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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MATCHMAKING_H
#define MATCHMAKING_H
#ifdef _WIN32
#pragma once
#endif
#ifdef _WIN32
#include "winerror.h"
#endif
#include "utlmap.h"
#include "inetmsghandler.h"
#include "netmessages.h"
#include "Session.h"
#include "engine/imatchmaking.h"
enum MMPACKETS { PTH_CONNECT, PTH_SYSTEMLINK_SEARCH, HTP_SYSTEMLINK_REPLY };
enum MMSTATE { MMSTATE_INITIAL, MMSTATE_IDLE, MMSTATE_CREATING, MMSTATE_MODIFYING, MMSTATE_ACCEPTING_CONNECTIONS, MMSTATE_SEARCHING, MMSTATE_WAITING_QOS, MMSTATE_BROWSING, MMSTATE_SESSION_CONNECTING, MMSTATE_SESSION_CONNECTED, MMSTATE_SESSION_DISCONNECTING,
MMSTATE_HOSTMIGRATE_STARTINGMIGRATION, MMSTATE_HOSTMIGRATE_MIGRATING, MMSTATE_HOSTMIGRATE_WAITINGFORCLIENTS, MMSTATE_HOSTMIGRATE_WAITINGFORHOST,
MMSTATE_GAME_LOCKED, // in ranked games, clients can't join after this point
MMSTATE_PREGAME, MMSTATE_REPORTING_STATS, MMSTATE_POSTGAME,
MMSTATE_GAME_ACTIVE, // clients are no longer in the lobby
MMSTATE_LOADING, MMSTATE_CONNECTED_TO_SERVER, MMSTATE_INGAME, };
// For sending host data back in search results
enum eGameState { GAMESTATE_INLOBBY, GAMESTATE_INPROGRESS };
#define HEARTBEAT_INTERVAL_LONG 1.0 // send a heartbeat every second during gameplay
#define HEARTBEAT_INTERVAL_SHORT 0.1 // send a heartbeat ten times a second in the lobby
#define HEARTBEAT_TIMEOUT 10.0 // time out if a heartbeat isn't recieved for ten seconds
#if defined( _DEBUG )
#define HEARTBEAT_TIMEOUT_LOADING 300 // in debug loads take much longer
#else
#define HEARTBEAT_TIMEOUT_LOADING 100 // allow for longer communication gaps during map load
#endif
#define STARTGAME_COUNTDOWN 15.0 // start game countdown timer
#define DISCONNECT_WAITTIME 1.0 // wait for the server to reply to our disconnect notification
#define QOSLOOKUP_WAITTIME 20.0 // wait to get quality of service data about session hosts
#define JOINREPLY_WAITTIME 15.0 // time to wait for the host to reply to our join request
#define REPORTSTATS_WAITTIME 20.0 // time to wait for clients to report their stats to live
// 360 TCR's require system link searches complete in less than 3 seconds
#define SYSTEMLINK_RETRYINTERVAL 1.f // in seconds
#define SYSTEMLINK_MAXRETRIES 3 // number of tries before giving up
#define SESSIONMODIRY_MAXWAITTIME 10 // max time for clients to update their session properties
#define REGISTRATION_MAXWAITTIME 10 // max time for clients to register
#define HOSTMIGRATION_RETRYINTERVAL 1.0 // in seconds
#define HOSTMIGRATION_MAXRETRIES 10 // max migrate sends to clients
#define HOSTMIGRATION_MAXWAITTIME 10 // time to wait for a new host to contact us
#define MAX_SEARCHRESULTS 20 // Maximum number of results when searching for a session.
#define PING_MAX_GREEN 70
#define PING_MAX_YELLOW 140
#define PING_MAX_RED 250
#define VOICE_STATUS_OFF 0
#define VOICE_STATUS_IDLE 1
#define VOICE_STATUS_TALKING 2
// HACK: For simplicity, we know TF has two teams plus spectator.
