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 "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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 );
}
return INIT_OK;
}
void CMatchTitle::Shutdown()
{
if ( IGameEventManager2 *mgr = g_pMatchExtensions->GetIGameEventManager2() )
{
mgr->RemoveListener( this );
}
}
//
// Implementation
//
uint64 CMatchTitle::GetTitleID()
{
#ifdef _X360
return 0xFFFFFFFFFFFFFFFF;
#elif !defined( SWDS )
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
}
bool CMatchTitle::IsMultiplayer()
{
return true;
}
void CMatchTitle::PrepareNetStartupParams( void *pNetStartupParams )
{
#ifdef _X360
XNetStartupParams &xnsp = *( XNetStartupParams * ) pNetStartupParams;
xnsp.cfgQosDataLimitDiv4 = 64; // 256 bytes
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
}
int CMatchTitle::GetTotalNumPlayersSupported()
{
return 1;
}
// Get a guest player name
char const * CMatchTitle::GetGuestPlayerName( int iUserIndex )
{
if ( vgui::ILocalize *pLocalize = g_pMatchExtensions->GetILocalize() )
{
if ( wchar_t* wStringTableEntry = pLocalize->Find( "#L4D360UI_Character_Guest" ) )
{
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 _X360
numPlayers = XBX_GetNumGameUsers();
#endif
//
// Now we set the convars
//
for ( int k = 0; k < numPlayers; ++ k )
{
int iController = k;
#ifdef _X360
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 _X360
numPlayers = XBX_GetNumGameUsers();
#endif
char const *szMap = pSettings->GetString( "game/bspname", 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->GetIServerGameDLL()->ApplyGameSettings( pGameDllReserve );
return true;
}
static KeyValues * GetCurrentMatchSessionSettings()
{
IMatchSession *pIMatchSession = g_pMatchFramework->GetMatchSession();
return pIMatchSession ? pIMatchSession->GetSessionSettings() : NULL;
}
void CMatchTitle::OnEvent( KeyValues *pEvent )
{
char const *szEvent = pEvent->GetName();
if ( !Q_stricmp( "OnPlayerRemoved", szEvent ) ||
!Q_stricmp( "OnPlayerUpdated", szEvent ) )
{
MM_Title_RichPresence_PlayersChanged( GetCurrentMatchSessionSettings() );
}
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 );
}
else if ( !Q_stricmp( pEvent->GetString( "state" ), "closed" ) )
{
MM_Title_RichPresence_Update( NULL, NULL );
}
}
}
//
//
//
int CMatchTitle::GetEventDebugID( void )
{
return EVENT_DEBUG_ID_INIT;
}
void CMatchTitle::FireGameEvent( IGameEvent *pIGameEvent )
{
// 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;
// Parse the game event
char const *szGameEvent = pIGameEvent->GetName();
if ( !szGameEvent || !*szGameEvent )
return;
if ( !Q_stricmp( "round_start", szGameEvent ) )
{
pMatchSession->UpdateSessionSettings( KeyValues::AutoDeleteInline( KeyValues::FromString(
"update",
" update { "
" game { "
" state game "
" } "
" } "
) ) );
}
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 ) )
{
KeyValues *kvUpdate = KeyValues::FromString(
"update",
" update { "
" game { "
" state game "
" } "
" } "
);
KeyValues::AutoDelete autodelete( kvUpdate );
pMatchSession->UpdateSessionSettings( kvUpdate );
}
else if ( !Q_stricmp( "difficulty_changed", szGameEvent ) )
{
char const *szDifficulty = pIGameEvent->GetString( "strDifficulty", "normal" );
KeyValues *kvUpdate = KeyValues::FromString(
"update",
" update { "
" game { "
" difficulty = "
" } "
" } "
);
KeyValues::AutoDelete autodelete( kvUpdate );
kvUpdate->SetString( "update/game/difficulty", szDifficulty );
pMatchSession->UpdateSessionSettings( kvUpdate );
}
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"
) );
}
}
}