderboard, const column_t * stats ) {
|
|
|
|
const int sessionUserIndex = GetActingGameStateLobby().GetLobbyUserIndexByID( lobbyUserID );
|
|
|
|
if ( GetActingGameStateLobby().IsLobbyUserDisconnected( sessionUserIndex ) ) {
|
|
idLib::Warning( "Tried to tell disconnected user to report stats" );
|
|
return;
|
|
}
|
|
|
|
const int peerIndex = GetActingGameStateLobby().PeerIndexFromLobbyUser( lobbyUserID );
|
|
|
|
if ( peerIndex == -1 ) {
|
|
idLib::Warning( "Tried to tell invalid peer index to report stats" );
|
|
return;
|
|
}
|
|
|
|
if ( !verify( GetActingGameStateLobby().IsHost() ) ||
|
|
!verify( peerIndex < GetActingGameStateLobby().peers.Num() ) ||
|
|
!verify( GetActingGameStateLobby().peers[ peerIndex ].IsConnected() ) ) {
|
|
idLib::Warning( "Tried to tell invalid peer to report stats" );
|
|
return;
|
|
}
|
|
|
|
NET_VERBOSE_PRINT( "Telling sessionUserIndex %i (peer %i) to report stats\n", sessionUserIndex, peerIndex );
|
|
|
|
lobbyUser_t * gameUser = GetActingGameStateLobby().GetLobbyUser( sessionUserIndex );
|
|
|
|
if ( !verify( gameUser != NULL ) ) {
|
|
return;
|
|
}
|
|
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
|
|
// Use the user ID
|
|
gameUser->lobbyUserID.WriteToMsg( msg );
|
|
|
|
WriteLeaderboardToMsg( msg, leaderboard, stats );
|
|
|
|
GetActingGameStateLobby().QueueReliableMessage( peerIndex, idLobby::RELIABLE_POST_STATS, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::RecvLeaderboardStatsForPlayer
|
|
========================
|
|
*/
|
|
void idSessionLocal::RecvLeaderboardStatsForPlayer( idBitMsg & msg ) {
|
|
column_t stats[ MAX_LEADERBOARD_COLUMNS ];
|
|
|
|
lobbyUserID_t lobbyUserID;
|
|
lobbyUserID.ReadFromMsg( msg );
|
|
|
|
const leaderboardDefinition_t * leaderboard = ReadLeaderboardFromMsg( msg, stats );
|
|
|
|
if ( leaderboard == NULL ) {
|
|
idLib::Printf( "RecvLeaderboardStatsForPlayer: Invalid lb.\n" );
|
|
return;
|
|
}
|
|
|
|
LeaderboardUpload( lobbyUserID, leaderboard, stats );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::RequirePersistentMaster
|
|
========================
|
|
*/
|
|
bool idSessionLocal::RequirePersistentMaster() {
|
|
return signInManager->RequirePersistentMaster();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
CheckAndUpdateValue
|
|
========================
|
|
*/
|
|
template<typename T>
|
|
bool CheckAndUpdateValue( T & value, const T & newValue ) {
|
|
if ( value == newValue ) {
|
|
return false;
|
|
}
|
|
value = newValue;
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyUser_t::UpdateClientMutableData
|
|
========================
|
|
*/
|
|
bool lobbyUser_t::UpdateClientMutableData( const idLocalUser * localUser ) {
|
|
bool updated = false;
|
|
const idPlayerProfile * profile = localUser->GetProfile();
|
|
if ( profile != NULL ) {
|
|
updated |= CheckAndUpdateValue( level, profile->GetLevel() );
|
|
}
|
|
updated |= CheckAndUpdateValue( selectedSkin, ui_skinIndex.GetInteger() );
|
|
updated |= CheckAndUpdateValue( weaponAutoSwitch, ui_autoSwitch.GetBool() );
|
|
updated |= CheckAndUpdateValue( weaponAutoReload, ui_autoReload.GetBool() );
|
|
return updated;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ComputeNextGameCoalesceTime
|
|
========================
|
|
*/
|
|
void idSessionLocal::ComputeNextGameCoalesceTime() {
|
|
const int coalesceTimeInSeconds = session->GetTitleStorageInt( "net_LobbyCoalesceTimeInSeconds", net_LobbyCoalesceTimeInSeconds.GetInteger() );
|
|
const int randomCoalesceTimeInSeconds = session->GetTitleStorageInt( "net_LobbyRandomCoalesceTimeInSeconds", net_LobbyRandomCoalesceTimeInSeconds.GetInteger() );
|
|
|
|
if ( coalesceTimeInSeconds != 0 ) {
|
|
static idRandom2 random( Sys_Milliseconds() );
|
|
|
|
nextGameCoalesceTime = Sys_Milliseconds() + ( coalesceTimeInSeconds + random.RandomInt( randomCoalesceTimeInSeconds ) ) * 1000;
|
|
} else {
|
|
nextGameCoalesceTime = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyUser_t::Net_BandwidthChallenge
|
|
========================
|
|
*/
|
|
CONSOLE_COMMAND( Net_BandwidthChallenge, "Test network bandwidth", 0 ) {
|
|
session->StartOrContinueBandwidthChallenge( true );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyUser_t::Net_ThrottlePeer
|
|
========================
|
|
*/
|
|
CONSOLE_COMMAND( Net_ThrottlePeer, "Test network bandwidth", 0 ) {
|
|
|
|
int peerNum = -1;
|
|
int snapRate = 0;
|
|
|
|
if ( args.Argc() >= 3 ) {
|
|
peerNum = atoi( args.Argv(1) );
|
|
snapRate = atoi( args.Argv(2) );
|
|
}
|
|
|
|
