doom3-bfg/neo/sys/win32/win_session_local.cpp
2015-08-15 17:03:29 -05:00

689 lines
19 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*
================================================================================================
Contains the windows implementation of the network session
================================================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../../framework/Common_local.h"
#include "../sys_session_local.h"
#include "../sys_stats.h"
#include "../sys_savegame.h"
#include "../sys_lobby_backend_direct.h"
#include "../sys_voicechat.h"
#include "win_achievements.h"
#include "win_local.h"
/*
========================
Global variables
========================
*/
extern idCVar net_port;
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
class idSessionLocalWin : public idSessionLocal {
friend class idLobbyToSessionCBLocal;
public:
idSessionLocalWin();
virtual ~idSessionLocalWin();
// idSessionLocal interface
virtual void Initialize();
virtual void Shutdown();
virtual void InitializeSoundRelatedSystems();
virtual void ShutdownSoundRelatedSystems();
virtual void PlatformPump();
virtual void InviteFriends();
virtual void InviteParty();
virtual void ShowPartySessions();
virtual void ShowSystemMarketplaceUI() const;
virtual void ListServers( const idCallback & callback );
virtual void CancelListServers();
virtual int NumServers() const;
virtual const serverInfo_t * ServerInfo( int i ) const;
virtual void ConnectToServer( int i );
virtual void ShowServerGamerCardUI( int i );
virtual void ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID );
virtual void ShowOnlineSignin() {}
virtual void UpdateRichPresence() {}
virtual void CheckVoicePrivileges() {}
virtual bool ProcessInputEvent( const sysEvent_t * ev );
// System UI
virtual bool IsSystemUIShowing() const;
virtual void SetSystemUIShowing( bool show );
// Invites
virtual void HandleBootableInvite( int64 lobbyId = 0 );
virtual void ClearBootableInvite();
virtual void ClearPendingInvite();
virtual bool HasPendingBootableInvite();
virtual void SetDiscSwapMPInvite( void * parm );
virtual void * GetDiscSwapMPInviteParms();
virtual void EnumerateDownloadableContent();
virtual void HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType );
virtual void HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg );
// Leaderboards
virtual void LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t * leaderboard, const column_t * stats, const idFile_Memory * attachment = NULL );
virtual void LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int startingRank, int numRows, const idLeaderboardCallback & callback );
virtual void LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int64 attachmentID );
// Scoring (currently just for TrueSkill)
virtual void SetLobbyUserRelativeScore( lobbyUserID_t lobbyUserID, int relativeScore, int team ) {}
virtual void LeaderboardFlush();
virtual idNetSessionPort & GetPort( bool dedicated = false );
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 * lobbyBackend );
virtual void PumpLobbies();
virtual void JoinAfterSwap( void * joinID );
virtual bool GetLobbyAddressFromNetAddress( const netadr_t & netAddr, lobbyAddress_t & outAddr ) const;
virtual bool GetNetAddressFromLobbyAddress( const lobbyAddress_t & lobbyAddress, netadr_t & outNetAddr ) const;
public:
void Connect_f( const idCmdArgs &args );
private:
void EnsurePort();
idLobbyBackend * CreateLobbyInternal( idLobbyBackend::lobbyBackendType_t lobbyType );
idArray< idLobbyBackend *, 3 > lobbyBackends;
idNetSessionPort port;
bool canJoinLocalHost;
idLobbyToSessionCBLocal * lobbyToSessionCB;
};
idSessionLocalWin sessionLocalWin;
idSession * session = &sessionLocalWin;
/*
========================
idLobbyToSessionCBLocal
========================
*/
class idLobbyToSessionCBLocal : public idLobbyToSessionCB {
public:
idLobbyToSessionCBLocal( idSessionLocalWin * sessionLocalWin_ ) : sessionLocalWin( sessionLocalWin_ ) { }
virtual bool CanJoinLocalHost() const { sessionLocalWin->EnsurePort(); return sessionLocalWin->canJoinLocalHost; }
virtual class idLobbyBackend * GetLobbyBackend( idLobbyBackend::lobbyBackendType_t type ) const { return sessionLocalWin->lobbyBackends[ type ]; }
