Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "mm_title.h"
#include "mm_title_richpresence.h"
#include "swarm.spa.h"
#include "matchext_swarm.h"
#include "vstdlib/random.h"
#include "checksum_crc.h"
#include "fmtstr.h"
#include <locale>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar mm_matchmaking_version( "mm_matchmaking_version", "9" );
ConVar mm_matchmaking_dlcsquery( "mm_matchmaking_dlcsquery", "2" );
class CMatchTitleGameSettingsMgr : public IMatchTitleGameSettingsMgr
{
public:
// Extends server game details
virtual void ExtendServerDetails( KeyValues *pDetails, KeyValues *pRequest );
// Adds the essential part of game details to be broadcast
virtual void ExtendLobbyDetailsTemplate( KeyValues *pDetails, char const *szReason, KeyValues *pFullSettings );
// Extends game settings update packet for lobby transition,
// either due to a migration or due to an endgame condition
virtual void ExtendGameSettingsForLobbyTransition( KeyValues *pSettings, KeyValues *pSettingsUpdate, bool bEndGame );
// Rolls up game details for matches grouping
virtual KeyValues * RollupGameDetails( KeyValues *pDetails, KeyValues *pRollup, KeyValues *pQuery );
// Defines session search keys for matchmaking
virtual KeyValues * DefineSessionSearchKeys( KeyValues *pSettings );
// Defines dedicated server search key
virtual KeyValues * DefineDedicatedSearchKeys( KeyValues *pSettings );
// Initializes full game settings from potentially abbreviated game settings
virtual void InitializeGameSettings( KeyValues *pSettings );
// Extends game settings update packet before it gets merged with
// session settings and networked to remote clients
virtual void ExtendGameSettingsUpdateKeys( KeyValues *pSettings, KeyValues *pUpdateDeleteKeys );
// Prepares system for session creation
virtual KeyValues * PrepareForSessionCreate( KeyValues *pSettings );
// Executes the command on the session settings, this function on host
// is allowed to modify Members/Game subkeys and has to fill in modified players KeyValues
// When running on a remote client "ppPlayersUpdated" is NULL and players cannot
// be modified
virtual void ExecuteCommand( KeyValues *pCommand, KeyValues *pSessionSystemData, KeyValues *pSettings, KeyValues **ppPlayersUpdated );
// Prepares the lobby for game or adjust settings of new players who
// join a game in progress, this function is allowed to modify
// Members/Game subkeys and has to fill in modified players KeyValues
virtual void PrepareLobbyForGame( KeyValues *pSettings, KeyValues **ppPlayersUpdated );
// Prepares the host team lobby for game adjusting the game settings
// this function is allowed to prepare modification package to update
// Game subkeys.
// Returns the update/delete package to be applied to session settings
// and pushed to dependent two sesssion of the two teams.
virtual KeyValues * PrepareTeamLinkForGame( KeyValues *pSettingsLocal, KeyValues *pSettingsRemote );
};
CMatchTitleGameSettingsMgr g_MatchTitleGameSettingsMgr;
IMatchTitleGameSettingsMgr *g_pIMatchTitleGameSettingsMgr = &g_MatchTitleGameSettingsMgr;
//
// Mission information block
//
// Transfer mission info keys from mission manifest into key values
static void TransferMissionInformationToInfo( char const *szMissionName, KeyValues *pInfo )
{
KeyValues *pNewMission = NULL;
if ( !pInfo )
return;
if ( !szMissionName || !*szMissionName )
{
pInfo->SetString( "version", pNewMission->GetString( "version", "1" ) );
#ifndef _X360
pInfo->SetString( "builtin", pNewMission->GetString( "builtin", "1" ) );
pInfo->SetString( "displaytitle", pNewMission->GetString( "displaytitle", "#L4D360UI_Campaign_Any" ) );
pInfo->SetString( "author", pNewMission->GetString( "author", "" ) );
pInfo->SetString( "website", pNewMission->GetString( "website", "" ) );
#endif
return;
}
// Determine the new MissionInfo
if ( KeyValues *pAllMissions = g_pMatchExtSwarm->GetAllMissions() )
{
pNewMission = pAllMissions->FindKey( szMissionName );
}
pInfo->SetString( "version", pNewMission->GetString( "version", "" ) );
