Files
Jedi-Academy/codemp/xbox/XBLive_MM.cpp
2013-04-04 14:32:05 -07:00

884 lines
21 KiB
C++

// XBLive_MM.CPP
//
// Wrappers and extra utilities based around the matchsim generated code.
// Interface is borrowed from the SOF2 code, but modified quite a bit.
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SERVER SIDE
#include "xblive.h"
#include "xonline.h"
#include "match.h"
#include "xboxcommon.h"
#include "..\server\server.h"
#include "../ui/ui_local.h"
#include "../qcommon/cm_local.h"
#include "../client/client.h"
// All servers are rated from 1 to 4
#define MAX_QOS 4
// External tools for servers to grab info from when advertising:
extern vmCvar_t g_friendlyFire;
extern vmCvar_t g_maxForceRank;
extern qboolean HasSetSaberOnly(void);
extern int RE_RegisterShaderNoMip( const char *name );
// Hardcoded list of map names, so that current map can be an index rather than string
// This needs to stay up-to-date.
const char *mapArray[] = {
"mp/ctf1",
"mp/ctf2",
"mp/ctf3",
"mp/ctf4",
"mp/ctf5",
"mp/duel1",
"mp/duel2",
"mp/duel3",
"mp/duel4",
"mp/duel5",
"mp/duel6",
"mp/duel7",
"mp/duel8",
"mp/duel9",
"mp/duel10",
"mp/ffa1",
"mp/ffa2",
"mp/ffa3",
"mp/ffa4",
"mp/ffa5",
"mp/siege_hoth",
"mp/siege_desert",
"mp/siege_korriban",
};
const int MAP_ARRAY_SIZE = sizeof(mapArray) / sizeof(mapArray[0]);
// Long names of all the maps. This should be done some other way.
const char *mapLongArray[] = {
"@MENUS_IMPERIAL_DROP_ZONE_ABR",
"@MENUS_HOTH_WASTELAND_ABR",
"@MENUS_YAVIN_HILLTOPS_ABR",
"@MENUS_CORUSCANT_STREETS_ABR",
"@MENUS_FACTORY_ABR",
"@MENUS_BESPIN_COURTYARD_ABR",
"@MENUS_GENERATOR_ROOM_ABR",
"@MENUS_IMPERIAL_SHAFT_ABR",
"@MENUS_IMPERIAL_CONTROL_ROOM_ABR",
"@MENUS_TASPIR_LANDING_ABR",
"@MENUS_YAVIN_TRAINING_AREA_ABR",
"@MENUS_RANCOR_PIT_ABR",
"@MENUS_ABANDONED_CITY_ABR",
"@MENUS_HOTH_CANYON_ABR",
"@MENUS_VJUN_FUEL_PROCESSING_ABR",
"@MENUS_VJUN_SENTINEL_ABR",
"@MENUS_KORRIBAN_TOMBS_ABR",
"@MENUS_TATOOINE_CITY_ABR",
"@MENUS_RIFT_SANCTUARY_ABR",
"@MENUS_TASPIR_ABR",
"@MENUS_HOTH_ATTACK_LOWER_ABR",
"@MENUS_DESERT_RESCUE_LOWER_ABR",
"@MENUS_KORRIBAN_VALLEY_LOWER_ABR",
};
const char *gameTypeArray[] = {
"@MENUS_FREE_FOR_ALL_ABR",
"",
"",
"@MENUS_DUEL_ABR",
"@MENUS_POWERDUEL_ABR",
"",
"@MENUS_TEAM_FFA_ABR",
"@MENUS_SIEGE_ABR",
"@MENUS_CAPTURE_THE_FLAG_ABR",
"",
};
const int GAMETYPE_ARRAY_SIZE = sizeof(gameTypeArray) / sizeof(gameTypeArray[0]);
// Our session, assuming that we're a server
CSession session; // from match.h
// Our two query objects, one used for optimatch and quickmatch,
// the other for joining games via session ID
COptiMatchQuery query; // from match.h
CJoinSessionByIDQuery queryByID; // from match.h
// Info about the session we're currently in
XBLClientData_t xbc;
JoinType joinVia;
// The currently selected optimatch game (from the UI's list)
int optiMatchIndex = 0;
// make a wide char string from a char string
//
void charToWchar( WCHAR* wc, char* c)
{
assert( wc );
if(!c)
{
wc[0] = 0;
return;
}
wsprintfW(wc, L"%hs", c);
}
// make a char string from a widechar string
//
void wcharToChar( char* c, WCHAR* wc )
{
assert(c && wc);
sprintf(c, "%ls", wc);
}
// Easy conversion between map name and index values
// Returns MAP_ARRAY_SIZE if map isn't found
int mapNameToIndex(const char *mapname)
{
for ( int index = 0; index < MAP_ARRAY_SIZE; ++index)
if (!stricmp(mapname, mapArray[index]))
return index;
return MAP_ARRAY_SIZE;
}
// Returns pointer to the table, don't stomp. NULL if not valid
const char *mapIndexToName(int index)
{
if (index >= 0 && index < MAP_ARRAY_SIZE)
return mapArray[index];
return NULL;
}
// Returns pointer to the table, don't stomp. NULL if not valid
const char *mapIndexToLongName(int index)
{
if (index >= 0 && index < MAP_ARRAY_SIZE)
return mapLongArray[index];
