//===== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #include "mm_title.h" #include "mm_title_richpresence.h" #include "csgo.spa.h" #ifdef _PS3 #include #include #endif #include "fmtstr.h" #include "gametypes/igametypes.h" #include "netmessages_signon.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern IGameTypes *g_pGameTypes; CMatchTitle::CMatchTitle() { } CMatchTitle::~CMatchTitle() { } // // Init / shutdown // InitReturnVal_t CMatchTitle::Init() { if ( IGameEventManager2 *mgr = g_pMatchExtensions->GetIGameEventManager2() ) { mgr->AddListener( this, "server_pre_shutdown", false ); mgr->AddListener( this, "game_newmap", false ); mgr->AddListener( this, "finale_start", false ); mgr->AddListener( this, "round_start", false ); mgr->AddListener( this, "round_end", false ); mgr->AddListener( this, "difficulty_changed", false ); mgr->AddListener( this, "player_connect", false ); mgr->AddListener( this, "player_disconnect", false ); } #ifdef _GAMECONSOLE // Initialize Title Update version extern ConVar mm_tu_string; mm_tu_string.SetValue( "00000000" ); #endif g_pGameTypes->Initialize(); return INIT_OK; } void CMatchTitle::Shutdown() { if ( IGameEventManager2 *mgr = g_pMatchExtensions->GetIGameEventManager2() ) { mgr->RemoveListener( this ); } } // // Implementation // uint64 CMatchTitle::GetTitleID() { #ifdef _X360 return TITLEID_COUNTER_STRIKE__GO; #elif !defined( SWDS ) && !defined( NO_STEAM ) static uint64 uiAppID = 0ull; if ( !uiAppID && steamapicontext && steamapicontext->SteamUtils() ) { uiAppID = steamapicontext->SteamUtils()->GetAppID(); } return uiAppID; #else return 0ull; #endif } uint64 CMatchTitle::GetTitleServiceID() { #ifdef _X360 return 0x45410880ull; // Left 4 Dead 1 Service ID #else return 0ull; #endif } #ifdef _PS3 uint64 CMatchTitle::GetTitleSettingsFlags() { return MATCHTITLE_SETTING_MULTIPLAYER | MATCHTITLE_VOICE_INGAME | MATCHTITLE_FORCE_PSN_NAMES | MATCHTITLE_PLAYERMGR_DISABLED | MATCHTITLE_SERVERMGR_DISABLED; } #else uint64 CMatchTitle::GetTitleSettingsFlags() { return MATCHTITLE_SETTING_MULTIPLAYER | MATCHTITLE_VOICE_INGAME | MATCHTITLE_PLAYERMGR_ALLFRIENDS #if !defined( CSTRIKE15 ) | MATCHTITLE_SETTING_NODEDICATED | MATCHTITLE_PLAYERMGR_DISABLED | MATCHTITLE_SERVERMGR_DISABLED | MATCHTITLE_INVITE_ONLY_SINGLE_USER #else | MATCHTITLE_PLAYERMGR_FRIENDREQS #endif // !CSTRIKE15 ; } #endif #ifdef _PS3 void *g_pMatchTitle_NetMemory; #endif void CMatchTitle::PrepareNetStartupParams( void *pNetStartupParams ) { #ifdef _X360 XNetStartupParams &xnsp = *( XNetStartupParams * ) pNetStartupParams; xnsp.cfgQosDataLimitDiv4 = 64; // 256 bytes // Increase outstanding QoS responses significantly // See: https://forums.xboxlive.com/AnswerPage.aspx?qid=493b207b-66b9-42bc-b23d-ddc306e09749&tgt=1 xnsp.cfgQosSrvMaxSimultaneousResponses = 255; xnsp.cfgSockDefaultRecvBufsizeInK = 64; // Increase receive size for UDP to 64k xnsp.cfgSockDefaultSendBufsizeInK = 64; // Keep send size at 64k too int numGamePlayersMax = GetTotalNumPlayersSupported(); int numConnections = 4 * ( numGamePlayersMax - 1 ); // - the max number of connections to members of your game party // - the max number of connections to members of your social party // - the max number of connections to a pending game party (if you are joining a new one ). // - matchmakings client info structure also creates a connection per client for the lobby. // 1 - the main game session int numTotalConnections = 1 + numConnections; // 29 - total Connections (XNADDR/XNKID pairs) ,using 5 sessions (XNKID/XNKEY pairs). xnsp.cfgKeyRegMax = 16; //adding some extra room because of lazy dealocation of these pairs. xnsp.cfgSecRegMax = MAX( 64, numTotalConnections ); //adding some extra room because of lazy dealocation of these pairs. xnsp.cfgSockMaxDgramSockets = xnsp.cfgSecRegMax; xnsp.cfgSockMaxStreamSockets = xnsp.cfgSecRegMax; #endif #if defined( _PS3 ) && defined( NO_STEAM ) MEM_ALLOC_CREDIT_( "NO_STEAM: CMatchTitle::PrepareNetStartupParams" ); sys_net_initialize_parameter_t &snip = *( sys_net_initialize_parameter_t * ) pNetStartupParams; snip.memory_size = 512 * 1024; snip.memory = malloc( snip.memory_size ); // alternatively this can be a global array g_pMatchTitle_NetMemory = snip.memory; // bookmark the memory address for later inspection if necessary #endif } int CMatchTitle::GetTotalNumPlayersSupported() { #ifdef _GAMECONSOLE // [jason] Rounding this up to 16, since this was the value used on cstrike15 xbla. Among other things, this // controls how many remote talker voice channels are reserved for each client in XHV return 16; #else return 64; // On PC this is not limited, return max number dedicated servers can ever run with #endif } // Get a guest player name char const * CMatchTitle::GetGuestPlayerName( int iUserIndex ) { if ( vgui::ILocalize *pLocalize = g_pMatchExtensions->GetILocalize() ) { if ( wchar_t* wStringTableEntry = pLocalize->Find( "#SFUI_LocalPlayer" ) ) { static char szName[ MAX_PLAYER_NAME_LENGTH ] = {0}; pLocalize->ConvertUnicodeToANSI( wStringTableEntry, szName, ARRAYSIZE( szName ) ); return szName; } } return ""; } // Sets up all necessary client-side convars and user info before // connecting to server void CMatchTitle::PrepareClientForConnect( KeyValues *pSettings ) { #ifndef SWDS int numPlayers = 1; #ifdef _GAMECONSOLE numPlayers = XBX_GetNumGameUsers(); #endif // // Now we set the convars // for ( int k = 0; k < numPlayers; ++ k ) { int iController = k; #ifdef _GAMECONSOLE iController = XBX_GetUserId( k ); #endif IPlayerLocal *pPlayerLocal = g_pPlayerManager->GetLocalPlayer( iController ); if ( !pPlayerLocal ) continue; // Set "name" static SplitScreenConVarRef s_cl_name( "name" ); char const *szName = pPlayerLocal->GetName(); s_cl_name.SetValue( k, szName ); // Set "networkid_force" if ( IsX360() ) { static SplitScreenConVarRef s_networkid_force( "networkid_force" ); uint64 xid = pPlayerLocal->GetXUID(); s_networkid_force.SetValue( k, CFmtStr( "%08X:%08X:", uint32( xid >> 32 ), uint32( xid ) ) ); } } #endif } bool CMatchTitle::StartServerMap( KeyValues *pSettings ) { int numPlayers = 1; #ifdef _GAMECONSOLE numPlayers = XBX_GetNumGameUsers(); #endif char const *szMap = pSettings->GetString( "game/map", NULL ); if ( !szMap ) return false; // Check that we have the server interface and that the map is valid if ( !g_pMatchExtensions->GetIVEngineServer() ) return false; if ( !g_pMatchExtensions->GetIVEngineServer()->IsMapValid( szMap ) ) return false; // // Prepare game dll reservation package // KeyValues *pGameDllReserve = g_pMatchFramework->GetMatchNetworkMsgController()->PackageGameDetailsForReservation( pSettings ); KeyValues::AutoDelete autodelete( pGameDllReserve ); pGameDllReserve->SetString( "map/mapcommand", ( numPlayers <= 1 ) ? "map" : "ss_map" ); if ( !Q_stricmp( "commentary", pSettings->GetString( "options/play", "" ) ) ) pGameDllReserve->SetString( "map/mapcommand", "map_commentary" ); // Run