mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
07524dadb0
socket_net.cpp needed some small fixes to build again, because of imcompatibilities between Winsock and the real POSIX sockets API.
758 lines
18 KiB
C++
758 lines
18 KiB
C++
/*
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================================================================================================
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CONFIDENTIAL AND PROPRIETARY INFORMATION/NOT FOR DISCLOSURE WITHOUT WRITTEN PERMISSION
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Copyright 2010 id Software LLC, a ZeniMax Media company. All Rights Reserved.
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================================================================================================
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*/
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/*
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================================================================================================
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Contains the windows implementation of the network session
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================================================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "../../framework/Common_local.h"
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#include "../sys_session_local.h"
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#include "../sys_stats.h"
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#include "../sys_savegame.h"
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#include "../sys_lobby_backend_direct.h"
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#include "../sys_voicechat.h"
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#include "achievements.h"
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//#include "win_local.h"
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/*
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========================
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Global variables
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========================
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*/
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extern idCVar net_port;
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class idLobbyToSessionCBLocal;
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/*
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========================
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idSessionLocalWin::idSessionLocalWin
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========================
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*/
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class idSessionLocalWin : public idSessionLocal
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{
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friend class idLobbyToSessionCBLocal;
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public:
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idSessionLocalWin();
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virtual ~idSessionLocalWin();
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// idSessionLocal interface
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virtual void Initialize();
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virtual void Shutdown();
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virtual void InitializeSoundRelatedSystems();
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virtual void ShutdownSoundRelatedSystems();
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virtual void PlatformPump();
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virtual void InviteFriends();
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virtual void InviteParty();
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virtual void ShowPartySessions();
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virtual void ShowSystemMarketplaceUI() const;
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virtual void ListServers( const idCallback& callback );
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virtual void CancelListServers();
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virtual int NumServers() const;
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virtual const serverInfo_t* ServerInfo( int i ) const;
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virtual void ConnectToServer( int i );
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virtual void ShowServerGamerCardUI( int i );
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virtual void ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID );
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virtual void ShowOnlineSignin() {}
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virtual void UpdateRichPresence() {}
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virtual void CheckVoicePrivileges() {}
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virtual bool ProcessInputEvent( const sysEvent_t* ev );
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// System UI
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virtual bool IsSystemUIShowing() const;
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virtual void SetSystemUIShowing( bool show );
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// Invites
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virtual void HandleBootableInvite( int64 lobbyId = 0 );
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virtual void ClearBootableInvite();
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virtual void ClearPendingInvite();
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virtual bool HasPendingBootableInvite();
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virtual void SetDiscSwapMPInvite( void* parm );
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virtual void* GetDiscSwapMPInviteParms();
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virtual void EnumerateDownloadableContent();
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virtual void HandleServerQueryRequest( lobbyAddress_t& remoteAddr, idBitMsg& msg, int msgType );
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virtual void HandleServerQueryAck( lobbyAddress_t& remoteAddr, idBitMsg& msg );
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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 );
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virtual void LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int startingRank, int numRows, const idLeaderboardCallback& callback );
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virtual void LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int64 attachmentID );
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// Scoring (currently just for TrueSkill)
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virtual void SetLobbyUserRelativeScore( lobbyUserID_t lobbyUserID, int relativeScore, int team ) {}
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virtual void LeaderboardFlush();
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virtual idNetSessionPort& GetPort( bool dedicated = false );
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virtual idLobbyBackend* CreateLobbyBackend( const idMatchParameters& p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
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virtual idLobbyBackend* FindLobbyBackend( const idMatchParameters& p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
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virtual idLobbyBackend* JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType );
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virtual void DestroyLobbyBackend( idLobbyBackend* lobbyBackend );
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virtual void PumpLobbies();
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virtual void JoinAfterSwap( void* joinID );
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virtual bool GetLobbyAddressFromNetAddress( const netadr_t& netAddr, lobbyAddress_t& outAddr ) const;
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virtual bool GetNetAddressFromLobbyAddress( const lobbyAddress_t& lobbyAddress, netadr_t& outNetAddr ) const;
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public:
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void Connect_f( const idCmdArgs& args );
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private:
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void EnsurePort();
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idLobbyBackend* CreateLobbyInternal( idLobbyBackend::lobbyBackendType_t lobbyType );
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idArray< idLobbyBackend*, 3 > lobbyBackends;
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idNetSessionPort port;
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bool canJoinLocalHost;
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idLobbyToSessionCBLocal* lobbyToSessionCB;
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};
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idSessionLocalWin sessionLocalWin;
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idSession* session = &sessionLocalWin;
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/*
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========================
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idLobbyToSessionCBLocal
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========================
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*/
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class idLobbyToSessionCBLocal : public idLobbyToSessionCB
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{
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public:
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idLobbyToSessionCBLocal( idSessionLocalWin* sessionLocalWin_ ) : sessionLocalWin( sessionLocalWin_ ) { }
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virtual bool CanJoinLocalHost() const
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{
