mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
1411 lines
No EOL
38 KiB
C++
1411 lines
No EOL
38 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_lobby.h"
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#include "sys_voicechat.h"
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/*
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========================
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idLobby::SaveDisconnectedUser
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========================
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*/
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void idLobby::SaveDisconnectedUser( const lobbyUser_t & user ) {
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bool found = false;
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for ( int i = 0; i < disconnectedUsers.Num(); i++ ) {
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if ( user.lobbyUserID.CompareIgnoreLobbyType( disconnectedUsers[i].lobbyUserID ) ) {
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found = true;
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memcpy( disconnectedUsers[i].gamertag, user.gamertag, sizeof( user.gamertag ) );
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}
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}
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if ( !found ) {
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disconnectedUser_t & du = disconnectedUsers.Alloc();
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du.lobbyUserID = user.lobbyUserID;
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memcpy( du.gamertag, user.gamertag, sizeof( user.gamertag ) );
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}
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}
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/*
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========================
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idLobby::AllocUser
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========================
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*/
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lobbyUser_t * idLobby::AllocUser( const lobbyUser_t & defaults ) {
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if ( !verify( freeUsers.Num() > 0 ) ) {
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idLib::Error( "Out of session users" ); // This shouldn't be possible
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}
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lobbyUser_t * user = freeUsers[freeUsers.Num() - 1];
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freeUsers.SetNum( freeUsers.Num() - 1 );
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// Set defaults
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*user = defaults;
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userList.Append( user );
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assert( userList.Num() == userPool.Max() - freeUsers.Num() );
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return user;
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}
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/*
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========================
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idLobby::FreeUser
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========================
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*/
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void idLobby::FreeUser( lobbyUser_t * user ) {
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if ( !verify( user != NULL ) ) {
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return;
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}
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if ( !VerifyUser( user ) ) {
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return;
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}
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SaveDisconnectedUser( *user );
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verify( userList.Remove( user ) );
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freeUsers.Append( user );
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}
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/*
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========================
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idLobby::FreeAllUsers
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========================
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*/
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void idLobby::FreeAllUsers() {
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for ( int i = userList.Num() - 1; i >= 0; i-- ) {
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FreeUser( userList[i] );
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}
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assert( userList.Num() == 0 );
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assert( freeUsers.Num() == userPool.Max() );
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}
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/*
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========================
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idLobby::RegisterUser
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========================
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*/
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void idLobby::RegisterUser( lobbyUser_t * lobbyUser ) {
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if ( lobbyUser->isBot ) {
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return;
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}
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// Register the user with the various managers
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bool isLocal = IsSessionUserLocal( lobbyUser );
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if ( lobbyBackend != NULL ) {
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lobbyBackend->RegisterUser( lobbyUser, isLocal );
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}
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sessionCB->GetVoiceChat()->RegisterTalker( lobbyUser, lobbyType, isLocal );
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}
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/*
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========================
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idLobby::UnregisterUser
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========================
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*/
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void idLobby::UnregisterUser( lobbyUser_t * lobbyUser ) {
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if ( lobbyUser->isBot ) {
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return;
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}
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if ( lobbyUser->IsDisconnected() ) {
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return;
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}
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bool isLocal = IsSessionUserLocal( lobbyUser );
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if ( lobbyBackend != NULL ) {
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lobbyBackend->UnregisterUser( lobbyUser, isLocal );
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}
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sessionCB->GetVoiceChat()->UnregisterTalker( lobbyUser, lobbyType, isLocal );
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}
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/*
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========================
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idLobby::VerifyUser
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========================
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*/
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bool idLobby::VerifyUser( const lobbyUser_t * lobbyUser ) const {
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if ( !verify( userList.FindIndex( const_cast<lobbyUser_t *>( lobbyUser ) ) != -1 ) ) {
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return false;
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}
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return true;
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}
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/*
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========================
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idLobby::IsSessionUserLocal
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========================
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*/
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bool idLobby::IsSessionUserLocal( const lobbyUser_t * lobbyUser ) const {
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if ( !verify( lobbyUser != NULL ) ) {
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return false;
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}
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if ( !VerifyUser( lobbyUser ) ) {
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return false;
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}
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// This user is local if the peerIndex matches what our peerIndex is on the host
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return ( lobbyUser->peerIndex == peerIndexOnHost );
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}
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/*
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========================
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idLobby::IsSessionUserIndexLocal
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========================
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*/
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bool idLobby::IsSessionUserIndexLocal( int i ) const {
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return IsSessionUserLocal( GetLobbyUser( i ) );
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}
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/*
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========================
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idLobby::GetLobbyUserIndexByID
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========================
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*/
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int idLobby::GetLobbyUserIndexByID( lobbyUserID_t lobbyUserId, bool ignoreLobbyType ) const {
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if ( !lobbyUserId.IsValid() ) {
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return -1;
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}
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assert( lobbyUserId.GetLobbyType() == lobbyType || ignoreLobbyType );
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for ( int i = 0; i < GetNumLobbyUsers(); ++ i ) {
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if ( ignoreLobbyType ) {
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if ( GetLobbyUser( i )->lobbyUserID.CompareIgnoreLobbyType( lobbyUserId ) ) {
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return i;
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}
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continue;
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}
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if ( GetLobbyUser( i )->lobbyUserID == lobbyUserId ) {
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return i;
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}
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}
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return -1;
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}
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/*
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========================
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idLobby::GetLobbyUserByID
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========================
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*/
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lobbyUser_t * idLobby::GetLobbyUserByID( lobbyUserID_t lobbyUserID, bool ignoreLobbyType ) {
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int index = GetLobbyUserIndexByID( lobbyUserID, ignoreLobbyType );
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if ( index == -1 ) {
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return NULL;
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}
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return GetLobbyUser( index );
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}
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/*
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========================
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idLobby::CreateLobbyUserFromLocalUser
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This functions just defaults the session users to the signin manager local users
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========================
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*/
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lobbyUser_t idLobby::CreateLobbyUserFromLocalUser( const idLocalUser * localUser ) {
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lobbyUser_t lobbyUser;
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idStr::Copynz( lobbyUser.gamertag, localUser->GetGamerTag(), sizeof( lobbyUser.gamertag ) );
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lobbyUser.peerIndex = -1;
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lobbyUser.lobbyUserID = lobbyUserID_t( localUser->GetLocalUserHandle(), lobbyType ); // Generate the lobby using a combination of local user id, and lobby type
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lobbyUser.disconnecting = false;
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// If we are in a game lobby (or dedicated game state lobby), and we have a party lobby running, assume we can grab the party token from our equivalent user in the party.
