Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dota specific GC based party
//
//=============================================================================
#ifndef DOTA_PARTY_H
#define DOTA_PARTY_H
#ifdef _WIN32
#pragma once
#endif
#include "gcsdk/protobufsharedobject.h"
#include "tf_gcmessages.h"
#include "party.h"
#include "tf_matchmaking_shared.h"
#ifdef GC
namespace GCSDK
{
CWebAPIValues;
}
#endif
const int k_nTFPartyMaxSize = 6;
class CTFParty : public GCSDK::CProtoBufSharedObject<CSOTFParty, k_EProtoObjectTFParty>, public GCSDK::IParty
{
#ifdef GC
DECLARE_CLASS_MEMPOOL( CTFParty );
#endif
typedef GCSDK::CProtoBufSharedObject<CSOTFParty, k_EProtoObjectTFParty> BaseClass;
public:
CTFParty();
virtual ~CTFParty();
const static int k_nTypeID = k_EProtoObjectTFParty;
virtual bool BShouldDeleteByCache() const { return false; }
virtual GCSDK::PlayerGroupID_t GetGroupID() const { return Obj().party_id(); }
// Parties are their own SharedObject for all involved
virtual CSharedObject* GetSharedObjectForMember( const CSteamID &steamID ) OVERRIDE { return this; }
// Ambiguous between ISharedObject and IPlayerGroup.
virtual void Dump() const OVERRIDE { return BaseClass::Dump(); }
virtual const CSteamID GetLeader() const;
virtual int GetNumMembers() const { return Obj().member_ids_size(); }
virtual const CSteamID GetMember( int i ) const;
virtual int GetMemberIndexBySteamID( const CSteamID &steamID ) const;
virtual int GetNumPendingInvites() const { return Obj().pending_invites_size(); }
virtual const CSteamID GetPendingInvite( int i ) const;
virtual int GetPendingInviteIndexBySteamID( const CSteamID &steamID ) const;
RTime32 GetStartedMatchmakingTime() const;
CSOTFParty_State GetState() const
{
CSOTFParty_State result = Obj().state();
#ifndef GC
// The client really never needs to see this state. Let's
// treat it as equivalent to the finding match state
if ( result == CSOTFParty_State_AWAITING_RESERVATION_CONFIRMATION )
{
result = CSOTFParty_State_FINDING_MATCH;
}
#endif
return result;
}
CSteamID GetSteamLobbyID() const { return CSteamID( Obj().steam_lobby_id() ); }
int GetNumSearchingPlayers( int group );
int GetMaxNumSearchingPlayers(); // Returns the group with the largest number of players searching
virtual bool AllowInvites() const { return false; } // we are using Steam invites
void SpewDebug();
bool BAnyMemberWithoutTicket() const;
bool BAnyMemberWithoutCompetitiveAccess() const;
bool BAnyMemberWithLowPriority() const;
inline bool GetSearchLateJoinOK() const { return Obj().search_late_join_ok(); }
inline bool GetSearchPlayForBraggingRights() const { return Obj().search_play_for_bragging_rights(); }
TF_MatchmakingMode GetMatchmakingMode() const { return Obj().matchmaking_mode(); }
uint32 GetSearchQuickplayGameType() const { return Obj().search_quickplay_game_type(); }
EMatchGroup GetMatchGroup() const;
void GetSearchChallenges( CMvMMissionSet &challenges ) const;
uint32 GetSearchLadderGameType() const { return Obj().search_ladder_game_type(); }
#ifdef USE_MVM_TOUR
/// Return name of tour we are searching for. Returns NULL if we are not manned up
const char *GetSearchMannUpTourName() const;
/// Return index of tour we are searching for. Might return one of the k_iMvmTourIndex_xxx values
int GetSearchMannUpTourIndex() const;
#endif // USE_MVM_TOUR
#ifdef GC
virtual void SetGroupID( GCSDK::PlayerGroupID_t nGroupID );
virtual void SetLeader( const CSteamID &steamID );
virtual void AddMember( const CSteamID &steamID );
virtual void RemoveMember( const CSteamID &steamID );
//virtual void SetSearchKey( const char *key );
void SetMatchmakingMode( TF_MatchmakingMode mode );