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sessionLocalWin->EnsurePort();
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return sessionLocalWin->canJoinLocalHost;
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}
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virtual class idLobbyBackend* GetLobbyBackend( idLobbyBackend::lobbyBackendType_t type ) const
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{
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return sessionLocalWin->lobbyBackends[ type ];
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}
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private:
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idSessionLocalWin* sessionLocalWin;
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};
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idLobbyToSessionCBLocal lobbyToSessionCBLocal( &sessionLocalWin );
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idLobbyToSessionCB* lobbyToSessionCB = &lobbyToSessionCBLocal;
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class idVoiceChatMgrWin : public idVoiceChatMgr
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{
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public:
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virtual bool GetLocalChatDataInternal( int talkerIndex, byte* data, int& dataSize )
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{
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return false;
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}
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virtual void SubmitIncomingChatDataInternal( int talkerIndex, const byte* data, int dataSize ) { }
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virtual bool TalkerHasData( int talkerIndex )
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{
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return false;
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}
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virtual bool RegisterTalkerInternal( int index )
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{
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return true;
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}
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virtual void UnregisterTalkerInternal( int index ) { }
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};
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/*
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========================
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idSessionLocalWin::idSessionLocalWin
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========================
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*/
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idSessionLocalWin::idSessionLocalWin()
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{
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signInManager = new( TAG_SYSTEM ) idSignInManagerWin;
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saveGameManager = new( TAG_SAVEGAMES ) idSaveGameManager();
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voiceChat = new( TAG_SYSTEM ) idVoiceChatMgrWin();
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lobbyToSessionCB = new( TAG_SYSTEM ) idLobbyToSessionCBLocal( this );
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canJoinLocalHost = false;
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lobbyBackends.Zero();
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}
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/*
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========================
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idSessionLocalWin::idSessionLocalWin
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========================
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*/
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idSessionLocalWin::~idSessionLocalWin()
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{
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delete voiceChat;
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delete lobbyToSessionCB;
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}
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/*
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========================
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idSessionLocalWin::Initialize
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========================
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*/
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void idSessionLocalWin::Initialize()
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{
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idSessionLocal::Initialize();
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// The shipping path doesn't load title storage
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// Instead, we inject values through code which is protected through steam DRM
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titleStorageVars.Set( "MAX_PLAYERS_ALLOWED", "8" );
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titleStorageLoaded = true;
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// First-time check for downloadable content once game is launched
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EnumerateDownloadableContent();
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GetPartyLobby().Initialize( idLobby::TYPE_PARTY, sessionCallbacks );
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GetGameLobby().Initialize( idLobby::TYPE_GAME, sessionCallbacks );
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GetGameStateLobby().Initialize( idLobby::TYPE_GAME_STATE, sessionCallbacks );
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achievementSystem = new( TAG_SYSTEM ) idAchievementSystemWin();
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achievementSystem->Init();
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}
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/*
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========================
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idSessionLocalWin::Shutdown
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========================
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*/
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void idSessionLocalWin::Shutdown()
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{
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NET_VERBOSE_PRINT( "NET: Shutdown\n" );
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idSessionLocal::Shutdown();
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MoveToMainMenu();
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// Wait until we fully shutdown
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while( localState != STATE_IDLE && localState != STATE_PRESS_START )
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{
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Pump();
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}
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if( achievementSystem != NULL )
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{
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achievementSystem->Shutdown();
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delete achievementSystem;
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achievementSystem = NULL;
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}
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}
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/*
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========================
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idSessionLocalWin::InitializeSoundRelatedSystems
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========================
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*/
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void idSessionLocalWin::InitializeSoundRelatedSystems()
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{
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if( voiceChat != NULL )
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{
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voiceChat->Init( NULL );
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}
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}
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/*
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========================
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idSessionLocalWin::ShutdownSoundRelatedSystems
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========================
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*/
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void idSessionLocalWin::ShutdownSoundRelatedSystems()
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{
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if( voiceChat != NULL )
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{
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voiceChat->Shutdown();
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}
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}
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/*
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========================
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idSessionLocalWin::PlatformPump
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========================
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*/
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void idSessionLocalWin::PlatformPump()
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{
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}
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/*
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========================
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idSessionLocalWin::InviteFriends
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========================
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*/
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void idSessionLocalWin::InviteFriends()