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if ( ( lobbyType == TYPE_GAME || lobbyType == TYPE_GAME_STATE ) && sessionCB->GetPartyLobby().IsLobbyActive() ) {
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if ( ( sessionCB->GetPartyLobby().parms.matchFlags & MATCH_REQUIRE_PARTY_LOBBY ) && !( sessionCB->GetPartyLobby().parms.matchFlags & MATCH_PARTY_INVITE_PLACEHOLDER ) ) {
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// copy some things from my party user
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const int myPartyUserIndex = sessionCB->GetPartyLobby().GetLobbyUserIndexByLocalUserHandle( lobbyUser.lobbyUserID.GetLocalUserHandle() );
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if ( verify( myPartyUserIndex >= 0 ) ) { // Just in case
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lobbyUser_t * myPartyUser = sessionCB->GetPartyLobby().GetLobbyUser( myPartyUserIndex );
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if ( myPartyUser != NULL ) {
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lobbyUser.partyToken = myPartyUser->partyToken;
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}
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}
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}
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}
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lobbyUser.UpdateClientMutableData( localUser );
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NET_VERBOSE_PRINT( "NET: CreateLobbyUserFromLocalUser: party %08x name %s (%s)\n", lobbyUser.partyToken, lobbyUser.gamertag, GetLobbyName() );
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return lobbyUser;
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}
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/*
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========================
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idLobby::InitSessionUsersFromLocalUsers
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This functions just defaults the session users to the signin manager local users
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========================
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*/
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void idLobby::InitSessionUsersFromLocalUsers( bool onlineMatch ) {
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assert( lobbyBackend != NULL );
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// First, clear all session users of this session type
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FreeAllUsers();
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// Copy all local users from sign in mgr to the session user list
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for ( int i = 0; i < sessionCB->GetSignInManager().GetNumLocalUsers(); i++ ) {
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idLocalUser * localUser = sessionCB->GetSignInManager().GetLocalUserByIndex( i );
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// Make sure this user can join lobbies
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if ( onlineMatch && !localUser->CanPlayOnline() ) {
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continue;
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}
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lobbyUser_t lobbyUser = CreateLobbyUserFromLocalUser( localUser );
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// Append this new session user to the session user list
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lobbyUser_t * createdUser = AllocUser( lobbyUser );
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// Get the migration game data if this is a migrated hosting
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if ( verify( createdUser != NULL ) && migrationInfo.persistUntilGameEndsData.wasMigratedHost ) {
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createdUser->migrationGameData = migrationInfo.persistUntilGameEndsData.ourGameData;
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NET_VERBOSE_PRINT( "NET: Migration game data set for local user %s at index %d \n", createdUser->gamertag, migrationInfo.persistUntilGameEndsData.ourGameData );
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}
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}
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}
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/*
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========================
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idLobby::GetLobbyUserIndexByLocalUserHandle
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Takes a local user handle, and converts to a session user
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========================
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*/
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int idLobby::GetLobbyUserIndexByLocalUserHandle( const localUserHandle_t localUserHandle ) const {
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// Find the session user that uses this input device index
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for ( int i = 0; i < GetNumLobbyUsers(); i++ ) {
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if ( !IsSessionUserIndexLocal( i ) ) {
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continue; // We only want local users
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}
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if ( GetLobbyUser( i )->lobbyUserID.GetLocalUserHandle() == localUserHandle ) {
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return i; // Found it
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}
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}
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return -1;
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}
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/*
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========================
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idLobby::GetLocalUserFromLobbyUserIndex
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This takes a session user, and converts to a local user
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========================
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*/
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idLocalUser * idLobby::GetLocalUserFromLobbyUserIndex( int lobbyUserIndex ) {
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if ( lobbyUserIndex < 0 || lobbyUserIndex >= GetNumLobbyUsers() ) {
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return NULL;
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}
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if ( !IsSessionUserIndexLocal( lobbyUserIndex ) ) {
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return NULL;
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}
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lobbyUser_t * lobbyUser = GetLobbyUser( lobbyUserIndex );
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if ( lobbyUser == NULL ) {
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return NULL;
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}
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return sessionCB->GetSignInManager().GetLocalUserByHandle( lobbyUser->lobbyUserID.GetLocalUserHandle() );
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}
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/*
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========================
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idLobby::GetSessionUserFromLocalUser
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Takes a local user, and converts to a session user
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========================
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*/
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lobbyUser_t * idLobby::GetSessionUserFromLocalUser( const idLocalUser * localUser ) {
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if ( localUser == NULL ) {
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return NULL;
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}
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int sessionUserIndex = GetLobbyUserIndexByLocalUserHandle( localUser->GetLocalUserHandle() );
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if ( sessionUserIndex != -1 ) {
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assert( IsSessionUserIndexLocal( sessionUserIndex ) );
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return GetLobbyUser( sessionUserIndex );
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}
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return NULL;
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}
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/*
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========================
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idLobby::RemoveUsersWithDisconnectedPeers
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Go through each user, and remove the ones that have a peer marked as disconnected
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NOTE - This should only be called from the host. The host will call RemoveSessionUsersByIDList,
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which will forward the action to the connected peers.
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========================
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*/
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void idLobby::RemoveUsersWithDisconnectedPeers() {
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if ( !verify( IsHost() ) ) {
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// We're not allowed to do this unless we are the host of this session type
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// If we are the host, RemoveSessionUsersByIDList will forward the call to peers.
