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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Manages CPlayerGroups (A group of players stored on the GC)
//
//=============================================================================
#ifndef PLAYERGROUPMANAGER_H
#define PLAYERGROUPMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "playergroup.h"
const int k_NoGroupMemberLimit = -1;
namespace GCSDK {
class CGCJobDestroyPlayerGroup; class CGCJobFindGroupFromMemcached;
class CPlayerGroupManager { public: CPlayerGroupManager();
static const int kGroupIDGenerationLockType = -1;
virtual void YieldingSessionStartPlaying( CGCUserSession *pSession ); virtual void YieldingSessionStopPlaying( CGCUserSession *pSession ) { } virtual void YieldingSessionStartServer( CGCGSSession *pSession ); virtual void YieldingSessionStopServer( CGCGSSession *pSession );
IPlayerGroup* YldFindAndLockGroup( PlayerGroupID_t nPlayerGroupID ); IPlayerGroup* YldFindAndLockGroupByMemberID( const CSteamID &steamID ); IPlayerGroup* FindGroup( PlayerGroupID_t nPlayerGroupID ); IPlayerGroup* FindGroupByMemberID( const CSteamID &steamID ); virtual int GetGroupLockType() = 0;
bool IsPlayerWaitingForMemcache( const CSteamID &steamID ) const;
bool BYieldingLockGroupID( PlayerGroupID_t nPlayerGroupID ); void UnlockGroupID( PlayerGroupID_t nPlayerGroupID ); bool IsGroupIDLocked( PlayerGroupID_t nPlayerGroupID ); void StartFrameSchedule(); bool BExpireLocks( CLimitTimer &limitTimer ); void DumpGroups();
virtual void SendGroupStorageAndNetworkUpdate( IPlayerGroup *pPlayerGroup );
// invites
void YldInviteToGroup( const CSteamID &steamIDLeader, const CSteamID &steamIDNewMember ); void YldGroupInviteResponse( const CSteamID &steamID, const PlayerGroupID_t nPlayerGroupID, bool bAccepted ); void YldRequestKickFromGroup( const CSteamID &steamIDLeader, const CSteamID &steamIDNewMember ); bool BYldRequestLeaveGroup( const CSteamID &steamID );
void YldDestroyGroup( PlayerGroupID_t nPlayerGroupID );
virtual int GetMaxGroupMembers() { return k_NoGroupMemberLimit; }
protected: bool BYldAddMemberToGroup( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamIDNewMember ); void YldRemoveMemberFromGroup( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamIDRemovingMember );
void YldDoFindGroupFromMemcached( const CSteamID &memberSteamID );
virtual IPlayerGroup* YldCreateAndLockPlayerGroup() = 0; // game specific derived class will implement this to create a game specific playergroup
virtual IPlayerGroup* YldCreateAndLockPlayerGroupFromMemcached( const CUtlBuffer &buf ) = 0; // game specific derived class will implement this to create a game specific playergroup
PlayerGroupID_t GeneratePlayerGroupID(); void YldDestroyGroupIfEmpty( PlayerGroupID_t nPlayerGroupID );
void MemcachedUpdateAllMemberAssocation( IPlayerGroup *pPlayerGroup ); void MemcachedRemoveAllMemberAssocation( IPlayerGroup *pPlayerGroup ); void MemcachedUpdateMemberAssocation( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamID ); void MemcachedRemoveMemberAssocation( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamID ); void YldFindGroupFromMemcached( const CSteamID &memberSteamID ); virtual const char *GetMemcachedIdentityKey() const = 0;
// notifications for derived classes
virtual void YldOnPlayerJoinedGroup( IPlayerGroup *pPlayerGroup, const CSteamID& steamIDNewMember ) { } virtual void YldOnPlayerLeftGroup( IPlayerGroup *pPlayerGroup, const CSteamID& steamIDRemovingMember ); virtual void YldOnGroupDestroyed( IPlayerGroup *pPlayerGroup ); virtual void YldOnGroupLoadedFromMemcached( IPlayerGroup *pPlayerGroup );
// invites
virtual IPlayerGroupInvite* CreateInvite() = 0; void YldAddPendingInvite( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamIDNewMember ); virtual void YldRemovePendingInvite( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamIDNewMember ); virtual bool YldHasGroupInvite( const CSteamID &steamID, const PlayerGroupID_t nPlayerGroupID ) = 0; void YldCreateInvitesForGroup( PlayerGroupID_t nPlayerGroupID );
typedef CUtlMap<PlayerGroupID_t, IPlayerGroup*, int32> mapPlayerGroups_t; typedef CUtlHashMapLarge<PlayerGroupID_t, IPlayerGroup*> hashPlayerGroups_t; hashPlayerGroups_t m_mapGroups; // map from PlayerGroupID_t to IPlayerGroup
typedef CUtlHashMapLarge<CSteamID, IPlayerGroup*> mapMembersToPlayerGroups_t; mapMembersToPlayerGroups_t m_mapMemberToGroup; // map from any member's SteamID to IPlayerGroup
CTHash<CLock, PlayerGroupID_t> m_hashPlayerGroupIDLocks; friend class CGCJobDestroyGroup; friend class CGCJobFindGroupFromMemcached;
CLock m_GroupIDGenerationLock;
private: typedef CUtlHashMapLarge<CSteamID, int> mapPlayersMemcacheJobCount_t; static mapPlayersMemcacheJobCount_t sm_mapPlayersMemcacheJobCount; };
class CGCJobDestroyGroup : public CGCJob { public: CGCJobDestroyGroup( CGCBase *pGC, CPlayerGroupManager *pGroupManager, PlayerGroupID_t nPlayerGroupID ) : CGCJob( pGC ), m_pGroupManager( pGroupManager ), m_nPlayerGroupID( nPlayerGroupID ) { } virtual bool BYieldingRunGCJob(); private: CPlayerGroupManager *m_pGroupManager; PlayerGroupID_t m_nPlayerGroupID; };
class CGCJobLeaveGroup : public CGCJob { public: CGCJobLeaveGroup( CGCBase *pGC, CPlayerGroupManager *pGroupManager, const CSteamID &steamID ) : CGCJob( pGC ), m_pGroupManager( pGroupManager ), m_SteamID( steamID ) { } virtual bool BYieldingRunGCJob(); private: CPlayerGroupManager *m_pGroupManager; CSteamID m_SteamID; };
class CGCJobFindGroupFromMemcached : public CGCJob { public: CGCJobFindGroupFromMemcached( CGCBase *pGC, CPlayerGroupManager *pGroupManager, const CSteamID& memberSteamID ) : CGCJob( pGC ), m_pGroupManager( pGroupManager ), m_memberSteamID( memberSteamID ) { } virtual bool BYieldingRunGCJob(); private: CPlayerGroupManager *m_pGroupManager; CSteamID m_memberSteamID; }; }
#endif
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