hl2_src-leak-2017/src/game/shared/playergroupmanager.cpp

850 lines
28 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "gcsdk/gcsdk.h"
#include "base_gcmessages.h"
#include "playergroupmanager.h"
#include "gcsdk/accountdetails.h"
using namespace GCSDK;
CPlayerGroupManager::mapPlayersMemcacheJobCount_t CPlayerGroupManager::sm_mapPlayersMemcacheJobCount;
CPlayerGroupManager::CPlayerGroupManager() :
m_hashPlayerGroupIDLocks( k_nLocksRunInterval / k_cMicroSecPerShellFrame )
{
m_hashPlayerGroupIDLocks.Init( k_cGCLocksInit, k_cBucketGCLocks );
m_GroupIDGenerationLock.SetName( "GroupIDGenerationLock" );
m_GroupIDGenerationLock.SetLockType( kGroupIDGenerationLockType );
}
PlayerGroupID_t CPlayerGroupManager::GeneratePlayerGroupID()
{
return GGCHost()->GenerateGID();
}
void CPlayerGroupManager::MemcachedUpdateAllMemberAssocation( IPlayerGroup *pPlayerGroup )
{
CUtlVector<CUtlString> memcachedMemberKeys;
CUtlVector<CGCBase::GCMemcachedBuffer_t> memcachedMemberValues;
CUtlBuffer memcachedMemberValue;
memcachedMemberValue.PutInt64( (int64) pPlayerGroup->GetGroupID() );
for ( int i = 0; i < pPlayerGroup->GetNumMembers(); ++i )
{
CUtlString &memberKey = memcachedMemberKeys[ memcachedMemberKeys.AddToTail() ];
memberKey.Format( "GC:%u:%sMEMBER:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), pPlayerGroup->GetMember(i).ConvertToUint64() );
CGCBase::GCMemcachedBuffer_t &memcachedBuffer = memcachedMemberValues[ memcachedMemberValues.AddToTail() ];
memcachedBuffer.m_pubData = memcachedMemberValue.Base();
memcachedBuffer.m_cubData = memcachedMemberValue.TellPut();
}
GGCBase()->BMemcachedSet( memcachedMemberKeys, memcachedMemberValues );
}
void CPlayerGroupManager::MemcachedRemoveAllMemberAssocation( IPlayerGroup *pPlayerGroup )
{
CUtlVector<CUtlString> memcachedMemberKeys;
for ( int i = 0; i < pPlayerGroup->GetNumMembers(); ++i )
{
CUtlString &memberKey = memcachedMemberKeys[ memcachedMemberKeys.AddToTail() ];
memberKey.Format( "GC:%u:%sMEMBER:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), pPlayerGroup->GetMember(i).ConvertToUint64() );
}
GGCBase()->BMemcachedDelete( memcachedMemberKeys );
}
void CPlayerGroupManager::MemcachedUpdateMemberAssocation( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamID )
{
CUtlBuffer memcachedMemberValue;
memcachedMemberValue.PutInt64( (int64) nPlayerGroupID );
CUtlString memberKey;
memberKey.Format( "GC:%u:%sMEMBER:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), steamID.ConvertToUint64() );
GGCBase()->BMemcachedSet( memberKey, memcachedMemberValue );
}
void CPlayerGroupManager::MemcachedRemoveMemberAssocation( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamID )
{
CUtlString memberKey;
memberKey.Format( "GC:%u:%sMEMBER:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), steamID.ConvertToUint64() );
GGCBase()->BMemcachedDelete( memberKey );
}
bool CPlayerGroupManager::BYldAddMemberToGroup( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamIDNewMember )
{
// If member is already in a group, abort
IPlayerGroup *pOldPlayerGroup = FindGroupByMemberID( steamIDNewMember );
if ( pOldPlayerGroup )
{
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "BYldAddMemberToGroup not adding member: %s to player group: %016llx as he's already in a group\n", steamIDNewMember.Render(), nPlayerGroupID );
return false;
}
// check group exists
