mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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700 lines
33 KiB
C++
700 lines
33 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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#undef private
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#undef protected
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#include "win32/win_achievements.h"
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#include "win32/win_signin.h"
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#include "sys_lobby_backend.h"
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#include "sys_lobby.h"
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class idSaveGameProcessorNextMap;
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class idSaveGameProcessorSaveGame;
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class idSaveGameProcessorLoadGame;
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class idSaveGameProcessorDelete;
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class idSaveGameProcessorEnumerateGames;
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/*
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================================================
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idLobbyStub
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================================================
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*/
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class idLobbyStub : public idLobbyBase {
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public:
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virtual bool IsHost() const { return false; }
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virtual bool IsPeer() const { return false; }
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virtual bool HasActivePeers() const { return false; }
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virtual int GetNumLobbyUsers() const { return 0; }
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virtual int GetNumActiveLobbyUsers() const { return 0; }
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virtual bool IsLobbyUserConnected( int index ) const { return false; }
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virtual lobbyUserID_t GetLobbyUserIdByOrdinal( int userIndex ) const { return lobbyUserID_t(); }
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virtual int GetLobbyUserIndexFromLobbyUserID( lobbyUserID_t lobbyUserID ) const { return -1; }
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virtual void SendReliable( int type, idBitMsg & msg, bool callReceiveReliable = true, peerMask_t sessionUserMask = MAX_UNSIGNED_TYPE( peerMask_t ) ) {}
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virtual void SendReliableToLobbyUser( lobbyUserID_t lobbyUserID, int type, idBitMsg & msg ) {}
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virtual void SendReliableToHost( int type, idBitMsg & msg ) {}
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virtual const char * GetLobbyUserName( lobbyUserID_t lobbyUserID ) const { return "INVALID"; }
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virtual void KickLobbyUser( lobbyUserID_t lobbyUserID ) {}
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virtual bool IsLobbyUserValid( lobbyUserID_t lobbyUserID ) const { return false; }
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virtual bool IsLobbyUserLoaded( lobbyUserID_t lobbyUserID ) const { return false; }
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virtual bool LobbyUserHasFirstFullSnap( lobbyUserID_t lobbyUserID ) const { return false; }
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virtual void EnableSnapshotsForLobbyUser( lobbyUserID_t lobbyUserID ) {}
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virtual int GetLobbyUserSkinIndex( lobbyUserID_t lobbyUserID ) const { return 0; }
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virtual bool GetLobbyUserWeaponAutoReload( lobbyUserID_t lobbyUserID ) const { return false; }
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virtual bool GetLobbyUserWeaponAutoSwitch( lobbyUserID_t lobbyUserID ) const { return false; }
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virtual int GetLobbyUserLevel( lobbyUserID_t lobbyUserID ) const { return 0; }
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virtual int GetLobbyUserQoS( lobbyUserID_t lobbyUserID ) const { return 0; }
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virtual int GetLobbyUserTeam( lobbyUserID_t lobbyUserID ) const { return 0; }
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virtual bool SetLobbyUserTeam( lobbyUserID_t lobbyUserID, int teamNumber ) { return false; }
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virtual int GetLobbyUserPartyToken( lobbyUserID_t lobbyUserID ) const { return 0; }
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virtual idPlayerProfile * GetProfileFromLobbyUser( lobbyUserID_t lobbyUserID ) { return NULL; }
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virtual idLocalUser * GetLocalUserFromLobbyUser( lobbyUserID_t lobbyUserID ) { return NULL; }
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virtual int GetNumLobbyUsersOnTeam( int teamNumber ) const { return 0; }
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virtual int PeerIndexFromLobbyUser( lobbyUserID_t lobbyUserID ) const { return -1; }
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virtual int GetPeerTimeSinceLastPacket( int peerIndex ) const { return 0; }
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virtual int PeerIndexForHost() const { return -1; }
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virtual lobbyUserID_t AllocLobbyUserSlotForBot( const char * botName ) { return lobbyUserID_t(); }
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virtual void RemoveBotFromLobbyUserList( lobbyUserID_t lobbyUserID ) {}
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virtual bool GetLobbyUserIsBot( lobbyUserID_t lobbyUserID ) const { return false; }
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virtual const char * GetHostUserName() const { return "INVALID"; }
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virtual const idMatchParameters & GetMatchParms() const { return fakeParms; }
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virtual bool IsLobbyFull() const { return false; }
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virtual bool EnsureAllPeersHaveBaseState() { return false; }
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virtual bool AllPeersInGame() const { return false; }
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virtual int GetNumConnectedPeers() const { return 0; }
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virtual int GetNumConnectedPeersInGame() const { return 0; }
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virtual int PeerIndexOnHost() const { return -1; }
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virtual bool IsPeerDisconnected( int peerIndex ) const { return false; }