#define MAX_TEAMS 3
#define MAX_PLAYERS 16
#define VOICE_ICON_BLINK_TIME 0.5
class CMatchmaking : public IMatchmaking, public IMatchmakingMessageHandler, public IClientMessageHandler, public INetChannelHandler, public IConnectionlessPacketHandler { public: CMatchmaking(); ~CMatchmaking();
// IMatchmaking implementation
virtual void SessionNotification( const SESSION_NOTIFY notification, const int param = 0 ); virtual void AddSessionProperty( const uint nType, const char *pID, const char *pValue, const char *pValueType ); virtual void SetSessionProperties( KeyValues *pPropertyKeys ); virtual void SelectSession( uint sessionIdx ); virtual void ModifySession(); virtual void UpdateMuteList(); virtual void StartHost( bool bSystemLink = false ); virtual void StartClient( bool bSystemLink = false ); virtual bool StartGame(); virtual bool CancelStartGame(); virtual void ChangeTeam( const char *pTeamName ); virtual void TellClientsToConnect(); virtual void CancelCurrentOperation(); virtual void EndStatsReporting();
virtual void JoinInviteSessionByID( XNKID nSessionID ); virtual void JoinInviteSession( XSESSION_INFO *pHostInfo ); virtual void KickPlayerFromSession( uint64 id ); // For GameUI
virtual KeyValues *GetSessionProperties();
// For voice chat
virtual uint64 PlayerIdToXuid( int playerId ); virtual bool IsPlayerMuted( int iUserId, XUID id );
// To determine host Quality-of-Service
virtual MM_QOS_t GetQosWithLIVE();
virtual bool PreventFullServerStartup();
// IConnectionlessPacketHandler implementation (Host/Client shared)
virtual bool ProcessConnectionlessPacket( netpacket_t * packet );
// INetChannelHandler implementation
virtual void ConnectionStart(INetChannel *chan); // called first time network channel is established
virtual void PacketEnd(); // all messages have been parsed
// NetChannel message handlers
PROCESS_NET_MESSAGE( Tick ) { return true; } PROCESS_NET_MESSAGE( SetConVar ) { return true; } PROCESS_NET_MESSAGE( StringCmd ) { return true; } PROCESS_NET_MESSAGE( SignonState ) { return true; }
PROCESS_CLC_MESSAGE( VoiceData ); PROCESS_CLC_MESSAGE( ClientInfo ) { return true; } PROCESS_CLC_MESSAGE( Move ) { return true; } PROCESS_CLC_MESSAGE( BaselineAck ) { return true; } PROCESS_CLC_MESSAGE( ListenEvents ) { return true; } PROCESS_CLC_MESSAGE( RespondCvarValue ) { return true; } PROCESS_CLC_MESSAGE( FileCRCCheck ) { return true; } PROCESS_CLC_MESSAGE( FileMD5Check ) { return true; } PROCESS_CLC_MESSAGE( SaveReplay ) { return true; } PROCESS_CLC_MESSAGE( CmdKeyValues ) { return true; }
PROCESS_MM_MESSAGE( JoinResponse ); PROCESS_MM_MESSAGE( ClientInfo ); PROCESS_MM_MESSAGE( RegisterResponse ); PROCESS_MM_MESSAGE( Migrate ); PROCESS_MM_MESSAGE( Mutelist ); PROCESS_MM_MESSAGE( Checkpoint ); PROCESS_MM_MESSAGE( Heartbeat ) { return true; }
// (Not used)
virtual void ConnectionClosing(const char *reason) {}; // network channel is being closed by remote site
virtual void ConnectionCrashed(const char *reason) {}; // network error occurred
virtual void PacketStart(int incoming_sequence, int outgoing_acknowledged) {}; // called each time a new packet arrived
virtual void FileRequested(const char *fileName, unsigned int transferID ) {}; // other side request a file for download