// Note DebugSetPeerSnaprate will handle peerNum=-1 by printing out list of peers
|
|
session->DebugSetPeerSnaprate( peerNum, snapRate );
|
|
}
|
|
|
|
|
|
// FIXME: Move to sys_stats.cpp
|
|
idStaticList< leaderboardDefinition_t *, MAX_LEADERBOARDS > registeredLeaderboards;
|
|
|
|
/*
|
|
========================
|
|
Sys_FindLeaderboardDef
|
|
========================
|
|
*/
|
|
const leaderboardDefinition_t * Sys_FindLeaderboardDef( int id ) {
|
|
for ( int i = 0; i < registeredLeaderboards.Num() ; i++ ) {
|
|
if ( registeredLeaderboards[i] && registeredLeaderboards[i]->id == id ) {
|
|
return registeredLeaderboards[i];
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Sys_CreateLeaderboardDef
|
|
========================
|
|
*/
|
|
leaderboardDefinition_t * Sys_CreateLeaderboardDef( int id_, int numColumns_, const columnDef_t * columnDefs_,
|
|
rankOrder_t rankOrder_, bool supportsAttachments_, bool checkAgainstCurrent_ ) {
|
|
|
|
leaderboardDefinition_t * newDef = new (TAG_NETWORKING) leaderboardDefinition_t( id_, numColumns_, columnDefs_, rankOrder_, supportsAttachments_, checkAgainstCurrent_ );
|
|
|
|
// try and reuse a free spot
|
|
int leaderboardHandle = registeredLeaderboards.FindNull();
|
|
|
|
if ( leaderboardHandle == -1 ) {
|
|
leaderboardHandle = registeredLeaderboards.Append( NULL );
|
|
}
|
|
|
|
registeredLeaderboards[ leaderboardHandle ] = newDef;
|
|
|
|
return newDef;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
Sys_CreateLeaderboardDef
|
|
========================
|
|
*/
|
|
void Sys_DestroyLeaderboardDefs() {
|
|
|
|
// delete and clear all the contents of the registeredLeaderboards static list.
|
|
registeredLeaderboards.DeleteContents( true );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::StartOrContinueBandwidthChallenge
|
|
This will start a bandwidth test if one is not active
|
|
returns true if a test has completed
|
|
========================
|
|
*/
|
|
bool idSessionLocal::StartOrContinueBandwidthChallenge( bool forceStart ) {
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
if ( activeLobby == NULL ) {
|
|
idLib::Warning("No active session lobby when idSessionLocal::StartBandwidthChallenge called");
|
|
return true;
|
|
}
|
|
|
|
if ( !forceStart && activeLobby->bandwidthChallengeFinished ) {
|
|
activeLobby->bandwidthChallengeFinished = false;
|
|
return true;
|
|
}
|
|
|
|
if ( !activeLobby->BandwidthTestStarted() ) {
|
|
activeLobby->BeginBandwidthTest();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::DebugSetPeerSnaprate
|
|
This is debug function for manually setting peer's snaprate in game
|
|
========================
|
|
*/
|
|
void idSessionLocal::DebugSetPeerSnaprate( int peerIndex, int snapRateMS ) {
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
if ( activeLobby == NULL ) {
|
|
idLib::Warning("No active session lobby when idSessionLocal::StartBandwidthChallenge called");
|
|
return;
|
|
}
|
|
|
|
if ( peerIndex < 0 || peerIndex > activeLobby->peers.Num() ) {
|
|
idLib::Printf("Invalid peer %d\n", peerIndex );
|
|
for ( int i=0; i < activeLobby->peers.Num(); i++ ) {
|
|
idLib::Printf( "Peer[%d] %s\n", i, activeLobby->GetPeerName(i) );
|
|
}
|
|
return;
|
|
}
|
|
|
|
activeLobby->peers[peerIndex].throttledSnapRate = snapRateMS * 1000;
|
|
activeLobby->peers[peerIndex].receivedThrottle = 0;
|
|
idLib::Printf( "Set peer %s new snapRate: %d\n", activeLobby->GetPeerName(peerIndex), activeLobby->peers[peerIndex].throttledSnapRate );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::DebugSetPeerSnaprate
|
|
This is debug function for manually setting peer's snaprate in game
|
|
========================
|
|
*/
|
|
float idSessionLocal::GetIncomingByteRate() {
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
if ( activeLobby == NULL ) {
|
|
idLib::Warning("No active session lobby when idSessionLocal::GetIncomingByteRate called");
|
|
return 0;
|
|
}
|
|
|
|
float total = 0;
|
|
for ( int p=0; p < activeLobby->peers.Num(); p++ ) {
|
|
if ( activeLobby->peers[p].IsConnected() ) {
|
|
total += activeLobby->peers[p].packetProc->GetIncomingRateBytes();
|
|
}
|
|
}
|
|
|
|
return total;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::OnLocalUserSignin
|
|
========================
|
|
*/
|
|
void idSessionLocal::OnLocalUserSignin( idLocalUser * user ) {
|
|
// Do stuff before calling OnMasterLocalUserSignin()
|
|
session->GetAchievementSystem().RegisterLocalUser( user );
|
|
|
|
// We may not have a profile yet, need to call user's version...