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virtual bool AllPeersHaveStaleSnapObj( int objId ) { return false; }
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virtual bool AllPeersHaveExpectedSnapObj( int objId ) { return false; }
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virtual void RefreshSnapObj( int objId ) {}
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virtual void MarkSnapObjDeleted( int objId ) {}
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virtual void AddSnapObjTemplate( int objID, idBitMsg & msg ) {}
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virtual void DrawDebugNetworkHUD() const {}
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virtual void DrawDebugNetworkHUD2() const {}
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virtual void DrawDebugNetworkHUD_ServerSnapshotMetrics( bool draw ) {}
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private:
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idMatchParameters fakeParms;
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};
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/*
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================================================
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idSessionLocal
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================================================
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*/
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class idSessionLocal : public idSession {
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friend class idLeaderboards;
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friend class idStatsSession;
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friend class idLobbyBackend360;
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friend class idLobbyBackendPS3;
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friend class idSessionLocalCallbacks;
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friend class idPsnAsyncSubmissionLookupPS3_TitleStorage;
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friend class idNetSessionPort;
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friend class lobbyAddress_t;
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protected:
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//=====================================================================================================
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// Mixed Common/Platform enums/structs
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//=====================================================================================================
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// Overall state of the session
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enum state_t {
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STATE_PRESS_START, // We are at press start
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STATE_IDLE, // We are at the main menu
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STATE_PARTY_LOBBY_HOST, // We are in the party lobby menu as host
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STATE_PARTY_LOBBY_PEER, // We are in the party lobby menu as a peer
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STATE_GAME_LOBBY_HOST, // We are in the game lobby as a host
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STATE_GAME_LOBBY_PEER, // We are in the game lobby as a peer
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STATE_GAME_STATE_LOBBY_HOST, // We are in the game state lobby as a host
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STATE_GAME_STATE_LOBBY_PEER, // We are in the game state lobby as a peer
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STATE_CREATE_AND_MOVE_TO_PARTY_LOBBY, // We are creating a party lobby, and will move to that state when done
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STATE_CREATE_AND_MOVE_TO_GAME_LOBBY, // We are creating a game lobby, and will move to that state when done
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STATE_CREATE_AND_MOVE_TO_GAME_STATE_LOBBY, // We are creating a game state lobby, and will move to that state when done
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STATE_FIND_OR_CREATE_MATCH,
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STATE_CONNECT_AND_MOVE_TO_PARTY,
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STATE_CONNECT_AND_MOVE_TO_GAME,
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STATE_CONNECT_AND_MOVE_TO_GAME_STATE,
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STATE_BUSY, // Doing something internally like a QoS/bandwidth challenge
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// These are last, so >= STATE_LOADING tests work
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STATE_LOADING, // We are loading the map, preparing to go into a match
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STATE_INGAME, // We are currently in a match
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NUM_STATES
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};
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enum connectType_t {
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CONNECT_NONE = 0,
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CONNECT_DIRECT = 1,
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CONNECT_FIND_OR_CREATE = 2,
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};
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enum pendingInviteMode_t {
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PENDING_INVITE_NONE = 0, // No invite waiting
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PENDING_INVITE_WAITING = 1, // Invite is waiting
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PENDING_SELF_INVITE_WAITING = 2, // We invited ourselves to a match
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};
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struct contentData_t {
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bool isMounted;
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idStrStatic<128> displayName;
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idStrStatic< MAX_OSPATH > packageFileName;
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idStrStatic< MAX_OSPATH > rootPath;
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int dlcID;
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};
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public:
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idSessionLocal();
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virtual ~idSessionLocal();
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void InitBaseState();
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virtual bool IsPlatformPartyInLobby();
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// Downloadable Content
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virtual int GetNumContentPackages() const;
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virtual int GetContentPackageID( int contentIndex ) const;
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virtual const char * GetContentPackagePath( int contentIndex ) const;
