Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "mm_title_richpresence.h"
#include "swarm.spa.h"
#include "matchext_swarm.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//
// Mapping of context values
//
ContextValue_t g_pcv_CONTEXT_GAME_MODE[] = {
{ "versus", CONTEXT_GAME_MODE_VERSUS },
{ "teamversus", CONTEXT_GAME_MODE_TEAMVERSUS },
{ "scavenge", CONTEXT_GAME_MODE_SCAVENGE },
{ "teamscavenge", CONTEXT_GAME_MODE_TEAMSCAVENGE },
{ "survival", CONTEXT_GAME_MODE_SURVIVAL },
{ "realism", CONTEXT_GAME_MODE_REALISM },
{ NULL, CONTEXT_GAME_MODE_COOP },
};
ContextValue_t g_pcv_CONTEXT_STATE[] = {
{ "game", CONTEXT_STATE_GAME },
{ "finale", CONTEXT_STATE_FINALE },
{ NULL, CONTEXT_STATE_LOBBY },
};
ContextValue_t g_pcv_CONTEXT_DIFFICULTY[] = {
{ "easy", CONTEXT_DIFFICULTY_EASY },
{ "hard", CONTEXT_DIFFICULTY_HARD },
{ "impossible", CONTEXT_DIFFICULTY_IMPOSSIBLE },
{ NULL, CONTEXT_DIFFICULTY_NORMAL },
};
ContextValue_t g_pcv_CONTEXT_ACCESS[] = {
{ "public", CONTEXT_ACCESS_PUBLIC },
{ "friends", CONTEXT_ACCESS_FRIENDS },
{ NULL, CONTEXT_ACCESS_PRIVATE },
};
//
// User context and property setting
//
static void SetAllUsersContext( DWORD dwContextId, DWORD dwValue, bool bAsync = true )
{
#ifdef _X360
for ( int k = 0; k < ( int ) XBX_GetNumGameUsers(); ++ k )
{
if ( XBX_GetUserIsGuest( k ) )
continue;
int iCtrlr = XBX_GetUserId( k );
if ( bAsync )
XUserSetContextEx( iCtrlr, dwContextId, dwValue, MMX360_NewOverlappedDormant() );
else
XUserSetContext( iCtrlr, dwContextId, dwValue );
}
#endif
}
static void SetAllUsersProperty( DWORD dwPropertyId, DWORD cbValue, void const *pvValue )
{
#ifdef _X360
for ( int k = 0; k < ( int ) XBX_GetNumGameUsers(); ++ k )
{
if ( XBX_GetUserIsGuest( k ) )
continue;
int iCtrlr = XBX_GetUserId( k );
XUserSetPropertyEx( iCtrlr, dwPropertyId, cbValue, pvValue, MMX360_NewOverlappedDormant() );
}
#endif
}
KeyValues * MM_Title_RichPresence_PrepareForSessionCreate( KeyValues *pSettings )
{
if ( char const *szValue = pSettings->GetString( "game/mode", NULL ) )
{
SetAllUsersContext( X_CONTEXT_GAME_MODE, g_pcv_CONTEXT_GAME_MODE->ScanValues( szValue ), false );
}
// matchmaking version
{
static int val; // must be valid for the async call
extern ConVar mm_matchmaking_version;
val = mm_matchmaking_version.GetInt();
SetAllUsersProperty( PROPERTY_MMVERSION, sizeof( val ), &val );
DevMsg( "PrepareForSessionCreate: matchmaking version %d\n", val );
}
return NULL;
}
void MM_Title_RichPresence_Update( KeyValues *pFullSettings, KeyValues *pUpdatedSettings )
{
if ( !pFullSettings )
{
SetAllUsersContext( X_CONTEXT_PRESENCE, 1 ); // main menu
return;
}
// Also set players information during initial rich presence update
if ( !pUpdatedSettings && pFullSettings )
{
MM_Title_RichPresence_PlayersChanged( pFullSettings );
}
// pUpdatedSettings = NULL when the session is created and all contexts need to be set
KeyValues *pNewSettings = pUpdatedSettings ? pUpdatedSettings : pFullSettings;
// Current mission/map (can be NULL!)