map based off the faked reservation packet g_pMatchExtensions->GetIVEngineClient()->StartLoadingScreenForKeyValues( pGameDllReserve ); return true; } static KeyValues * GetCurrentMatchSessionSettings() { IMatchSession *pIMatchSession = g_pMatchFramework->GetMatchSession(); return pIMatchSession ? pIMatchSession->GetSessionSettings() : NULL; } // // July-2012 // CS:GO hack: training map has been implemented storing progress in convars instead of // properly storing it in game profile data, force storing the convars into profile // when the training session finishes here // Please, do not use this approach in future code. // bool g_bPlayingTrainingMap = false; void CMatchTitle::OnEvent( KeyValues *pEvent ) { char const *szEvent = pEvent->GetName(); if ( !Q_stricmp( "OnPlayerRemoved", szEvent ) || !Q_stricmp( "OnPlayerUpdated", szEvent ) ) { MM_Title_RichPresence_Update( GetCurrentMatchSessionSettings(), NULL ); } else if ( !Q_stricmp( "OnPlayerMachinesConnected", szEvent ) || !Q_stricmp( "OnPlayerMachinesDisconnected", szEvent ) ) { // Player counts changed on host, update aggregate fields IMatchSession *pMatchSession = g_pMatchFramework->GetMatchSession(); if ( !pMatchSession ) return; KeyValues *kvPackage = new KeyValues( "Update" ); if ( KeyValues *kvUpdate = kvPackage->FindKey( "update", true ) ) { extern void UpdateAggregateMembersSettings( KeyValues *pFullGameSettings, KeyValues *pUpdate ); UpdateAggregateMembersSettings( pMatchSession->GetSessionSettings(), kvUpdate ); } pMatchSession->UpdateSessionSettings( KeyValues::AutoDeleteInline( kvPackage ) ); } else if ( !Q_stricmp( "OnMatchSessionUpdate", szEvent ) ) { if ( !Q_stricmp( pEvent->GetString( "state" ), "updated" ) ) { if ( KeyValues *kvUpdate = pEvent->FindKey( "update" ) ) { MM_Title_RichPresence_Update( GetCurrentMatchSessionSettings(), kvUpdate ); } } else if ( !Q_stricmp( pEvent->GetString( "state" ), "created" ) || !Q_stricmp( pEvent->GetString( "state" ), "ready" ) ) { MM_Title_RichPresence_Update( GetCurrentMatchSessionSettings(), NULL ); if ( IMatchSession *pSession = g_pMatchFramework->GetMatchSession() ) { if ( !Q_stricmp( "training", pSession->GetSessionSettings()->GetString( "game/type" ) ) ) g_bPlayingTrainingMap = true; } } else if ( !Q_stricmp( pEvent->GetString( "state" ), "closed" ) ) { if ( g_bPlayingTrainingMap ) { g_bPlayingTrainingMap = false; g_pMatchExtensions->GetIVEngineClient()->ClientCmd_Unrestricted( CFmtStr( "host_writeconfig_ss %d", XBX_GetPrimaryUserId() ) ); } MM_Title_RichPresence_Update( NULL, NULL ); } } else if ( !Q_stricmp( szEvent, "Client::CmdKeyValues" ) ) { KeyValues *pCmd = pEvent->GetFirstTrueSubKey(); if ( !pCmd ) return; char const *szCmd = pCmd->GetName(); if ( !Q_stricmp( "ExtendedServerInfo", szCmd ) ) { KeyValuesDumpAsDevMsg( pCmd, 2, 1 ); g_pGameTypes->SetAndParseExtendedServerInfo( pCmd ); } } else if ( !Q_stricmp( "OnEngineClientSignonStateChange", szEvent ) ) { int iOldState = pEvent->GetInt( "old", 0 ); int iNewState = pEvent->GetInt( "new", 0 ); if ( ( iOldState >= SIGNONSTATE_CONNECTED && // disconnect iNewState < SIGNONSTATE_CONNECTED ) || ( iOldState < SIGNONSTATE_FULL && // full connect iNewState >= SIGNONSTATE_FULL ) ) { MM_Title_RichPresence_Update( NULL, NULL ); } } else if ( !Q_stricmp( "OnEngineDisconnectReason", szEvent ) ) { MM_Title_RichPresence_Update( NULL, NULL ); } else if ( !Q_stricmp( "OnEngineEndGame", szEvent ) ) { MM_Title_RichPresence_Update( NULL, NULL ); } } // // // int CMatchTitle::GetEventDebugID( void ) { return EVENT_DEBUG_ID_INIT; } void CMatchTitle::FireGameEvent( IGameEvent *pIGameEvent ) { // Parse the game event char const *szGameEvent = pIGameEvent->GetName(); if ( !szGameEvent || !