#ifndef _X360
pInfo->SetString( "builtin", pNewMission->GetString( "builtin", "1" ) );
pInfo->SetString( "displaytitle", pNewMission->GetString( "displaytitle", "" ) );
pInfo->SetString( "author", pNewMission->GetString( "author", "" ) );
pInfo->SetString( "website", pNewMission->GetString( "website", "" ) );
#endif
}
// Determine the DLC mask for the current settings
static uint64 DetermineDlcRequiredMask( KeyValues *pAggregateSettings )
{
KeyValues *pMissionInfo = NULL;
KeyValues *pChapterInfo = g_pMatchExtSwarm->GetMapInfo( pAggregateSettings, &pMissionInfo );
return
pMissionInfo->GetUint64( "dlcmask" ) |
pChapterInfo->GetUint64( "dlcmask" );
}
//
// Implementation of CMatchTitleGameSettingsMgr
//
// Adds the essential part of game details to be broadcast
void CMatchTitleGameSettingsMgr::ExtendLobbyDetailsTemplate( KeyValues *pDetails, char const *szReason, KeyValues *pFullSettings )
{
static KeyValues *pkvExt = KeyValues::FromString(
"settings",
" game { "
" mode #empty# "
" difficulty #empty# "
" maxrounds #int#3 "
" campaign #empty# "
" chapter #int#1 "
" state #empty# "
" missioninfo { "
" version #empty# "
#ifndef _X360
" builtin #empty# "
" displaytitle #empty# "
" author #empty# "
" website #empty# "
#endif
" } "
" } "
);
pDetails->MergeFrom( pkvExt, KeyValues::MERGE_KV_UPDATE );
if ( szReason && !Q_stricmp( szReason, "reserve" ) )
{
// For the reservation we have to analyze all DLCs of the session machines
// and set special keys for the server reservation
// e.g.: pDetails->SetInt( "GameExtras/bat", -1 );
}
}
// Extends server game details
void CMatchTitleGameSettingsMgr::ExtendServerDetails( KeyValues *pDetails, KeyValues *pRequest )
{
// Query server info
INetSupport::ServerInfo_t si;
g_pMatchExtensions->GetINetSupport()->GetServerInfo( &si );
// Determine map name
char const *szMapName = si.m_szMapName;
if ( !si.m_bActive )
{
if ( IVEngineClient *pIVEngineClient = g_pMatchExtensions->GetIVEngineClient() )
{
szMapName = pIVEngineClient->GetLevelNameShort();
}
}
if ( !szMapName )
szMapName = "";
// Server is always in game
pDetails->SetString( "game/state", "game" );
//
// Set game mode based on convars
//
static ConVarRef mp_gamemode( "mp_gamemode", true );
if ( mp_gamemode.IsValid() )
{
pDetails->SetString( "game/mode", mp_gamemode.GetString() );
}
//
// Determine game campaign and map info
//
KeyValues *pMissionInfo = NULL;
if ( KeyValues *pMapInfo = g_pMatchExtSwarm->GetMapInfoByBspName( pDetails, szMapName, &pMissionInfo ) )
{
pDetails->SetString( "game/campaign", pMissionInfo->GetString( "name" ) );
pDetails->SetInt( "game/chapter", pMapInfo->GetInt( "chapter" ) );
// Setup the mission info keys
TransferMissionInformationToInfo(
pDetails->GetString( "game/campaign" ),
pDetails->FindKey( "game/missioninfo", true ) );
}
//
// Determine game difficulty
//
static ConVarRef ZombieDifficulty( "z_difficulty", true );
if ( ZombieDifficulty.IsValid() )
{
pDetails->SetString( "game/difficulty", ZombieDifficulty.GetString() );
}
//
// Determine max rounds
//
static ConVarRef r_mp_roundlimit( "mp_roundlimit", true );
if ( r_mp_roundlimit.IsValid() )
{
pDetails->SetInt( "game/maxrounds", r_mp_roundlimit.GetInt() );
}
//
// Determine required dlc mask
//
pDetails->SetUint64( "game/dlcrequired", DetermineDlcRequiredMask( pDetails ) );
}
// Extends game settings update packet for lobby transition,
// either due to a migration or due to an endgame condition
void CMatchTitleGameSettingsMgr::ExtendGameSettingsForLobbyTransition( KeyValues *pSettings, KeyValues *pSettingsUpdate, bool bEndGame )
{
pSettingsUpdate->SetString( "game/state", "lobby" );
char const *szGameMode = pSettings->GetString( "game/mode", "coop" );
szGameMode;
if ( bEndGame )
{
bool bNoRollChapterTo1 = false; // !Q_stricmp( szGameMode, "survival" ) || !Q_stricmp( szGameMode, "scavenge" ) || !Q_stricmp( szGameMode, "teamscavenge" );
if ( !bNoRollChapterTo1 )
{
pSettingsUpdate->SetInt( "game/chapter", 1 );
}
}
}