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return;
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}
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idList< lobbyUserID_t > removeList;
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for ( int u = 0; u < GetNumLobbyUsers(); u++ ) {
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lobbyUser_t * user = GetLobbyUser( u );
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if ( !verify( user != NULL ) ) {
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continue;
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}
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if ( IsSessionUserIndexLocal( u ) || user->IsDisconnected() ) {
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continue;
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}
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if ( user->peerIndex == -1 ) {
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// Wanting to know if this actually happens.
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// If this is a user on the hosts machine, IsSessionUserIndexLocal should catch it above.
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assert( false );
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// The user is on the host.
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// The host's peer is disconnected via other mechanisms that I don't have a firm
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// grasp on yet.
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continue;
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}
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if ( user->peerIndex >= peers.Num() ) {
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// TTimo - I am hitting this in ~12 client games for some reason?
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// only throwing an assertion in debug, with no crashing, so adding a warning verbose
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idLib::Warning( "idLobby::RemoveUsersWithDisconnectedPeers: user %d %s is out of range in the peers list (%d elements)", u, user->gamertag, peers.Num() );
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continue;
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}
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peer_t & peer = peers[ user->peerIndex ];
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if ( peer.GetConnectionState() != CONNECTION_ESTABLISHED ) {
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removeList.Append( user->lobbyUserID );
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}
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}
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RemoveSessionUsersByIDList( removeList );
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}
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/*
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========================
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idLobby::RemoveSessionUsersByIDList
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This is the choke point for removing users from a session.
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It will handle all the housekeeping of removing from various platform lists (xsession user tracking, etc).
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Called from both host and client.
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========================
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*/
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void idLobby::RemoveSessionUsersByIDList( idList< lobbyUserID_t > & usersToRemoveByID ) {
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assert( lobbyBackend != NULL || usersToRemoveByID.Num() == 0 );
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for ( int i = 0; i < usersToRemoveByID.Num(); i++ ) {
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for ( int u = 0; u < GetNumLobbyUsers(); u++ ) {
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lobbyUser_t * user = GetLobbyUser( u );
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if ( user->IsDisconnected() ) {
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// User already disconnected from session but not removed from the list.
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// This will happen when users are removed during the game.
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continue;
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}
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if ( user->lobbyUserID == usersToRemoveByID[i] ) {
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if ( lobbyType == TYPE_GAME ) {
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idLib::Printf( "NET: %s left the game.\n", user->gamertag );
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} else if ( lobbyType == TYPE_PARTY ) {
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idLib::Printf( "NET: %s left the party.\n", user->gamertag );
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}
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UnregisterUser( user );
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// Save the user so we can still get his gamertag, which may be needed for
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// a disconnection HUD message.
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SaveDisconnectedUser( *user );
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FreeUser( user );
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break;
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}
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}
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}
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if ( usersToRemoveByID.Num() > 0 && IsHost() ) {
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if ( lobbyBackend != NULL ) {
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lobbyBackend->UpdateLobbySkill( GetAverageSessionLevel() );
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}
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// If we are the host, send a message to all peers with a list of users who have disconnected
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byte buffer[ idPacketProcessor::MAX_MSG_SIZE ];
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idBitMsg msg( buffer, sizeof( buffer ) );
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msg.WriteByte( usersToRemoveByID.Num() );
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for ( int i = 0; i < usersToRemoveByID.Num(); i++ ) {
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usersToRemoveByID[i].WriteToMsg( msg );
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}
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for ( int p = 0; p < peers.Num(); p++ ) {
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QueueReliableMessage( p, RELIABLE_USER_DISCONNECTED, msg.GetReadData(), msg.GetSize() );
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}
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}
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}
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|
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/*
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========================
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idLobby::SendPeersMicStatusToNewUsers
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Sends each current user mic status to the newly added peer.
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========================
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*/
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void idLobby::SendPeersMicStatusToNewUsers( int peerNumber ) {
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if ( !IsHost() ) {
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return;
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}
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byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
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idBitMsg outmsg( buffer, sizeof( buffer ) );
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// Count up how many users will be in the msg
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int numUsersInMsg = 0;
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for ( int i = 0; i < GetNumLobbyUsers(); ++i ) {
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lobbyUser_t * user = GetLobbyUser( i );
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if ( user->isBot ) {
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continue;
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}
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if ( user->peerIndex == peerNumber ) {
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continue;
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}
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numUsersInMsg++;
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}
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if ( numUsersInMsg == 0 ) {
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return; // Nothing to do
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}
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outmsg.WriteLong( numUsersInMsg );
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for ( int i = 0; i < GetNumLobbyUsers(); ++i ) {
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lobbyUser_t * user = GetLobbyUser( i );
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if ( user->isBot ) {
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continue;
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}
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if ( user->peerIndex == peerNumber ) {
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continue;
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}
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int talkerIndex = sessionCB->GetVoiceChat()->FindTalkerByUserId( user->lobbyUserID, lobbyType );
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bool state = sessionCB->GetVoiceChat()->GetHeadsetState( talkerIndex );
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|
|
idLib::Printf( "Packing headset state %d for user %d %s\n", state, i, user->gamertag );
|
|
user->lobbyUserID.WriteToMsg( outmsg );
|
|
outmsg.WriteBool( state );
|
|
}
|
|
|
|
|
|
idLib::Printf( "Sending headset states to new peer %d\n", peerNumber );
|
|
QueueReliableMessage( peerNumber, RELIABLE_HEADSET_STATE, outmsg.GetReadData(), outmsg.GetSize() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::SendNewUsersToPeers
|
|
Sends a range of users to the current list of peers.
|
|
The host calls this when he receives new users, to forward the list to the other peers.