return NULL;
}
// Returns pointer to the table, don't stomp. NULL if not valid
const char *gameTypeIndexToName(int index)
{
if (index >= 0 && index < GAMETYPE_ARRAY_SIZE)
return gameTypeArray[index];
return NULL;
}
// increment the player count advertised on this session
//
DWORD XBL_MM_AddPlayer( bool usePrivateSlot )
{
if (!logged_on || !session.Exists())
return -1;
// SOF2 had a really bad system that checked for server's friends. We do what
// MS says is good - all invites/joins go into private, everyone else goes public.
if( usePrivateSlot && session.PrivateOpen )
{
session.PrivateFilled++;
session.PrivateOpen--;
session.TotalPlayers++;
}
else
{
// Either joined via matchmaking, or we don't have any more private slots
// Give them a public slot.
if ( session.PublicOpen )
{
session.PublicFilled++;
session.PublicOpen--;
session.TotalPlayers++;
}
else
{
assert( 0 );
}
}
session.Update();
return 0;
}
// decrement the player count advertised on this session
//
DWORD XBL_MM_RemovePlayer( bool usePrivateSlot )
{
if(!logged_on || !session.Exists())
return -1;
// The value we're given only tells us if they were eligble for a private slot when
// they joined, but they may have actually ended up in a public slot. As such, this
// can get pretty wacky. Oh well.
if ( usePrivateSlot && session.PrivateFilled )
{
session.PrivateFilled--;
session.PrivateOpen++;
session.TotalPlayers--;
}
else
{
if ( session.PublicFilled )
{
session.PublicFilled--;
session.PublicOpen++;
session.TotalPlayers--;
}
else
{
assert( 0 );
}
}
session.Update();
return 0;
}
// Is there a public slot available? SV_DirectConnect needs to know so it can reject
// clients when several people try to connect at once:
bool XBL_MM_PublicSlotAvailable( void )
{
return session.PublicOpen;
}
// SOF2 had some silly two-stage thing. They stored off the session parms here, then used
// a couple globals to delay advertisement until later. I'm going to try and avoid that
void XBL_MM_Init_Session()
{
// Fill in # of slots. OpenPublic is total slots, minus one for server, minus # reserved for private
session.PrivateFilled = 0;
session.PrivateOpen = sv_privateClients->integer;
session.PublicFilled = (com_dedicated->integer ? 0 : 1); // Non-dedicated server fills a slot
session.PublicOpen = sv_maxclients->integer - (session.PrivateOpen + session.PublicFilled);
session.TotalPlayers = session.PublicFilled;
// Get current map index, and gametype
int index = mapNameToIndex( sv_mapname->string );
if (index == MAP_ARRAY_SIZE)
{
Com_Error( ERR_FATAL, "Bad map name: %s\n", sv_mapname->string );
}
session.CurrentMap = index;
session.GameType = sv_gametype->integer;
// Copy the host's gamertag to the session name
XONLINE_USER* pHostAccount = XBL_GetUserInfo( XBL_GetSelectedAccountIndex() );
WCHAR sessionName[XONLINE_GAMERTAG_SIZE] = { 0 };
if ( pHostAccount )
{
charToWchar( sessionName, pHostAccount->szGamertag );
}
else
{
charToWchar( sessionName, "unknown" );
}
session.SetSessionName( sessionName );
// All other game options:
session.FriendlyFire = g_friendlyFire.integer;
session.JediMastery = g_maxForceRank.integer;
session.SaberOnly = HasSetSaberOnly();
session.Dedicated = com_dedicated->integer;
// Actually create the session. If we don't call Process immediately, it explodes
HRESULT hr = session.Create();
if (hr != S_OK)
{
Com_Error( ERR_DROP, "Failed to create session: 0x%x\n", hr );
}
do
{
if( !XBL_PumpLogon() )
return;
hr = session.Process();
} while ( session.IsCreating() );
// VVFIXME - Better error handling
if ( !session.Exists() )
{
Com_Error( ERR_DROP, "Failed to create session #2: 0x%x\n", hr );
}
// Fix for a bug. Server was using Notification API before advertising, so for
// the first few seconds, had the wrong sessionID, and thus couldn't invite.