|
|
user->LoadProfileSettings();
|
|
|
|
// for all consoles except the PS3 we enumerate right away because they don't
|
|
// take such a long time as the PS3. PS3 enumeration is done in the
|
|
// background and kicked off when the profile callback is triggered
|
|
if ( user == GetSignInManager().GetMasterLocalUser() ) {
|
|
OnMasterLocalUserSignin();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::OnLocalUserSignout
|
|
========================
|
|
*/
|
|
void idSessionLocal::OnLocalUserSignout( idLocalUser * user ) {
|
|
// Do stuff before calling OnMasterLocalUserSignout()
|
|
session->GetAchievementSystem().RemoveLocalUser( user );
|
|
|
|
if ( GetSignInManager().GetMasterLocalUser() == NULL ) {
|
|
OnMasterLocalUserSignout();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::OnMasterLocalUserSignout
|
|
========================
|
|
*/
|
|
void idSessionLocal::OnMasterLocalUserSignout() {
|
|
CancelSaveGameWithHandle( enumerationHandle );
|
|
enumerationHandle = 0;
|
|
GetSaveGameManager().GetEnumeratedSavegamesNonConst().Clear();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::OnMasterLocalUserSignin
|
|
========================
|
|
*/
|
|
void idSessionLocal::OnMasterLocalUserSignin() {
|
|
enumerationHandle = EnumerateSaveGamesAsync();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::OnLocalUserProfileLoaded
|
|
========================
|
|
*/
|
|
void idSessionLocal::OnLocalUserProfileLoaded( idLocalUser * user ) {
|
|
user->RequestSyncAchievements();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SetVoiceGroupsToTeams
|
|
========================
|
|
*/
|
|
void idSessionLocal::SetVoiceGroupsToTeams() {
|
|
// move voice chat to team
|
|
int myTeam = 0;
|
|
for ( int i = 0; i < GetGameLobby().GetNumLobbyUsers(); ++i ) {
|
|
const lobbyUser_t * gameUser = GetGameLobby().GetLobbyUser( i );
|
|
|
|
if ( !verify( gameUser != NULL ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( gameUser->IsDisconnected() ) {
|
|
continue;
|
|
}
|
|
|
|
int userTeam = gameUser->teamNumber;
|
|
|
|
voiceChat->SetTalkerGroup( gameUser, GetGameLobby().lobbyType, userTeam );
|
|
|
|
if ( GetGameLobby().IsSessionUserIndexLocal( i ) ) {
|
|
myTeam = userTeam;
|
|
}
|
|
}
|
|
|
|
SetActiveChatGroup( myTeam );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ClearVoiceGroups
|
|
========================
|
|
*/
|
|
void idSessionLocal::ClearVoiceGroups() {
|
|
for ( int i = 0; i < GetGameLobby().GetNumLobbyUsers(); ++i ) {
|
|
const lobbyUser_t * gameUser = GetGameLobby().GetLobbyUser( i );
|
|
|
|
if ( !verify( gameUser != NULL ) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( gameUser->IsDisconnected() ) {
|
|
continue;
|
|
}
|
|
|
|
voiceChat->SetTalkerGroup( gameUser, GetGameLobby().lobbyType, 0 );
|
|
}
|
|
|
|
SetActiveChatGroup( 0 );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SendVoiceAudio
|
|
========================
|
|
*/
|
|
void idSessionLocal::SendVoiceAudio() {
|
|
if ( voiceChat == NULL ) {
|
|
return;
|
|
}
|
|
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
int activeSessionIndex = ( activeLobby != NULL ) ? activeLobby->lobbyType : -1;
|
|
|
|
voiceChat->SetActiveLobby( activeSessionIndex );
|
|
voiceChat->Pump();
|
|
|
|
if ( activeLobby == NULL ) {
|
|
return;
|
|
}
|
|
|
|
int time = Sys_Milliseconds();
|
|
|
|
const int VOICE_THROTTLE_TIME_IN_MS = session->GetTitleStorageInt( "VOICE_THROTTLE_TIME_IN_MS", 33) ; // Don't allow faster than 30hz send rate
|
|
|
|
if ( time - lastVoiceSendtime < VOICE_THROTTLE_TIME_IN_MS ) {
|
|
return;
|
|
}
|
|
|
|
lastVoiceSendtime = time;
|
|
|
|
idStaticList< int, MAX_PLAYERS > localTalkers;
|
|
|
|
voiceChat->GetActiveLocalTalkers( localTalkers );
|
|
|
|
for ( int i = 0; i < localTalkers.Num(); i++ ) {
|
|
|
|
// NOTE - For 360, we don't need more than XHV_MAX_VOICECHAT_PACKETS * XHV_VOICECHAT_MODE_PACKET_SIZE bytes
|
|
const int MAX_VDP_DATA_SIZE = 1000;
|
|
|
|
byte buffer[MAX_VDP_DATA_SIZE];
|
|
|
|
const int titleStorageDataSize = session->GetTitleStorageInt( "MAX_VDP_DATA_SIZE", 1000 );
|
|
const int dataSizeAvailable = Min< int >( titleStorageDataSize, sizeof( buffer ) );
|
|
|
|
// in-out parameter
|
|
int dataSize = dataSizeAvailable;
|
|
if ( !voiceChat->GetLocalChatData( localTalkers[i], buffer, dataSize ) ) {
|
|
continue;
|
|
}
|
|
assert( dataSize <= sizeof( buffer ) );
|
|
|
|
idStaticList< const lobbyAddress_t *, MAX_PLAYERS > recipients;
|
|
|
|
voiceChat->GetRecipientsForTalker( localTalkers[i], recipients );
|
|
|
|
for ( int j = 0; j < recipients.Num(); j++ ) {
|
|
activeLobby->SendConnectionLess( *recipients[j], idLobby::OOB_VOICE_AUDIO, buffer, dataSize );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandleOobVoiceAudio
|
|
========================
|
|
*/
|
|
void idSessionLocal::HandleOobVoiceAudio( const lobbyAddress_t & from, const idBitMsg & msg ) {
|
|
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
if ( activeLobby == NULL ) {
|
|
return;
|
|
}
|
|
|
|
voiceChat->SetActiveLobby( activeLobby->lobbyType );
|
|
|
|
voiceChat->SubmitIncomingChatData( msg.GetReadData() + msg.GetReadCount(), msg.GetRemainingData() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SetActiveChatGroup
|
|
========================
|
|
*/
|
|
void idSessionLocal::SetActiveChatGroup( int groupIndex ) {
|
|
voiceChat->SetActiveChatGroup( groupIndex );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetLobbyUserVoiceState
|
|
========================
|
|
*/
|
|
voiceState_t idSessionLocal::GetLobbyUserVoiceState( lobbyUserID_t lobbyUserID ) {
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
if ( activeLobby == NULL ) {
|
|
return VOICECHAT_STATE_NOT_TALKING;
|
|
}
|
|
|
|
const lobbyUser_t * user = activeLobby->GetLobbyUserByID( lobbyUserID );
