hl2_src-leak-2017/src/game/client/tf/tf_presence.cpp

532 lines
16 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Rich Presence support.
// HACK: This file has also become the client wing of matchmaking. Matchmaking should
// be re-factored to make a more complete client/server/engine interface
//
//=====================================================================================//
#include "cbase.h"
#include "tf_presence.h"
#include "c_team_objectiveresource.h"
#include "tf_gamerules.h"
#include "c_tf_team.h"
#include "c_tf_playerresource.h"
#include "engine/imatchmaking.h"
#include "ixboxsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Global singleton
static CTF_Presence s_presence;
struct s_MapName
{
const char *pDiskName;
const char *pDisplayName;
};
// This array must match the define order in hl2orange.spa.h
static s_MapName s_Scenarios[] = {
{ "ctf_2fort", "2Fort" },
{ "cp_dustbowl", "Dustbowl" },
{ "cp_granary", "Granary" },
{ "cp_well", "Well" },
{ "cp_gravelpit", "Gravel Pit" },
{ "tc_hydro", "Hydro" },
{ "cloak", "Cloak (CTF)" },
{ "cp_cloak", "Cloak (CP)" },
};
struct s_PresenceTranslation
{
uint id;
const char *pString;
};
// Only presence IDs can be searched by id number, because they're guaranteed to be unique
static s_PresenceTranslation s_PresenceIds[] = {
{ CONTEXT_SCENARIO, "CONTEXT_SCENARIO" },
{ PROPERTY_CAPS_OWNED, "PROPERTY_CAPS_OWNED" },
{ PROPERTY_CAPS_TOTAL, "PROPERTY_CAPS_TOTAL" },
{ PROPERTY_FLAG_CAPTURE_LIMIT, "PROPERTY_FLAG_CAPTURE_LIMIT" },
{ PROPERTY_NUMBER_OF_ROUNDS, "PROPERTY_NUMBER_OF_ROUNDS" },
{ PROPERTY_WIN_LIMIT, "PROPERTY_WIN_LIMIT" },
{ PROPERTY_GAME_SIZE, "PROPERTY_GAME_SIZE" },
{ PROPERTY_AUTOBALANCE, "PROPERTY_AUTOBALANCE" },
{ PROPERTY_PRIVATE_SLOTS, "PROPERTY_PRIVATE_SLOTS" },
{ PROPERTY_MAX_GAME_TIME, "PROPERTY_MAX_GAME_TIME" },
{ PROPERTY_NUMBER_OF_TEAMS, "PROPERTY_NUMBER_OF_TEAMS" },
{ PROPERTY_TEAM, "PROPERTY_TEAM" },
#if defined( _X360 )
{ X_CONTEXT_GAME_MODE, "CONTEXT_GAME_MODE" },
{ X_CONTEXT_GAME_TYPE, "CONTEXT_GAME_TYPE" },
#endif
};
// Presence values cannot be searched by id number, because they are not unique
static s_PresenceTranslation s_PresenceValues[] = {
{ SESSION_MATCH_QUERY_PLAYER_MATCH, "SESSION_MATCH_QUERY_PLAYER_MATCH" },
{ CONTEXT_GAME_MODE_MULTIPLAYER, "CONTEXT_GAME_MODE_MULTIPLAYER" },
{ CONTEXT_SCENARIO_CTF_2FORT, "CONTEXT_SCENARIO_CTF_2FORT" },
{ CONTEXT_SCENARIO_CP_DUSTBOWL, "CONTEXT_SCENARIO_CP_DUSTBOWL" },
{ CONTEXT_SCENARIO_CP_GRANARY, "CONTEXT_SCENARIO_CP_GRANARY" },
{ CONTEXT_SCENARIO_CP_WELL, "CONTEXT_SCENARIO_CP_WELL" },
{ CONTEXT_SCENARIO_CP_GRAVELPIT, "CONTEXT_SCENARIO_CP_GRAVELPIT" },
{ CONTEXT_SCENARIO_TC_HYDRO, "CONTEXT_SCENARIO_TC_HYDRO" },
{ CONTEXT_SCENARIO_CTF_CLOAK, "CONTEXT_SCENARIO_CTF_CLOAK" },
{ CONTEXT_SCENARIO_CP_CLOAK, "CONTEXT_SCENARIO_CP_CLOAK" },
#if defined( _X360 )
{ XSESSION_CREATE_LIVE_MULTIPLAYER_STANDARD, "SESSION_CREATE_LIVE_MULTIPLAYER_STANDARD" },
{ XSESSION_CREATE_LIVE_MULTIPLAYER_RANKED, "SESSION_CREATE_LIVE_MULTIPLAYER_RANKED" },
{ XSESSION_CREATE_SYSTEMLINK, "SESSION_CREATE_SYSTEMLINK" },
{ X_CONTEXT_GAME_TYPE_STANDARD, "CONTEXT_GAME_TYPE_STANDARD" },
{ X_CONTEXT_GAME_TYPE_RANKED, "CONTEXT_GAME_TYPE_RANKED" },
#endif
};
//-----------------------------------------------------------------------------
// Convert a map name to a defined ID.