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virtual int GetContentPackageIndexForID( int contentID ) const;
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virtual bool GetSystemMarketplaceHasNewContent() const { return marketplaceHasNewContent; }
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virtual void SetSystemMarketplaceHasNewContent( bool hasNewContent ) { marketplaceHasNewContent = hasNewContent; }
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// Lobby management
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virtual void CreatePartyLobby( const idMatchParameters & parms_ );
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virtual void FindOrCreateMatch( const idMatchParameters & parms );
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virtual void CreateMatch( const idMatchParameters & parms_ );
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virtual void CreateGameStateLobby( const idMatchParameters & parms_ );
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virtual void UpdatePartyParms( const idMatchParameters & parms_ );
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virtual void UpdateMatchParms( const idMatchParameters & parms_ );
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virtual void StartMatch();
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virtual void SetSessionOption( sessionOption_t option ) { sessionOptions |= option; }
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virtual void ClearSessionOption( sessionOption_t option ) { sessionOptions &= ~option; }
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virtual sessionState_t GetBackState();
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virtual void Cancel();
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virtual void MoveToPressStart();
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virtual void FinishDisconnect();
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virtual bool ShouldShowMigratingDialog() const; // Note this is not in sys_session.h
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virtual bool IsCurrentLobbyMigrating() const;
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virtual bool IsLosingConnectionToHost() const;
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// Migration
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virtual bool WasMigrationGame() const;
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virtual bool ShouldRelaunchMigrationGame() const;
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virtual bool GetMigrationGameData( idBitMsg & msg, bool reading );
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virtual bool GetMigrationGameDataUser( lobbyUserID_t lobbyUserID, idBitMsg & msg, bool reading );
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virtual bool WasGameLobbyCoalesced() const { return gameLobbyWasCoalesced; }
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// Misc
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virtual int GetLoadingID() { return loadingID; }
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virtual bool IsAboutToLoad() const { return GetGameLobby().IsLobbyActive() && GetGameLobby().startLoadingFromHost; }
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virtual bool GetMatchParamUpdate( int &peer, int &msg );
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virtual int GetInputRouting( int inputRouting[ MAX_INPUT_DEVICES ] );
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virtual void EndMatch( bool premature=false ); // Meant for host to end match gracefully, go back to lobby, tally scores, etc
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virtual void MatchFinished(); // this is for when the game is over before we go back to lobby. Need this incase the host leaves during this time
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virtual void QuitMatch(); // Meant for host or peer to quit the match before it ends, will instigate host migration, etc
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virtual void QuitMatchToTitle(); // Will forcefully quit the match and return to the title screen.
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virtual void LoadingFinished();
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virtual void Pump();
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virtual void ProcessSnapAckQueue();
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virtual sessionState_t GetState() const;
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virtual const char * GetStateString() const ;
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virtual void SendUsercmds( idBitMsg & msg );
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virtual void SendSnapshot( idSnapShot & ss );
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virtual const char * GetPeerName( int peerNum );
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virtual const char * GetLocalUserName( int i ) const { return signInManager->GetLocalUserByIndex( i )->GetGamerTag(); }
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virtual void UpdateSignInManager();
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virtual idPlayerProfile * GetProfileFromMasterLocalUser();
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virtual void PrePickNewHost( idLobby & lobby, bool forceMe, bool inviteOldHost );
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virtual bool PreMigrateInvite( idLobby & lobby );
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//=====================================================================================================
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// Title Storage Vars
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//=====================================================================================================
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virtual float GetTitleStorageFloat( const char * name, float defaultFloat ) const { return titleStorageVars.GetFloat( name, defaultFloat ); }
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virtual int GetTitleStorageInt( const char * name, int defaultInt ) const { return titleStorageVars.GetInt( name, defaultInt ); }
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virtual bool GetTitleStorageBool( const char * name, bool defaultBool ) const { return titleStorageVars.GetBool( name, defaultBool ); }
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virtual const char * GetTitleStorageString( const char * name, const char * defaultString ) const { return titleStorageVars.GetString( name, defaultString ); }
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virtual bool GetTitleStorageFloat( const char * name, float defaultFloat, float & out ) const { return titleStorageVars.GetFloat( name, defaultFloat, out ); }
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virtual bool GetTitleStorageInt( const char * name, int defaultInt, int & out ) const { return titleStorageVars.GetInt( name, defaultInt, out ); }
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virtual bool GetTitleStorageBool( const char * name, bool defaultBool, bool & out ) const { return titleStorageVars.GetBool( name, defaultBool, out ); }