private:
idSessionLocalWin * sessionLocalWin;
};
idLobbyToSessionCBLocal lobbyToSessionCBLocal( &sessionLocalWin );
idLobbyToSessionCB * lobbyToSessionCB = &lobbyToSessionCBLocal;
class idVoiceChatMgrWin : public idVoiceChatMgr {
public:
virtual bool GetLocalChatDataInternal( int talkerIndex, byte * data, int & dataSize ) { return false; }
virtual void SubmitIncomingChatDataInternal( int talkerIndex, const byte * data, int dataSize ) { }
virtual bool TalkerHasData( int talkerIndex ) { return false; }
virtual bool RegisterTalkerInternal( int index ) { return true; }
virtual void UnregisterTalkerInternal( int index ) { }
};
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
idSessionLocalWin::idSessionLocalWin() {
signInManager = new (TAG_SYSTEM) idSignInManagerWin;
saveGameManager = new (TAG_SAVEGAMES) idSaveGameManager();
voiceChat = new (TAG_SYSTEM) idVoiceChatMgrWin();
lobbyToSessionCB = new (TAG_SYSTEM) idLobbyToSessionCBLocal( this );
canJoinLocalHost = false;
lobbyBackends.Zero();
}
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
idSessionLocalWin::~idSessionLocalWin() {
delete voiceChat;
delete lobbyToSessionCB;
}
/*
========================
idSessionLocalWin::Initialize
========================
*/
void idSessionLocalWin::Initialize() {
idSessionLocal::Initialize();
// The shipping path doesn't load title storage
// Instead, we inject values through code which is protected through steam DRM
titleStorageVars.Set( "MAX_PLAYERS_ALLOWED", "8" );
titleStorageLoaded = true;
// First-time check for downloadable content once game is launched
EnumerateDownloadableContent();
GetPartyLobby().Initialize( idLobby::TYPE_PARTY, sessionCallbacks );
GetGameLobby().Initialize( idLobby::TYPE_GAME, sessionCallbacks );
GetGameStateLobby().Initialize( idLobby::TYPE_GAME_STATE, sessionCallbacks );
achievementSystem = new (TAG_SYSTEM) idAchievementSystemWin();
achievementSystem->Init();
}
/*
========================
idSessionLocalWin::Shutdown
========================
*/
void idSessionLocalWin::Shutdown() {
NET_VERBOSE_PRINT( "NET: Shutdown\n" );
idSessionLocal::Shutdown();
MoveToMainMenu();
// Wait until we fully shutdown
while ( localState != STATE_IDLE && localState != STATE_PRESS_START ) {
Pump();
}
if ( achievementSystem != NULL ) {
achievementSystem->Shutdown();
delete achievementSystem;
achievementSystem = NULL;
}
}
/*
========================
idSessionLocalWin::InitializeSoundRelatedSystems
========================
*/
void idSessionLocalWin::InitializeSoundRelatedSystems() {
if ( voiceChat != NULL ) {
voiceChat->Init( NULL );
}
}
/*
========================
idSessionLocalWin::ShutdownSoundRelatedSystems
========================
*/
void idSessionLocalWin::ShutdownSoundRelatedSystems() {
if ( voiceChat != NULL ) {
voiceChat->Shutdown();
}
}
/*
========================
idSessionLocalWin::PlatformPump
========================
*/
void idSessionLocalWin::PlatformPump() {
}
/*
========================
idSessionLocalWin::InviteFriends
========================
*/
void idSessionLocalWin::InviteFriends() {
}
/*
========================
idSessionLocalWin::InviteParty
========================
*/
void idSessionLocalWin::InviteParty() {
}
/*
========================
idSessionLocalWin::ShowPartySessions
========================
*/
void idSessionLocalWin::ShowPartySessions() {
}
/*
========================
idSessionLocalWin::ShowSystemMarketplaceUI
========================
*/
void idSessionLocalWin::ShowSystemMarketplaceUI() const {
}
/*
========================
idSessionLocalWin::ListServers
========================
*/
void idSessionLocalWin::ListServers( const idCallback & callback ) {
ListServersCommon();
}
/*
========================
idSessionLocalWin::CancelListServers
========================
*/
void idSessionLocalWin::CancelListServers() {
}
/*
========================
idSessionLocalWin::NumServers
========================
*/
int idSessionLocalWin::NumServers() const {
return 0;
}
/*
========================
idSessionLocalWin::ServerInfo
========================
*/
const serverInfo_t * idSessionLocalWin::ServerInfo( int i ) const {