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{
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}
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/*
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========================
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idSessionLocalWin::InviteParty
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========================
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*/
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void idSessionLocalWin::InviteParty()
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{
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}
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/*
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========================
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idSessionLocalWin::ShowPartySessions
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========================
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*/
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void idSessionLocalWin::ShowPartySessions()
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{
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}
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/*
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========================
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idSessionLocalWin::ShowSystemMarketplaceUI
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========================
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*/
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void idSessionLocalWin::ShowSystemMarketplaceUI() const
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{
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}
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/*
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========================
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idSessionLocalWin::ListServers
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========================
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*/
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void idSessionLocalWin::ListServers( const idCallback& callback )
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{
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ListServersCommon();
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}
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/*
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========================
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idSessionLocalWin::CancelListServers
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========================
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*/
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void idSessionLocalWin::CancelListServers()
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{
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}
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/*
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========================
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idSessionLocalWin::NumServers
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========================
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*/
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int idSessionLocalWin::NumServers() const
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{
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return 0;
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}
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/*
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========================
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idSessionLocalWin::ServerInfo
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========================
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*/
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const serverInfo_t* idSessionLocalWin::ServerInfo( int i ) const
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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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idSessionLocalWin::ConnectToServer
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========================
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*/
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void idSessionLocalWin::ConnectToServer( int i )
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{
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}
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/*
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========================
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idSessionLocalWin::Connect_f
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========================
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*/
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void idSessionLocalWin::Connect_f( const idCmdArgs& args )
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{
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if( args.Argc() < 2 )
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{
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idLib::Printf( "Usage: Connect to IP. Use IP:Port to specify port (e.g. 10.0.0.1:1234) \n" );
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return;
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}
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Cancel();
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if( signInManager->GetMasterLocalUser() == NULL )
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{
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signInManager->RegisterLocalUser( 0 );
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}
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lobbyConnectInfo_t connectInfo;
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Sys_StringToNetAdr( args.Argv( 1 ), &connectInfo.netAddr, true );
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// DG: don't use net_port to select port to connect to
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// the port can be specified in the command, else the default port is used
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if( connectInfo.netAddr.port == 0 )
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{
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connectInfo.netAddr.port = 27015;
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}
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// DG end
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ConnectAndMoveToLobby( GetPartyLobby(), connectInfo, false );
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}
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/*
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========================
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void Connect_f
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========================
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*/
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CONSOLE_COMMAND( connect, "Connect to the specified IP", NULL )
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{
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sessionLocalWin.Connect_f( args );
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}
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/*
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========================
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idSessionLocalWin::ShowServerGamerCardUI
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========================
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*/
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void idSessionLocalWin::ShowServerGamerCardUI( int i )
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{
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}
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/*
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========================
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idSessionLocalWin::ShowLobbyUserGamerCardUI(
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========================
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*/
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void idSessionLocalWin::ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID )
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{
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}
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/*
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========================
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idSessionLocalWin::ProcessInputEvent
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========================
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*/
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bool idSessionLocalWin::ProcessInputEvent( const sysEvent_t* ev )
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{
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if( GetSignInManager().ProcessInputEvent( ev ) )
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{
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return true;
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}
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return false;
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}
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/*
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========================
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idSessionLocalWin::IsSystemUIShowing
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========================
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*/
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bool idSessionLocalWin::IsSystemUIShowing() const
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{
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// DG: pausing here when window is out of focus like originally done on windows is hacky
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// it's done with com_pause now.