void SetSearchChallenges( const ::google::protobuf::RepeatedPtrField< ::std::string> &challenges );
#ifdef USE_MVM_TOUR
void SetSearchMannUpTourName( const char *pszTourName );
#endif // USE_MVM_TOUR
void CheckRemoveInvalidSearchChallenges();
void SetSearchQuickplayGameType( uint32 nType );
void SetSearchPlayForBraggingRights( bool bPlayForBraggingRights );
void SetSearchLadderGameType( uint32 nType );
void SetCasualSearchCriteria( const CMsgCasualMatchmakingSearchCriteria& msg );
void SetCustomPingTolerance( uint32 nPingTolerance );
uint32 GetCustomPingTolerance() const { return Obj().custom_ping_tolerance(); }
void SetState( CSOTFParty_State newState );
//virtual void SetMatchingPlayers( uint32 unMatchingPlayers );
//virtual void SetSearchFraction( float flFraction );
virtual void SetLateJoinOK( bool bLateJoinOK );
virtual void SetMemberUseSquadSurplus( int nMemberIndex, bool bUseVoucher );
virtual void AddPendingInvite( const CSteamID &steamID );
virtual void RemovePendingInvite( const CSteamID &steamID );
void SetStartedMatchmakingTime( RTime32 time );
void AssociatePartyWithLobby( CTFLobby* pLobby );
void DissociatePartyFromLobby( CTFLobby* pLobby );
CTFLobby* GetAssociatedLobby() const;
void SetUIStateAndWizardStep( TF_Matchmaking_WizardStep eWizardStep );
void SetNumSearchingPlayers( int group, uint32 nPlayers );
void SetSteamLobbyID( const CSteamID &steamIDLobby );
bool IsIntroModeEligible();
bool IsProModeEligible();
void UpdatePreventMatchmakingDate(); // sets prevent_match variables to match the party member blocked from matchmaking the longest
void YldUpdateMemberData( int nMemberIndex );
void SetWebAPIDebugValues( GCSDK::CWebAPIValues *pPartyObject );
protected:
void SetStateInternal( CSOTFParty_State newState );
void DirtyParty();
#endif
#ifdef CLIENT_DLL
// We mark a party as offline when we dont get any response from the GC regarding
// changes to the party while messing with the MM UI. If we get an update for an
// offline party and we no longer want to be in MM, then we leave matchmaking to
// match the user's intent. If it comes back and we're still in the MM UI, it'll
// just update like normal.
void SetOffline( bool bOffLine ) { m_bOffLine = bOffLine; }
bool BOffline() const { return m_bOffLine; }
private:
bool m_bOffLine;
#endif
};
class CTFPartyInvite : public GCSDK::CProtoBufSharedObject<CSOTFPartyInvite, k_EProtoObjectTFPartyInvite>, public GCSDK::IPlayerGroupInvite
{
#ifdef GC
DECLARE_CLASS_MEMPOOL( CTFPartyInvite );
#endif
typedef GCSDK::CProtoBufSharedObject<CSOTFPartyInvite, k_EProtoObjectTFPartyInvite> BaseClass;
public:
const static int k_nTypeID = k_EProtoObjectTFPartyInvite;
virtual const CSteamID GetSenderID() const { return Obj().sender_id(); }
virtual GCSDK::PlayerGroupID_t GetGroupID() const { return Obj().group_id(); }
virtual const char* GetSenderName() const { return Obj().sender_name().c_str(); }
virtual int GetNumMembers() const { return Obj().members_size(); }
virtual const CSteamID GetMember( int i ) const;
virtual const char* GetMemberName( int i ) const;
virtual uint16 GetMemberAvatar( int i ) const;
virtual GCSDK::CSharedObject* GetSharedObject() { return this; }
#ifdef GC
virtual void YldInitFromPlayerGroup( GCSDK::IPlayerGroup *pPlayerGroup );
// NOTE: These do not dirty fields
virtual void SetSenderID( const CSteamID &steamID ) { Obj().set_sender_id( steamID.ConvertToUint64() ); }
virtual void SetGroupID( GCSDK::PlayerGroupID_t nGroupID ) { Obj().set_group_id( nGroupID ); }
virtual void SetSenderName( const char *szName ) { Obj().set_sender_name( szName ); }
virtual void AddMember( const CSteamID &steamID, const char *szPersonaName, uint16 unAvatar );
#endif
};
#endif