//-----------------------------------------------------------------------------
static unsigned int GetMapID( const char *pMapName )
{
for ( int i = 0; i < ARRAYSIZE( s_Scenarios ); ++i )
{
if ( !Q_stricmp( s_Scenarios[i].pDiskName, pMapName ) )
{
return i;
}
}
return 0;
}
//-----------------------------------------------------------------------------
// Convert a session property string to a display string for gameUI.
//-----------------------------------------------------------------------------
void CTF_Presence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
{
const char *pDisplayString = "";
switch( id )
{
#if defined( _X360 )
case X_CONTEXT_GAME_TYPE:
switch( value )
{
case X_CONTEXT_GAME_TYPE_STANDARD:
pDisplayString = "#TF_Unranked";
break;
case X_CONTEXT_GAME_TYPE_RANKED:
pDisplayString = "#TF_Ranked";
break;
}
break;
#endif
case CONTEXT_SCENARIO:
pDisplayString = s_Scenarios[value].pDisplayName;
break;
case PROPERTY_FLAG_CAPTURE_LIMIT:
case PROPERTY_NUMBER_OF_ROUNDS:
case PROPERTY_WIN_LIMIT:
Q_snprintf( pOutput, nBytes, "%d", value );
return;
case PROPERTY_MAX_GAME_TIME:
if ( value >= NO_TIME_LIMIT )
{
Q_strncpy( pOutput, "#TF_MaxTimeNoLimit", nBytes );
}
else
{
Q_snprintf( pOutput, nBytes, "%d:00", value );
}
return;
case PROPERTY_TEAM:
switch ( value )
{
case 0:
pDisplayString = "blue";
break;
case 1:
pDisplayString = "red";
break;
case 2:
pDisplayString = "spectator";
break;
}
break;
default:
pDisplayString = "Unknown";
break;
}
Q_strncpy( pOutput, pDisplayString, nBytes );
}
//-----------------------------------------------------------------------------
// Convert a presence ID to a string.
//-----------------------------------------------------------------------------
const char *CTF_Presence::GetPropertyIdString( const uint id )
{
for ( int i = 0; i < ARRAYSIZE( s_PresenceIds ); ++i )
{
if ( s_PresenceIds[i].id == id )
{
return s_PresenceIds[i].pString;
}
}
return "Unknown";
}
//-----------------------------------------------------------------------------
// Convert a session property string to an ID.
//-----------------------------------------------------------------------------
uint CTF_Presence::GetPresenceID( const char *pIDName )
{
for ( int i = 0; i < ARRAYSIZE( s_PresenceIds ); ++i )
{
if ( !Q_stricmp( s_PresenceIds[i].pString, pIDName ) )
{
return s_PresenceIds[i].id;
}
}
for ( int i = 0; i < ARRAYSIZE( s_PresenceValues ); ++i )
{
if ( !Q_stricmp( s_PresenceValues[i].pString, pIDName ) )
{
return s_PresenceValues[i].id;
}
}
Warning( "Presence ID not found for %s\n", pIDName );
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Level init
//-----------------------------------------------------------------------------
void CTF_Presence::LevelInitPreEntity( void )
{
m_bIsInCommentary = false;
const char *pMapName = MapName();
if ( pMapName )
{
UserSetContext( XBX_GetPrimaryUserId(), CONTEXT_SCENARIO, GetMapID( pMapName ), true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Init
//-----------------------------------------------------------------------------
bool CTF_Presence::Init()
{
presence = &s_presence;
ListenForGameEvent( "controlpoint_initialized" );
ListenForGameEvent( "controlpoint_updateowner" );
ListenForGameEvent( "teamplay_round_start" );
ListenForGameEvent( "ctf_flag_captured" );
ListenForGameEvent( "playing_commentary" );
return CBasePresence::Init();
}
//-----------------------------------------------------------------------------
// Get game session properties from matchmaking.