IPlayerGroup *pPlayerGroup = YldFindAndLockGroup( nPlayerGroupID );
Assert( pPlayerGroup );
if ( !pPlayerGroup )
{
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "BYldAddMemberToGroup not adding member: %s to player group: %016llx as that group does not exist\n", steamIDNewMember.Render(), nPlayerGroupID );
return false;
}
// check member isn't already in the group
if ( pPlayerGroup->GetMemberIndexBySteamID( steamIDNewMember ) != -1 )
{
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "BYldAddMemberToGroup not adding member: %s to player group: %016llx as he's already in the group\n", steamIDNewMember.Render(), nPlayerGroupID );
UnlockGroupID( nPlayerGroupID );
return false;
}
// Lock the user's cache so we can add the group to it
CGCSharedObjectCache *pCache = GGCBase()->YieldingGetLockedSOCache( steamIDNewMember );
if ( !pCache )
{
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "BYldAddMemberToGroup not adding member: %s to player group: %016llx as his cache could not be loaded\n", steamIDNewMember.Render(), nPlayerGroupID );
GGCBase()->UnlockSteamID( steamIDNewMember );
UnlockGroupID( nPlayerGroupID );
return false;
}
// If member is already in a group, abort (must do this again after yielding as another job could have put him in a group while we yielded)
pOldPlayerGroup = FindGroupByMemberID( steamIDNewMember );
if ( pOldPlayerGroup )
{
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "BYldAddMemberToGroup not adding member: %s to player group: %016llx as he's already in a group (2)\n", steamIDNewMember.Render(), nPlayerGroupID );
GGCBase()->UnlockSteamID( steamIDNewMember );
UnlockGroupID( nPlayerGroupID );
return false;
}
// Add shared object to this member's cache, before dirtying fields
pCache->AddObject( pPlayerGroup->GetSharedObject() );
// Add member to group. This will dirty shared object fields.
pPlayerGroup->AddMember( steamIDNewMember );
m_mapMemberToGroup.InsertOrReplace( steamIDNewMember, pPlayerGroup );
GGCBase()->UnlockSteamID( steamIDNewMember );
// Update memcached
MemcachedUpdateMemberAssocation( nPlayerGroupID, steamIDNewMember );
// notify derived classes
YldOnPlayerJoinedGroup( pPlayerGroup, steamIDNewMember );
UnlockGroupID( nPlayerGroupID );
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "Steam id: %s added to player group: %016llx\n", steamIDNewMember.Render(), nPlayerGroupID );
return true;
}
void CPlayerGroupManager::YldRemoveMemberFromGroup( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamIDRemovingMember )
{
// check group exists
IPlayerGroup *pPlayerGroup = YldFindAndLockGroup( nPlayerGroupID );
Assert( pPlayerGroup );
if ( !pPlayerGroup )
return;
// check member is in the group
if ( pPlayerGroup->GetMemberIndexBySteamID( steamIDRemovingMember ) == -1 )
{
UnlockGroupID( nPlayerGroupID );
return;
}
pPlayerGroup->RemoveMember( steamIDRemovingMember );
m_mapMemberToGroup.Remove( steamIDRemovingMember );
// Update memcached
MemcachedRemoveMemberAssocation( nPlayerGroupID, steamIDRemovingMember );
CGCSharedObjectCache *pCache = GGCBase()->YieldingGetLockedSOCache( steamIDRemovingMember );
if ( pCache )
{
pCache->RemoveObject( *pPlayerGroup->GetSharedObject() );
pCache->SendAllNetworkUpdates();
}
GGCBase()->UnlockSteamID( steamIDRemovingMember );
YldOnPlayerLeftGroup( pPlayerGroup, steamIDRemovingMember );
UnlockGroupID( nPlayerGroupID );