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virtual bool GetTitleStorageString( const char * name, const char * defaultString, const char ** out ) const { return titleStorageVars.GetString( name, defaultString, out ); }
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virtual bool IsTitleStorageLoaded() { return titleStorageLoaded; }
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//=====================================================================================================
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// Voice chat
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//=====================================================================================================
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virtual voiceState_t GetLobbyUserVoiceState( lobbyUserID_t lobbyUserID );
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virtual voiceStateDisplay_t GetDisplayStateFromVoiceState( voiceState_t voiceState ) const;
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virtual void ToggleLobbyUserVoiceMute( lobbyUserID_t lobbyUserID );
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virtual void SetActiveChatGroup( int groupIndex );
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virtual void UpdateMasterUserHeadsetState();
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//=====================================================================================================
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// Bandwidth / QoS checking
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//=====================================================================================================
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virtual bool StartOrContinueBandwidthChallenge( bool forceStart );
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virtual void DebugSetPeerSnaprate( int peerIndex, int snapRateMS );
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virtual float GetIncomingByteRate();
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//=====================================================================================================
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// Invites
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//=====================================================================================================
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virtual void HandleBootableInvite( int64 lobbyId = 0 ) = 0;
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virtual void ClearBootableInvite() = 0;
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virtual void ClearPendingInvite() = 0;
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virtual bool HasPendingBootableInvite() = 0;
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virtual void SetDiscSwapMPInvite( void * parm ) = 0; // call to request a discSwap multiplayer invite
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virtual void * GetDiscSwapMPInviteParms() = 0;
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virtual bool IsDiscSwapMPInviteRequested() const { return inviteInfoRequested; }
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bool GetFlushedStats() { return flushedStats; }
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void SetFlushedStats( bool _flushedStats ) { flushedStats = _flushedStats; }
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//=====================================================================================================
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// Notifications
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//=====================================================================================================
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// This is called when a LocalUser is signed in/out
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virtual void OnLocalUserSignin( idLocalUser * user );
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virtual void OnLocalUserSignout( idLocalUser * user );
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// This is called when the master LocalUser is signed in/out, these are called after OnLocalUserSignin/out()
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virtual void OnMasterLocalUserSignout();
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virtual void OnMasterLocalUserSignin();
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// After a local user has signed in and their profile has loaded
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virtual void OnLocalUserProfileLoaded( idLocalUser * user );
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//=====================================================================================================
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// Platform specific (different platforms implement these differently)
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//=====================================================================================================
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virtual void Initialize() = 0;
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virtual void Shutdown() = 0;
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virtual void InitializeSoundRelatedSystems() = 0;
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virtual void ShutdownSoundRelatedSystems() = 0;
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virtual void PlatformPump() = 0;
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virtual void InviteFriends() = 0;
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virtual void InviteParty() = 0;
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virtual void ShowPartySessions() = 0;
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virtual bool ProcessInputEvent( const sysEvent_t * ev ) = 0;
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// Play with Friends server listing
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virtual int NumServers() const = 0;
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virtual void ListServers( const idCallback & callback ) = 0;
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virtual void ListServersCommon();
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virtual void CancelListServers() = 0;
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virtual void ConnectToServer( int i ) = 0;
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virtual const serverInfo_t * ServerInfo( int i ) const = 0;
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virtual const idList< idStr > * ServerPlayerList( int i );
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virtual void ShowServerGamerCardUI( int i ) = 0;
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virtual void HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ) = 0;
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virtual void HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ) = 0;