|
|
========================
|
|
*/
|
|
void idLobby::SendNewUsersToPeers( int skipPeer, int userStart, int numUsers ) {
|
|
if ( !IsHost() ) {
|
|
return;
|
|
}
|
|
|
|
assert( GetNumLobbyUsers() - userStart == numUsers );
|
|
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
idBitMsg outmsg( buffer, sizeof( buffer ) );
|
|
|
|
// Write number of users
|
|
outmsg.WriteByte( numUsers );
|
|
|
|
// Fill up the msg with all the users
|
|
for ( int u = userStart; u < GetNumLobbyUsers(); u++ ) {
|
|
GetLobbyUser( u )->WriteToMsg( outmsg );
|
|
}
|
|
|
|
// Send the msg to all peers (except the skipPeer, or peers not connected to this session type)
|
|
for ( int p = 0; p < peers.Num(); p++ ) {
|
|
if ( p == skipPeer || peers[p].GetConnectionState() != CONNECTION_ESTABLISHED ) {
|
|
continue; // If they are not connected in this session type, don't send anything to them.
|
|
}
|
|
QueueReliableMessage( p, RELIABLE_USER_CONNECTED, outmsg.GetReadData(), outmsg.GetSize() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::AllocLobbyUserSlotForBot
|
|
========================
|
|
*/
|
|
lobbyUserID_t idLobby::AllocLobbyUserSlotForBot( const char * botName ) {
|
|
lobbyUser_t botSessionUser;
|
|
botSessionUser.peerIndex = peerIndexOnHost;
|
|
botSessionUser.isBot = true;
|
|
botSessionUser.disconnecting = false;
|
|
idStr::Copynz( botSessionUser.gamertag, botName, sizeof( botSessionUser.gamertag ) );
|
|
|
|
localUserHandle_t localUserHandle( session->GetSignInManager().GetUniqueLocalUserHandle( botSessionUser.gamertag ) );
|
|
botSessionUser.lobbyUserID = lobbyUserID_t( localUserHandle, lobbyType );
|
|
|
|
lobbyUser_t * botUser = NULL;
|
|
|
|
int sessionUserIndex = -1;
|
|
|
|
// First, try to replace a disconnected user
|
|
for ( int i = 0; i < GetNumLobbyUsers(); ++i ) {
|
|
if ( IsLobbyUserDisconnected( i ) ) {
|
|
lobbyUser_t * user = GetLobbyUser( i );
|
|
if ( verify( user != NULL ) ) {
|
|
*user = botSessionUser;
|
|
botUser = user;
|
|
sessionUserIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( botUser == NULL ) {
|
|
if ( freeUsers.Num() == 0 ) {
|
|
idLib::Warning( "NET: Out Of Session Users - Can't Add Bot %s!", botName );
|
|
return lobbyUserID_t();
|
|
}
|
|
botUser = AllocUser( botSessionUser );
|
|
sessionUserIndex = userList.Num() - 1;
|
|
}
|
|
|
|
if ( !verify( botUser != NULL ) ) {
|
|
idLib::Warning( "NET: Can't Find Session Slot For Bot!" );
|
|
return lobbyUserID_t();
|
|
} else {
|
|
NET_VERBOSE_PRINT( "NET: Created Bot %s At Index %d \n", botUser->gamertag, sessionUserIndex );
|
|
}
|
|
|
|
SendNewUsersToPeers( peerIndexOnHost, userList.Num() - 1, 1 ); // bot has been added to the lobby user list - update the peers so that they can see the bot too.
|
|
|
|
return GetLobbyUser( sessionUserIndex )->lobbyUserID;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::RemoveBotFromLobbyUserList
|
|
========================
|
|
*/
|
|
void idLobby::RemoveBotFromLobbyUserList( lobbyUserID_t lobbyUserID ) {
|
|
const int index = GetLobbyUserIndexByID( lobbyUserID );
|
|
|
|
lobbyUser_t * botUser = GetLobbyUser( index );
|
|
if ( botUser == NULL ) {
|
|
assert( false );
|
|
idLib::Warning( "RemoveBotFromLobbyUserList: Invalid User Index!" );
|
|
return;
|
|
}
|
|
|
|
if ( !botUser->isBot ) {
|
|
idLib::Warning( "RemoveBotFromLobbyUserList: User Index Is Not A Bot!" ); // don't accidentally disconnect a human player.
|
|
return;
|
|
}
|
|
|
|
botUser->isBot = false;
|
|
botUser->lobbyUserID = lobbyUserID_t();
|
|
|
|
FreeUser( botUser );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::GetLobbyUserIsBot
|
|
========================
|
|
*/
|
|
bool idLobby::GetLobbyUserIsBot( lobbyUserID_t lobbyUserID ) const {
|
|
const int index = GetLobbyUserIndexByID( lobbyUserID );
|
|
|
|
const lobbyUser_t * botLobbyUser = GetLobbyUser( index );
|
|
if ( botLobbyUser == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
return botLobbyUser->isBot;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::AddUsersFromMsg
|
|
Called on peer and host.
|
|
Simply parses a msg, and adds any new users from it to our own user list.
|
|
If we are the host, we will forward this to all peers except the peer that we just received it from.
|
|
========================
|
|
*/
|
|
void idLobby::AddUsersFromMsg( idBitMsg & msg, int fromPeer ) {
|
|
int userStart = GetNumLobbyUsers();
|
|
int numNewUsers = msg.ReadByte();
|
|
|
|
assert( lobbyBackend != NULL );
|
|
|
|
// Add the new users to our own list
|
|
for ( int u = 0; u < numNewUsers; u++ ) {
|
|
lobbyUser_t newUser;
|
|
|
|
// Read in the new user
|
|
newUser.ReadFromMsg( msg );
|
|
|
|
// Initialize their peerIndex and userID if we are the host
|
|
// (we'll send these back to them in the initial connect)
|
|
if ( IsHost() ) {
|
|
if ( fromPeer != -1 ) { // -1 means this is the host adding his own users, and this stuff is already computed
|
|
// local users will already have this information filled out.