// Adds a lowercased string into crc
void AppendToRollup( char const *sz, CRC32_t &u )
{
if ( !sz )
return;
char const *p1 = sz;
char const *p2 = p1;
while ( *p2 )
{
while ( *p2 && !isupper( *p2 ) )
{
++ p2;
}
if ( p2 > p1 )
{
CRC32_ProcessBuffer( &u, p1, p2 - p1 );
}
if ( *p2 )
{
char ch = tolower( *p2 );
++ p2;
CRC32_ProcessBuffer( &u, &ch, sizeof( ch ) );
}
p1 = p2;
}
}
// Rolls up game details for matches grouping
KeyValues * CMatchTitleGameSettingsMgr::RollupGameDetails( KeyValues *pDetails, KeyValues *pRollup, KeyValues *pQuery )
{
if ( !pDetails && !pRollup )
return NULL;
MEM_ALLOC_CREDIT();
if ( !pDetails )
{
// Check if the rollup is for a not installed addon with website
if ( pRollup->GetInt( "game/missioninfo/builtin", 0 ) )
return NULL; // builtin, not interested
char const *szWebsite = pRollup->GetString( "game/missioninfo/website", NULL );
if ( !szWebsite || !*szWebsite )
return NULL; // no website, not interested
int const nInstalledVersion = g_pMatchExtSwarm->GetAllMissions()->GetInt(
CFmtStr( "%s/version", pRollup->GetString( "game/campaign" ) ), -1 );
if ( pRollup->GetInt( "game/missioninfo/version", 0 ) <= nInstalledVersion )
return NULL; // addon installed with same or newer version, not interested
// Zero out games information
if ( KeyValues *pAgg = pRollup->FindKey( "rollup" ) )
{
pRollup->RemoveSubKey( pAgg );
pAgg->deleteThis();
}
return pRollup;
}
if ( !pRollup )
{
// Determine the game mode
char const *szGameMode = pDetails->GetString( "game/mode" );
if ( !szGameMode || !*szGameMode )
return NULL;
// For chapter-based rollups
bool bChapterBased = !Q_stricmp( "survival", szGameMode ) || !Q_stricmp( "scavenge", szGameMode );
bool bDifficulty = !Q_stricmp( "coop", szGameMode ) || !Q_stricmp( "realism", szGameMode );
// Determine campaign name
char const *szCampaign = pDetails->GetString( "game/campaign" );
if ( !szCampaign || !*szCampaign )
return NULL;
// Prepare the rollup
pRollup = new KeyValues( "rollup" );
CRC32_t uRollupKey = 0;
CRC32_Init( &uRollupKey );
// Game/mode
pRollup->SetString( "game/mode", szGameMode );
AppendToRollup( szGameMode, uRollupKey );
// Game/campaign
pRollup->SetString( "game/campaign", szCampaign );
AppendToRollup( szCampaign, uRollupKey );
// Game/chapter
if ( bChapterBased )
{
int iChapter = pDetails->GetInt( "game/chapter", -1 );
if ( iChapter > 0 )
{
pRollup->SetInt( "game/chapter", iChapter );
CRC32_ProcessBuffer( &uRollupKey, &iChapter, sizeof( iChapter ) );
}
}
// Game/difficulty
if ( bDifficulty )
{
char const *szDifficulty = pDetails->GetString( "game/difficulty", NULL );
if ( szDifficulty && *szDifficulty )
{
pRollup->SetString( "game/difficulty", szDifficulty );
AppendToRollup( szDifficulty, uRollupKey );
}
}
// Game/state, only if queried for specific game state
if ( char const *szGameState = pQuery->GetString( "game/state", NULL ) )
{
char const *szState = pDetails->GetString( "game/state", NULL );
if ( szState && *szState )
{
pRollup->SetString( "game/state", szState );
// AppendToRollup( szState, uRollupKey ); <- state doesn't affect the rollup
}
}
// Let the aggregation system know the key
pRollup->SetUint64( "rollupkey", uRollupKey );
return pRollup;
}
// We need to rollup the formula
if ( pDetails && pRollup )
{
// Add the rollup mission info
int iVersion = pRollup->GetInt( "game/missioninfo/version", -1 ), iVersionD = pDetails->GetInt( "game/missioninfo/version" );
if ( iVersionD > iVersion )
{
pRollup->FindKey( "game/missioninfo", true )->MergeFrom( pDetails->FindKey( "game/missioninfo" ), KeyValues::MERGE_KV_UPDATE );
}
// Add the rollup formula
char const *szGameState = pDetails->GetString( "game/state", "game" );
if ( Q_stricmp( szGameState, "lobby" ) && Q_stricmp( szGameState, "game" ) )
szGameState = "game"; // force all other states like "finale" to be game
CFmtStr strRollupKey( "rollup/%s", szGameState );
pRollup->SetInt( strRollupKey, 1 + pRollup->GetInt( strRollupKey ) );
// Rolled up
return pRollup;
}
return NULL;
}
// Defines dedicated server search key
