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258 lines
9.6 KiB
258 lines
9.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef TF_MATCH_DESCRIPTION_H
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#define TF_MATCH_DESCRIPTION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_matchmaking_shared.h"
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#ifdef CLIENT_DLL
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#include "basemodel_panel.h"
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#endif // CLIENT_DLL
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#ifdef GAME_DLL
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// Can't foward declare CMatchInfo::PlayerMatchData_t because C++. Bummer.
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#include "tf_gc_server.h"
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#endif
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#ifdef GC_DLL
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class CTFLobby;
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class CTFParty;
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struct MatchDescription_t;
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struct MatchParty_t;
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#endif
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class CSOTFLadderData;
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enum EMatchType_t
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{
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MATCH_TYPE_NONE = 0,
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MATCH_TYPE_MVM,
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MATCH_TYPE_COMPETITIVE,
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MATCH_TYPE_CASUAL
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};
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struct LevelInfo_t
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{
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uint32 m_nLevelNum;
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uint32 m_nStartXP; // Inclusive
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uint32 m_nEndXP; // Non-inclusive
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const char* m_pszLevelIcon; // Kill this when we do models
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const char* m_pszLevelTitle;
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const char* m_pszLevelUpSound;
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const char* m_pszLobbyBackgroundImage;
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};
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struct XPSourceDef_t
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{
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const char* m_pszSoundName;
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const char* m_pszFormattingLocToken;
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const char* m_pszTypeLocToken;
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float m_flValueMultiplier;
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};
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extern const XPSourceDef_t g_XPSourceDefs[ CMsgTFXPSource_XPSourceType_NUM_SOURCE_TYPES ];
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class IProgressionDesc
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{
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public:
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IProgressionDesc( EMatchGroup eMatchGroup
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, const char* pszBadgeName
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, const char* pszProgressionResFile
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, const char* pszLevelToken );
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#ifdef CLIENT_DLL
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virtual void SetupBadgePanel( CBaseModelPanel *pModelPanel, const LevelInfo_t& level ) const = 0;
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virtual const uint32 GetLocalPlayerLastAckdExperience() const = 0;
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virtual const uint32 GetPlayerExperienceBySteamID( CSteamID steamid ) const = 0;
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virtual const LevelInfo_t& YieldingGetLevelForSteamID( const CSteamID& steamID ) const;
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#endif // CLIENT_DLL
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#if defined GC_DLL
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// XXX(JohnS): This should go away once XP is just a rating type, no need for match description to have different
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// implementations of how the job does it.
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virtual bool BYldAcknowledgePlayerXPOnTransaction( CSQLAccess &transaction, CTFSharedObjectCache *pLockedSOCache ) const = 0;
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// XXX(JohnS): Same, this is super specific and hacky.
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virtual const bool BRankXPIsActuallyPrimaryMMRating() const = 0;
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#endif // defined GC_DLL
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virtual const LevelInfo_t& GetLevelForExperience( uint32 nExperience ) const;
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const LevelInfo_t& GetLevelByNumber( uint32 nNumber ) const;
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uint32 GetNumLevels() const { return m_vecLevels.Count(); }
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#if defined GC_DLL || ( defined STAGING_ONLY && defined CLIENT_DLL )
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virtual void DebugSpewLevels() const = 0;
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#endif
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const CUtlString m_strBadgeName;
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const char* m_pszLevelToken;
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const char* m_pszProgressionResFile;
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protected:
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#ifdef CLIENT_DLL
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void EnsureBadgePanelModel( CBaseModelPanel *pModelPanel ) const;
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#endif
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const EMatchGroup m_eMatchGroup;
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CUtlVector< LevelInfo_t > m_vecLevels;
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};
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struct MatchDesc_t
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{
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EMatchMode m_eLateJoinMode;
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EMMPenaltyPool m_ePenaltyPool;
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bool m_bUsesSkillRatings;
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bool m_bSupportsLowPriorityQueue;
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bool m_bRequiresMatchID;
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const ConVar* m_pmm_required_score;
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bool m_bUseMatchHud;
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const char* m_pszExecFileName;
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const ConVar* m_pmm_match_group_size;
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const ConVar* m_pmm_match_group_size_minimum; // Optional
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EMatchType_t m_eMatchType;
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bool m_bShowPreRoundDoors;
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bool m_bShowPostRoundDoors;
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const char* m_pszMatchEndKickWarning;
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const char* m_pszMatchStartSound;
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bool m_bAutoReady;
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bool m_bShowRankIcons;
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bool m_bUseMatchSummaryStage;
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bool m_bDistributePerformanceMedals;
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bool m_bIsCompetitiveMode;
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bool m_bUseFirstBlood;
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bool m_bUseReducedBonusTime;
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bool m_bUseAutoBalance;
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bool m_bAllowTeamChange;
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bool m_bRandomWeaponCrits;
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bool m_bFixedWeaponSpread;
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// If we should not allow match to complete without a complete set of players.