|
|
|
|
if ( !verify( user != NULL ) ) {
|
|
return VOICECHAT_STATE_NOT_TALKING;
|
|
}
|
|
|
|
return voiceChat->GetVoiceState( user );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetDisplayStateFromVoiceState
|
|
========================
|
|
*/
|
|
voiceStateDisplay_t idSessionLocal::GetDisplayStateFromVoiceState( voiceState_t voiceState ) const {
|
|
if ( ( GetState() == GAME_LOBBY && MatchTypeIsLocal( GetGameLobby().GetMatchParms().matchFlags ) )
|
|
|| ( GetState() == PARTY_LOBBY && MatchTypeIsLocal( GetPartyLobby().GetMatchParms().matchFlags ) ) ) {
|
|
return VOICECHAT_DISPLAY_NONE; // never show voice stuff in splitscreen
|
|
}
|
|
|
|
switch ( voiceState ) {
|
|
case VOICECHAT_STATE_MUTED_REMOTE:
|
|
case VOICECHAT_STATE_MUTED_LOCAL:
|
|
case VOICECHAT_STATE_MUTED_ALL:
|
|
return VOICECHAT_DISPLAY_MUTED;
|
|
case VOICECHAT_STATE_NOT_TALKING:
|
|
return VOICECHAT_DISPLAY_NOTTALKING;
|
|
case VOICECHAT_STATE_TALKING:
|
|
return VOICECHAT_DISPLAY_TALKING;
|
|
case VOICECHAT_STATE_TALKING_GLOBAL:
|
|
return VOICECHAT_DISPLAY_TALKING_GLOBAL;
|
|
case VOICECHAT_STATE_NO_MIC:
|
|
default:
|
|
return VOICECHAT_DISPLAY_NOTTALKING;
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ToggleLobbyUserVoiceMute
|
|
========================
|
|
*/
|
|
void idSessionLocal::ToggleLobbyUserVoiceMute( lobbyUserID_t lobbyUserID ) {
|
|
idLobby * activeLobby = GetActivePlatformLobby();
|
|
|
|
if ( activeLobby == NULL ) {
|
|
return;
|
|
}
|
|
|
|
// Get the master local user
|
|
idLocalUser * masterUser = signInManager->GetMasterLocalUser();
|
|
|
|
if ( masterUser == NULL ) {
|
|
return;
|
|
}
|
|
|
|
const lobbyUser_t * srcUser = activeLobby->GetLobbyUser( activeLobby->GetLobbyUserIndexByLocalUserHandle( masterUser->GetLocalUserHandle() ) );
|
|
|
|
if ( srcUser == NULL ) {
|
|
return;
|
|
}
|
|
|
|
const lobbyUser_t * targetUser = activeLobby->GetLobbyUserByID( lobbyUserID );
|
|
|
|
if ( !verify( targetUser != NULL ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( srcUser == targetUser ) {
|
|
return; // Can't toggle yourself
|
|
}
|
|
|
|
voiceChat->ToggleMuteLocal( srcUser, targetUser );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::UpdateMasterUserHeadsetState
|
|
========================
|
|
*/
|
|
void idSessionLocal::UpdateMasterUserHeadsetState()
|
|
{
|
|
if ( GetState() != PARTY_LOBBY && GetState() != GAME_LOBBY && GetState() != INGAME ) {
|
|
return;
|
|
}
|
|
|
|
lobbyUser_t * user = GetActivePlatformLobby()->GetSessionUserFromLocalUser( signInManager->GetMasterLocalUser() );
|
|
|
|
// TODO: Is this possible?
|
|
if ( user == NULL ) {
|
|
return;
|
|
}
|
|
|
|
int talkerIndex = voiceChat->FindTalkerByUserId( user->lobbyUserID, GetActivePlatformLobby()->lobbyType );
|
|
bool voiceChanged = voiceChat->HasHeadsetStateChanged( talkerIndex );
|
|
|
|
if ( voiceChanged ) {
|
|
byte buffer[ idPacketProcessor::MAX_MSG_SIZE ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
msg.WriteLong( 1 );
|
|
user->lobbyUserID.WriteToMsg( msg );
|
|
msg.WriteBool( voiceChat->GetHeadsetState( talkerIndex ) );
|
|
|
|
idLib::Printf( "Sending voicestate %d for user %d %s\n", voiceChat->GetHeadsetState( talkerIndex ), talkerIndex, user->gamertag );
|
|
|
|
if ( GetActivePlatformLobby()->IsHost() ) {
|
|
for ( int p = 0; p < GetActivePlatformLobby()->peers.Num(); p++ ) {
|
|
if ( GetActivePlatformLobby()->peers[p].IsConnected() ) {
|
|
GetActivePlatformLobby()->QueueReliableMessage( p, idLobby::RELIABLE_HEADSET_STATE, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
}
|
|
|
|
} else {
|
|
GetActivePlatformLobby()->QueueReliableMessage( GetActivePlatformLobby()->host, idLobby::RELIABLE_HEADSET_STATE, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetNumContentPackages
|
|
========================
|
|
*/
|
|
int idSessionLocal::GetNumContentPackages() const {
|
|
return downloadedContent.Num();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetContentPackageID
|
|
========================
|
|
*/
|
|
int idSessionLocal::GetContentPackageID( int contentIndex ) const {
|
|
assert( contentIndex < MAX_CONTENT_PACKAGES );
|
|
|
|
if ( downloadedContent[ contentIndex ].isMounted ) {
|
|
return downloadedContent[ contentIndex ].dlcID;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetContentPackagePath
|
|
========================
|
|
*/
|
|
const char * idSessionLocal::GetContentPackagePath( int contentIndex ) const {
|
|
assert( contentIndex < MAX_CONTENT_PACKAGES );
|
|
|
|
if ( downloadedContent[ contentIndex ].isMounted ) {
|
|
return downloadedContent[ contentIndex ].rootPath.c_str();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::GetContentPackageIndexForID
|
|
========================
|
|
*/
|
|
int idSessionLocal::GetContentPackageIndexForID( int contentID ) const {
|
|
int contentIndex = -1;
|
|
|
|
for ( int i = 0; i < downloadedContent.Num(); i++ ) {
|
|
if ( downloadedContent[i].dlcID == contentID ) {
|
|
contentIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return contentIndex;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::SetLobbyUserRelativeScore
|
|
========================
|
|
*/
|
|
void idSessionLocal::SetLobbyUserRelativeScore( lobbyUserID_t lobbyUserID, int relativeScore, int team ) {
|
|
// All platforms but 360 stub this out
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ReadTitleStorage
|
|
========================
|
|
*/
|
|
void idSessionLocal::ReadTitleStorage( void * buffer, int bufferLen ) {
|
|
// https://ps3.scedev.net/projects/ps3_sdk_docs/docs/ps3-en,NP_Lookup-Reference,sceNpLookupTitleSmallStorageAsync/1
|
|
// If the file is not on the server, this will be handled as though a file of 0 bytes were on the server.
