Team Fortress 2 Source Code as on 22/4/2020
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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