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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "../framework/Common_local.h"
- #include "sys_session_local.h"
- // The more the idLobby class needs to call back into this class, the more likely we're doing something wrong, and there is a better way.
- /*
- ========================
- idSessionLocalCallbacks::BecomingHost
- This is called when
- ========================
- */
- bool idSessionLocalCallbacks::BecomingHost( idLobby & lobby ) {
- if ( lobby.lobbyType == idLobby::TYPE_GAME ) {
- if ( sessionLocal->GetActivePlatformLobby() != &lobby ) {
- idLib::Printf( "BecomingHost: Must be past the party lobby to become host of a game lobby.\n" );
- return false;
- }
- if ( sessionLocal->localState == idSessionLocal::STATE_INGAME || sessionLocal->localState == idSessionLocal::STATE_LOADING ) {
- // If we are in a game, go back to the lobby before becoming the new host of a game lobby
- sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_PEER );
- // session mgr housekeeping that would usually be done through the standard EndMatch path
- sessionLocal->EndMatchForMigration();
- }
- }
- return true;
- }
- /*
- ========================
- idSessionLocalCallbacks::BecameHost
- ========================
- */
- void idSessionLocalCallbacks::BecameHost( idLobby & lobby ) {
- // If we were in the lobby when we switched to host, then set the right state
- if ( lobby.lobbyType == idLobby::TYPE_PARTY && sessionLocal->localState == idSessionLocal::STATE_PARTY_LOBBY_PEER ) {
- sessionLocal->SetState( idSessionLocal::STATE_PARTY_LOBBY_HOST );
- } else if ( lobby.lobbyType == idLobby::TYPE_GAME && sessionLocal->localState == idSessionLocal::STATE_GAME_LOBBY_PEER ) {
- sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_HOST );
- }
- }
- /*
- ========================
- idSessionLocalCallbacks::BecomingPeer
- ========================
- */
- bool idSessionLocalCallbacks::BecomingPeer( idLobby & lobby ) {
- if ( lobby.lobbyType == idLobby::TYPE_GAME ) {
- if ( sessionLocal->localState == idSessionLocal::STATE_INGAME || sessionLocal->localState == idSessionLocal::STATE_LOADING ) {
- // Go to the party lobby while we try to connect to the new host
- // This isn't totally necessary but we want to end the current game now and go to some screen.
- // When the connection goes through or fails will send the session mgr to the appropriate state (game lobby or main menu)
- // What happens if we got the game migration before the party migration?
- sessionLocal->SetState( sessionLocal->GetPartyLobby().IsHost() ? idSessionLocal::STATE_PARTY_LOBBY_HOST : idSessionLocal::STATE_PARTY_LOBBY_PEER );
-
- // session mgr housekeeping that would usually be done through the standard EndMatch path
- sessionLocal->EndMatchForMigration();
- return true; // return true tells the session that we want him to tell us when the connects/fails
- }
- }
- return false;
- }
- /*
- ========================
- idSessionLocalCallbacks::BecamePeer
- ========================
- */
- void idSessionLocalCallbacks::BecamePeer( idLobby & lobby ) {
- if ( lobby.lobbyType == idLobby::TYPE_GAME ) {
- sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_PEER );
- }
- }
- /*
- ========================
- idSessionLocalCallbacks::FailedGameMigration
- ========================
- */
- void idSessionLocalCallbacks::FailedGameMigration( idLobby & lobby ) {
- // We failed to complete a game migration this could happen for a couple reasons:
- // -The network invites failed / failed to join migrated session
- // -There was nobody to invite
