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