|
|
newUser.address = peers[ fromPeer ].address;
|
|
newUser.peerIndex = fromPeer;
|
|
if ( lobbyType == TYPE_PARTY ) {
|
|
newUser.partyToken = GetPartyTokenAsHost();
|
|
}
|
|
}
|
|
} else {
|
|
assert( fromPeer == host );
|
|
// The host sends us all user addresses, except his local users, so we compute that here
|
|
if ( newUser.peerIndex == -1 ) {
|
|
newUser.address = peers[ fromPeer ].address;
|
|
}
|
|
}
|
|
|
|
idLib::Printf( "NET: %s joined (%s) [partyToken = %08x].\n", newUser.gamertag, GetLobbyName(), newUser.partyToken );
|
|
|
|
lobbyUser_t * appendedUser = NULL;
|
|
|
|
// First, try to replace a disconnected user
|
|
for ( int i = 0; i < GetNumLobbyUsers(); i++ ) {
|
|
lobbyUser_t * user = GetLobbyUser( i );
|
|
|
|
if ( user->IsDisconnected() ) {
|
|
userStart = i;
|
|
*user = newUser;
|
|
appendedUser = user;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Add them to our list
|
|
if ( appendedUser == NULL ) {
|
|
appendedUser = AllocUser( newUser );
|
|
}
|
|
|
|
// Run platform-specific handler after adding
|
|
assert( appendedUser->peerIndex == newUser.peerIndex ); // paranoia
|
|
assert( appendedUser->lobbyUserID == newUser.lobbyUserID ); // paranoia
|
|
RegisterUser( appendedUser );
|
|
}
|
|
|
|
// Forward list of the new users to all other peers
|
|
if ( IsHost() ) {
|
|
SendNewUsersToPeers( fromPeer, userStart, numNewUsers );
|
|
|
|
// Set the lobbies skill level
|
|
lobbyBackend->UpdateLobbySkill( GetAverageSessionLevel() );
|
|
}
|
|
|
|
idLib::Printf( "---------------- %s --------------------\n", GetLobbyName() );
|
|
for( int userIndex = 0; userIndex < GetNumLobbyUsers(); ++userIndex ) {
|
|
lobbyUser_t * user = GetLobbyUser( userIndex );
|
|
idLib::Printf( "party %08x user %s\n", user->partyToken, user->gamertag );
|
|
}
|
|
idLib::Printf( "---------------- %s --------------------\n", GetLobbyName() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::UpdateSessionUserOnPeers
|
|
========================
|
|
*/
|
|
void idLobby::UpdateSessionUserOnPeers( idBitMsg & msg ) {
|
|
for ( int p = 0; p < peers.Num(); p++ ) {
|
|
QueueReliableMessage( p, RELIABLE_UPDATE_SESSION_USER, msg.GetReadData() + msg.GetReadCount(), msg.GetSize() - msg.GetReadCount() );
|
|
}
|
|
|
|
HandleUpdateSessionUser( msg );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::HandleHeadsetStateChange
|
|
========================
|
|
*/
|
|
void idLobby::HandleHeadsetStateChange( int fromPeer, idBitMsg & msg ) {
|
|
int userCount = msg.ReadLong();
|
|
|
|
for ( int i = 0; i < userCount; ++i ) {
|
|
lobbyUserID_t lobbyUserID;
|
|
lobbyUserID.ReadFromMsg( msg );
|
|
bool state = msg.ReadBool();
|
|
|
|
int talkerIndex = sessionCB->GetVoiceChat()->FindTalkerByUserId( lobbyUserID, lobbyType );
|
|
sessionCB->GetVoiceChat()->SetHeadsetState( talkerIndex, state );
|
|
|
|
idLib::Printf( "User %d headset status: %d\n", talkerIndex, state );
|
|
|
|
// If we are the host, let the other clients know about the headset state of this peer
|
|
if ( IsHost() ) {
|
|
|
|
// We should not be receiving a message with a user count > 1 if we are the host
|
|
assert( userCount == 1 );
|
|
|
|
byte buffer[ idPacketProcessor::MAX_MSG_SIZE ];
|
|
idBitMsg outMsg( buffer, sizeof( buffer ) );
|
|
outMsg.WriteLong( 1 );
|
|
lobbyUserID.WriteToMsg( outMsg );
|
|
outMsg.WriteBool( state );
|
|
|
|
for ( int j = 0; j < peers.Num(); ++j ) {
|
|
// Don't send this to the player that we just received the message from
|
|
if ( !peers[ j ].IsConnected() || j == fromPeer ) {
|
|
continue;
|
|
}
|
|
|
|
QueueReliableMessage( j, RELIABLE_HEADSET_STATE, outMsg.GetReadData(), outMsg.GetSize() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::HandleUpdateSessionUser
|
|
========================
|
|
*/
|
|
void idLobby::HandleUpdateSessionUser( idBitMsg & msg ) {
|
|
// FIXME: Use a user id here
|
|
int sessionUserIndex = msg.ReadByte();
|
|
|
|
lobbyUser_t * user = GetLobbyUser( sessionUserIndex );
|
|
|
|
if ( verify( user != NULL ) ) {
|
|
user->ReadClientMutableData( msg );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::CreateUserUpdateMessage
|
|
========================
|
|
*/
|
|
void idLobby::CreateUserUpdateMessage( int userIndex, idBitMsg & msg ) {
|
|
lobbyUser_t * user = GetLobbyUser( userIndex );
|
|
|
|
if ( verify( user != NULL ) ) {
|
|
msg.WriteByte( userIndex );
|
|
user->WriteClientMutableData( msg );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::UpdateLocalSessionUsers
|
|
========================
|
|
*/
|
|
void idLobby::UpdateLocalSessionUsers() {
|
|
for ( int i = 0; i < GetNumLobbyUsers(); i++ ) {
|
|
idLocalUser * localUser = GetLocalUserFromLobbyUserIndex( i );
|
|
lobbyUser_t * lobbyUser = GetLobbyUser( i );
|
|
|
|
if ( localUser == NULL || lobbyUser == NULL ) {
|
|
continue;
|
|
}
|
|
if ( !lobbyUser->UpdateClientMutableData( localUser ) ) {
|
|
continue;
|
|
}
|
|
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE - 2 ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