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "Steam id: %s removed from player group: %016llx\n", steamIDRemovingMember.Render(), nPlayerGroupID );
}
IPlayerGroup* CPlayerGroupManager::FindGroup( PlayerGroupID_t nPlayerGroupID )
{
hashPlayerGroups_t::IndexType_t nPlayerGroupIndex = m_mapGroups.Find( nPlayerGroupID );
if ( nPlayerGroupIndex == m_mapGroups.InvalidIndex() )
return NULL;
return m_mapGroups.Element( nPlayerGroupIndex );
}
IPlayerGroup* CPlayerGroupManager::YldFindAndLockGroup( PlayerGroupID_t nPlayerGroupID )
{
hashPlayerGroups_t::IndexType_t nPlayerGroupIndex = m_mapGroups.Find( nPlayerGroupID );
if ( nPlayerGroupIndex == m_mapGroups.InvalidIndex() )
return NULL;
// try to lock it
if ( !BYieldingLockGroupID( nPlayerGroupID ) )
return NULL;
// check the group is still valid
nPlayerGroupIndex = m_mapGroups.Find( nPlayerGroupID );
if ( nPlayerGroupIndex == m_mapGroups.InvalidIndex() )
{
// group went away, unlock and abort
UnlockGroupID( nPlayerGroupID );
return NULL;
}
return m_mapGroups.Element( nPlayerGroupIndex );
}
IPlayerGroup* CPlayerGroupManager::FindGroupByMemberID( const CSteamID &steamID )
{
mapMembersToPlayerGroups_t::IndexType_t nPlayerGroupIndex = m_mapMemberToGroup.Find( steamID );
if ( nPlayerGroupIndex == m_mapMemberToGroup.InvalidIndex() )
return NULL;
return m_mapMemberToGroup.Element( nPlayerGroupIndex );
}
IPlayerGroup* CPlayerGroupManager::YldFindAndLockGroupByMemberID( const CSteamID &steamID )
{
mapMembersToPlayerGroups_t::IndexType_t nPlayerGroupIndex = m_mapMemberToGroup.Find( steamID );
if ( nPlayerGroupIndex == m_mapMemberToGroup.InvalidIndex() )
return NULL;
IPlayerGroup *pPlayerGroup = m_mapMemberToGroup.Element( nPlayerGroupIndex );
return YldFindAndLockGroup( pPlayerGroup->GetGroupID() );
}
bool CPlayerGroupManager::BYieldingLockGroupID( PlayerGroupID_t nPlayerGroupID )
{
AssertRunningJob();
// lookup
CLock *pLock = m_hashPlayerGroupIDLocks.PvRecordFind( nPlayerGroupID );
if ( pLock == NULL )
{
// no lock yet, insert one
pLock = m_hashPlayerGroupIDLocks.PvRecordInsert( nPlayerGroupID );
Assert( pLock != NULL );
if ( pLock == NULL )
{
EmitInfo( SPEW_GC, SPEW_ALWAYS, LOG_ALWAYS, "Unable to create lock for PlayerGroup:%u\n", nPlayerGroupID );
return false;
}
pLock->SetName( "PlayerGroup:", nPlayerGroupID );
pLock->SetLockType( GetGroupLockType() );
}
return GJobCur().BYieldingAcquireLock( pLock );
}
void CPlayerGroupManager::UnlockGroupID( PlayerGroupID_t nPlayerGroupID )
{
AssertRunningJob();
// lookup
CLock *pLock = m_hashPlayerGroupIDLocks.PvRecordFind( nPlayerGroupID );
Assert( pLock );
if ( pLock == NULL )
{
return;
}
if ( pLock->GetJobLocking() != &GJobCur() )
{
AssertMsg1( false, "UnlockGroupID() called when job (%s) doesn't own the lock", GJobCur().GetName() );
return;
}
GJobCur().ReleaseLock( pLock );
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the specified PlayerGroupID_t is locked
//-----------------------------------------------------------------------------
bool CPlayerGroupManager::IsGroupIDLocked( PlayerGroupID_t nPlayerGroupID )
{
CLock *pLock = m_hashPlayerGroupIDLocks.PvRecordFind( nPlayerGroupID );
if ( pLock )
return pLock->BIsLocked();
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Marks the start of a frame
//-----------------------------------------------------------------------------
void CPlayerGroupManager::StartFrameSchedule()
{
m_hashPlayerGroupIDLocks.StartFrameSchedule( true );