KeyValues * CMatchTitleGameSettingsMgr::DefineDedicatedSearchKeys( KeyValues *pSettings )
{
if ( IsPC() )
{
MEM_ALLOC_CREDIT();
char const *szGameMode = pSettings->GetString( "game/mode", "coop" );
if ( !szGameMode || !*szGameMode )
szGameMode = "empty";
char const *szMissionTag = NULL;
KeyValues *pMissionInfo = NULL;
if ( g_pMatchExtSwarm->GetMapInfo( pSettings, &pMissionInfo ) )
{
if ( !pMissionInfo->GetInt( "builtin" ) )
{
szMissionTag = pMissionInfo->GetString( "cfgtag" );
}
}
static ConVarRef sv_search_key( "sv_search_key" );
KeyValues *pKeys = new KeyValues( "SearchKeys" );
pKeys->SetString( "gamedata", CFmtStr( szMissionTag ? "%s,key:%s%d,%s" : "%s,key:%s%d",
szGameMode,
sv_search_key.GetString(),
g_pMatchExtensions->GetINetSupport()->GetEngineBuildNumber(),
szMissionTag ) );
return pKeys;
}
else
{
return NULL;
}
}
// Helper function to set filter for BuiltIn criteria on PC
static void DefineSessionSearchKeys_BuiltIn( KeyValues *pSettings, KeyValues *pSearchKeys )
{
MEM_ALLOC_CREDIT();
char const *szValue = pSettings->GetString( "game/missioninfo/builtin", NULL );
// Check if we need to force "official" setting
char const *szCampaign = pSettings->GetString( "game/campaign" );
if ( !*szCampaign && IsPC() )
{
// Any campaign - candidate for "official" restriction
char const *szAction = pSettings->GetString( "options/action" );
if ( !Q_stricmp( szAction, "quickmatch" ) ||
!Q_stricmp( szAction, "custommatch" ) )
{
szValue = "official"; // matchmaking on "ANY" = "official"
}
// Team matchmaking also means "official"
if ( StringHasPrefix( pSettings->GetString( "game/mode" ), "team" ) )
{
szValue = "official";
}
}
if ( szValue )
{
// Different values mean different search criteria:
if ( !Q_stricmp( szValue, "addon" ) )
pSearchKeys->SetInt( "Filter=/game:missioninfo:builtin", 0 );
else if ( !Q_stricmp( szValue, "official" ) )
pSearchKeys->SetInt( "Filter=/game:missioninfo:builtin", 1 );
else if ( !Q_stricmp( szValue, "installedaddon" ) )
pSearchKeys->SetInt( "Filter=/game:missioninfo:builtin", 0 );
else if ( !Q_stricmp( szValue, "notinstalledaddon" ) )
{
pSearchKeys->SetInt( "Filter=/game:missioninfo:builtin", 0 );
KeyValues *pAllMissions = g_pMatchExtSwarm->GetAllMissions();
for ( KeyValues *pMission = pAllMissions ? pAllMissions->GetFirstTrueSubKey() : NULL; pMission; pMission = pMission->GetNextTrueSubKey() )
{
if ( !pMission->GetBool( "builtin" ) )
pSearchKeys->FindKey( "Filter<>", true )->AddSubKey(
new KeyValues( "game:campaign", NULL, pMission->GetString( "name" ) ) );
}
pSearchKeys->SetString( "Filter<>/game:missioninfo:website", "" );
}
}
}
// Defines session search keys for matchmaking
KeyValues * CMatchTitleGameSettingsMgr::DefineSessionSearchKeys( KeyValues *pSettings )
{
MEM_ALLOC_CREDIT();
KeyValues *pResult = new KeyValues( "SessionSearch" );
pResult->SetInt( "numPlayers", pSettings->GetInt( "members/numPlayers", XBX_GetNumGameUsers() ) );
char const *szGameMode = pSettings->GetString( "game/mode", "" );
if ( IsX360() )
{
if ( char const *szValue = pSettings->GetString( "game/mode", NULL ) )
{
static ContextValue_t values[] = {
{ "versus", SESSION_MATCH_QUERY_PUBLIC_STATE_C___SORT___CHAPTER },
{ "teamversus", SESSION_MATCH_QUERY_TEAM_STATE_C_CHAPTER },
{ "scavenge", SESSION_MATCH_QUERY_PUBLIC_STATE_C_CHAPTER___SORT___ROUNDS },
{ "teamscavenge", SESSION_MATCH_QUERY_TEAM_STATE_C_CHAPTER_ROUNDS },
{ "survival", SESSION_MATCH_QUERY_PUBLIC_STATE_C_CHAPTER },
{ "coop", SESSION_MATCH_QUERY_PUBLIC_STATE_C_DIFF___SORT___CHAPTER },
{ "realism", SESSION_MATCH_QUERY_PUBLIC_STATE_C_DIFF___SORT___CHAPTER },
{ NULL, 0xFFFF },
};
pResult->SetInt( "rule", values->ScanValues( szValue ) );
}
// Set the matchmaking version
pResult->SetInt( CFmtStr( "Properties/%d", PROPERTY_MMVERSION ), mm_matchmaking_version.GetInt() );
#ifdef _X360
// Set the installed DLCs masks
uint64 uiDlcsMask = MatchSession_GetDlcInstalledMask();
for ( int k = 1; k <= mm_matchmaking_dlcsquery.GetInt(); ++ k )
{