|
|
CreateUserUpdateMessage( i, msg );
|
|
|
|
if ( IsHost() ) {
|
|
UpdateSessionUserOnPeers( msg );
|
|
} else if ( IsPeer() ) {
|
|
QueueReliableMessage( host, RELIABLE_SESSION_USER_MODIFIED, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::PeerIndexForSessionUserIndex
|
|
========================
|
|
*/
|
|
int idLobby::PeerIndexForSessionUserIndex( int sessionUserIndex ) const {
|
|
const lobbyUser_t * user = GetLobbyUser( sessionUserIndex );
|
|
|
|
if ( !verify( user != NULL ) ) {
|
|
return -1;
|
|
}
|
|
|
|
return user->peerIndex;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::HandleUserConnectFailure
|
|
========================
|
|
*/
|
|
void idLobby::HandleUserConnectFailure( int p, idBitMsg & inMsg, int reliableType ) {
|
|
// Read user to get handle so we can send it back
|
|
inMsg.ReadByte(); // Num users
|
|
lobbyUser_t user;
|
|
user.ReadFromMsg( inMsg );
|
|
|
|
// Not enough room, send failure ack
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
user.lobbyUserID.GetLocalUserHandle().WriteToMsg( msg ); // Let peer know which user failed to connect
|
|
|
|
// Send it
|
|
QueueReliableMessage( p, reliableType, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::ProcessUserDisconnectMsg
|
|
========================
|
|
*/
|
|
void idLobby::ProcessUserDisconnectMsg( idBitMsg & msg ) {
|
|
|
|
idList< lobbyUserID_t > removeList;
|
|
|
|
// Convert the msg into a list of id's
|
|
const int numUsers = msg.ReadByte();
|
|
|
|
for ( int u = 0; u < numUsers; u++ ) {
|
|
lobbyUserID_t lobbyUserID;
|
|
lobbyUserID.ReadFromMsg( msg );
|
|
removeList.Append( lobbyUserID );
|
|
}
|
|
|
|
RemoveSessionUsersByIDList( removeList );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::CompactDisconnectedUsers
|
|
Pack the user list by removing disconnected users
|
|
We need to do this, since when in a game, we aren't allowed to remove users from the game session.
|
|
========================
|
|
*/
|
|
void idLobby::CompactDisconnectedUsers() {
|
|
for ( int i = GetNumLobbyUsers() - 1; i >= 0; i-- ) {
|
|
lobbyUser_t * user = GetLobbyUser( i );
|
|
if ( user->IsDisconnected() ) {
|
|
FreeUser( user );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::RequestLocalUserJoin
|
|
Sends a request to the host to join a local user to a session.
|
|
If we are the host, we will do it immediately.
|
|
========================
|
|
*/
|
|
void idLobby::RequestLocalUserJoin( idLocalUser * localUser ) {
|
|
assert( IsRunningAsHostOrPeer() );
|
|
|
|
// Construct a msg that contains the user connect request
|
|
lobbyUser_t lobbyUser = CreateLobbyUserFromLocalUser( localUser );
|
|
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
|
|
msg.WriteByte( 1 ); // 1 user
|
|
lobbyUser.WriteToMsg( msg ); // Write user
|
|
|
|
if ( IsHost() ) {
|
|
AddUsersFromMsg( msg, -1 );
|
|
localUser->SetJoiningLobby( lobbyType, false );
|
|
} else {
|
|
// Send request to host to add user
|
|
QueueReliableMessage( host, RELIABLE_USER_CONNECT_REQUEST, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::RequestSessionUserDisconnect
|
|
Sends a request to the host to remove a session user from the session.
|
|
If we are the host, we will do it immediately.
|
|
========================
|
|
*/
|
|
void idLobby::RequestSessionUserDisconnect( int sessionUserIndex ) {
|
|
|
|
if ( !IsRunningAsHostOrPeer() ) {
|
|
// If we are not in an actual running session, just remove it.
|
|
// This is so we accurately reflect the local user list through the session users in the menus, etc.
|
|
// FIXME:
|
|
// This is a total hack, and we should really look at better separation of local users/session users
|
|
// and not rely on session users while in the menus.
|
|
FreeUser( GetLobbyUser( sessionUserIndex ) );
|
|
return;
|
|
}
|
|
|
|
lobbyUser_t * lobbyUser = GetLobbyUser( sessionUserIndex );
|
|
|
|
if ( !verify( lobbyUser != NULL ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( lobbyUser->disconnecting == true ) {
|
|
return; // Already disconnecting
|
|
}
|
|
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
|
|
msg.WriteByte( 1 ); // 1 user
|
|
lobbyUser->lobbyUserID.WriteToMsg( msg );
|
|
|
|
if ( IsHost() ) {
|
|
idBitMsg readMsg;
|
|
readMsg.InitRead( msg.GetReadData(), msg.GetSize() );
|
|
|
|
// As the host, just disconnect immediately (we'll still send the notification to all peers though)
|
|
ProcessUserDisconnectMsg( readMsg );
|
|
} else {
|
|
// Send the message
|
|
QueueReliableMessage( host, RELIABLE_USER_DISCONNECT_REQUEST, msg.GetReadData(), msg.GetSize() );
|
|
|
|
// Mark user as disconnecting to make sure we don't keep sending the request
|
|
lobbyUser->disconnecting = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::SyncLobbyUsersWithLocalUsers
|
|
This function will simply try and keep session[lobbyType].users sync'd up with local users.
|
|
As local users come and go, this function will detect that, and send msg's to the host that will
|
|
add/remove the users from the session.