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bool m_bRequireCompleteMatch;
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bool m_bTrustedServersOnly;
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bool m_bForceClientSettings;
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bool m_bAllowDrawingAtMatchSummary;
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bool m_bAllowSpecModeChange;
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bool m_bAutomaticallyRequeueAfterMatchEnds;
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bool m_bUsesMapVoteOnRoundEnd;
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bool m_bUsesXP;
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bool m_bUsesDashboardOnRoundEnd;
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bool m_bUsesSurveys;
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// Be strict about finding quality matches, for more-competitive matchgroups that want to prioritize match quality
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// over speed.
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bool m_bStrictMatchmakerScoring;
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};
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class IMatchGroupDescription
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{
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public:
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IMatchGroupDescription( EMatchGroup eMatchGroup, const MatchDesc_t& params )
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: m_eMatchGroup( eMatchGroup )
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, m_params( params )
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, m_pProgressionDesc( NULL )
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{}
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#ifdef GC_DLL
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// What rating the matchmaker should use to evaluate players in this matchgroup
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virtual EMMRating PrimaryMMRatingBackend() const = 0;
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// What ratings match results in this ladder group should run updates on
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virtual const std::vector< EMMRating > &MatchResultRatingBackends() const = 0;
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// When creating a match from the first party, what to copy over
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virtual bool InitMatchFromParty( MatchDescription_t* pMatch, const MatchParty_t* pParty ) const = 0;
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// When finding late joiners for an already-in-play lobby
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virtual bool InitMatchFromLobby( MatchDescription_t* pMatch, CTFLobby* pLobby ) const = 0;
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// Sync a match party with a CTFParty
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virtual void SyncMatchParty( const CTFParty *pParty, MatchParty_t *pMatchParty ) const = 0;
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// A match has formed, what game mode paremeters do we want to set? (ie. MvM Popfile, 12v12 map, etc)
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virtual void SelectModeSpecificParameters( const MatchDescription_t* pMatch, CTFLobby* pLobby ) const = 0;
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// Get which server pool to use
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virtual int GetServerPoolIndex( EMatchGroup eGroup, EMMServerMode eMode ) const;
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// Get server details
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virtual void GetServerDetails( const CMsgGameServerMatchmakingStatus& msg, int& nChallengeIndex, const char* pszMap ) const = 0;
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virtual const char* GetUnauthorizedPartyReason( CTFParty* pParty ) const = 0;
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virtual void Dump( const char *pszLeader, int nSpewLevel, int nLogLevel, const MatchParty_t* pMatch ) const = 0;
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//
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// Threaded calls. These are called in work items, and should be pure functions
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//
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// Check if pMatch is compatible with pCandidateParty -- that is, if BIntersectMatchWithParty would succeed.