}
//-----------------------------------------------------------------------------
// Purpose: Gets rid of any locks that haven't been touched in a while
//-----------------------------------------------------------------------------
bool CPlayerGroupManager::BExpireLocks( CLimitTimer &limitTimer )
{
VPROF_BUDGET( "Expire PlayerGroup Locks", VPROF_BUDGETGROUP_STEAM );
for ( CLock *pLock = m_hashPlayerGroupIDLocks.PvRecordRun(); NULL != pLock; pLock = m_hashPlayerGroupIDLocks.PvRecordRun() )
{
if ( !pLock->BIsLocked() && pLock->GetMicroSecondsSinceLock() > k_cMicroSecLockLifetime )
{
m_hashPlayerGroupIDLocks.Remove( pLock );
}
if ( limitTimer.BLimitReached() )
return true;
}
return false;
}
void CPlayerGroupManager::YldDestroyGroupIfEmpty( PlayerGroupID_t nPlayerGroupID )
{
IPlayerGroup *pGroup = YldFindAndLockGroup( nPlayerGroupID );
if ( pGroup )
{
if ( pGroup->GetNumMembers() <= 0 )
{
YldDestroyGroup( nPlayerGroupID );
}
}
}
void CPlayerGroupManager::YldDestroyGroup( PlayerGroupID_t nPlayerGroupID )
{
IPlayerGroup* pPlayerGroup = YldFindAndLockGroup( nPlayerGroupID );
if ( !pPlayerGroup )
return;
// allow derived classes to clean up
YldOnGroupDestroyed( pPlayerGroup );
// remove all members
while( pPlayerGroup->GetNumMembers() > 0 )
{
YldRemoveMemberFromGroup( nPlayerGroupID, pPlayerGroup->GetMember( 0 ) );
}
m_mapGroups.Remove( nPlayerGroupID );
// Remove the group from memcached
GGCBase()->BMemcachedDelete( CFmtStr( "GC:%u:%s:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), nPlayerGroupID ).Access() );
delete pPlayerGroup;
}
// Update memcached and players when the group changes
void CPlayerGroupManager::SendGroupStorageAndNetworkUpdate( IPlayerGroup *pPlayerGroup )
{
for ( int i = 0; i < pPlayerGroup->GetNumMembers(); i++ )
{
CGCUserSession *pMemberSession = GGCBase()->FindUserSession( pPlayerGroup->GetMember( i ) );
if ( !pMemberSession )
continue;
pMemberSession->GetSOCache()->SendAllNetworkUpdates();
}
// Update memcached
VPROF_BUDGET( "SendGroupStorageAndNetworkUpdate - Memcached", VPROF_BUDGETGROUP_STEAM );
CUtlString memcachedGroupKey;
memcachedGroupKey.Format( "GC:%u:%s:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), pPlayerGroup->GetGroupID() );
CUtlBuffer memcachedGroupValue;
CSharedObject *pObj = pPlayerGroup->GetSharedObject();
Assert( pObj );
if ( !pObj )
{
return;
}
pObj->BAddFullCreateToMessage( memcachedGroupValue );
GGCBase()->BMemcachedSet( memcachedGroupKey, memcachedGroupValue );
}
void CPlayerGroupManager::DumpGroups()
{
// Sort groups so we can dump in-order
CUtlSortVector<PlayerGroupID_t> vecIDs( 0, m_mapGroups.Count() );
FOR_EACH_MAP_FAST( m_mapGroups, i )
{
vecIDs.InsertNoSort( m_mapGroups.Key( i ) );
}
vecIDs.RedoSort( true );
FOR_EACH_VEC( vecIDs, i )
{
IPlayerGroup *pPlayerGroup = m_mapGroups[m_mapGroups.Find( vecIDs[i] )];
if ( !pPlayerGroup || !pPlayerGroup->GetSharedObject() )
continue;
EmitInfo( SPEW_SHAREDOBJ, SPEW_ALWAYS, LOG_ALWAYS, "Group: %llu NumMembers: %d\n", pPlayerGroup->GetGroupID(), pPlayerGroup->GetNumMembers() );
pPlayerGroup->GetSharedObject()->Dump();
}
}
void CPlayerGroupManager::YieldingSessionStartPlaying( CGCUserSession *pSession )
{
mapMembersToPlayerGroups_t::IndexType_t nPlayerGroupIndex = m_mapMemberToGroup.Find( pSession->GetSteamID() );
if ( nPlayerGroupIndex == m_mapMemberToGroup.InvalidIndex() )
{