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// System UI
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virtual bool IsSystemUIShowing() const = 0;
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virtual void SetSystemUIShowing( bool show ) = 0;
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virtual void ShowSystemMarketplaceUI() const = 0;
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virtual void ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID ) = 0;
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// Leaderboards
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virtual void LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t * leaderboard, const column_t * stats, const idFile_Memory * attachment = NULL ) = 0;
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virtual void LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int startingRank, int numRows, const idLeaderboardCallback & callback ) = 0;
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virtual void LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int64 attachmentID ) = 0;
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// Scoring (currently just for TrueSkill)
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virtual void SetLobbyUserRelativeScore( lobbyUserID_t lobbyUserID, int relativeScore, int team ) = 0;
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virtual void LeaderboardFlush() = 0;
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//=====================================================================================================i'
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// Savegames
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//=====================================================================================================
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virtual saveGameHandle_t SaveGameSync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description );
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virtual saveGameHandle_t SaveGameAsync( const char * name, const saveFileEntryList_t & files, const idSaveGameDetails & description );
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virtual saveGameHandle_t LoadGameSync( const char * name, saveFileEntryList_t & files );
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virtual saveGameHandle_t EnumerateSaveGamesSync();
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virtual saveGameHandle_t EnumerateSaveGamesAsync();
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virtual saveGameHandle_t DeleteSaveGameSync( const char * name );
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virtual saveGameHandle_t DeleteSaveGameAsync( const char * name );
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virtual bool IsSaveGameCompletedFromHandle( const saveGameHandle_t & handle ) const { return saveGameManager->IsSaveGameCompletedFromHandle( handle ); }
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virtual void CancelSaveGameWithHandle( const saveGameHandle_t & handle ) { GetSaveGameManager().CancelWithHandle( handle ); }
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virtual const saveGameDetailsList_t & GetEnumeratedSavegames() const { return saveGameManager->GetEnumeratedSavegames(); }
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virtual bool IsEnumerating() const;
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virtual saveGameHandle_t GetEnumerationHandle() const;
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virtual void SetCurrentSaveSlot( const char * slotName ) { currentSaveSlot = slotName; }
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virtual const char * GetCurrentSaveSlot() const { return currentSaveSlot.c_str(); }
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// Notifications
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void OnSaveCompleted( idSaveLoadParms * parms );
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void OnLoadCompleted( idSaveLoadParms * parms );
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void OnDeleteCompleted( idSaveLoadParms * parms );
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void OnEnumerationCompleted( idSaveLoadParms * parms );
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// Error checking
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virtual bool IsDLCAvailable( const char * mapName );
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virtual bool LoadGameCheckDiscNumber( idSaveLoadParms & parms );
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bool LoadGameCheckDescriptionFile( idSaveLoadParms & parms );
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// Downloadable Content
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virtual void EnumerateDownloadableContent() = 0;
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void DropClient( int peerNum, int session );
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protected:
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float GetUpstreamDropRate() { return upstreamDropRate; }
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float GetUpstreamQueueRate() { return upstreamQueueRate; }
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int GetQueuedBytes() { return queuedBytes; }
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//=====================================================================================================
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// Common functions (sys_session_local.cpp)
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//=====================================================================================================
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void HandleLobbyControllerState( int lobbyType );
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virtual void UpdatePendingInvite();
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bool HandleState();
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// The party and game lobby are the two platform lobbies that notify the backends (Steam/PSN/LIVE of changes)
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idLobby & GetPartyLobby() { return partyLobby; }
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const idLobby & GetPartyLobby() const { return partyLobby; }
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idLobby & GetGameLobby() { return gameLobby; }
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const idLobby & GetGameLobby() const { return gameLobby; }
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// Game state lobby is the lobby used while in-game. It is so the dedicated server can host this lobby
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// and have all platform clients join. It does NOT notify the backends of changes, it's purely for the dedicated
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// server to be able to host the in-game lobby.
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// Generally, you would call GetActingGameStateLobby. If we are not using game state lobby, GetActingGameStateLobby will return GetGameLobby insread.