|
|
// This means that 0 will be set to contentLength and 0 (for normal termination) will return for the return value.
|
|
// This situation can occur with problems in actual operation, so the application must be designed not to hang up even in such situations
|
|
//bufferLen = 0;
|
|
|
|
idLib::Printf( "ReadTitleStorage: %i bytes\n", bufferLen );
|
|
|
|
#if !defined( ID_RETAIL ) || defined( ID_RETAIL_INTERNAL )
|
|
if ( net_ignoreTitleStorage.GetBool() ) {//&& idLib::GetProduction() < PROD_PRODUCTION ) {
|
|
idLib::Printf( "ReadTitleStorage: *********************** IGNORING ********************\n" );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
//idScopedGlobalHeap everythingHereGoesInTheGlobalHeap;
|
|
|
|
idParser parser( LEXFL_NOERRORS | LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT );
|
|
parser.LoadMemory( ( const char* )buffer, bufferLen, "default.tss" );
|
|
|
|
bool valid = true;
|
|
|
|
while ( true ) {
|
|
idToken token;
|
|
|
|
if ( !parser.ReadToken( &token ) ) {
|
|
break;
|
|
}
|
|
|
|
if ( token.Icmp( "netvars" ) == 0 ) {
|
|
if ( !titleStorageVars.Parse( parser ) ) {
|
|
valid = false;
|
|
break;
|
|
}
|
|
} else {
|
|
valid = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( valid ) {
|
|
titleStorageLoaded = true;
|
|
idLib::Printf( "ReadTitleStorage: SUCCESS\n" );
|
|
titleStorageVars.Print();
|
|
} else {
|
|
titleStorageLoaded = false;
|
|
idLib::Printf( "ReadTitleStorage: FAILED\n" );
|
|
titleStorageVars.Clear();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ReadDLCInfo
|
|
========================
|
|
*/
|
|
bool idSessionLocal::ReadDLCInfo( idDict & dlcInfo, void * buffer, int bufferLen ) {
|
|
idParser parser( LEXFL_NOERRORS | LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT );
|
|
parser.LoadMemory( ( const char* )buffer, bufferLen, "info.txt" );
|
|
|
|
bool valid = true;
|
|
|
|
while ( true ) {
|
|
idToken token;
|
|
|
|
if ( !parser.ReadToken( &token ) ) {
|
|
break;
|
|
}
|
|
|
|
if ( token.Icmp( "dlcInfo" ) == 0 ) {
|
|
if ( !dlcInfo.Parse( parser ) ) {
|
|
valid = false;
|
|
break;
|
|
}
|
|
} else {
|
|
valid = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return valid;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::IsPlatformPartyInLobby
|
|
========================
|
|
*/
|
|
bool idSessionLocal::IsPlatformPartyInLobby() {
|
|
idLocalUser * user = session->GetSignInManager().GetMasterLocalUser();
|
|
idLobby * lobby = GetActivePlatformLobby();
|
|
|
|
if ( user == NULL || lobby == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
if ( user->GetPartyCount() > MAX_PLAYERS || user->GetPartyCount() < 2 ) {
|
|
return false;
|
|
}
|
|
|
|
// TODO: Implement PC
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::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 idSessionLocal::PrePickNewHost( idLobby & lobby, bool forceMe, bool inviteOldHost ) {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: (%s)\n", lobby.GetLobbyName() );
|
|
|
|
if ( GetActivePlatformLobby() == NULL ) {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: GetActivePlatformLobby() == NULL (%s)\n", lobby.GetLobbyName() );
|
|
return;
|
|
}
|
|
|
|
// Check to see if we can migrate AT ALL
|
|
// This is checking for coop, we should make this a specific option (MATCH_ALLOW_MIGRATION)
|
|
if ( GetPartyLobby().parms.matchFlags & MATCH_PARTY_INVITE_PLACEHOLDER ) {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: MATCH_PARTY_INVITE_PLACEHOLDER (%s)\n", lobby.GetLobbyName() );
|
|
|
|
// Can't migrate, shut both lobbies down, and create a new match using the original parms
|
|
GetGameStateLobby().Shutdown();
|
|
GetGameLobby().Shutdown();
|
|
GetPartyLobby().Shutdown();
|
|
|
|
// Throw up the appropriate dialog message so the player knows what happeend
|
|
if ( localState >= idSessionLocal::STATE_LOADING ) {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: localState >= idSessionLocal::STATE_LOADING (%s)\n", lobby.GetLobbyName() );
|
|
common->Dialog().AddDialog( GDM_BECAME_HOST_GAME_STATS_DROPPED, DIALOG_ACCEPT, NULL, NULL, false, __FUNCTION__, __LINE__, true );
|
|
} else {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: localState < idSessionLocal::STATE_LOADING (%s)\n", lobby.GetLobbyName() );
|
|
common->Dialog().AddDialog( GDM_LOBBY_BECAME_HOST_GAME, DIALOG_ACCEPT, NULL, NULL, false, __FUNCTION__, __LINE__, true );
|
|
}
|
|
|
|
CreateMatch( GetActivePlatformLobby()->parms );
|
|
|
|
return;
|
|
}
|
|
|
|
// Check to see if the match is searchable
|
|
if ( GetState() >= idSession::GAME_LOBBY && MatchTypeIsSearchable( GetGameLobby().parms.matchFlags ) ) {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: MatchTypeIsSearchable (%s)\n", lobby.GetLobbyName() );
|
|
// Searchable games migrate lobbies independently, and don't need to stay in sync
|
|