//-----------------------------------------------------------------------------
void CTF_Presence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
{
// Session properties have been set for this game. Use our knowledge of
// the properties that have been defined for this game to set rules, cvars, etc.
char buffer[MAX_PATH];
#if 0 // defined( _X360 ) // absolutely nothing happens in this loop, so I disabled it. It was breaking the compiler in LTCG mode. -egr
int count = contexts.Count();
for ( int i = 0; i < count; ++i )
{
XUSER_CONTEXT &ctx = contexts[i];
switch( ctx.dwContextId )
{
case X_CONTEXT_GAME_TYPE:
if ( ctx.dwValue == X_CONTEXT_GAME_TYPE_RANKED )
{
}
else if ( ctx.dwValue == X_CONTEXT_GAME_TYPE_STANDARD )
{
}
break;
}
}
#endif
for ( int i = 0; i < properties.Count(); ++i )
{
XUSER_PROPERTY &prop = properties[i];
switch( prop.dwPropertyId )
{
case PROPERTY_FLAG_CAPTURE_LIMIT:
Q_snprintf( buffer, sizeof( buffer ), "tf_flag_caps_per_round %d", prop.value.nData );
engine->ClientCmd( buffer );
break;
case PROPERTY_NUMBER_OF_ROUNDS:
Q_snprintf( buffer, sizeof( buffer ), "mp_maxrounds %d", prop.value.nData );
engine->ClientCmd( buffer );
break;
case PROPERTY_WIN_LIMIT:
Q_snprintf( buffer, sizeof( buffer ), "mp_winlimit %d", prop.value.nData );
engine->ClientCmd( buffer );
break;
case PROPERTY_GAME_SIZE:
Q_snprintf( buffer, sizeof( buffer ), "maxplayers %d", prop.value.nData );
engine->ClientCmd( buffer );
break;
case PROPERTY_AUTOBALANCE:
Q_snprintf( buffer, sizeof( buffer ), "mp_autoteambalance %d", prop.value.nData );
engine->ClientCmd( buffer );
break;
case PROPERTY_MAX_GAME_TIME:
Q_snprintf( buffer, sizeof( buffer ), "mp_timelimit %d", prop.value.nData );
engine->ClientCmd( buffer );
break;
}
}
}
//-----------------------------------------------------------------------------
// Respond to TF game events.
//-----------------------------------------------------------------------------
void CTF_Presence::FireGameEvent( IGameEvent *event )
{
const char *eventname = event->GetName();
if ( !Q_stricmp( "teamplay_round_start", eventname ) )
{
// Set presence for this map
// TODO: Set appropriate presence mode based on game type
#if defined( _X360 )
if ( TFGameRules() && !m_bIsInCommentary )
{
if ( TFGameRules()->GetGameType() == TF_GAMETYPE_CP )
{
UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_TF_CP, true );
}
else if ( TFGameRules()->GetGameType() == TF_GAMETYPE_CTF )
{
// ctf games start tied
int zeroscore = 0;
UserSetProperty( XBX_GetPrimaryUserId(), PROPERTY_PLAYER_TEAM_SCORE, sizeof(int), &zeroscore, true );
UserSetProperty( XBX_GetPrimaryUserId(), PROPERTY_OPPONENT_TEAM_SCORE, sizeof(int), &zeroscore, true );
UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_TF_CTF_TIED, true );
}
}
#endif
}
else if ( !Q_stricmp( "controlpoint_initialized", eventname ) )
{
int nPoints = ObjectiveResource()->GetNumControlPoints();
int nOwned = ObjectiveResource()->GetNumControlPointsOwned();
UserSetProperty( XBX_GetPrimaryUserId(), PROPERTY_CAPS_TOTAL, sizeof(int), &nPoints, true );
UserSetProperty( XBX_GetPrimaryUserId(), PROPERTY_CAPS_OWNED, sizeof(int), &nOwned, true );
}
else if ( !Q_stricmp( "controlpoint_updateowner", eventname ) )
{
int nOwned = ObjectiveResource()->GetNumControlPointsOwned();
UserSetProperty( XBX_GetPrimaryUserId(), PROPERTY_CAPS_OWNED, sizeof(int), &nOwned, true );
}
else if ( !Q_stricmp( "ctf_flag_captured", eventname ) )
{
C_TFTeam *pLocalTeam = GetGlobalTFTeam( GetLocalPlayerTeam() );
if ( pLocalTeam )
{
int iOtherScore = 0;
int iTeamScore = 0;
int iCappingTeam = event->GetInt( "capping_team" );
int iCappingTeamScore = event->GetInt( "capping_team_score" );
// If the local player is on the team that just captured
if ( iCappingTeam == pLocalTeam->GetTeamNumber() )
{
// the newly capped score is our current score
iTeamScore = iCappingTeamScore;
}
else // Other team capped
{
// Start other team score at the newly capped score set by the game event.