// Force an update now:
XBL_F_CheckJoinableStatus( true );
}
void XBL_MM_Update_Session()
{
// VVFIXME - Do we need to ensure that slot counts are right?
// Our gamertag hasn't changed (I hope) so we leave that alone.
// Get current map index, and gametype
int index = mapNameToIndex( sv_mapname->string );
if (index == MAP_ARRAY_SIZE)
{
Com_Error( ERR_FATAL, "Bad map name: %s\n", sv_mapname->string );
}
session.CurrentMap = index;
session.GameType = sv_gametype->integer;
// All other game options:
session.FriendlyFire = g_friendlyFire.integer;
session.JediMastery = g_maxForceRank.integer;
session.SaberOnly = HasSetSaberOnly();
session.Dedicated = com_dedicated->integer;
// Update the advertised session info
session.Update();
}
// Ensure that our session is being advertised correctly
// Will update map name after a level change, etc...
void XBL_MM_Advertise()
{
// If not on xboxlive dont post server
if(!logged_on)
return;
if ( session.Exists() )
{
// Our session is already being advertised, update it
XBL_MM_Update_Session();
}
else
{
// Brand new session
XBL_MM_Init_Session();
}
}
// Finish off and tidy up match making
void XBL_MM_Shutdown( bool processLogon )
{
// We're killing our session, no matter what
session.Delete();
// XDK code to finish this off, while not letting the logon task expire,
// except if we're already leaving live, where we can get into a recursive
// com_error situation:
HRESULT hr;
do
{
if( processLogon && !XBL_PumpLogon() )
return;
hr = session.Process();
} while ( session.IsDeleting() );
}
// Search for and join a good online server
// GameType is optional - X_MATCH_NULL_INTEGER to omit
bool XBL_MM_QuickMatch(ULONGLONG GameType)
{
// Reuse our optimatch query object. VVFIXME - needs to be torn down first?
HRESULT hr = query.Query(
GameType,
X_MATCH_NULL_INTEGER, // CurrentMap
0, // MinimumPlayers
8, // MaximumPlayers
X_MATCH_NULL_INTEGER, // FriendlyFire
X_MATCH_NULL_INTEGER, // JediMastery
X_MATCH_NULL_INTEGER, // SaberOnly
X_MATCH_NULL_INTEGER); // Dedicated
if ( FAILED( hr ) )
{
UI_xboxErrorPopup( XB_POPUP_MATCHMAKING_ERROR );
return false;
}
// Keep servicing the query until it completes.
// The logon task must also be serviced in order to remain connected.
do
{
if( !XBL_PumpLogon() )
return false;
hr = query.Process();
} while( query.IsRunning() );
if( !query.Succeeded() )
{
UI_xboxErrorPopup( XB_POPUP_MATCHMAKING_ERROR );
return false;
}
// VVFIXME - Need to do probing, and pick best session, not just the first one
if (!query.Results.Size())
{
UI_xboxErrorPopup( XB_POPUP_QUICKMATCH_NO_RESULTS );
return false;
}
COptiMatchResult &server(query.Results[0]);
XBL_MM_SetJoinType( VIA_QUICKMATCH );
// VVFIXME - Experiment, leave this out so that the screen doesn't get trashed
// right as we connect?