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idLobby & GetGameStateLobby() { return gameStateLobby; }
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const idLobby & GetGameStateLobby() const { return gameStateLobby; }
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idLobby & GetActingGameStateLobby();
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const idLobby & GetActingGameStateLobby() const;
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// GetActivePlatformLobby will return either the game or party lobby, it won't return the game state lobby
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// This function is generally used for menus, in-game code should refer to GetActingGameStateLobby
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idLobby * GetActivePlatformLobby();
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const idLobby * GetActivePlatformLobby() const;
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idLobby * GetLobbyFromType( idLobby::lobbyType_t lobbyType );
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virtual idLobbyBase & GetPartyLobbyBase() { return partyLobby; }
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virtual idLobbyBase & GetGameLobbyBase() { return gameLobby; }
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virtual idLobbyBase & GetActingGameStateLobbyBase() { return GetActingGameStateLobby(); }
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virtual idLobbyBase & GetActivePlatformLobbyBase();
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virtual idLobbyBase & GetLobbyFromLobbyUserID( lobbyUserID_t lobbyUserID );
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void SetState( state_t newState );
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bool HandlePackets();
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void HandleVoiceRestrictionDialog();
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void SetDroppedByHost( bool dropped ) { droppedByHost = dropped; }
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bool GetDroppedByHost() { return droppedByHost; }
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public:
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int storedPeer;
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int storedMsgType;
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protected:
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static const char * stateToString[ NUM_STATES ];
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state_t localState;
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uint32 sessionOptions;
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connectType_t connectType;
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int connectTime;
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idLobby partyLobby;
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idLobby gameLobby;
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idLobby gameStateLobby;
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idLobbyStub stubLobby; // We use this when we request the active lobby when we are not in a lobby (i.e at press start)
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int currentID; // The host used this to send out a unique id to all users so we can identify them
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class idVoiceChatMgr * voiceChat;
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int lastVoiceSendtime;
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bool hasShownVoiceRestrictionDialog;
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pendingInviteMode_t pendingInviteMode;
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int pendingInviteDevice;
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lobbyConnectInfo_t pendingInviteConnectInfo;
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bool isSysUIShowing;
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idDict titleStorageVars;
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bool titleStorageLoaded;
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int showMigratingInfoStartTime;
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int nextGameCoalesceTime;
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bool gameLobbyWasCoalesced;
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int numFullSnapsReceived;
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bool flushedStats;
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int loadingID;
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bool inviteInfoRequested;
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idSaveGameProcessorSaveFiles * processorSaveFiles;
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idSaveGameProcessorLoadFiles * processorLoadFiles;
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idSaveGameProcessorDelete * processorDelete;
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idSaveGameProcessorEnumerateGames * processorEnumerate;
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idStr currentSaveSlot;
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saveGameHandle_t enumerationHandle;
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//------------------------
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// State functions
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//------------------------
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bool State_Party_Lobby_Host();
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bool State_Party_Lobby_Peer();
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bool State_Game_Lobby_Host();
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bool State_Game_Lobby_Peer();
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bool State_Game_State_Lobby_Host();
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bool State_Game_State_Lobby_Peer();
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bool State_Loading();