mapPlayersMemcacheJobCount_t::IndexType_t mIndex = sm_mapPlayersMemcacheJobCount.Find( pSession->GetSteamID() );
if ( mIndex == sm_mapPlayersMemcacheJobCount.InvalidIndex() )
{
sm_mapPlayersMemcacheJobCount.Insert( pSession->GetSteamID(), 1 );
}
else
{
sm_mapPlayersMemcacheJobCount.Element( mIndex )++;
}
// could not find a group in memory for this user, see if we can find it in memcached
CGCJobFindGroupFromMemcached *pJob = new CGCJobFindGroupFromMemcached( GGCBase(), this, pSession->GetSteamID() );
pJob->StartJob( NULL );
}
}
void CPlayerGroupManager::YieldingSessionStartServer( CGCGSSession *pSession )
{
}
void CPlayerGroupManager::YieldingSessionStopServer( CGCGSSession *pSession )
{
}
void CPlayerGroupManager::YldDoFindGroupFromMemcached( const CSteamID &memberSteamID )
{
// See if we can find him in memcached
CUtlVector<CUtlString> memcachedMemberKeys;
CUtlVector<CGCBase::GCMemcachedGetResult_t> memcachedMemberResults;
CUtlString &memberKey = memcachedMemberKeys[ memcachedMemberKeys.AddToTail() ];
memberKey.Format( "GC:%u:%sMEMBER:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), memberSteamID.ConvertToUint64() );
if ( !GGCBase()->BYieldingMemcachedGet( memcachedMemberKeys, memcachedMemberResults ) )
{
return; // Not found
}
if ( memcachedMemberResults.Count() != 1 || !memcachedMemberResults[0].m_bKeyFound )
{
return; // Not found
}
CUtlBuffer memcachedGroupResult;
memcachedGroupResult.SetExternalBuffer( memcachedMemberResults[0].m_bufValue.Base(), memcachedMemberResults[0].m_bufValue.Count(), memcachedMemberResults[0].m_bufValue.Count() );
PlayerGroupID_t nPlayerGroupID = (uint64) memcachedGroupResult.GetInt64();
if ( !BYieldingLockGroupID( nPlayerGroupID ) )
{
EmitInfo( SPEW_GC, SPEW_ALWAYS, LOG_ALWAYS, "YldFindGroupFromMemcached: Unable to create lock for PlayerGroup:%u\n", nPlayerGroupID );
return;
}
// check no-one else recreated this group while we were waiting for the lock
if ( FindGroup( nPlayerGroupID ) )
return;
// We have a group id, try read the group from memcached
CUtlVector<CUtlString> memcachedGroupKeys;
CUtlVector<CGCBase::GCMemcachedGetResult_t> memcachedGroupResults;
CUtlString &memcachedGroupKey = memcachedGroupKeys[ memcachedGroupKeys.AddToTail() ];
memcachedGroupKey.Format( "GC:%u:%s:%llu", GGCBase()->GetAppID(), GetMemcachedIdentityKey(), nPlayerGroupID );
if ( !GGCBase()->BYieldingMemcachedGet( memcachedGroupKeys, memcachedGroupResults ) )
{
return; // Not found
}
if ( memcachedGroupResults.Count() != 1 || !memcachedGroupResults[0].m_bKeyFound )
{
return; // Not found
}
CUtlBuffer memcachedPartyResult;
memcachedPartyResult.SetExternalBuffer( memcachedGroupResults[0].m_bufValue.Base(), memcachedGroupResults[0].m_bufValue.Count(), memcachedGroupResults[0].m_bufValue.Count() );
IPlayerGroup *pPlayerGroup = YldCreateAndLockPlayerGroupFromMemcached( memcachedPartyResult );
// pPlayerGroup won't be NULL because creating it won't fail. Also, the group id is already locked, so only one player
// will get to this point. So no checks needed before inserting this group id into the map
m_mapGroups.Insert( nPlayerGroupID, pPlayerGroup );
// Group loaded, update all objects
// Add members to the map
for ( int i = 0; i < pPlayerGroup->GetNumMembers(); ++i )
{
// It's ok to add the Nth steam id even with the yield in this loop,
// because the group is locked. Any player that stops playing will be
// blocked on this group id.