pResult->SetInt( CFmtStr( "Properties/%d", PROPERTY_MMVERSION + k ), !!( uiDlcsMask & ( 1ull << k ) ) );
}
pResult->SetInt( "dlc1", PROPERTY_MMVERSION + 1 );
pResult->SetInt( "dlcN", PROPERTY_MMVERSION + mm_matchmaking_dlcsquery.GetInt() );
#endif
// X_CONTEXT_GAME_TYPE
pResult->SetInt( CFmtStr( "Contexts/%d", X_CONTEXT_GAME_TYPE ), X_CONTEXT_GAME_TYPE_STANDARD );
// X_CONTEXT_GAME_MODE
if ( char const *szValue = pSettings->GetString( "game/mode", NULL ) )
{
pResult->SetInt( CFmtStr( "Contexts/%d", X_CONTEXT_GAME_MODE ), g_pcv_CONTEXT_GAME_MODE->ScanValues( szValue ) );
}
if ( char const *szValue = pSettings->GetString( "game/state", NULL ) )
{
pResult->SetInt( CFmtStr( "Contexts/%d", CONTEXT_STATE ), g_pcv_CONTEXT_STATE->ScanValues( szValue ) );
}
if ( char const *szValue = pSettings->GetString( "game/difficulty", NULL ) )
{
if ( !Q_stricmp( "coop", szGameMode ) || !Q_stricmp( "realism", szGameMode ) )
{
pResult->SetInt( CFmtStr( "Contexts/%d", CONTEXT_DIFFICULTY ), g_pcv_CONTEXT_DIFFICULTY->ScanValues( szValue ) );
}
}
if ( int val = pSettings->GetInt( "game/maxrounds" ) )
{
if ( !Q_stricmp( "scavenge", szGameMode ) || !Q_stricmp( "teamscavenge", szGameMode ) )
{
pResult->SetInt( CFmtStr( "Properties/%d", PROPERTY_MAXROUNDS ), val );
}
}
char const *szCampaign = pSettings->GetString( "game/campaign" );
if ( *szCampaign )
{
DWORD dwContext = CONTEXT_CAMPAIGN_UNKNOWN;
if ( KeyValues *pAllMissions = g_pMatchExtSwarm->GetAllMissions() )
{
if ( KeyValues *pMission = pAllMissions->FindKey( szCampaign ) )
{
dwContext = pMission->GetInt( "x360ctx", dwContext );
}
}
if ( dwContext != CONTEXT_CAMPAIGN_UNKNOWN )
{
pResult->SetInt( CFmtStr( "Contexts/%d", CONTEXT_CAMPAIGN ), dwContext );
}
}
if ( int val = pSettings->GetInt( "game/chapter" ) )
{
pResult->SetInt( CFmtStr( "Properties/%d", PROPERTY_CHAPTER ), val );
}
}
else
{
char const *szGameMode = pSettings->GetString( "game/mode" );
if ( char const *szValue = pSettings->GetString( "game/state", NULL ) )
{
pResult->SetString( "Filter=/game:state", szValue );
}
if ( char const *szValue = pSettings->GetString( "game/mode", NULL ) )
{
pResult->SetString( "Filter=/game:mode", szValue );
}
if ( char const *szValue = pSettings->GetString( "game/difficulty", NULL ) )
{
pResult->SetString( "Filter=/game:difficulty", szValue );
}
if ( int val = pSettings->GetInt( "game/maxrounds" ) )
{
char const *szFilterType = NULL;
if ( !Q_stricmp( "scavenge", szGameMode ) )
szFilterType = "Near";
else if ( !Q_stricmp( "teamscavenge", szGameMode ) )
szFilterType = "Filter=";
if ( szFilterType )
pResult->SetInt( CFmtStr( "%s/game:maxrounds", szFilterType ), val );
}
char const *szCampaign = pSettings->GetString( "game/campaign" );
if ( *szCampaign )
{
pResult->SetString( "Filter=/game:campaign", szCampaign );
}
if ( int val = pSettings->GetInt( "game/chapter" ) )
{
char const *szFilterType = "Near";
if ( !Q_stricmp( "survival", szGameMode ) ||
!Q_stricmp( "scavenge", szGameMode ) ||
StringHasPrefix( szGameMode, "team" ) )
szFilterType = "Filter=";
pResult->SetInt( CFmtStr( "%s/game:chapter", szFilterType ), val );
}
// For all game modes (except team-on-team) prefer games with more players (e.g. prefer 7/8 game over 2/8 game)
if ( !StringHasPrefix( szGameMode, "team" ) )
{
pResult->SetInt( "Near/members:numPlayers", 99 ); // passing in a random big number to cause descending sort order
}
// BuiltIn search keys
DefineSessionSearchKeys_BuiltIn( pSettings, pResult );
// For team-on-team game modes require dedicated/local servers preference to match
if ( StringHasPrefix( szGameMode, "team" ) )
{
char const *szLocal = pSettings->GetString( "options/server" );
char const *szFilter = Q_stricmp( szLocal, "listen" ) ? "Filter<>" : "Filter=";
pResult->SetString( CFmtStr( "%s/options:server", szFilter ), "listen" );
}
}
//
// In case the search is quickmatch or custom match for
// a game in progress, add a second search pass for games
// in lobby. This way if the search doesn't find any games
// in progress then it will at least find a lobby.