lobby.PickNewHostInternal( forceMe, inviteOldHost );
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Beyond this point, game lobbies must be sync'd with party lobbies as far as host status
|
|
// So to enforce that, we pull you out of the game lobby if you are in one when migration occurs
|
|
//
|
|
|
|
// Check to see if we should go back to a party lobby
|
|
if ( GetBackState() >= idSessionLocal::PARTY_LOBBY || GetState() == idSession::PARTY_LOBBY ) {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: GetBackState() >= idSessionLocal::PARTY_LOBBY || GetState() == idSession::PARTY_LOBBY (%s)\n", lobby.GetLobbyName() );
|
|
// Force the party lobby to start picking a new host if we lost the game lobby host
|
|
GetPartyLobby().PickNewHostInternal( forceMe, inviteOldHost );
|
|
|
|
// End the game lobby, and go back to party lobby
|
|
GetGameStateLobby().Shutdown();
|
|
GetGameLobby().Shutdown();
|
|
SetState( GetPartyLobby().IsHost() ? idSessionLocal::STATE_PARTY_LOBBY_HOST : idSessionLocal::STATE_PARTY_LOBBY_PEER );
|
|
} else {
|
|
NET_VERBOSE_PRINT("idSessionLocal::PrePickNewHost: GetBackState() < idSessionLocal::PARTY_LOBBY && GetState() != idSession::PARTY_LOBBY (%s)\n", lobby.GetLobbyName() );
|
|
if ( localState >= idSessionLocal::STATE_LOADING ) {
|
|
common->Dialog().AddDialog( GDM_HOST_QUIT, DIALOG_ACCEPT, NULL, NULL, false, __FUNCTION__, __LINE__, true ); // The host has quit the session. Returning to the main menu.
|
|
}
|
|
|
|
// Go back to main menu
|
|
GetGameLobby().Shutdown();
|
|
GetGameStateLobby().Shutdown();
|
|
GetPartyLobby().Shutdown();
|
|
SetState( idSessionLocal::STATE_IDLE );
|
|
}
|
|
}
|
|
/*
|
|
========================
|
|
idSessionLocal::PreMigrateInvite
|
|
This is called just before we get invited to a migrated session
|
|
If we return false, the invite will be ignored
|
|
========================
|
|
*/
|
|
bool idSessionLocal::PreMigrateInvite( idLobby & lobby )
|
|
{
|
|
if ( GetActivePlatformLobby() == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
// Check to see if we can migrate AT ALL
|
|
// This is checking for coop, we should make this a specific option (MATCH_ALLOW_MIGRATION)
|
|
if ( !verify( ( GetPartyLobby().parms.matchFlags & MATCH_PARTY_INVITE_PLACEHOLDER ) == 0 ) ) {
|
|
return false; // Shouldn't get invites for coop (we should make this a specific option (MATCH_ALLOW_MIGRATION))
|
|
}
|
|
|
|
// Check to see if the match is searchable
|
|
if ( MatchTypeIsSearchable( GetGameLobby().parms.matchFlags ) ) {
|
|
// Searchable games migrate lobbies independently, and don't need to stay in sync
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// Beyond this point, game lobbies must be sync'd with party lobbies as far as host status
|
|
// So to enforce that, we pull you out of the game lobby if you are in one when migration occurs
|
|
//
|
|
|
|
if ( lobby.lobbyType != idLobby::TYPE_PARTY ) {
|
|
return false; // We shouldn't be getting invites from non party lobbies when in a non searchable game
|
|
}
|
|
|
|
// Non placeholder Party lobbies can always migrate
|
|
if ( GetBackState() >= idSessionLocal::PARTY_LOBBY ) {
|
|
// Non searchable games go back to the party lobby
|
|
GetGameLobby().Shutdown();
|
|
SetState( GetPartyLobby().IsHost() ? idSessionLocal::STATE_PARTY_LOBBY_HOST : idSessionLocal::STATE_PARTY_LOBBY_PEER );
|
|
}
|
|
|
|
return true; // Non placeholder Party lobby invites joinable
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
lobbyAddress_t
|
|
================================================================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::lobbyAddress_t
|
|
========================
|
|
*/
|
|
lobbyAddress_t::lobbyAddress_t() {
|
|
memset( &netAddr, 0, sizeof( netAddr ) );
|
|
netAddr.type = NA_BAD;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::InitFromIPandPort
|
|
========================
|
|
*/
|
|
void lobbyAddress_t::InitFromIPandPort( const char * ip, int port ) {
|
|
Sys_StringToNetAdr( ip, &netAddr, true );
|
|
if ( !netAddr.port ) {
|
|
netAddr.port = port;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::InitFromNetadr
|
|
========================
|
|
*/
|
|
void lobbyAddress_t::InitFromNetadr( const netadr_t & netadr ) {
|
|
assert( netadr.type != NA_BAD );
|
|
netAddr = netadr;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::ToString
|
|
========================
|
|
*/
|
|
const char * lobbyAddress_t::ToString() const {
|
|
return Sys_NetAdrToString( netAddr );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::UsingRelay
|
|
========================
|
|
*/
|
|
bool lobbyAddress_t::UsingRelay() const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::Compare
|
|
========================
|
|
*/
|
|
bool lobbyAddress_t::Compare( const lobbyAddress_t & addr, bool ignoreSessionCheck ) const {
|
|
