Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef MM_FRAMEWORK_H
#define MM_FRAMEWORK_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "tier1/strtools.h"
#include "tier1/checksum_crc.h"
#include "tier1/keyvalues.h"
#include "tier1/utlbuffer.h"
#include "tier1/fmtstr.h"
#include "mathlib/mathlib.h"
#include "const.h"
#include "inetmsghandler.h"
#include "appframework/IAppSystemGroup.h"
#include "matchmaking/imatchframework.h"
#include "igameevents.h"
#include "tier2/tier2.h"
#include "vstdlib/jobthread.h"
#include "extkeyvalues.h"
#include "steam_apihook.h"
class CMatchFramework;
#include "mm_extensions.h"
#include "mm_events.h"
#include "mm_voice.h"
#include "mm_session.h"
#include "mm_netmgr.h"
#include "matchsystem.h"
#include "playermanager.h"
#include "servermanager.h"
#include "searchmanager.h"
#include "datacenter.h"
#include "mm_dlc.h"
enum MatchFrameworkInviteFlags_t
{
// Indicates that invite was received using console mechanisms (XMB/boot/etc.)
MM_INVITE_FLAG_CONSOLE = ( 1 << 0 ),
// Indicates that the game was booted through a Steam invite
MM_INVITE_FLAG_PCBOOT = ( 1 << 1 ),
};
class CMatchFramework :
public CTier2AppSystem< IMatchFramework >,
public IMatchEventsSink
{
// Methods of IAppSystem
public:
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
// Methods of IMatchFramework
public:
// Run frame of the matchmaking framework
virtual void RunFrame();
// Get matchmaking extensions
virtual IMatchExtensions * GetMatchExtensions();
// Get events container
virtual IMatchEventsSubscription * GetEventsSubscription();
// Get the matchmaking title interface
virtual IMatchTitle * GetMatchTitle();
// Get the match session interface of the current match framework type
virtual IMatchSession * GetMatchSession();
// Get the network msg encode/decode factory
virtual IMatchNetworkMsgController * GetMatchNetworkMsgController();
// Get the match system
virtual IMatchSystem * GetMatchSystem();
// Send the key values back to the server
virtual void ApplySettings( KeyValues* keyValues );
// Entry point to create session
virtual void CreateSession( KeyValues *pSettings );
// Entry point to match into a session
virtual void MatchSession( KeyValues *pSettings );
// Accept invite
virtual void AcceptInvite( int iController );
// Close the session
virtual void CloseSession();
// Checks to see if the current game is being played online ( as opposed to locally against bots )
virtual bool IsOnlineGame( void );
// Called by the client to notify matchmaking that it should update matchmaking properties based
// on player distribution among the teams.
virtual void UpdateTeamProperties( KeyValues *pTeamProperties );
//
// IMatchEventsSink
//
public:
virtual void OnEvent( KeyValues *pEvent );
// Additional matchmaking title-defined interface
public:
virtual IMatchTitleGameSettingsMgr * GetMatchTitleGameSettingsMgr();
public:
void SetCurrentMatchSession( IMatchSessionInternal *pNewMatchSession );
uint64 GetLastInviteFlags();
protected:
void RunFrame_Invite();
public:
CMatchFramework();
~CMatchFramework();
protected:
IMatchSessionInternal *m_pMatchSession;
bool m_bJoinTeamSession;
KeyValues *m_pTeamSessionSettings;
};
extern CMatchFramework *g_pMMF;
extern const char *COM_GetModDirectory();
extern bool IsLocalClientConnectedToServer();
#endif // MM_FRAMEWORK_H