//
char const *szAction = pSettings->GetString( "options/action" );
if ( ( !Q_stricmp( szAction, "quickmatch" ) ||
!Q_stricmp( szAction, "custommatch" ) ) &&
!Q_stricmp( "game", pSettings->GetString( "game/state", "" ) ) )
{
KeyValues *pNextSearchPass = pResult->MakeCopy();
pNextSearchPass->SetName( "nextpass" );
pResult->AddSubKey( pNextSearchPass );
// When matchmaking for a game in progress allow lobbies to also be considered if no games in progress found
if ( IsX360() )
pNextSearchPass->SetInt( CFmtStr( "Contexts/%d", CONTEXT_STATE ), CONTEXT_STATE_LOBBY );
else
pNextSearchPass->SetString( "Filter=/game:state", "lobby" );
}
//
// For team based game modes there are chances that a team link session
// is not specifying a campaign/chapter, so we need to perform fallback
// searches to ANY
//
if ( StringHasPrefix( szGameMode, "team" ) )
{
KeyValues *pLastPass = pResult;
// If we specify a chapter, then try linking on ANY chapter
if ( pSettings->GetInt( "game/chapter" ) )
{
KeyValues *pNextSearchPass = pLastPass->MakeCopy();
pNextSearchPass->SetName( "nextpass" );
pLastPass->AddSubKey( pNextSearchPass );
pLastPass = pNextSearchPass;
// Search for chapter = 0
if ( IsX360() )
pNextSearchPass->SetInt( CFmtStr( "Properties/%d", PROPERTY_CHAPTER ), 0 );
else
pNextSearchPass->SetInt( "Filter=/game:chapter", 0 );
}
// If we specify a campaign and that's a built-in campaign, then try linking on ANY campaign
if ( *pSettings->GetString( "game/campaign" ) && ( IsX360() || pSettings->GetInt( "game/missioninfo/builtin" ) ) )
{
KeyValues *pNextSearchPass = pLastPass->MakeCopy();
pNextSearchPass->SetName( "nextpass" );
pLastPass->AddSubKey( pNextSearchPass );
pLastPass = pNextSearchPass;
// Search for campaign = ANY
if ( IsX360() )
pNextSearchPass->SetInt( CFmtStr( "Contexts/%d", CONTEXT_CAMPAIGN ), CONTEXT_CAMPAIGN_ANY );
else
pNextSearchPass->SetString( "Filter=/game:campaign", "" );
}
}
return pResult;
}
#ifdef _DEBUG
ConVar mm_test_slots( "mm_test_slots", "0", FCVAR_DEVELOPMENTONLY, "Force the game to support a different number of max slots.\n" );
#endif
// Initializes full game settings from potentially abbreviated game settings
void CMatchTitleGameSettingsMgr::InitializeGameSettings( KeyValues *pSettings )
{
MEM_ALLOC_CREDIT();
char const *szNetwork = pSettings->GetString( "system/network", "LIVE" );
char const *szPlayOptions = pSettings->GetString( "options/play", "" );
if ( KeyValues *kv = pSettings->FindKey( "game", true ) )
{
kv->SetString( "state", "lobby" );
KeyValuesAddDefaultString( kv, "mode", "coop" );
char const *szGameMode = kv->GetString( "mode" );
// Allowing ANY campaign/chapter
bool bAllowAnyChapter = false;
if ( StringHasPrefix( szGameMode, "team" ) )
bAllowAnyChapter = true;
// Build a list of random campaigns (weighted by chapters for single-chapter game modes)
bool bSingleChapterGameMode = !Q_stricmp( "survival", szGameMode ) || !Q_stricmp( "scavenge", szGameMode );
CFmtStr sModeChapters( "modes/%s/chapters", szGameMode );
CUtlVector< KeyValues * > arrBuiltinMissions;
for ( KeyValues *pMission = g_pMatchExtSwarm->GetAllMissions()->GetFirstTrueSubKey(); pMission; pMission = pMission->GetNextTrueSubKey() )
{
if ( !pMission->GetInt( "builtin" ) )
continue;
if ( !Q_stricmp( "credits", pMission->GetString( "name" ) ) )
continue;
int numChapters = pMission->GetInt( sModeChapters );
if ( !numChapters )
continue;
// Weigh missions proportionally to the number of chapters
// if the game mode is a single chapter
arrBuiltinMissions.AddToTail( pMission );
if ( bSingleChapterGameMode )
{
for ( int k = 1; k < numChapters; ++ k )
arrBuiltinMissions.AddToTail( pMission );
}
}
// Random campaign generation if player was searching for "Any" campaign
if ( !bAllowAnyChapter && !*kv->GetString( "campaign" ) && arrBuiltinMissions.Count() )
{
int iRandomMission = RandomInt( 0, arrBuiltinMissions.Count() - 1 );
kv->SetString( "campaign", arrBuiltinMissions[ iRandomMission ]->GetString( "name" ) );
}