// Menus_CloseAll();
Net_XboxConnect(&server.SessionID, &server.KeyExchangeKey, &server.HostAddress);
/*
// warn of lag and join(or not) via ui
//
if( cls.globalServers[bestSesh].ping < MINIMUM_QOS )
{
joinServerSlot = bestSesh;
Cvar_Set(CVAR_UI_XBOXREBOOTTITLE, " ");
Cvar_Set(CVAR_UI_XBOXREBOOTMESSAGE, StringTable_Get(XSTR_GAMEPLAY_AFFECTED_BY_NETWORK));
//Menus_ActivateByName("ingame_small_bgd");
Menus_CloseByName("quickmatch_popup");
Menus_ActivateByName("xblive_slow_warning");
return false;
}
XBL_MM_JoinServer( bestSesh );
*/
return true;
}
// work out the value of a servers QoS
//
int getQoSValue( XNQOSINFO* qosInfo )
{
if ( !qosInfo )
return 0; // Sentinel for an as-yet-unknown ping
WORD avgPing = qosInfo->wRttMedInMsecs;
if (avgPing < 150)
return 3;
else if (avgPing < 250)
return 2;
else
return 1;
}
// Find currently running sessions
int XBL_MM_Find_Session(ULONGLONG GameType, // Optional: X_MATCH_NULL_INTEGER to omit
const char *mapName, // Optional: "any" to omit
ULONGLONG MinimumPlayers,
ULONGLONG MaximumPlayers,
ULONGLONG FriendlyFire, // Optional: X_MATCH_NULL_INTEGER to omit
ULONGLONG JediMastery, // Optional: X_MATCH_NULL_INTEGER to omit
ULONGLONG SaberOnly, // Optional: X_MATCH_NULL_INTEGER to omit
ULONGLONG Dedicated) // Optional: X_MATCH_NULL_INTEGER to omit
{
// Kill off a previous query that's still running
query.Cancel();
ULONGLONG CurrentMap = mapNameToIndex( mapName );
if( CurrentMap == MAP_ARRAY_SIZE )
CurrentMap = X_MATCH_NULL_INTEGER;
HRESULT hr = query.Query(
GameType,
CurrentMap,
MinimumPlayers,
MaximumPlayers,
FriendlyFire,
JediMastery,
SaberOnly,
Dedicated);
if ( FAILED( hr ) )
{
Com_Error( ERR_DROP, "@MENUS_XBOX_LOST_CONNECTION" );
}
// Keep servicing the query until it completes.
// The logon task must also be serviced in order
// to remain connected.
do
{
if( !XBL_PumpLogon() )
return 0;
hr = query.Process();
} while( query.IsRunning() );
if( !query.Succeeded() )
{
Com_Error( ERR_DROP, "@MENUS_XBOX_LOST_CONNECTION" );
}
if (!query.Results.Size())
{
// VVFIXME - handle search that returns no results
Com_Printf("No games found in query\n");
return 0;
}
// The above gets all results, and does initial (can we connect) probing.
// We wait for that, then begin real probing here, which is done async.
query.Probe();
optiMatchIndex = 0;
return query.Results.Size();
}
// Joins the specified server from the optimatch results list
void XBL_MM_JoinServer( void )
{
// Sanity check
if( optiMatchIndex < 0 || optiMatchIndex >= query.Results.Size() )
return;
COptiMatchResult *res = &query.Results[ optiMatchIndex ];
XBL_MM_SetJoinType( VIA_OPTIMATCH );
Net_XboxConnect( &res->SessionID, &res->KeyExchangeKey, &res->HostAddress );
query.Cancel();
}
// Single function to run a query by session ID. Several other functions
// use this to get various results (or join servers)
static HRESULT runSessionIDQuery( const XNKID *sessionID )
{
HRESULT hr;
hr = queryByID.Query( *(ULONGLONG *)sessionID );
if ( FAILED( hr ) )
{
Com_Error( ERR_FATAL, "Session ID query failed with 0x%x\n", hr );
}
// Keep servicing the query until it completes.