char const *szCampaign = pFullSettings->GetString( "game/campaign", "" );
KeyValues *pInfoMission = szCampaign[0] ? g_pMatchExtSwarm->GetAllMissions()->FindKey( szCampaign ) : NULL;
KeyValues *pInfoChapter = g_pMatchExtSwarm->GetMapInfo( pFullSettings );
if ( char const *szValue = pNewSettings->GetString( "system/access", NULL ) )
{
SetAllUsersContext( CONTEXT_ACCESS, g_pcv_CONTEXT_ACCESS->ScanValues( szValue ) );
}
if ( char const *szValue = pNewSettings->GetString( "game/state", NULL ) )
{
SetAllUsersContext( CONTEXT_STATE, g_pcv_CONTEXT_STATE->ScanValues( szValue ) );
}
if ( char const *szValue = pNewSettings->GetString( "game/mode", NULL ) )
{
SetAllUsersContext( X_CONTEXT_GAME_MODE, g_pcv_CONTEXT_GAME_MODE->ScanValues( szValue ) );
}
if ( char const *szValue = pNewSettings->GetString( "game/difficulty", NULL ) )
{
SetAllUsersContext( CONTEXT_DIFFICULTY, g_pcv_CONTEXT_DIFFICULTY->ScanValues( szValue ) );
}
if ( KeyValues *kvVal = pNewSettings->FindKey( "game/maxrounds" ) )
{
static int val; // must be valid for the async call
val = kvVal->GetInt();
SetAllUsersProperty( PROPERTY_MAXROUNDS, sizeof( val ), &val );
}
bool bSetLevelDescription = false;
if ( char const *szValue = pNewSettings->GetString( "game/campaign", NULL ) )
{
int iCampaign = pInfoMission->GetInt( "x360ctx", CONTEXT_CAMPAIGN_ANY );
SetAllUsersContext( CONTEXT_CAMPAIGN, iCampaign );
bSetLevelDescription = true;
}
if ( KeyValues *kvVal = pNewSettings->FindKey( "game/chapter" ) )
{
static int val; // must be valid for the async call
val = kvVal->GetInt();
SetAllUsersProperty( PROPERTY_CHAPTER, sizeof( val ), &val );
bSetLevelDescription = true;
}
if ( bSetLevelDescription )
{
int iContext = CONTEXT_LEVELDESCRIPTION_ANY;
if ( pInfoChapter )
iContext = pInfoChapter->GetInt( "x360ctx", iContext );
else if ( pInfoMission )
iContext = pInfoMission->GetInt( "x360ctx", iContext ); // mission contexts correspond to chapters too
SetAllUsersContext( CONTEXT_LEVELDESCRIPTION, iContext );
}
if ( KeyValues *kvVal = pNewSettings->FindKey( "game/dlcrequired" ) )
{
static int val[10]; // must be valid for the async call
uint64 uiDlcRequired = kvVal->GetUint64();
extern ConVar mm_matchmaking_dlcsquery;
for ( int k = 1; k <= mm_matchmaking_dlcsquery.GetInt(); ++ k )
{
val[k] = !!( uiDlcRequired & ( 1ull << k ) );
DevMsg( "DLC%d required: %d\n", k, val[k] );
SetAllUsersProperty( PROPERTY_MMVERSION + k, sizeof( val ), &val );
}
}
//
// Determine Rich Presence Display
//
if ( char const *szGameModeForRichPresence = pFullSettings->GetString( "game/mode", NULL ) )
{
unsigned int dwLevelPresence = CONTEXT_PRESENCE_MAINMENU;
static ContextValue_t values[] = {
{ "versus", CONTEXT_PRESENCE_MODE_GAP_MISSION_LOBBY },
{ "teamversus", CONTEXT_PRESENCE_MODE_GAP_MISSION_LOBBY },
{ "survival", CONTEXT_PRESENCE_MODE_GAP_LEVEL_LOBBY },
{ "scavenge", CONTEXT_PRESENCE_MODE_GAP_LEVEL_LOBBY },
{ "teamscavenge", CONTEXT_PRESENCE_MODE_GAP_LEVEL_LOBBY },
{ "coop", CONTEXT_PRESENCE_MODE_DIFF_MISSION_LOBBY },
{ "realism", CONTEXT_PRESENCE_MODE_DIFF_MISSION_LOBBY },
{ NULL, CONTEXT_PRESENCE_MAINMENU },
};
dwLevelPresence = values->ScanValues( szGameModeForRichPresence );
// Hook for offline game
if ( !Q_stricmp( "offline", pFullSettings->GetString( "system/network" ) ) )
dwLevelPresence = CONTEXT_PRESENCE_LOCAL_DIFF_MISSION_SETTINGS;
// Special hook for developers commentary
if ( !Q_stricmp( "commentary", pFullSettings->GetString( "options/play" ) ) )
dwLevelPresence = CONTEXT_PRESENCE_DEVELOPER_COMM_SETTINGS;
// If the game is active, then use the +1 presence
if ( Q_stricmp( "lobby", pFullSettings->GetString( "game/state", "lobby" ) ) )
++ dwLevelPresence;
dwLevelPresence = pInfoMission->GetInt( "x360presence", dwLevelPresence ); // let the mission override
dwLevelPresence = pInfoChapter->GetInt( "x360presence", dwLevelPresence ); // let the chapter override
SetAllUsersContext( X_CONTEXT_PRESENCE, dwLevelPresence );
}
}
void MM_Title_RichPresence_PlayersChanged( KeyValues *pFullSettings )
{
if ( int numPlayers = pFullSettings->GetInt( "members/numPlayers" ) )
{
static int val; // must be valid for the async call
val = numPlayers;
SetAllUsersProperty( PROPERTY_NUMPLAYERS, sizeof( val ), &val );
}
}