// In survival/scavenge mode we also randomly generate the chapter if "Any" was searched
if ( !bAllowAnyChapter && !kv->GetInt( "chapter" ) )
{
if ( bSingleChapterGameMode )
{
int nChapters = g_pMatchExtSwarm->GetAllMissions()->GetInt( CFmtStr( "%s/modes/%s/chapters", kv->GetString( "campaign" ), szGameMode ), 1 );
int nRandomChapter = RandomInt( 1, nChapters );
kv->SetInt( "chapter", nRandomChapter );
}
else
{
kv->SetInt( "chapter", 1 );
}
}
Assert( bAllowAnyChapter || g_pMatchExtSwarm->GetMapInfo( pSettings ) );
KeyValuesAddDefaultString( kv, "difficulty", "normal" );
KeyValuesAddDefaultValue( kv, "maxrounds", 3, SetInt );
if ( !Q_stricmp( "offline", szNetwork ) && arrBuiltinMissions.Count() )
{
kv->SetString( "campaign", arrBuiltinMissions[0]->GetString( "name" ) );
kv->SetInt( "chapter", 1 );
}
if ( !Q_stricmp( "commentary", szPlayOptions ) )
{
kv->SetString( "campaign", "L4D2C5" ); // Commentary is on C5
kv->SetInt( "chapter", 1 );
kv->SetString( "difficulty", "easy" );
}
// Credits are played on a dedicated map
if ( !Q_stricmp( "credits", szPlayOptions ) )
{
kv->SetString( "campaign", "credits" );
kv->SetInt( "chapter", 1 );
kv->SetString( "difficulty", "easy" );
}
}
// Setup the mission info keys
TransferMissionInformationToInfo(
pSettings->GetString( "game/campaign" ),
pSettings->FindKey( "game/missioninfo", true ) );
pSettings->SetUint64( "game/dlcrequired", DetermineDlcRequiredMask( pSettings ) );
// Offline games don't need slots and player setup
if ( !Q_stricmp( "offline", szNetwork ) )
return;
//
// Set the number of slots
//
int numSlots = 4;
const char *pszGameMode = pSettings->GetString( "game/mode", "" );
if ( !Q_stricmp( "versus", pszGameMode ) || !Q_stricmp( "scavenge", pszGameMode ) )
{
numSlots = 8;
}
#ifdef _DEBUG
if ( int nForceDebugSlots = mm_test_slots.GetInt() )
numSlots = nForceDebugSlots;
#endif
pSettings->SetInt( "members/numSlots", numSlots );
}
// Extends game settings update packet before it gets merged with
// session settings and networked to remote clients
void CMatchTitleGameSettingsMgr::ExtendGameSettingsUpdateKeys( KeyValues *pSettings, KeyValues *pUpdateDeleteKeys )
{
MEM_ALLOC_CREDIT();
// Check if the campaign key is deleted
if ( pUpdateDeleteKeys->FindKey( "delete/game/campaign" ) )
{
pUpdateDeleteKeys->SetString( "delete/game/missioninfo", "delete" );
}
// Check if the campaign key is modified
if ( char const *szNewMission = pUpdateDeleteKeys->GetString( "update/game/campaign", NULL ) )
{
TransferMissionInformationToInfo( szNewMission,
pUpdateDeleteKeys->FindKey( "update/game/missioninfo", true ) );
}
// Check if the campaign or chapter key is modified
if ( pUpdateDeleteKeys->GetString( "update/game/campaign" ) ||
pUpdateDeleteKeys->GetString( "update/game/chapter" ) )
{
KeyValues *pAggregateSettings = pSettings->MakeCopy();
KeyValues::AutoDelete autodelete( pAggregateSettings );
pAggregateSettings->MergeFrom( pUpdateDeleteKeys );
uint64 uiDlcMaskRequired = DetermineDlcRequiredMask( pAggregateSettings );
if ( uiDlcMaskRequired != pAggregateSettings->GetUint64( "game/dlcrequired" ) )
pUpdateDeleteKeys->SetUint64( "update/game/dlcrequired", uiDlcMaskRequired );
}
}
// Prepares system for session creation
KeyValues * CMatchTitleGameSettingsMgr::PrepareForSessionCreate( KeyValues *pSettings )
{
return MM_Title_RichPresence_PrepareForSessionCreate( pSettings );
}
// Prepares the lobby for game or adjust settings of new players who
// join a game in progress, this function is allowed to modify
// Members/Game subkeys and has to write modified players XUIDs
void CMatchTitleGameSettingsMgr::PrepareLobbyForGame( KeyValues *pSettings, KeyValues **ppPlayersUpdated )
{
// set player avatar/teams, etc
}
// Prepares the host team lobby for game adjusting the game settings
// this function is allowed to prepare modification package to update
// Game subkeys.
// Returns the update/delete package to be applied to session settings
// and pushed to dependent two sesssion of the two teams.