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virtual bool BThreadedPartyCompatibleWithMatch( const MatchDescription_t* pMatch, const MatchParty_t *pCurrentParty ) const = 0;
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// When adding a party to a match, what intersection of current state with the incoming party gets copied to the
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// match. This returns false if the party isn't compatible, e.g. if !BThreadedPartyCompatibleWithMatch
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virtual bool BThreadedIntersectMatchWithParty( MatchDescription_t* pMatch, const MatchParty_t* pParty ) const = 0;
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// Check if two parties are compatible, that is, if they could be added to the same match absent other criteria
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virtual bool BThreadedPartiesCompatible( const MatchParty_t *pLeftParty, const MatchParty_t *pRightParty ) const = 0;
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#endif
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#ifdef CLIENT_DLL
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virtual bool BGetRoundStartBannerParameters( int& nSkin, int& nBodyGroup ) const = 0;
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virtual bool BGetRoundDoorParameters( int& nSkin, int& nLogoBodyGroup ) const = 0;
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virtual const char *GetMapLoadBackgroundOverride( bool bWideScreen ) const = 0;
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#endif
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#ifdef GAME_DLL
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// ! Check return, we might fail to setup
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virtual bool InitServerSettingsForMatch( const CTFGSLobby* pLobby ) const;
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virtual void InitGameRulesSettings() const = 0;
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virtual void InitGameRulesSettingsPostEntity() const = 0;
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virtual void PostMatchClearServerSettings() const = 0;
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virtual bool ShouldRequestLateJoin() const = 0;
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virtual bool BMatchIsSafeToLeaveForPlayer( const CMatchInfo* pMatchInfo, const CMatchInfo::PlayerMatchData_t *pMatchPlayer ) const = 0;
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virtual bool BPlayWinMusic( int nWinningTeam, bool bGameOver ) const = 0;
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#endif
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// Accessors for param values
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inline int GetMatchSize() const { return m_params.m_pmm_match_group_size->GetInt(); }
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inline bool BShouldAutomaticallyRequeueOnMatchEnd() const { return m_params.m_bAutomaticallyRequeueAfterMatchEnds; }
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inline bool BUsesMapVoteAfterMatchEnds() const { return m_params.m_bUsesMapVoteOnRoundEnd; }
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inline bool BUsesXP() const { return m_params.m_bUsesXP; }
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inline bool BUsesDashboard() const { return m_params.m_bUsesDashboardOnRoundEnd; }
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inline bool BUsesStrictMatchmakerScoring() const { return m_params.m_bStrictMatchmakerScoring; }
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inline bool BRequiresCompleteMatches() const { return m_params.m_bRequireCompleteMatch; }
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inline bool BRequiresMatchID() const { return m_params.m_bRequiresMatchID; }
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// Meta-permissions that are based on other set flags
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//
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// Only match-vote modes need this ability right now
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inline bool BCanServerRequestNewMatchForLobby() const { return BUsesMapVoteAfterMatchEnds(); }
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// Auto-balance and anything that is allowed to roll new match lobbies needs to have this ability (for speculative
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// matches if the GC is unavailable). It should be possible to add a mode where we do rolling matches, but only
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// when the GC is responding, which would not need the unilateral-team-assignment ability
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inline bool BCanServerChangeMatchPlayerTeams() const { return BCanServerRequestNewMatchForLobby() || m_params.m_bUseAutoBalance; }
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#ifdef GC_DLL
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inline bool BUsesSkillRatings() const { return m_params.m_bUsesSkillRatings; }
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inline int GetMinimumMatchSize() const
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{
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int min = m_params.m_pmm_match_group_size_minimum ? m_params.m_pmm_match_group_size_minimum->GetInt() : -1;
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return ( min >= 0 ) ? min : GetMatchSize();
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}
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inline bool BUsesSurveys() const { return m_params.m_bUsesSurveys; }
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#endif
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inline bool BIsTrustedServersOnly() const { return m_params.m_bTrustedServersOnly; }
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const EMatchGroup m_eMatchGroup;
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const MatchDesc_t m_params;
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const IProgressionDesc* m_pProgressionDesc;
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};
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const IMatchGroupDescription* GetMatchGroupDescription( const EMatchGroup& eGroup );
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#endif //TF_MATCH_DESCRIPTION_H
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