- lobby.ResetAllMigrationState();
- if ( lobby.lobbyType == idLobby::TYPE_GAME ) { // this check is a redundant since we should only get this CB from the game session
- sessionLocal->SetState( idSessionLocal::STATE_GAME_LOBBY_HOST );
- // Make sure the sessions are joinable again
- sessionLocal->EndSessions();
- }
- }
- /*
- ========================
- idSessionLocalCallbacks::MigrationEnded
- ========================
- */
- void idSessionLocalCallbacks::MigrationEnded( idLobby & lobby ) {
- if ( lobby.migrationInfo.persistUntilGameEndsData.wasMigratedGame ) {
- #if 1
- if ( lobby.lobbyType == idLobby::TYPE_GAME || ( lobby.lobbyType == idLobby::TYPE_PARTY && session->GetState() <= idSession::PARTY_LOBBY ) ) {
- common->Dialog().ClearDialog( GDM_MIGRATING );
- common->Dialog().ClearDialog( GDM_MIGRATING_WAITING );
- common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING );
- if ( lobby.GetNumLobbyUsers() <= 1 ) {
- if ( MatchTypeHasStats( lobby.parms.matchFlags ) ) {
- common->Dialog().AddDialog( GDM_MIGRATING_FAILED_DISBANDED_STATS, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Game has disbanded
- } else {
- common->Dialog().AddDialog( GDM_MIGRATING_FAILED_DISBANDED, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Game has disbanded
- }
- } else {
- //common->Dialog().AddDialog( GDM_MIGRATING_FAILED_CONNECTION, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Lost connection to game
- if ( lobby.lobbyType == idLobby::TYPE_GAME && MatchTypeHasStats( lobby.parms.matchFlags ) ) {
- // This means we came from a public match, so tell them they didn't lose stats
- common->Dialog().AddDialog( GDM_HOST_CONNECTION_LOST_STATS, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // The connection to the host has been lost. This game will not count towards your ranking.
- } else {
- // This means we came from a private match, just say host quit
- common->Dialog().AddDialog( GDM_HOST_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // The connection to the host has been lost.
- }
- }
- lobby.ResetAllMigrationState();
-
- // Make sure the sessions are joinable again
- sessionLocal->EndSessions();
- }
- #else
- // If we get here, we migrated from a game
- if ( lobby.GetNumLobbyUsers() <= 1 && lobby.lobbyType == idLobby::TYPE_GAME ) {
- if ( !MatchTypeIsJoinInProgress( lobby.parms.matchFlags ) ) {
- // Handles 'soft' failed game migration where we migrated from a game and are now alone
- gameDialogMessages_t errorDlg = GDM_INVALID;
- lobby.migrationInfo.persistUntilGameEndsData.hasGameData = false; // never restart the game if we are by ourselves
- if ( lobby.migrationInfo.invites.Num() > 0 ) {
- // outstanding invites: migration failed
- errorDlg = ( MatchTypeHasStats( lobby.migrateMsgFlags ) && ( sessionLocal->GetFlushedStats() == false ) ) ? GDM_MIGRATING_FAILED_CONNECTION_STATS : GDM_MIGRATING_FAILED_CONNECTION;
- } else {
- // there was no one to invite
- errorDlg = ( MatchTypeHasStats( lobby.migrateMsgFlags ) && ( sessionLocal->GetFlushedStats() == false ) ) ? GDM_MIGRATING_FAILED_DISBANDED_STATS : GDM_MIGRATING_FAILED_DISBANDED;
- }
- if ( errorDlg != GDM_INVALID ) {
- common->Dialog().AddDialog( errorDlg, DIALOG_ACCEPT, NULL, NULL, false );
- }
- common->Dialog().ClearDialog( GDM_MIGRATING );
- common->Dialog().ClearDialog( GDM_MIGRATING_WAITING );
- common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING );
- FailedGameMigration( lobby );
- }
- } else if ( lobby.lobbyType == idLobby::TYPE_PARTY ) {
- if ( session->GetState() <= idSession::PARTY_LOBBY ) {
- // We got dropped the party lobby, let them know what happened