return Sys_CompareNetAdrBase( netAddr, addr.netAddr );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::WriteToMsg
|
|
========================
|
|
*/
|
|
void lobbyAddress_t::WriteToMsg( idBitMsg & msg ) const {
|
|
msg.WriteData( &netAddr, sizeof( netAddr ) );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyAddress_t::ReadFromMsg
|
|
========================
|
|
*/
|
|
void lobbyAddress_t::ReadFromMsg( idBitMsg & msg ) {
|
|
msg.ReadData( &netAddr, sizeof( netAddr ) );
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
idNetSessionPort
|
|
================================================================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
idNetSessionPort::idNetSessionPort
|
|
========================
|
|
*/
|
|
idNetSessionPort::idNetSessionPort() :
|
|
forcePacketDropPrev( 0.0f ),
|
|
forcePacketDropCurr( 0.0f )
|
|
{
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idNetSessionPort::InitPort
|
|
========================
|
|
*/
|
|
bool idNetSessionPort::InitPort( int portNumber, bool useBackend ) {
|
|
return UDP.InitForPort( portNumber );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idNetSessionPort::ReadRawPacket
|
|
========================
|
|
*/
|
|
bool idNetSessionPort::ReadRawPacket( lobbyAddress_t & from, void * data, int & size, int maxSize ) {
|
|
bool result = UDP.GetPacket( from.netAddr, data, size, maxSize );
|
|
|
|
static idRandom2 random( Sys_Milliseconds() );
|
|
if ( net_forceDrop.GetInteger() != 0 ) {
|
|
forcePacketDropCurr = random.RandomInt( 100 );
|
|
if ( net_forceDrop.GetInteger() >= forcePacketDropCurr ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idNetSessionPort::SendRawPacket
|
|
========================
|
|
*/
|
|
void idNetSessionPort::SendRawPacket( const lobbyAddress_t & to, const void * data, int size ) {
|
|
static idRandom2 random( Sys_Milliseconds() );
|
|
if ( net_forceDrop.GetInteger() != 0 && net_forceDrop.GetInteger() >= random.RandomInt( 100 ) ) {
|
|
return;
|
|
}
|
|
assert( size <= idPacketProcessor::MAX_FINAL_PACKET_SIZE );
|
|
|
|
UDP.SendPacket( to.netAddr, data, size );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idNetSessionPort::IsOpen
|
|
========================
|
|
*/
|
|
bool idNetSessionPort::IsOpen() {
|
|
return UDP.IsOpen();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idNetSessionPort::Close
|
|
========================
|
|
*/
|
|
void idNetSessionPort::Close() {
|
|
UDP.Close();
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
Commands
|
|
================================================================================================
|
|
*/
|
|
|
|
//====================================================================================
|
|
|
|
CONSOLE_COMMAND( voicechat_mute, "TEMP", 0 ) {
|
|
if ( args.Argc() != 2 ) {
|
|
idLib::Printf( "Usage: voicechat_mute <user index>\n" );
|
|
return;
|
|
}
|
|
|
|
int i = atoi( args.Argv( 1 ) );
|
|
session->ToggleLobbyUserVoiceMute( session->GetActivePlatformLobbyBase().GetLobbyUserIdByOrdinal( i ) );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
force_disconnect_all
|
|
========================
|
|
*/
|
|
CONSOLE_COMMAND( force_disconnect_all, "force disconnect on all users", 0 ) {
|
|
session->GetSignInManager().RemoveAllLocalUsers();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
void Net_DebugOutputSignedInUsers_f
|
|
========================
|
|
*/
|
|
void Net_DebugOutputSignedInUsers_f( const idCmdArgs &args ) {
|
|
session->GetSignInManager().DebugOutputLocalUserInfo();
|
|
}
|
|
idCommandLink Net_DebugOutputSignedInUsers( "net_debugOutputSignedInUsers", Net_DebugOutputSignedInUsers_f, "Outputs all the local users and other debugging information from the sign in manager" );
|
|
|
|
/*
|
|
========================
|
|
void Net_RemoveUserFromLobby_f
|
|
========================
|
|
*/
|
|
void Net_RemoveUserFromLobby_f( const idCmdArgs &args ) {
|
|
if ( args.Argc() > 1 ) {
|
|
int localUserNum = atoi( args.Argv( 1 ) );
|
|
if ( localUserNum < session->GetSignInManager().GetNumLocalUsers() ) {
|
|
session->GetSignInManager().RemoveLocalUserByIndex( localUserNum );
|
|
} else {
|
|
idLib::Printf( "This user is not in the lobby\n" );
|
|
}
|
|
} else {
|
|
idLib::Printf( "Usage: net_RemoveUserFromLobby <localUserNum>\n" );
|
|
}
|
|
}
|
|
|
|
idCommandLink Net_RemoveUserFromLobby( "net_removeUserFromLobby", Net_RemoveUserFromLobby_f, "Removes the given user from the lobby" );
|
|
|
|
/*
|
|
========================
|
|
Net_dropClient
|
|
========================
|
|
*/
|
|
CONSOLE_COMMAND( Net_DropClient, "Drop a client", 0 ) {
|
|
if ( args.Argc() < 3 ) {
|
|
idLib::Printf( "usage: Net_DropClient <clientnum> [<session>] 0/default: drop from game, 1: drop from party, otherwise drop from both\n" );
|
|
return;
|
|
}
|
|
int lobbyType = 0;
|
|
if ( args.Argc() > 2 ) {
|
|
lobbyType = atoi( args.Argv( 2 ) );