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bool State_InGame();
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bool State_Find_Or_Create_Match();
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bool State_Create_And_Move_To_Party_Lobby();
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bool State_Create_And_Move_To_Game_Lobby();
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bool State_Create_And_Move_To_Game_State_Lobby();
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bool State_Connect_And_Move_To_Party();
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bool State_Connect_And_Move_To_Game();
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|
bool State_Connect_And_Move_To_Game_State();
|
|
bool State_Finalize_Connect();
|
|
bool State_Busy();
|
|
|
|
// -----------------------
|
|
// Downloadable Content
|
|
// -----------------------
|
|
static const int MAX_CONTENT_PACKAGES = 16;
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|
|
|
|
|
idStaticList<contentData_t, MAX_CONTENT_PACKAGES> downloadedContent;
|
|
bool marketplaceHasNewContent;
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|
|
|
class idQueuePacket {
|
|
public:
|
|
byte data[ idPacketProcessor::MAX_FINAL_PACKET_SIZE ];
|
|
lobbyAddress_t address;
|
|
int size;
|
|
int time;
|
|
bool dedicated;
|
|
idQueueNode<idQueuePacket> queueNode;
|
|
};
|
|
|
|
idBlockAlloc< idQueuePacket, 64, TAG_NETWORKING > packetAllocator;
|
|
idQueue< idQueuePacket,&idQueuePacket::queueNode > sendQueue;
|
|
idQueue< idQueuePacket,&idQueuePacket::queueNode > recvQueue;
|
|
|
|
float upstreamDropRate; // instant rate in B/s at which we are dropping packets due to simulated upstream saturation
|
|
int upstreamDropRateTime;
|
|
|
|
float upstreamQueueRate; // instant rate in B/s at which queued packets are coming out after local buffering due to upstream saturation
|
|
int upstreamQueueRateTime;
|
|
|
|
int queuedBytes;
|
|
|
|
int waitingOnGameStateMembersToLeaveTime;
|
|
int waitingOnGameStateMembersToJoinTime;
|
|
|
|
void TickSendQueue();
|
|
|
|
void QueuePacket( idQueue< idQueuePacket,&idQueuePacket::queueNode > & queue, int time, const lobbyAddress_t & to, const void * data, int size, bool dedicated );
|
|
bool ReadRawPacketFromQueue( int time, lobbyAddress_t & from, void * data, int & size, bool & outDedicated, int maxSize );
|
|
|
|
void SendRawPacket( const lobbyAddress_t & to, const void * data, int size, bool dedicated );
|
|
bool ReadRawPacket( lobbyAddress_t & from, void * data, int & size, bool & outDedicated, int maxSize );
|
|
|
|
void ConnectAndMoveToLobby( idLobby & lobby, const lobbyConnectInfo_t & connectInfo, bool fromInvite );
|
|
void GoodbyeFromHost( idLobby & lobby, int peerNum, const lobbyAddress_t & remoteAddress, int msgType );
|
|
|
|
void WriteLeaderboardToMsg( idBitMsg & msg, const leaderboardDefinition_t * leaderboard, const column_t * stats );
|
|
void SendLeaderboardStatsToPlayer( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t * leaderboard, const column_t * stats );
|
|
void RecvLeaderboardStatsForPlayer( idBitMsg & msg );
|
|
|
|
const leaderboardDefinition_t * ReadLeaderboardFromMsg( idBitMsg & msg, column_t * stats );
|
|
bool RequirePersistentMaster();
|
|
|
|
virtual idNetSessionPort & GetPort( bool dedicated = false ) = 0;
|
|
virtual idLobbyBackend * CreateLobbyBackend( const idMatchParameters & p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) = 0;
|
|
virtual idLobbyBackend * FindLobbyBackend( const idMatchParameters & p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) = 0;
|
|
virtual idLobbyBackend * JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType ) = 0;
|
|
virtual void DestroyLobbyBackend( idLobbyBackend * lobby ) = 0;
|
|
virtual void PumpLobbies() = 0;
|
|
virtual bool GetLobbyAddressFromNetAddress( const netadr_t & netAddr, lobbyAddress_t & outAddr ) const = 0;
|
|
virtual bool GetNetAddressFromLobbyAddress( const lobbyAddress_t & lobbyAddress, netadr_t & outNetAddr ) const = 0;
|
|
|
|
void HandleDedicatedServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType );
|
|
void HandleDedicatedServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg );
|
|
|
|
|
|
void ClearMigrationState();
|
|
// this is called when the mathc is over and returning to lobby
|
|
void EndMatchInternal( bool premature=false );
|
|
// this is called when the game finished and we are in the end match recap
|
|
void MatchFinishedInternal();
|
|
void EndMatchForMigration();
|
|
|
|
void MoveToPressStart( gameDialogMessages_t msg );
|
|
|
|
// Voice chat
|
|
void SendVoiceAudio();
|
|
void HandleOobVoiceAudio( const lobbyAddress_t & from, const idBitMsg & msg );
|
|
void SetVoiceGroupsToTeams();
|
|
void ClearVoiceGroups();
|
|
|
|
// All the new functions going here for now until it can all be cleaned up
|
|
void StartSessions();
|
|
void EndSessions();
|
|
void SetLobbiesAreJoinable( bool joinable );
|
|
void MoveToMainMenu(); // End all session (async), and return to IDLE state
|
|
bool WaitOnLobbyCreate( idLobby & lobby );
|
|
bool DetectDisconnectFromService( bool cancelAndShowMsg );
|
|
void HandleConnectionFailed( idLobby & lobby, bool wasFull );
|
|
void ConnectToNextSearchResultFailed( idLobby & lobby );
|
|
bool HandleConnectAndMoveToLobby( idLobby & lobby );
|
|
|
|
void VerifySnapshotInitialState();
|
|
|
|
void ComputeNextGameCoalesceTime();
|
|
|
|
void StartLoading();
|
|
|
|
bool ShouldHavePartyLobby();
|
|
void ValidateLobbies();
|
|
void ValidateLobby( idLobby & lobby );
|
|
|
|
void ReadTitleStorage( void * buffer, int bufferLen );
|
|
|
|
bool ReadDLCInfo( idDict & dlcInfo, void * buffer, int bufferLen );
|
|
|
|
idSessionCallbacks * sessionCallbacks;
|
|
|
|
int offlineTransitionTimerStart;
|
|
|
|
bool droppedByHost;
|
|
|
|
|
|
};
|
|
|
|
/*
|
|
========================
|
|
idSessionLocalCallbacks
|
|
The more the idLobby class needs to call back into this class, the more likely we're doing something wrong, and there is a better way.