// The logon task must also be serviced in order to remain connected.
do
{
if( !XBL_PumpLogon() )
return 0;
hr = queryByID.Process();
} while( queryByID.IsRunning() );
if ( !queryByID.Succeeded() )
{
Com_Error( ERR_FATAL, "Session ID query failed #2 with 0x%x\n", hr );
}
return hr;
}
// Returns true if the sessions traffic performs lower than minimum levels for invite
bool XBL_MM_ThisSessionIsLagging( const XNKID *sessionID )
{
// DO the query first...
runSessionIDQuery( sessionID );
// This happens if it's a different title, for example.
if ( !queryByID.Results.Size() )
{
return false;
}
// Start probing
queryByID.Probe();
// Keep probing, and keep the logon task serviced.
// VVFIXME - Timeout here?
HRESULT hr;
do
{
if( !XBL_PumpLogon() )
return false;
hr = queryByID.Process();
} while( queryByID.IsProbing() );
return getQoSValue( queryByID.Results[0].pQosInfo ) < MINIMUM_QOS;
}
namespace ui
{
extern void Menus_CloseAll( void );
}
// Connnect to a game we have the session ID for
bool XBL_MM_ConnectViaSessionID( const XNKID *sessionID, bool invited )
{
// Do the query...
runSessionIDQuery( sessionID );
// No results? (Should only be one)
if ( !queryByID.Results.Size() )
{
return false;
}
CJoinSessionByIDResult &server(queryByID.Results[0]);
if (server.PrivateOpen < 1 && server.PublicOpen < 1)
{
// No slots available
return false;
}
// OK. If we're currently hosting a dedicated server, we need to clean things up:
if( com_dedicated->integer )
{
// Marks us as no longer joinable or playing:
XBL_F_OnClientLeaveSession();
// Code copied from "Leave" in ui_main.c
Cvar_SetValue( "cl_paused", 0 );
Key_SetCatcher( KEYCATCH_UI );
Cvar_SetValue( "cl_running", 1 );
SV_Shutdown( "Server quit\n" );
CL_ShutdownUI();
extern void RE_Shutdown( qboolean destroyWindow );
RE_Shutdown( qfalse );
CL_Disconnect( qtrue );
Cvar_SetValue( "dedicated", 0 );
Cvar_SetValue( "ui_dedicated", 0 );
CL_FlushMemory();
ui::Menus_CloseAll();
}
else if( cls.state == CA_ACTIVE )
{
// If we were already playing, we need to disconnect earlier than normal,
// to clean up XBL stuff. Don't delete textures, we need to draw the connect screen:
CL_Disconnect( qtrue, qfalse );
Net_XboxDisconnect();
}
Net_XboxConnect(&server.SessionID, &server.KeyExchangeKey, &server.HostAddress);
return true;
}
// Check if session exists
bool XBL_MM_IsSessionIDValid(const XNKID *sessionID)
{
// Do the query...
runSessionIDQuery( sessionID );
// Did we get any hits?
return bool( queryByID.Results.Size() );
}
// Remember how we started connecting to a session, in case it turns out to suck
void XBL_MM_SetJoinType(JoinType way)
{
joinVia = way;
}
// Are we eligible for a private slot in the game we're connecting to?
bool XBL_MM_CanUsePrivateSlot( void )
{
return ((joinVia == VIA_FRIEND_JOIN) ||
(joinVia == VIA_FRIEND_INVITE));
}
extern void UI_JoinSession();
extern void UI_JoinInvite();
// Join a server even after recieving a message saying it was low QoS
void XBL_MM_JoinLowQOSSever()
{
if( joinVia == VIA_FRIEND_JOIN )
{
UI_JoinSession();
}
else if( joinVia == VIA_FRIEND_INVITE)
{
UI_JoinInvite();
}
/*
else if( joinVia == VIA_OPTIMATCH )
{
XBL_MM_JoinServer( joinServerSlot );
}
else if( joinVia == VIA_QUICKMATCH )
{
XBL_MM_JoinServer( joinServerSlot );
}
*/
}
// Bail out of joining a server after recieving a message saying it was low QoS
void XBL_MM_DontJoinLowQOSSever()
{
// If we were originally invited, make sure to decline the invitation
if( joinVia == VIA_FRIEND_INVITE )
{
HRESULT result = XBL_F_PerformMenuAction(UI_F_GAMEDECLINE);
}
// All other scenarios require no extra work
}
// run this code every game tick
// will only be called while logged on
//
void XBL_MM_Tick()
{
// VVFIXME - SOF2 re-advertised after some crazy timeout.