virtual void FileReceived(const char *fileName, unsigned int transferID ) {}; // we received a file
virtual void FileDenied(const char *fileName, unsigned int transferID ) {}; // a file request was denied by other side
virtual void FileSent(const char *fileName, unsigned int transferID ) {}; // a file was sent
// Debugging helpers
void ShowSessionInfo(); void SendDevMessage( const char *message );
void SetSessionSlots( const uint nSlotsTotal, const uint nSlotsPrivate ); void RunFrame(); void EndGame();
void AddLocalPlayersToTeams(); void OnLevelLoadingFinished();
void TestSendMessage(); void TestStats();
bool GameIsActive(); void PrintVoiceStatus( void );
private: // NetChannel send
void SendMessage( INetMessage *msg, netadr_t *adr, bool bVoice = false ); void SendMessage( INetMessage *msg, CClientInfo *pClient, bool bVoice = false ); void SendToRemoteClients( INetMessage *msg, bool bVoice = false, XUID excludeXUID = -1 );
// Session Host
void OnHostSessionCreated(); void UpdateAcceptingConnections(); void SendModifySessionMessage(); void EndSessionModify(); bool IsAcceptingConnections(); void HandleSystemLinkSearch( netpacket_t *pPacket ); void HandleJoinRequest( netpacket_t *pPacket ); void StartCountdown(); void CancelCountdown(); void UpdatePregame(); void UpdateRegistration(); void UpdateSessionModify(); void ProcessRegistrationResults(); void UpdateServerNegotiation(); void UpdateSessionReplyData( uint flags ); void SwitchToNextOpenTeam( CClientInfo *pClient ); void SetupTeams(); int ChooseTeam(); int GetPlayersNeeded();
// Session Client
bool StartSystemLinkSearch(); void HandleSystemLinkReply( netpacket_t *pPacket ); bool SearchForSession(); void UpdateSearch(); void UpdateQosLookup(); void CancelSearch(); void CancelQosLookup(); void ClearSearchResults(); void SendJoinRequest( netadr_t *adr ); bool ConnectToHost(); void UpdateConnecting(); void ApplySessionProperties( int numContexts, int numProperties, XUSER_CONTEXT *pContexts, XUSER_PROPERTY *pProperties );
// Host/Client shared
bool InitializeLocalClient( bool bIsHost ); void AddPlayersToSession( CClientInfo *pClient ); void SendPlayerInfoToLobby( CClientInfo *pClient, int iHostIdx = -1 ); void RemovePlayersFromSession( CClientInfo *pClient ); void ClientDropped( CClientInfo *pClient ); void PerformDisconnect(); void GenerateMutelist( MM_Mutelist *pMsg ); int FindOrCreateContext( const uint id ); int FindOrCreateProperty( const uint id ); void AddSessionPropertyInternal( KeyValues *pProperty );
// Host Migration
CClientInfo *SelectNewHost(); void StartHostMigration(); void BeginHosting(); void TellClientsToMigrate(); void SwitchToNewHost(); void EndMigration();
// General utility functions
void Cleanup(); void SwitchToState( int newState ); double GetTime(); void SendHeartbeat(); bool SendHeartbeat( CClientInfo *pClient ); void ClientInfoToNetMessage( MM_ClientInfo *pInfo, const CClientInfo *pClient ); void NetMessageToClientInfo( CClientInfo *pClient, const MM_ClientInfo *pInfo ); bool GameIsLocked(); bool IsInMigration(); bool IsServer(); bool ConnectedToServer();
// Netchannel handling