|
|
========================
|
|
*/
|
|
class idSessionLocalCallbacks : public idSessionCallbacks {
|
|
public:
|
|
idSessionLocalCallbacks( idSessionLocal * sessionLocal_ ) { sessionLocal = sessionLocal_; }
|
|
|
|
virtual idLobby & GetPartyLobby() { return sessionLocal->GetPartyLobby(); }
|
|
virtual idLobby & GetGameLobby() { return sessionLocal->GetGameLobby(); }
|
|
virtual idLobby & GetActingGameStateLobby() { return sessionLocal->GetActingGameStateLobby(); }
|
|
virtual idLobby * GetLobbyFromType( idLobby::lobbyType_t lobbyType ) { return sessionLocal->GetLobbyFromType( lobbyType ); }
|
|
|
|
virtual int GetUniquePlayerId() const { return sessionLocal->currentID++; }
|
|
virtual idSignInManagerBase & GetSignInManager() { return *sessionLocal->signInManager; }
|
|
virtual void SendRawPacket( const lobbyAddress_t & to, const void * data, int size, bool useDirectPort ) { sessionLocal->SendRawPacket( to, data, size, useDirectPort ); }
|
|
|
|
virtual bool BecomingHost( idLobby & lobby );
|
|
virtual void BecameHost( idLobby & lobby );
|
|
virtual bool BecomingPeer( idLobby & lobby );
|
|
virtual void BecamePeer( idLobby & lobby );
|
|
|
|
virtual void FailedGameMigration( idLobby & lobby );
|
|
virtual void MigrationEnded( idLobby & lobby );
|
|
|
|
virtual void GoodbyeFromHost( idLobby & lobby, int peerNum, const lobbyAddress_t & remoteAddress, int msgType );
|
|
virtual uint32 GetSessionOptions() { return sessionLocal->sessionOptions; }
|
|
|
|
virtual bool AnyPeerHasAddress( const lobbyAddress_t & remoteAddress ) const;
|
|
|
|
virtual idSession::sessionState_t GetState() const { return sessionLocal->GetState(); }
|
|
|
|
virtual void ClearMigrationState() { GetPartyLobby().ResetAllMigrationState(); GetGameLobby().ResetAllMigrationState(); }
|
|
|
|
virtual void EndMatchInternal( bool premature=false ) { sessionLocal->EndMatchInternal( premature ); }
|
|
|
|
virtual void RecvLeaderboardStats( idBitMsg & msg );
|
|
|
|
virtual void ReceivedFullSnap();
|
|
|
|
virtual void LeaveGameLobby();
|
|
|
|
virtual void PrePickNewHost( idLobby & lobby, bool forceMe, bool inviteOldHost );
|
|
virtual bool PreMigrateInvite( idLobby & lobby );
|
|
|
|
virtual void HandleOobVoiceAudio( const lobbyAddress_t & from, const idBitMsg & msg ) { sessionLocal->HandleOobVoiceAudio( from, msg ); }
|
|
|
|
virtual void ConnectAndMoveToLobby( idLobby::lobbyType_t destLobbyType, const lobbyConnectInfo_t & connectInfo, bool waitForPartyOk );
|
|
|
|
virtual idVoiceChatMgr * GetVoiceChat() { return sessionLocal->voiceChat; }
|
|
|
|
virtual void HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType );
|
|
virtual void HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg );
|
|
|
|
virtual void HandlePeerMatchParamUpdate( int peer, int msg );
|
|
|
|
virtual idLobbyBackend * CreateLobbyBackend( const idMatchParameters & p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
|
|
virtual idLobbyBackend * FindLobbyBackend( const idMatchParameters & p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
|
|
virtual idLobbyBackend * JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType );
|
|
virtual void DestroyLobbyBackend( idLobbyBackend * lobby );
|
|
|
|
idSessionLocal * sessionLocal;
|
|
};
|
|
|