// New version just ticks the session object as well, it does nothing if it's not real
HRESULT hr = session.Process();
#ifdef _DEBUG
if ( FAILED( hr ) )
Com_Printf("session.Process() failed: %s\n", getXBLErrorName(hr));
#endif
// The only time we need to do async work on the query is when probing for QoS
if ( query.IsProbing() )
{
query.Process();
}
}
//
// Big pile of functions that the UI uses to pull system link results for display
//
int Syslink_GetNumServers( void )
{
return cls.numlocalservers;
}
extern serverInfo_t *SysLink_GetServer( int index );
const char *Syslink_GetServerMap( const int index )
{
serverInfo_t *s = SysLink_GetServer( index );
int mapIndex = mapNameToIndex( s->mapName );
if( mapIndex == MAP_ARRAY_SIZE )
return "";
return mapIndexToLongName( mapIndex );
}
const char *Syslink_GetServerClients( const int index )
{
serverInfo_t *s = SysLink_GetServer( index );
return va( "%d/%d", s->clients, s->maxClients );
}
const char *Syslink_GetServerGametype( const int index )
{
serverInfo_t *s = SysLink_GetServer( index );
return gameTypeIndexToName( s->gameType );
}
int Syslink_GetServerSaberOnly( const int index )
{
serverInfo_t *s = SysLink_GetServer( index );
if( s->saberOnly )
return RE_RegisterShaderNoMip( "gfx/mp/saber_only" );
else
return -1;
}
int Syslink_GetServerDisableForce( const int index )
{
serverInfo_t *s = SysLink_GetServer( index );
if( s->forceDisable )
return RE_RegisterShaderNoMip( "gfx/mp/noforce_bw" );
else
return -1;
}
//
// Big pile of functions that the UI uses to pull optimatch results for display
//
int XBL_MM_GetNumServers( void )
{
return query.Results.Size();
}
const char *XBL_MM_GetServerName( const int index )
{
static char retVal[XATTRIB_SESSION_NAME_MAX_LEN+1];
wcharToChar( retVal, query.Results[index].SessionName );
return retVal;
}
const char *XBL_MM_GetServerMap( const int index )
{
return mapIndexToLongName( query.Results[index].CurrentMap );
}
const char *XBL_MM_GetServerClients( const int index )
{
int openSlots = query.Results[index].PublicOpen + query.Results[index].PrivateOpen;
int filledSlots = query.Results[index].PublicFilled + query.Results[index].PrivateFilled;
return va( "%d/%d", filledSlots, filledSlots + openSlots );
}
const char *XBL_MM_GetServerGametype( const int index )
{
return gameTypeIndexToName( query.Results[index].GameType );
}
int XBL_MM_GetServerSaberOnly( const int index )
{
if( query.Results[index].SaberOnly )
return RE_RegisterShaderNoMip( "gfx/mp/saber_only" );
else
return -1;
}
int XBL_MM_GetServerDisableForce( const int index )
{
if( query.Results[index].JediMastery == 0 )
return RE_RegisterShaderNoMip( "gfx/mp/noforce_bw" );
else
return -1;
}
int XBL_MM_GetServerPing( const int index )
{
int pingVal = getQoSValue( query.Results[index].pQosInfo );
switch( pingVal )
{
case 1: // Bad
return RE_RegisterShaderNoMip( "gfx/mp/dot_red" );
case 2: // Average
return RE_RegisterShaderNoMip( "gfx/mp/dot_yellow" );
case 3: // Good
return RE_RegisterShaderNoMip( "gfx/mp/dot_green" );
case 0: // Unknown
default:
return -1;
}
}
void XBL_MM_SetChosenServerIndex( const int index )
{
// Just save this away:
optiMatchIndex = index;
// Also set the cvar that UI uses to draw the host's gamertag in the status line
Cvar_Set( "xbl_gamertag", XBL_MM_GetServerName( index ) );
}
// Used by the UI when the user picks a server to join, or backs out of the results screen
void XBL_MM_CancelProbing( void )
{
query.Cancel();
}