- common->Dialog().ClearDialog( GDM_MIGRATING );
- common->Dialog().ClearDialog( GDM_MIGRATING_WAITING );
- common->Dialog().ClearDialog( GDM_MIGRATING_RELAUNCHING );
- if ( lobby.GetNumLobbyUsers() <= 1 ) {
- common->Dialog().AddDialog( GDM_MIGRATING_FAILED_DISBANDED, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Game has disbanded
- } else {
- //common->Dialog().AddDialog( GDM_MIGRATING_FAILED_CONNECTION, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // Lost connection to game
- common->Dialog().AddDialog( GDM_HOST_CONNECTION_LOST_STATS, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true );
- }
- lobby.ResetAllMigrationState();
-
- // Make sure the sessions are joinable again
- sessionLocal->EndSessions();
- }
- }
- #endif
- } else if ( lobby.GetNumLobbyUsers() <= 1 && session->GetState() == idSession::PARTY_LOBBY ) {
- // If they didn't come from a game, and are by themselves, just show the lobby disband msg
- common->Dialog().AddDialog( GDM_LOBBY_DISBANDED, DIALOG_ACCEPT, NULL, NULL, false, "", 0, true ); // The lobby you were previously in has disbanded
- // Make sure the sessions are joinable again
- sessionLocal->EndSessions();
- }
- }
- /*
- ========================
- idSessionLocalCallbacks::GoodbyeFromHost
- ========================
- */
- void idSessionLocalCallbacks::GoodbyeFromHost( idLobby & lobby, int peerNum, const lobbyAddress_t & remoteAddress, int msgType ) {
- sessionLocal->GoodbyeFromHost( lobby, peerNum, remoteAddress, msgType );
- }
- /*
- ========================
- idSessionLocalCallbacks::AnyPeerHasAddress
- ========================
- */
- bool idSessionLocalCallbacks::AnyPeerHasAddress( const lobbyAddress_t & remoteAddress ) const {
- return sessionLocal->GetPartyLobby().FindAnyPeer( remoteAddress ) || sessionLocal->GetGameLobby().FindAnyPeer( remoteAddress );
- }
- /*
- ========================
- idSessionLocalCallbacks::RecvLeaderboardStats
- ========================
- */
- void idSessionLocalCallbacks::RecvLeaderboardStats( idBitMsg & msg ) {
- // Steam and PS3 just write them as they come per player, they don't need to flush
- sessionLocal->RecvLeaderboardStatsForPlayer( msg );
- }
- /*
- ========================
- idSessionLocalCallbacks::ReceivedFullSnap
- ========================
- */
- void idSessionLocalCallbacks::ReceivedFullSnap() {
- // If we received a full snap, then we can transition into the INGAME state
- sessionLocal->numFullSnapsReceived++;
- if ( sessionLocal->numFullSnapsReceived < 2 ) {
- return;
- }
- if ( sessionLocal->localState != idSessionLocal::STATE_INGAME ) {
- sessionLocal->GetActingGameStateLobby().QueueReliableMessage( sessionLocal->GetActingGameStateLobby().host, idLobby::RELIABLE_IN_GAME ); // Let host know we are in game now
- sessionLocal->SetState( idSessionLocal::STATE_INGAME );
- }
- }
- /*
- ========================
- idSessionLocalCallbacks::LeaveGameLobby
- ========================
- */
- void idSessionLocalCallbacks::LeaveGameLobby() {
-
- // Make sure we're in the game lobby
- if ( session->GetState() != idSession::GAME_LOBBY ) {
- return;
- }
- // If we're the host of the party, only we are allowed to make this call
- if ( sessionLocal->GetPartyLobby().IsHost() ) {
- return;
- }
- sessionLocal->GetGameLobby().Shutdown();
- sessionLocal->SetState( idSessionLocal::STATE_PARTY_LOBBY_PEER );
- }
- /*
- ========================
- idSessionLocalCallbacks::PrePickNewHost
- This is called when we have determined that we need to pick a new host.
- Call PickNewHostInternal to continue on with the host picking process.