|
|
========================
|
|
*/
|
|
void idLobby::SyncLobbyUsersWithLocalUsers( bool allowLocalJoins, bool onlineMatch ) {
|
|
|
|
if ( lobbyBackend == NULL ) {
|
|
return;
|
|
}
|
|
|
|
if ( !IsRunningAsHostOrPeer() ) {
|
|
return;
|
|
}
|
|
|
|
if ( allowLocalJoins ) {
|
|
// If we are allowed to do so, allow local users to join the session user list
|
|
for ( int i = 0; i < sessionCB->GetSignInManager().GetNumLocalUsers(); i++ ) {
|
|
idLocalUser * localUser = sessionCB->GetSignInManager().GetLocalUserByIndex( i );
|
|
|
|
if ( GetSessionUserFromLocalUser( localUser ) != NULL ) {
|
|
continue; // Already in the lobby
|
|
}
|
|
|
|
if ( localUser->IsJoiningLobby( lobbyType ) ) {
|
|
continue; // Already joining lobby if this type
|
|
}
|
|
|
|
if ( onlineMatch && !localUser->CanPlayOnline() ) {
|
|
continue; // Not allowed to join this type of lobby
|
|
}
|
|
|
|
localUser->SetJoiningLobby( lobbyType, true ); // We'll reset this when we get the ack for this request
|
|
RequestLocalUserJoin( localUser );
|
|
}
|
|
}
|
|
|
|
// Find session users that are no longer allowed to be in the list
|
|
for ( int i = GetNumLobbyUsers() - 1; i >= 0; i-- ) {
|
|
if ( !IsSessionUserIndexLocal( i ) ) {
|
|
continue;
|
|
}
|
|
|
|
lobbyUser_t * lobbyUser = GetLobbyUser( i );
|
|
if ( lobbyUser != NULL && lobbyUser->isBot ) {
|
|
continue;
|
|
}
|
|
|
|
idLocalUser * localUser = GetLocalUserFromLobbyUserIndex( i );
|
|
|
|
if ( localUser == NULL || ( onlineMatch && !localUser->CanPlayOnline() ) ) {
|
|
// Either the session user is no longer in the local user list,
|
|
// or not allowed to join online lobbies.
|
|
RequestSessionUserDisconnect( i );
|
|
} else {
|
|
localUser->SetJoiningLobby( lobbyType, false ); // Remove joining lobby flag if we are in the lobby
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::IsLobbyUserDisconnected
|
|
========================
|
|
*/
|
|
bool idLobby::IsLobbyUserDisconnected( int userIndex ) const {
|
|
const lobbyUser_t * user = GetLobbyUser( userIndex );
|
|
if ( user == NULL ) {
|
|
return true;
|
|
}
|
|
|
|
if ( user->isBot ) {
|
|
return false;
|
|
}
|
|
|
|
if ( user->IsDisconnected() ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::IsLobbyUserValid
|
|
========================
|
|
*/
|
|
bool idLobby::IsLobbyUserValid( lobbyUserID_t lobbyUserID ) const {
|
|
if ( !lobbyUserID.IsValid() ) {
|
|
return false;
|
|
}
|
|
|
|
if ( GetLobbyUserIndexByID( lobbyUserID ) == -1 ) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::ValidateConnectedUser
|
|
========================
|
|
*/
|
|
bool idLobby::ValidateConnectedUser( const lobbyUser_t * user ) const {
|
|
if ( user == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
if ( user->IsDisconnected() ) {
|
|
return false;
|
|
}
|
|
|
|
if ( user->peerIndex == -1 ) {
|
|
return true; // Host
|
|
}
|
|
|
|
if ( IsHost() ) {
|
|
if ( user->peerIndex < 0 || user->peerIndex >= peers.Num() ) {
|
|
return false;
|
|
}
|
|
|
|
if ( !peers[user->peerIndex].IsConnected() ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::IsLobbyUserLoaded
|
|
========================
|
|
*/
|
|
bool idLobby::IsLobbyUserLoaded( lobbyUserID_t lobbyUserID ) const {
|
|
assert( lobbyType == GetActingGameStateLobbyType() );
|
|
|
|
int userIndex = GetLobbyUserIndexByID( lobbyUserID );
|
|
|
|
if ( !verify( userIndex != -1 ) ) {
|
|
return false;
|
|
}
|
|
|
|
const lobbyUser_t * user = GetLobbyUser( userIndex );
|
|
|
|
if ( user == NULL ) {
|
|
return false;
|
|
}
|
|
|
|
if ( user->isBot ) {
|
|
return true;
|
|
}
|
|
|
|
if ( !ValidateConnectedUser( user ) ) {
|
|
return false;
|
|
}
|
|
|
|
if ( IsSessionUserLocal( user ) ) {
|
|
return loaded; // If this is a local user, check the local loaded flag
|
|
}
|
|
|
|
if ( !verify( user->peerIndex >= 0 && user->peerIndex < peers.Num() ) ) {
|
|
return false;
|
|
}
|
|
|
|
return peers[user->peerIndex].loaded;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::LobbyUserHasFirstFullSnap
|
|
========================
|
|
*/
|
|
bool idLobby::LobbyUserHasFirstFullSnap( lobbyUserID_t lobbyUserID ) const {
|
|
assert( lobbyType == GetActingGameStateLobbyType() );
|
|
|
|
int userIndex = GetLobbyUserIndexByID( lobbyUserID );
|
|
|
|
const lobbyUser_t * user = GetLobbyUser( userIndex );
|
|
|
|
if ( !ValidateConnectedUser( user ) ) {
|
|
return false;
|
|
}
|
|
|
|
if ( user->peerIndex == -1 ) {
|
|
return false;
|
|
}
|
|
|
|
if ( peers[user->peerIndex].snapProc->GetFullSnapBaseSequence() < idSnapshotProcessor::INITIAL_SNAP_SEQUENCE ) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::GetLobbyUserIdByOrdinal
|
|
========================
|
|
*/
|
|
lobbyUserID_t idLobby::GetLobbyUserIdByOrdinal( int userIndex ) const {
|
|
const lobbyUser_t * user = GetLobbyUser( userIndex );
|
|
if ( user == NULL ) {
|
|