*szGameEvent ) return; if ( !Q_stricmp( "round_start", szGameEvent ) || !Q_stricmp( "round_end", szGameEvent ) || !Q_stricmp( "game_newmap", szGameEvent ) || !Q_stricmp( "player_connect", szGameEvent ) || !Q_stricmp( "player_disconnect", szGameEvent ) ) { // Update rich presence MM_Title_RichPresence_Update( NULL, NULL ); } // Check if the current match session is on an active game server IMatchSession *pMatchSession = g_pMatchFramework->GetMatchSession(); if ( !pMatchSession ) return; KeyValues *pSessionSettings = pMatchSession->GetSessionSettings(); char const *szGameServer = pSessionSettings->GetString( "server/server", "" ); char const *szSystemLock = pSessionSettings->GetString( "system/lock", "" ); if ( ( !szGameServer || !*szGameServer ) && ( !szSystemLock || !*szSystemLock ) ) return; // Also don't run on the client when there's a host char const *szSessionType = pMatchSession->GetSessionSystemData()->GetString( "type", NULL ); if ( szSessionType && !Q_stricmp( szSessionType, "client" ) ) return; if ( !Q_stricmp( "round_start", szGameEvent ) ) { KeyValues *kvUpdate = KeyValues::FromString( "update", " update { " " game { " " state game " " } " " } " ); KeyValues::AutoDelete autodelete( kvUpdate ); pMatchSession->UpdateSessionSettings( kvUpdate ); } else if ( !Q_stricmp( "round_end", szGameEvent ) ) { g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues( "OnProfilesWriteOpportunity", "reason", "checkpoint" ) ); } else if ( !Q_stricmp( "finale_start", szGameEvent ) ) { pMatchSession->UpdateSessionSettings( KeyValues::AutoDeleteInline( KeyValues::FromString( "update", " update { " " game { " " state finale " " } " " } " ) ) ); } else if ( !Q_stricmp( "game_newmap", szGameEvent ) ) { const char *szMapName = pIGameEvent->GetString( "mapname", "" ); KeyValues *kvUpdate = KeyValues::FromString( "update", " update { " " game { " " state game " " } " " } " ); KeyValues::AutoDelete autodelete( kvUpdate ); Assert( szMapName && *szMapName ); if ( szMapName && *szMapName ) { kvUpdate->SetString( "update/game/map", szMapName ); char const *szWorkshopMap = g_pMatchExtensions->GetIVEngineClient()->GetLevelNameShort(); if ( StringHasPrefix( szWorkshopMap, "workshop" ) ) { size_t nLenMapName = Q_strlen( szMapName ); size_t nShortMapName = Q_strlen( szWorkshopMap ); if ( ( nShortMapName >= nLenMapName ) && !Q_stricmp( szWorkshopMap + nShortMapName - nLenMapName, szMapName ) ) // Use the name of the workshop map kvUpdate->SetString( "update/game/map", szWorkshopMap ); } } pMatchSession->UpdateSessionSettings( kvUpdate ); g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues( "OnProfilesWriteOpportunity", "reason", "checkpoint" ) ); } else if ( !Q_stricmp( "server_pre_shutdown", szGameEvent ) ) { char const *szReason = pIGameEvent->GetString( "reason", "quit" ); if ( !Q_stricmp( szReason, "quit" ) ) { DevMsg( "Received server_pre_shutdown notification - server is shutting down...\n" ); // Transform the server shutdown event into game end event g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues( "OnEngineDisconnectReason", "reason", "Server shutting down" ) ); } } }