|
|
}
|
|
session->DropClient( atoi( args.Argv(1) ), lobbyType );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::DropClient
|
|
========================
|
|
*/
|
|
void idSessionLocal::DropClient( int peerNum, int session ) {
|
|
if ( session == 1 || session >= 2 ) {
|
|
GetPartyLobby().DisconnectPeerFromSession( peerNum );
|
|
}
|
|
if ( session == 0 || session >= 2 ) {
|
|
GetGameLobby().DisconnectPeerFromSession( peerNum );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ListServersCommon
|
|
========================
|
|
*/
|
|
void idSessionLocal::ListServersCommon() {
|
|
netadr_t broadcast;
|
|
memset( &broadcast, 0, sizeof( broadcast ) );
|
|
broadcast.type = NA_BROADCAST;
|
|
broadcast.port = net_port.GetInteger();
|
|
|
|
lobbyAddress_t address;
|
|
address.InitFromNetadr( broadcast );
|
|
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE - 2 ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
|
|
// Add the current version info to the query
|
|
const unsigned long localChecksum = NetGetVersionChecksum();
|
|
|
|
NET_VERBOSE_PRINT( "ListServers: Hash checksum: %i, broadcasting to: %s\n", localChecksum, address.ToString() );
|
|
|
|
msg.WriteLong( localChecksum );
|
|
|
|
GetPort();
|
|
// Send the query as a broadcast
|
|
GetPartyLobby().SendConnectionLess( address, idLobby::OOB_MATCH_QUERY, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandleDedicatedServerQueryRequest
|
|
========================
|
|
*/
|
|
void idSessionLocal::HandleDedicatedServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ) {
|
|
NET_VERBOSE_PRINT( "HandleDedicatedServerQueryRequest from %s\n", remoteAddr.ToString() );
|
|
|
|
bool canJoin = true;
|
|
|
|
const unsigned long localChecksum = NetGetVersionChecksum();
|
|
const unsigned long remoteChecksum = msg.ReadLong();
|
|
|
|
if ( remoteChecksum != localChecksum ) {
|
|
NET_VERBOSE_PRINT( "HandleServerQueryRequest: Invalid version from %s\n", remoteAddr.ToString() );
|
|
canJoin = false;
|
|
}
|
|
|
|
// Make sure we are the host of this party session
|
|
if ( !GetPartyLobby().IsHost() ) {
|
|
NET_VERBOSE_PRINT( "HandleServerQueryRequest: Not host of party\n" );
|
|
canJoin = false;
|
|
}
|
|
|
|
// Make sure there is a session active
|
|
if ( GetActivePlatformLobby() == NULL ) {
|
|
canJoin = false;
|
|
}
|
|
|
|
// Make sure we have enough free slots
|
|
if ( GetPartyLobby().NumFreeSlots() == 0 || GetGameLobby().NumFreeSlots() == 0 ) {
|
|
NET_VERBOSE_PRINT( "No free slots\n" );
|
|
canJoin = false;
|
|
}
|
|
|
|
if ( MatchTypeInviteOnly( GetPartyLobby().parms.matchFlags ) ) {
|
|
canJoin = false;
|
|
}
|
|
|
|
// Buffer to hold reply msg
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE - 2 ];
|
|
idBitMsg retmsg( buffer, sizeof( buffer ) );
|
|
|
|
idLocalUser * masterUser = GetSignInManager().GetMasterLocalUser();
|
|
|
|
if ( masterUser == NULL && !net_headlessServer.GetBool() ) {
|
|
canJoin = false;
|
|
}
|
|
|
|
// Send the info about this game session to the caller
|
|
retmsg.WriteBool( canJoin );
|
|
|
|
if ( canJoin ) {
|
|
serverInfo_t serverInfo;
|
|
serverInfo.joinable = ( session->GetState() >= idSession::LOADING );
|
|
|
|
if ( !net_headlessServer.GetBool() ) {
|
|
serverInfo.serverName = masterUser->GetGamerTag();
|
|
}
|
|
|
|
if ( GetGameLobby().IsLobbyActive() ) {
|
|
serverInfo.gameMap = GetGameLobby().parms.gameMap;
|
|
serverInfo.gameMode = GetGameLobby().parms.gameMode;
|
|
} else {
|
|
serverInfo.gameMode = -1;
|
|
}
|
|
|
|
serverInfo.numPlayers = GetActivePlatformLobby()->GetNumLobbyUsers();
|
|
serverInfo.maxPlayers = GetActivePlatformLobby()->parms.numSlots;
|
|
serverInfo.Write( retmsg );
|
|
|
|
for ( int i = 0; i < GetActivePlatformLobby()->GetNumLobbyUsers(); i++ ) {
|
|
retmsg.WriteString( GetActivePlatformLobby()->GetLobbyUserName( GetActivePlatformLobby()->GetLobbyUserIdByOrdinal( i ) ) );
|
|
}
|
|
}
|
|
|
|
// Send it
|
|
GetPartyLobby().SendConnectionLess( remoteAddr, idLobby::OOB_MATCH_QUERY_ACK, retmsg.GetReadData(), retmsg.GetSize() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::HandleDedicatedServerQueryAck
|
|
========================
|
|
*/
|
|
void idSessionLocal::HandleDedicatedServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ) {
|
|
NET_VERBOSE_PRINT( "HandleDedicatedServerQueryAck from %s\n", remoteAddr.ToString() );
|
|
dedicatedServerSearch->HandleQueryAck( remoteAddr, msg );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSessionLocal::ServerPlayerList
|
|
========================
|
|
*/
|
|
const idList< idStr > * idSessionLocal::ServerPlayerList( int i ) {
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
lobbyUserID_t::Serialize
|
|
========================
|
|
*/
|
|
void lobbyUserID_t::Serialize( idSerializer & ser ) {
|
|
localUserHandle.Serialize( ser );
|
|
ser.Serialize( lobbyType );
|
|
}
|