// It can be higher than any we have locally recorded because of networking lag.
iOtherScore = iCappingTeamScore;
iTeamScore = pLocalTeam->GetFlagCaptures();
}
// highest score of any other team is the opposing score
for ( int i = 0; i < g_Teams.Count(); i++ )
{
C_TFTeam* pCurTeam = ( dynamic_cast< C_TFTeam* >( g_Teams[i] ) );
if ( pCurTeam )
{
if ( GetLocalPlayerTeam() == pCurTeam->GetTeamNumber() )
continue;
int iCurScore = pCurTeam->GetFlagCaptures();
if ( iCurScore > iOtherScore )
{
iOtherScore = iCurScore;
}
}
}
UserSetProperty( XBX_GetPrimaryUserId(), PROPERTY_PLAYER_TEAM_SCORE, sizeof(int), &iTeamScore, true );
UserSetProperty( XBX_GetPrimaryUserId(), PROPERTY_OPPONENT_TEAM_SCORE, sizeof(int), &iOtherScore, true );
#if defined ( _X360 )
if ( !m_bIsInCommentary )
{
if ( iTeamScore > iOtherScore )
{
UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_TF_CTF_WINNING, true );
}
else if ( iOtherScore > iTeamScore )
{
UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_TF_CTF_LOSING, true );
}
else
{
UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_TF_CTF_TIED, true );
}
}
#endif
}
}
else if ( !Q_stricmp( "playing_commentary", eventname ) )
{
m_bIsInCommentary = true;
#if defined ( _X360 )
UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_COMMENTARY, true );
UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_GAME_MODE, CONTEXT_GAME_MODE_SINGLEPLAYER, true );
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose: Upload player stats to Live.
//-----------------------------------------------------------------------------
void CTF_Presence::UploadStats()
{
#if defined( _X360 )
if ( m_bReportingStats )
{
m_ViewProperties[0].dwViewId = X_STATS_VIEW_SKILL;
m_ViewProperties[1].dwViewId = m_bArbitrated ? STATS_VIEW_PLAYER_MAX_RANKED : STATS_VIEW_PLAYER_MAX_UNRANKED;
m_ViewProperties[2].dwViewId = STATS_VIEW_PLAYER_MAX_UNRANKED;
CUtlVector< XUSER_PROPERTY > skillStats;
if ( !g_TF_PR )
return;
XUID localId = matchmaking->PlayerIdToXuid( GetLocalPlayerIndex() );
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
XUID id = matchmaking->PlayerIdToXuid( i );
if ( id == 0 )
continue;
// For non-ranked sessions, only the local player's stats are written
if ( !m_bArbitrated && id != localId )
continue;
skillStats.RemoveAll();
int viewCt = 1;
if ( id != 0 )
{
Msg( "XUID: %d\n", id );
XUSER_PROPERTY prop;
int nScore = g_TF_PR->GetTotalScore( i );
// Write the player's skill stats
prop.dwPropertyId = X_PROPERTY_RELATIVE_SCORE;
prop.value.type = XUSER_DATA_TYPE_INT32;
prop.value.nData = nScore;
skillStats.AddToTail( prop );
prop.dwPropertyId = X_PROPERTY_SESSION_TEAM;
prop.value.type = XUSER_DATA_TYPE_INT32;
prop.value.nData = i;
skillStats.AddToTail( prop );
m_ViewProperties[0].dwNumProperties = skillStats.Count();
m_ViewProperties[0].pProperties = skillStats.Base();
Msg( "Skill:\n" );
Msg( "Relative Score: %d\n" , skillStats[0].value.nData );
Msg( "Team: %d\n" , skillStats[1].value.nData );
if ( id != localId )
{
// Write the remote player's points scored
prop.dwPropertyId = PROPERTY_POINTS_SCORED;
prop.value.type = XUSER_DATA_TYPE_INT64;
prop.value.nData = nScore;
m_ViewProperties[1].dwNumProperties = 1;
m_ViewProperties[1].pProperties = &prop;
viewCt = 2;
Msg( "Points Scored: %d\n" , prop.value.nData );
}
else
{
// Write the local player's points scored
prop.dwPropertyId = PROPERTY_POINTS_SCORED;
prop.value.type = XUSER_DATA_TYPE_INT64;
prop.value.nData = nScore;
m_ViewProperties[1].dwNumProperties = 1;
m_ViewProperties[1].pProperties = &prop;
// Include the local player's array of personal stats
m_ViewProperties[2].dwNumProperties = m_PlayerStats.Count();
m_ViewProperties[2].pProperties = m_PlayerStats.Base();
viewCt = 3;
Msg( "Points Scored: %d\n" , prop.value.nData );
Msg( "Unranked stat count: %d\n", m_ViewProperties[2].dwNumProperties );
}
}
DWORD ret = xboxsystem->WriteStats( m_hSession, id , viewCt, m_ViewProperties, false );
if ( ret != ERROR_SUCCESS )
{
Warning( "Write stats failed with error %d\n", ret );
}
}
m_PlayerStats.RemoveAll();
m_bReportingStats = false;
}
#endif
}