Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SESSION_H
#define SESSION_H
#ifdef _WIN32
#pragma once
#endif
#include "engine/imatchmaking.h"
#include "ixboxsystem.h"
#include "const.h"
#include "net.h"
// valid session states
enum SESSION_STATE
{
SESSION_STATE_NONE,
SESSION_STATE_CREATING,
SESSION_STATE_MIGRATING,
SESSION_STATE_IDLE,
SESSION_STATE_WAITING_FOR_REGISTRATION,
SESSION_STATE_REGISTERING,
SESSION_STATE_REGISTERED,
SESSION_STATE_STARTING,
SESSION_STATE_IN_GAME,
SESSION_STATE_ENDING,
SESSION_STATE_FINISHED,
SESSION_STATE_DELETING
};
// slot types for the session
enum SLOTS
{
SLOTS_TOTALPUBLIC,
SLOTS_TOTALPRIVATE,
SLOTS_FILLEDPUBLIC,
SLOTS_FILLEDPRIVATE,
SLOTS_LAST
};
class CClientInfo
{
public:
uint64 m_id; // machine id
netadr_t m_adr; // IP and Port
XNADDR m_xnaddr; // XNADDR
XUID m_xuids[MAX_PLAYERS_PER_CLIENT]; // XUIDs
bool m_bInvited; // use private slots
bool m_bRegistered; // registered for arbitration
bool m_bMigrated; // successfully completed migration
bool m_bModified; // completed session modification
bool m_bReportedStats; // reported session stats to Live
bool m_bLoaded; // map load is complete
byte m_cVoiceState[MAX_PLAYERS_PER_CLIENT]; // has voice permission
char m_cPlayers; // number of players on this client
char m_iControllers[MAX_PLAYERS_PER_CLIENT]; // the controller (user index) for each player
char m_iTeam[MAX_PLAYERS_PER_CLIENT]; // each player's team
char m_szGamertags[MAX_PLAYERS_PER_CLIENT][MAX_PLAYER_NAME_LENGTH];
char mutable m_numPrivateSlotsUsed; // number of private slots used by this client if invited
CClientInfo()
{
Clear();
}
void Clear()
{
Q_memset( this, 0, sizeof( CClientInfo ) );
Q_memset( &m_iTeam, -1, sizeof( m_iTeam ) );
}
};
class CMatchmaking;
class CSession
{
public:
CSession();
~CSession();
void ResetSession();
void SetParent( CMatchmaking *pParent );
void RunFrame();
bool CreateSession();
void CancelCreateSession();
void DestroySession();
void RegisterForArbitration();
bool MigrateHost();
void JoinLocal( const CClientInfo *pClient );
void JoinRemote( const CClientInfo *pClient );
void RemoveLocal( const CClientInfo *pClient );
void RemoveRemote( const CClientInfo *pClient );
// Accessors
HANDLE GetSessionHandle();
void SetSessionInfo( XSESSION_INFO *pInfo );
void SetNewSessionInfo( XSESSION_INFO *pInfo );
void GetSessionInfo( XSESSION_INFO *pInfo );
void GetNewSessionInfo( XSESSION_INFO *pInfo );
void SetSessionNonce( int64 nonce );
uint64 GetSessionNonce();
XNKID GetSessionId();
void SetSessionSlots( unsigned int nSlot, unsigned int nPlayers );
uint GetSessionSlots( unsigned int nSlot );
void SetSessionFlags( uint flags );
uint GetSessionFlags();
int GetPlayerCount();
void SetFlag( uint dwFlag );
void SetIsHost( bool bHost );
void SetIsSystemLink( bool bSystemLink );
void SetOwnerId( uint id );
bool IsHost();
bool IsFull();
bool IsArbitrated();
bool IsSystemLink();
void SwitchToState( SESSION_STATE newState );
void SetContext( const uint nContextId, const uint nContextValue, const bool bAsync = true );
void SetProperty( const uint nPropertyId, const uint cbValue, const void *pvValue, const bool bAsync = true );
XSESSION_REGISTRATION_RESULTS *GetRegistrationResults() { return m_pRegistrationResults; }
private:
// Update functions
void UpdateCreating();
void UpdateMigrating();
void UpdateRegistering();
void SendNotification( SESSION_NOTIFY notification );
void UpdateSlots( const CClientInfo *pClient, bool bAddPlayers );
double GetTime();
HANDLE m_hSession; // Session handle
bool m_bIsHost; // Is hosting
bool m_bIsArbitrated; // Is Arbitrated
bool m_bUsingQoS; // Is the QoS listener enabled
bool m_bIsSystemLink; // Is this a system link session
XSESSION_INFO m_SessionInfo; // Session ID, key, and host address
XSESSION_INFO m_NewSessionInfo; // Session ID, key, and host address
uint64 m_SessionNonce; // Nonce of the session
uint m_nSessionFlags; // Session creation flags
uint m_nOwnerId; // Which player created the session
uint m_SessionState;
double m_fOperationStartTime;
CMatchmaking *m_pParent;
AsyncHandle_t m_hCreateHandle;
AsyncHandle_t m_hMigrateHandle;
AsyncHandle_t m_hRegisterHandle;
XSESSION_REGISTRATION_RESULTS *m_pRegistrationResults;
// public/private slots for the session
uint m_nPlayerSlots[SLOTS_LAST];
};
#endif // SESSION_H