return NULL;
}
/*
========================
idSessionLocalWin::ConnectToServer
========================
*/
void idSessionLocalWin::ConnectToServer( int i ) {
}
/*
========================
idSessionLocalWin::Connect_f
========================
*/
void idSessionLocalWin::Connect_f( const idCmdArgs &args ) {
if ( args.Argc() < 2 ) {
idLib::Printf( "Usage: Connect to IP. Use with net_port. \n");
return;
}
Cancel();
if ( signInManager->GetMasterLocalUser() == NULL ) {
signInManager->RegisterLocalUser( 0 );
}
lobbyConnectInfo_t connectInfo;
Sys_StringToNetAdr( args.Argv(1), &connectInfo.netAddr, true );
connectInfo.netAddr.port = net_port.GetInteger();
ConnectAndMoveToLobby( GetPartyLobby(), connectInfo, false );
}
/*
========================
void Connect_f
========================
*/
CONSOLE_COMMAND( connect, "Connect to the specified IP", NULL ) {
sessionLocalWin.Connect_f( args );
}
/*
========================
idSessionLocalWin::ShowServerGamerCardUI
========================
*/
void idSessionLocalWin::ShowServerGamerCardUI( int i ) {
}
/*
========================
idSessionLocalWin::ShowLobbyUserGamerCardUI(
========================
*/
void idSessionLocalWin::ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID ) {
}
/*
========================
idSessionLocalWin::ProcessInputEvent
========================
*/
bool idSessionLocalWin::ProcessInputEvent( const sysEvent_t * ev ) {
if ( GetSignInManager().ProcessInputEvent( ev ) ) {
return true;
}
return false;
}
/*
========================
idSessionLocalWin::IsSystemUIShowing
========================
*/
bool idSessionLocalWin::IsSystemUIShowing() const {
return !win32.activeApp || isSysUIShowing; // If the user alt+tabs away, treat it the same as bringing up the steam overlay
}
/*
========================
idSessionLocalWin::SetSystemUIShowing
========================
*/
void idSessionLocalWin::SetSystemUIShowing( bool show ) {
isSysUIShowing = show;
}
/*
========================
idSessionLocalWin::HandleServerQueryRequest
========================
*/
void idSessionLocalWin::HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ) {
NET_VERBOSE_PRINT( "HandleServerQueryRequest from %s\n", remoteAddr.ToString() );
}
/*
========================
idSessionLocalWin::HandleServerQueryAck
========================
*/
void idSessionLocalWin::HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ) {
NET_VERBOSE_PRINT( "HandleServerQueryAck from %s\n", remoteAddr.ToString() );
}
/*
========================
idSessionLocalWin::ClearBootableInvite
========================
*/
void idSessionLocalWin::ClearBootableInvite() {
}
/*
========================
idSessionLocalWin::ClearPendingInvite
========================
*/
void idSessionLocalWin::ClearPendingInvite() {
}
/*
========================
idSessionLocalWin::HandleBootableInvite
========================
*/
void idSessionLocalWin::HandleBootableInvite( int64 lobbyId ) {
}
/*
========================
idSessionLocalWin::HasPendingBootableInvite
========================
*/
bool idSessionLocalWin::HasPendingBootableInvite() {
return false;
}
/*
========================
idSessionLocal::SetDiscSwapMPInvite
========================
*/
void idSessionLocalWin::SetDiscSwapMPInvite( void * parm ) {
}
/*
========================
idSessionLocal::GetDiscSwapMPInviteParms
========================
*/
void * idSessionLocalWin::GetDiscSwapMPInviteParms() {
return NULL;
}
/*
========================
idSessionLocalWin::EnumerateDownloadableContent
========================
*/
void idSessionLocalWin::EnumerateDownloadableContent() {
}
/*
========================
idSessionLocalWin::LeaderboardUpload
========================
*/
void idSessionLocalWin::LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t * leaderboard, const column_t * stats, const idFile_Memory * attachment ) {
}
/*
========================
idSessionLocalWin::LeaderboardFlush
========================
*/
void idSessionLocalWin::LeaderboardFlush() {
}
/*
========================
idSessionLocalWin::LeaderboardDownload
========================
*/
void idSessionLocalWin::LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int startingRank, int numRows, const idLeaderboardCallback & callback ) {