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return isSysUIShowing;
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}
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/*
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========================
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idSessionLocalWin::SetSystemUIShowing
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========================
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*/
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void idSessionLocalWin::SetSystemUIShowing( bool show )
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{
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isSysUIShowing = show;
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}
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/*
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========================
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idSessionLocalWin::HandleServerQueryRequest
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========================
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*/
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void idSessionLocalWin::HandleServerQueryRequest( lobbyAddress_t& remoteAddr, idBitMsg& msg, int msgType )
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{
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NET_VERBOSE_PRINT( "HandleServerQueryRequest from %s\n", remoteAddr.ToString() );
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}
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/*
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========================
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idSessionLocalWin::HandleServerQueryAck
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========================
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*/
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void idSessionLocalWin::HandleServerQueryAck( lobbyAddress_t& remoteAddr, idBitMsg& msg )
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{
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NET_VERBOSE_PRINT( "HandleServerQueryAck from %s\n", remoteAddr.ToString() );
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}
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/*
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========================
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idSessionLocalWin::ClearBootableInvite
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========================
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*/
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void idSessionLocalWin::ClearBootableInvite()
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{
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}
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/*
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========================
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idSessionLocalWin::ClearPendingInvite
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========================
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*/
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void idSessionLocalWin::ClearPendingInvite()
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{
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}
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/*
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========================
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idSessionLocalWin::HandleBootableInvite
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========================
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*/
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void idSessionLocalWin::HandleBootableInvite( int64 lobbyId )
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{
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}
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/*
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========================
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idSessionLocalWin::HasPendingBootableInvite
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========================
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*/
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bool idSessionLocalWin::HasPendingBootableInvite()
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{
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return false;
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}
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/*
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========================
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idSessionLocal::SetDiscSwapMPInvite
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========================
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*/
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void idSessionLocalWin::SetDiscSwapMPInvite( void* parm )
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{
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}
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/*
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========================
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idSessionLocal::GetDiscSwapMPInviteParms
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========================
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*/
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void* idSessionLocalWin::GetDiscSwapMPInviteParms()
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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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idSessionLocalWin::EnumerateDownloadableContent
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========================
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*/
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void idSessionLocalWin::EnumerateDownloadableContent()
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{
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}
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/*
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========================
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idSessionLocalWin::LeaderboardUpload
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========================
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*/
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void idSessionLocalWin::LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t* leaderboard, const column_t* stats, const idFile_Memory* attachment )
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{
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}
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/*
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========================
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idSessionLocalWin::LeaderboardFlush
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========================
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*/
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void idSessionLocalWin::LeaderboardFlush()
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{
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}
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/*
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========================
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idSessionLocalWin::LeaderboardDownload
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========================
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*/
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void idSessionLocalWin::LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int startingRank, int numRows, const idLeaderboardCallback& callback )
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{
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}
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/*
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========================
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idSessionLocalWin::LeaderboardDownloadAttachment
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========================
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*/
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void idSessionLocalWin::LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int64 attachmentID )
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{
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}
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/*
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========================
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idSessionLocalWin::EnsurePort
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========================
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*/
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void idSessionLocalWin::EnsurePort()
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{
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// Init the port using reqular sockets
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if( port.IsOpen() )
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{
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return; // Already initialized
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}
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if( port.InitPort( net_port.GetInteger(), false ) )
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{
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// TODO: what about canJoinLocalHost when running two instances with different net_port values?
|
|
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;
|
|
}
|