- ========================
- */
- void idSessionLocalCallbacks::PrePickNewHost( idLobby & lobby, bool forceMe, bool inviteOldHost ) {
- sessionLocal->PrePickNewHost( lobby, forceMe, inviteOldHost );
- }
- /*
- ========================
- idSessionLocalCallbacks::PreMigrateInvite
- This is called just before we get invited to a migrated session
- If we return false, the invite will be ignored
- ========================
- */
- bool idSessionLocalCallbacks::PreMigrateInvite( idLobby & lobby ) {
- return sessionLocal->PreMigrateInvite( lobby );
- }
- /*
- ========================
- idSessionLocalCallbacks::ConnectAndMoveToLobby
- ========================
- */
- void idSessionLocalCallbacks::ConnectAndMoveToLobby( idLobby::lobbyType_t destLobbyType, const lobbyConnectInfo_t & connectInfo, bool waitForPartyOk ) {
-
- // See if we are already in the game lobby
- idLobby * lobby = sessionLocal->GetLobbyFromType( destLobbyType );
- if ( lobby == NULL ) {
- idLib::Printf( "RELIABLE_CONNECT_AND_MOVE_TO_LOBBY: Invalid lobby type.\n" );
- return;
- }
- if ( lobby->lobbyBackend != NULL && lobby->lobbyBackend->IsOwnerOfConnectInfo( connectInfo ) ) {
- idLib::Printf( "RELIABLE_CONNECT_AND_MOVE_TO_LOBBY: Already in lobby.\n" );
- return;
- }
- // See if we are in a game, or loading into a game. If so, ignore invites from our party host
- if ( destLobbyType == idLobby::TYPE_GAME || destLobbyType == idLobby::TYPE_GAME_STATE ) {
- if ( GetState() == idSession::INGAME || GetState() == idSession::LOADING ) {
- idLib::Printf( "RELIABLE_CONNECT_AND_MOVE_TO_LOBBY: In a different game, ignoring.\n" );
- return;
- }
- }
- // End current game lobby
- lobby->Shutdown();
- // waitForPartyOk will be true if the party host wants us to wait for his ok to stay in the lobby
- lobby->waitForPartyOk = waitForPartyOk;
-
- // Connect to new game lobby
- sessionLocal->ConnectAndMoveToLobby( *lobby, connectInfo, true ); // Consider this an invite if party host told us to connect
- }
- /*
- ========================
- idSessionLocalCallbacks::HandleServerQueryRequest
- ========================
- */
- void idSessionLocalCallbacks::HandleServerQueryRequest( lobbyAddress_t & remoteAddr, idBitMsg & msg, int msgType ) {
- sessionLocal->HandleServerQueryRequest( remoteAddr, msg, msgType );
- }
- /*
- ========================
- idSessionLocalCallbacks::HandleServerQueryAck
- ========================
- */
- void idSessionLocalCallbacks::HandleServerQueryAck( lobbyAddress_t & remoteAddr, idBitMsg & msg ) {
- sessionLocal->HandleServerQueryAck( remoteAddr, msg );
- }
- extern idCVar net_headlessServer;
- /*
- ========================
- idSessionLocalCallbacks::HandlePeerMatchParamUpdate
- ========================
- */
- void idSessionLocalCallbacks::HandlePeerMatchParamUpdate( int peer, int msg ) {
- if ( net_headlessServer.GetBool() ) {
- sessionLocal->storedPeer = peer;
- sessionLocal->storedMsgType = msg;
- }
- }
- /*
- ========================
- idSessionLocalCallbacks::CreateLobbyBackend
- ========================
- */
- idLobbyBackend * idSessionLocalCallbacks::CreateLobbyBackend( const idMatchParameters & p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) {
- return sessionLocal->CreateLobbyBackend( p, skillLevel, lobbyType );
- }
- /*
- ========================
- idSessionLocalCallbacks::FindLobbyBackend
- ========================
- */
- idLobbyBackend * idSessionLocalCallbacks::FindLobbyBackend( const idMatchParameters & p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType ) {
- return sessionLocal->FindLobbyBackend( p, numPartyUsers, skillLevel, lobbyType );
- }
- /*
- ========================
- idSessionLocalCallbacks::JoinFromConnectInfo
- ========================
- */
- idLobbyBackend * idSessionLocalCallbacks::JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType ) {
- return sessionLocal->JoinFromConnectInfo( connectInfo, lobbyType );
- }
- /*
- ========================
- idSessionLocalCallbacks::DestroyLobbyBackend
- ========================
- */
- void idSessionLocalCallbacks::DestroyLobbyBackend( idLobbyBackend * lobbyBackend ) {
- sessionLocal->DestroyLobbyBackend( lobbyBackend );
- }
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