INetChannel *CreateNetChannel( netadr_t *adr ); INetChannel *AddRemoteChannel( netadr_t *adr ); INetChannel *FindChannel( const unsigned int ip ); CClientInfo *FindClient( netadr_t *adr ); CClientInfo *FindClientByXUID( XUID xuid ); void SetChannelTimeout( netadr_t *adr, int timeout ); void RemoveRemoteChannel( netadr_t *adr, const char *pReason ); void MarkChannelForRemoval( netadr_t *adr ); void CleanupMarkedChannels();
void UpdateVoiceStatus( void );
void SetPreventFullServerStartup( bool bState, PRINTF_FORMAT_STRING char const *fmt, ... );
private:
// Used by a systemlink host to reply to broadcast searches
struct systemLinkInfo_s { char szHostName[MAX_PLAYER_NAME_LENGTH]; char szScenario[MAX_MAP_NAME]; int gameState; int gameTime; int iScenarioIndex; XUID xuid; XSESSION_SEARCHRESULT Result; };
hostData_s m_HostData; // pass host info back to searching clients
CClientInfo m_Host; // the session host
CClientInfo m_Local; // the local client
CClientInfo *m_pNewHost; // new host when migrating the session
CClientInfo *m_pGameServer; // the client that will act as the game server
CUtlVector< CClientInfo* > m_Remote; // remote clients
CUtlVector< char* > m_pSystemLinkResults; // results from a system link search
XSESSION_SEARCHRESULT_HEADER *m_pSearchResults; // dynamic buffer to hold session search results
// Arbitration registration
XSESSION_REGISTRATION_RESULTS *m_pRegistrationResults;
// QoS Data
BOOL m_bQoSTesting; XNQOS m_QoSResult; XNQOS* m_pQoSResult; const XNADDR* m_QoSxnaddr[MAX_SEARCHRESULTS]; const XNKID* m_QoSxnkid[MAX_SEARCHRESULTS]; const XNKEY* m_QoSxnkey[MAX_SEARCHRESULTS];
CUtlMap< unsigned int, INetChannel* >m_Channels; CUtlVector< unsigned int > m_ChannelsToRemove;
AsyncHandle_t m_hSearchHandle; CSession m_Session; int m_CurrentState; int m_PreMigrateState; double m_fNextHeartbeatTime; double m_fCountdownStartTime; double m_fRegistrationTimer; bool m_bCreatedLocalTalker; bool m_bInitialized; bool m_bCleanup; bool m_bPreventFullServerStartup; bool m_bEnteredLobby; int m_nHostOwnerId; int m_nGameSize; int m_nTotalTeams; int m_nPrivateSlots; int m_nQOSProbeCount; double m_fQOSProbeTimer; int m_nSendCount; double m_fSendTimer; double m_fWaitTimer; double m_fHeartbeatInterval; uint64 m_Nonce; // used in system link queries
int CountPlayersOnTeam( int idxTeam ); // players on each team
XUID m_Mutelist[MAX_PLAYERS_PER_CLIENT][MAX_PLAYERS]; CUtlVector< XUID > m_MutedBy[MAX_PLAYERS_PER_CLIENT];
// Contexts and properties
CUtlVector< XUSER_CONTEXT > m_SessionContexts; // for session creation
CUtlVector< XUSER_PROPERTY > m_SessionProperties; // for session creation
CUtlVector< XUSER_PROPERTY > m_PlayerStats; KeyValues *m_pSessionKeys; // for GameUI lobby setup
double m_flVoiceBlinkTime;
XSESSION_INFO m_InviteSessionInfo;
enum InviteState_t { INVITE_NONE, INVITE_PENDING, INVITE_VALIDATING, INVITE_AWAITING_STORAGE, INVITE_ACCEPTING } m_InviteState; struct InviteWaitingInfo_t { DWORD m_UserIdx; #if defined( _X360 )
XUSER_SIGNIN_INFO m_SignInInfo; #endif
DWORD m_SignInState; BOOL m_PrivilegeMultiplayer; int m_InviteStorageDeviceSelected; int m_bAcceptingInvite; } m_InviteWaitingInfo; void RunFrameInvite(); void InviteCancel(); }; extern CMatchmaking *g_pMatchmaking;
#endif // MATCHMAKING_H
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