Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2009, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef MM_SESSION_ONLINE_HOST_H
#define MM_SESSION_ONLINE_HOST_H
#ifdef _WIN32
#pragma once
#endif
class CMatchSessionOnlineTeamSearch; class CMatchSessionOnlineSearch;
//
// CMatchSessionOnlineHost
//
// Implementation of an online session of a host machine
//
class CMatchSessionOnlineHost : public IMatchSessionInternal { // Methods of IMatchSession
public: // Get an internal pointer to session system-specific data
virtual KeyValues * GetSessionSystemData(); // Get an internal pointer to session settings
virtual KeyValues * GetSessionSettings();
// Update session settings, only changing keys and values need
// to be passed and they will be updated
virtual void UpdateSessionSettings( KeyValues *pSettings );
virtual void UpdateTeamProperties( KeyValues *pTeamProperties );
// Issue a session command
virtual void Command( KeyValues *pCommand );
virtual uint64 GetSessionID();
// Run a frame update
virtual void Update();
// Destroy the session object
virtual void Destroy();
// Debug print a session object
virtual void DebugPrint();
// Check if another session is joinable
virtual bool IsAnotherSessionJoinable( char const *pszAnotherSessionInfo );
// Process event
virtual void OnEvent( KeyValues *pEvent );
public: explicit CMatchSessionOnlineHost( KeyValues *pSettings ); explicit CMatchSessionOnlineHost( CSysSessionClient *pSysSession, KeyValues *pExtendedSettings ); ~CMatchSessionOnlineHost();
protected: void InitializeGameSettings(); void MigrateGameSettings();
void OnRunCommand( KeyValues *pCommand ); void OnRunCommand_Start(); void OnRunCommand_StartDsSearchFinished(); void OnRunCommand_StartListenServerStarted( uint32 externalIP ); void OnRunCommand_Cancel_DsSearch(); void OnRunCommand_Match(); void OnRunCommand_QueueConnect( KeyValues *pCommand ); void OnRunCommand_Cancel_Match(); void ConnectGameServer( CDsSearcher::DsResult_t *pDsResult ); void StartListenServerMap(); void OnEndGameToLobby(); void SetSessionActiveGameplayState( bool bActive, char const *szSecureServerAddress ); void InviteTeam();
//
// Overrides
//
protected: virtual void OnGamePrepareLobbyForGame(); virtual void OnGamePlayerMachinesConnected( int numMachines );
protected: KeyValues *m_pSettings; KeyValues::AutoDelete m_autodelete_pSettings;
KeyValues *m_pSysData; KeyValues::AutoDelete m_autodelete_pSysData;
enum State_t { STATE_INIT, STATE_CREATING, STATE_LOBBY, STATE_MATCHING, // host is running matchmaking for opponents
STATE_MATCHINGRESTART, // team communication failed and matching needs to restart
STATE_STARTING, // host is running a dedicated search or other things before actual game server kicks in
STATE_LOADING, // host is starting a server map
STATE_GAME, STATE_ENDING, STATE_MIGRATE }; State_t m_eState;
CSysSessionHost *m_pSysSession; CDsSearcher *m_pDsSearcher; CMatchSessionOnlineTeamSearch *m_pTeamSearcher; CMatchSessionOnlineSearch *m_pMatchSearcher; };
#endif
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