KeyValues * CMatchTitleGameSettingsMgr::PrepareTeamLinkForGame( KeyValues *pSettingsLocal, KeyValues *pSettingsRemote )
{
MEM_ALLOC_CREDIT();
KeyValues *pUpdate = NULL;
// Figure out game mode (game modes are assumed to match)
char const *szGameMode = pSettingsLocal->GetString( "game/mode", "coop" );
Assert( !Q_stricmp( szGameMode, pSettingsRemote->GetString( "game/mode", "coop" ) ) );
// Check if either campaign is ANY
char const *szCampaignLocal = pSettingsLocal->GetString( "game/campaign", "" );
char const *szCampaignRemote = pSettingsRemote->GetString( "game/campaign", "" );
// Campaigns should either designate ANY or should match
Assert( !*szCampaignLocal || !*szCampaignRemote || !Q_stricmp( szCampaignLocal, szCampaignRemote ) );
if ( !*szCampaignLocal || !*szCampaignRemote )
{
if ( !pUpdate )
pUpdate = new KeyValues( "PrepareTeamLinkForGame" );
// Assign a random campaign if none set
#ifdef _DEMO
const char *rnd = "L4D2C5";
#else
CFmtStr rnd( "L4D2C%d", RandomInt( 1, 5 ) );
#endif
char const *szCampaign = rnd;
// If either session wants a specific campaign, honor them
if ( *szCampaignLocal )
szCampaign = szCampaignLocal;
if ( *szCampaignRemote )
szCampaign = szCampaignRemote;
// Set the update key
pUpdate->SetString( "update/game/campaign", szCampaign );
szCampaignLocal = pUpdate->GetString( "update/game/campaign" );
}
// Check if the chapter is ANY
int nChapterLocal = pSettingsLocal->GetInt( "game/chapter", 0 );
int nChapterRemote = pSettingsRemote->GetInt( "game/chapter", 0 );
// Chapters either designate ANY or should match
Assert( !nChapterLocal || !nChapterRemote || nChapterRemote == nChapterLocal );
if ( !nChapterLocal || !nChapterRemote )
{
if ( !pUpdate )
pUpdate = new KeyValues( "PrepareTeamLinkForGame" );
// Generate a random chapter if both are ANY
int nChapter = 1;
if ( !Q_stricmp( "teamscavenge", szGameMode ) )
{
int nChapters = g_pMatchExtSwarm->GetAllMissions()->GetInt( CFmtStr( "%s/modes/%s/chapters", szCampaignLocal, szGameMode ), 1 );
nChapter = RandomInt( 1, nChapters );
}
// If any session wants a specific chapter, honor them
if ( nChapterLocal )
nChapter = nChapterLocal;
if ( nChapterRemote )
nChapter = nChapterRemote;
// Set the update key
pUpdate->SetInt( "update/game/chapter", nChapter );
nChapterLocal = nChapter;
}
return pUpdate;
}
static void OnRunCommand_Avatar( KeyValues *pCommand, KeyValues *pSettings, KeyValues **ppPlayersUpdated )
{
/*
MEM_ALLOC_CREDIT();
XUID xuid = pCommand->GetUint64( "xuid" );
char const *szAvatar = pCommand->GetString( "avatar", "" );
KeyValues *pMembers = pSettings->FindKey( "members" );
if ( !pMembers )
return;
// Find the avatar that is going to be updated
KeyValues *pPlayer = SessionMembersFindPlayer( pSettings, xuid );
if ( !pPlayer )
return;
// Check if the avatar is the same
if ( !Q_stricmp( szAvatar, pPlayer->GetString( "game/avatar", "" ) ) )
return;
KeyValues *kvGame = pPlayer->FindKey( "game", true );
if ( !kvGame )
return;
// If desired avatar is blank, then no validation required
if ( !*szAvatar )
{
kvGame->SetString( "avatar", "" );
}
else
{
// Count how many times the avatar is currently in use
int numCurrentlyUsed = 0;
int numMachines = pMembers->GetInt( "numMachines" );
for ( int k = 0; k < numMachines; ++ k )
{
KeyValues *pMachine = pMembers->FindKey( CFmtStr( "machine%d", k ) );
if ( !pMachine )
continue;
int numPlayers = pMachine->GetInt( "numPlayers" );
for ( int j = 0; j < numPlayers; ++ j )
{
char const *szUsedAvatar = pMachine->GetString( CFmtStr( "player%d/game/avatar", j ), "" );
if ( !Q_stricmp( szUsedAvatar, szAvatar ) )
++ numCurrentlyUsed;
}
}
// Validate that the avatar is not taken yet
if ( !Q_stricmp( szAvatar, "Infected" ) )
{
if ( numCurrentlyUsed >= 4 )
return;
}
else
{
if ( numCurrentlyUsed >= 1 )
return;
}
kvGame->SetString( "avatar", szAvatar );
}
// Notify the sessions of a player update
* ( ppPlayersUpdated ++ ) = pPlayer;
*/
}
// Executes the command on the session settings, this function on host
// is allowed to modify Members/Game subkeys and has to fill in modified players KeyValues
// When running on a remote client "ppPlayersUpdated" is NULL and players cannot
// be modified
void CMatchTitleGameSettingsMgr::ExecuteCommand( KeyValues *pCommand, KeyValues *pSessionSystemData, KeyValues *pSettings, KeyValues **ppPlayersUpdated )
{
char const *szCommand = pCommand->GetName();
if ( !Q_stricmp( "Game::Avatar", szCommand ) )
{
if ( !Q_stricmp( "host", pSessionSystemData->GetString( "type", "host" ) ) &&
// !Q_stricmp( "lobby", pSessionSystemData->GetString( "state", "lobby" ) ) && - avatars also update when players change team ingame
ppPlayersUpdated )
{
char const *szAvatar = pCommand->GetString( "avatar" );
if ( !*szAvatar )
{
// Requesting random is only allowed in unlocked lobby
if ( Q_stricmp( "lobby", pSessionSystemData->GetString( "state", "lobby" ) ) )
return;
if ( *pSettings->GetString( "system/lock" ) )
return;
}
OnRunCommand_Avatar( pCommand, pSettings, ppPlayersUpdated );
return;
}
}
}