}
/*
========================
idSessionLocalWin::LeaderboardDownloadAttachment
========================
*/
void idSessionLocalWin::LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t * leaderboard, int64 attachmentID ) {
}
/*
========================
idSessionLocalWin::EnsurePort
========================
*/
void idSessionLocalWin::EnsurePort() {
// Init the port using reqular windows sockets
if ( port.IsOpen() ) {
return; // Already initialized
}
if ( port.InitPort( net_port.GetInteger(), false ) ) {
canJoinLocalHost = false;
} else {
// Assume this is another instantiation on the same machine, and just init using any available port
port.InitPort( PORT_ANY, false );
canJoinLocalHost = true;
}
}
/*
========================
idSessionLocalWin::GetPort
========================
*/
idNetSessionPort & idSessionLocalWin::GetPort( bool dedicated ) {
EnsurePort();
return port;
}
/*
========================
idSessionLocalWin::CreateLobbyBackend
========================
*/
idLobbyBackend * idSessionLocalWin::CreateLobbyBackend( const idMatchParameters & p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) {
idLobbyBackend * lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->StartHosting( p, skillLevel, lobbyType );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::FindLobbyBackend
========================
*/
idLobbyBackend * idSessionLocalWin::FindLobbyBackend( const idMatchParameters & p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) {
idLobbyBackend * lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->StartFinding( p, numPartyUsers, skillLevel );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::JoinFromConnectInfo
========================
*/
idLobbyBackend * idSessionLocalWin::JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo, idLobbyBackend::lobbyBackendType_t lobbyType ) {
idLobbyBackend * lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->JoinFromConnectInfo( connectInfo );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::DestroyLobbyBackend
========================
*/
void idSessionLocalWin::DestroyLobbyBackend( idLobbyBackend * lobbyBackend ) {
assert( lobbyBackend != NULL );
assert( lobbyBackends[lobbyBackend->GetLobbyType()] == lobbyBackend );
lobbyBackends[lobbyBackend->GetLobbyType()] = NULL;
lobbyBackend->Shutdown();
delete lobbyBackend;
}
/*
========================
idSessionLocalWin::PumpLobbies
========================
*/
void idSessionLocalWin::PumpLobbies() {
assert( lobbyBackends[idLobbyBackend::TYPE_PARTY] == NULL || lobbyBackends[idLobbyBackend::TYPE_PARTY]->GetLobbyType() == idLobbyBackend::TYPE_PARTY );
assert( lobbyBackends[idLobbyBackend::TYPE_GAME] == NULL || lobbyBackends[idLobbyBackend::TYPE_GAME]->GetLobbyType() == idLobbyBackend::TYPE_GAME );
assert( lobbyBackends[idLobbyBackend::TYPE_GAME_STATE] == NULL || lobbyBackends[idLobbyBackend::TYPE_GAME_STATE]->GetLobbyType() == idLobbyBackend::TYPE_GAME_STATE );
// Pump lobbyBackends
for ( int i = 0; i < lobbyBackends.Num(); i++ ) {
if ( lobbyBackends[i] != NULL ) {
lobbyBackends[i]->Pump();
}
}
}
/*
========================
idSessionLocalWin::CreateLobbyInternal
========================
*/
idLobbyBackend * idSessionLocalWin::CreateLobbyInternal( idLobbyBackend::lobbyBackendType_t lobbyType ) {
EnsurePort();
idLobbyBackend * lobbyBackend = new (TAG_NETWORKING) idLobbyBackendDirect();
lobbyBackend->SetLobbyType( lobbyType );
assert( lobbyBackends[lobbyType] == NULL );
lobbyBackends[lobbyType] = lobbyBackend;
return lobbyBackend;
}
/*
========================
idSessionLocalWin::JoinAfterSwap
========================
*/
void idSessionLocalWin::JoinAfterSwap( void * joinID ) {
}
/*
========================
idSessionLocalWin::GetLobbyAddressFromNetAddress
========================
*/
bool idSessionLocalWin::GetLobbyAddressFromNetAddress( const netadr_t & netAddr, lobbyAddress_t & outAddr ) const {
return false;
}
/*
========================
idSessionLocalWin::GetNetAddressFromLobbyAddress
========================
*/
bool idSessionLocalWin::GetNetAddressFromLobbyAddress( const lobbyAddress_t & lobbyAddress, netadr_t & outNetAddr ) const {
return false;
}