return lobbyUserID_t();
|
|
}
|
|
|
|
if ( user->isBot ) {
|
|
return user->lobbyUserID;
|
|
}
|
|
|
|
if ( !ValidateConnectedUser( user ) ) {
|
|
return lobbyUserID_t();
|
|
}
|
|
|
|
return user->lobbyUserID;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::GetLobbyUserIndexFromLobbyUserID
|
|
========================
|
|
*/
|
|
int idLobby::GetLobbyUserIndexFromLobbyUserID( lobbyUserID_t lobbyUserID ) const {
|
|
return GetLobbyUserIndexByID( lobbyUserID );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::EnableSnapshotsForLobbyUser
|
|
========================
|
|
*/
|
|
void idLobby::EnableSnapshotsForLobbyUser( lobbyUserID_t lobbyUserID ) {
|
|
assert( lobbyType == GetActingGameStateLobbyType() );
|
|
|
|
int userIndex = GetLobbyUserIndexByID( lobbyUserID );
|
|
|
|
const lobbyUser_t * user = GetLobbyUser( userIndex );
|
|
|
|
if ( !ValidateConnectedUser( user ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( user->peerIndex == -1 ) {
|
|
return;
|
|
}
|
|
|
|
peers[user->peerIndex].pauseSnapshots = false;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::GetAverageSessionLevel
|
|
========================
|
|
*/
|
|
float idLobby::GetAverageSessionLevel() {
|
|
float level = 0.0f;
|
|
int numActiveMembers = 0;
|
|
|
|
for ( int i = 0; i < GetNumLobbyUsers(); i++ ) {
|
|
const lobbyUser_t * user = GetLobbyUser( i );
|
|
|
|
if ( user->IsDisconnected() ) {
|
|
continue;
|
|
}
|
|
|
|
level += user->level;
|
|
numActiveMembers++;
|
|
}
|
|
|
|
if ( numActiveMembers > 0 ) {
|
|
level /= (float)numActiveMembers;
|
|
}
|
|
|
|
float ret = Max( level, 1.0f );
|
|
NET_VERBOSE_PRINT( "NET: GetAverageSessionLevel %g\n", ret );
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::GetAverageLocalUserLevel
|
|
========================
|
|
*/
|
|
float idLobby::GetAverageLocalUserLevel( bool onlineOnly ) {
|
|
float level = 0.0f;
|
|
int numActiveMembers = 0;
|
|
|
|
for ( int i = 0; i < sessionCB->GetSignInManager().GetNumLocalUsers(); ++i ) {
|
|
const idLocalUser * localUser = sessionCB->GetSignInManager().GetLocalUserByIndex( i );
|
|
|
|
if ( onlineOnly && !localUser->CanPlayOnline() ) {
|
|
continue;
|
|
}
|
|
|
|
const idPlayerProfile * profile = localUser->GetProfile();
|
|
|
|
if ( profile == NULL ) {
|
|
continue;
|
|
}
|
|
|
|
level += profile->GetLevel();
|
|
numActiveMembers++;
|
|
}
|
|
|
|
if ( numActiveMembers > 0 ) {
|
|
level /= (float)numActiveMembers;
|
|
}
|
|
|
|
return Max( level, 1.0f );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::QueueReliablePlayerToPlayerMessage
|
|
========================
|
|
*/
|
|
void idLobby::QueueReliablePlayerToPlayerMessage( int fromSessionUserIndex, int toSessionUserIndex, reliablePlayerToPlayer_t type, const byte * data, int dataLen ) {
|
|
|
|
reliablePlayerToPlayerHeader_t info;
|
|
info.fromSessionUserIndex = fromSessionUserIndex;
|
|
info.toSessionUserIndex = toSessionUserIndex;
|
|
|
|
// Some kind of pool allocator for packet buffers would be nice.
|
|
|
|
byte buffer[ idPacketProcessor::MAX_PACKET_SIZE ];
|
|
idBitMsg outmsg( buffer, sizeof( buffer ) );
|
|
if ( !info.Write( this, outmsg ) ) {
|
|
idLib::Warning( "NET: Can't queue invalid reliable player to player msg" );
|
|
return;
|
|
}
|
|
outmsg.WriteData( data, dataLen );
|
|
|
|
const lobbyUser_t * targetUser = GetLobbyUser( toSessionUserIndex );
|
|
|
|
if ( !verify( targetUser != NULL ) ) {
|
|
return;
|
|
}
|
|
|
|
const int sendToPeer = IsHost() ? targetUser->peerIndex : host;
|
|
|
|
QueueReliableMessage( sendToPeer, RELIABLE_PLAYER_TO_PLAYER_BEGIN + (int) type, outmsg.GetReadData(), outmsg.GetSize() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::KickLobbyUser
|
|
========================
|
|
*/
|
|
void idLobby::KickLobbyUser( lobbyUserID_t lobbyUserID ) {
|
|
if ( !IsHost() ) {
|
|
return;
|
|
}
|
|
|
|
const int lobbyUserIndex = GetLobbyUserIndexByID( lobbyUserID );
|
|
|
|
lobbyUser_t * user = GetLobbyUser( lobbyUserIndex );
|
|
|
|
if ( user != NULL && !IsSessionUserLocal( user ) ) {
|
|
// Send an explicit kick msg, so they know why they were removed
|
|
if ( user->peerIndex >= 0 && user->peerIndex < peers.Num() ) {
|
|
byte buffer[ idPacketProcessor::MAX_MSG_SIZE ];
|
|
idBitMsg msg( buffer, sizeof( buffer ) );
|
|
msg.WriteByte( lobbyUserIndex );
|
|
QueueReliableMessage( user->peerIndex, RELIABLE_KICK_PLAYER, msg.GetReadData(), msg.GetSize() );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idLobby::GetNumConnectedUsers
|
|
========================
|
|
*/
|
|
int idLobby::GetNumConnectedUsers() const {
|
|
int numConnectectUsers = 0;
|
|
|
|
for ( int i = 0; i < GetNumLobbyUsers(); i++ ) {
|
|
const lobbyUser_t * user = GetLobbyUser( i );
|
|
|
|
if ( user->IsDisconnected() ) {
|
|
continue;
|
|
}
|
|
|
|
numConnectectUsers++;
|
|
}
|
|
|
|
return numConnectectUsers;
|
|
} |