CSteamID memberSteamID = pPlayerGroup->GetMember(i);
m_mapMemberToGroup.InsertOrReplace( memberSteamID, pPlayerGroup );
CGCSharedObjectCache *pCache = GGCBase()->YieldingGetLockedSOCache( memberSteamID );
if ( pCache )
{
pCache->AddObject( pPlayerGroup->GetSharedObject() );
}
GGCBase()->UnlockSteamID( memberSteamID );
}
YldOnGroupLoadedFromMemcached( pPlayerGroup );
for ( int i = 0; i < pPlayerGroup->GetNumMembers(); i++ )
{
CGCUserSession *pMemberSession = GGCBase()->FindUserSession( pPlayerGroup->GetMember( i ) );
if ( !pMemberSession )
continue;
pMemberSession->GetSOCache()->SendAllNetworkUpdates();
}
}
void CPlayerGroupManager::YldFindGroupFromMemcached( const CSteamID &memberSteamID )
{
YldDoFindGroupFromMemcached( memberSteamID );
mapPlayersMemcacheJobCount_t::IndexType_t mIndex = sm_mapPlayersMemcacheJobCount.Find( memberSteamID );
if ( mIndex != sm_mapPlayersMemcacheJobCount.InvalidIndex() )
{
if ( --sm_mapPlayersMemcacheJobCount.Element( mIndex ) <= 0 )
{
sm_mapPlayersMemcacheJobCount.RemoveAt( mIndex );
}
}
}
bool CGCJobDestroyGroup::BYieldingRunGCJob()
{
if ( m_pGroupManager )
{
m_pGroupManager->YldDestroyGroup( m_nPlayerGroupID );
}
return true;
}
bool CGCJobLeaveGroup::BYieldingRunGCJob()
{
if ( m_pGroupManager )
{
m_pGroupManager->BYldRequestLeaveGroup( m_SteamID );
}
return true;
}
bool CGCJobFindGroupFromMemcached::BYieldingRunGCJob()
{
if ( m_pGroupManager )
{
m_pGroupManager->YldFindGroupFromMemcached( m_memberSteamID );
}
return true;
}
// === Invites ===
void CPlayerGroupManager::YldInviteToGroup( const CSteamID &steamIDLeader, const CSteamID &steamIDNewMember )
{
if ( !steamIDLeader.IsValid() || ! steamIDLeader.BIndividualAccount()
|| !steamIDNewMember.IsValid() || ! steamIDNewMember.BIndividualAccount() )
return;
// create group if this leader isn't in one already
IPlayerGroup *pPlayerGroup = YldFindAndLockGroupByMemberID( steamIDLeader );
if ( !pPlayerGroup )
{
pPlayerGroup = YldCreateAndLockPlayerGroup();
m_mapGroups.Insert( pPlayerGroup->GetGroupID(), pPlayerGroup );
if ( !BYldAddMemberToGroup( pPlayerGroup->GetGroupID(), steamIDLeader ) )
return;
pPlayerGroup->SetLeader( steamIDLeader );
}
else if ( pPlayerGroup && pPlayerGroup->GetLeader() != steamIDLeader )
{
// non-leader attempting to invite
return;
}
// don't send any invite if our group is already full
if ( GetMaxGroupMembers() != k_NoGroupMemberLimit && pPlayerGroup->GetNumMembers() >= GetMaxGroupMembers() )
{
CProtoBufMsg<CMsgGCError> msg( k_EMsgGCError );
msg.Body().set_error_text( "Your party is full." );
GGCBase()->BSendGCMsgToClient( steamIDLeader, msg );
return;
}
if ( pPlayerGroup->GetPendingInviteIndexBySteamID( steamIDNewMember ) == -1 )
{
pPlayerGroup->AddPendingInvite( steamIDNewMember );
}
if ( !YldHasGroupInvite( steamIDNewMember, pPlayerGroup->GetGroupID() ) )
{
CGCSharedObjectCache *pCache = GGCBase()->YieldingGetLockedSOCache( steamIDNewMember );
if ( pCache )
{
// Send invite to the new member
IPlayerGroupInvite *pInvite = CreateInvite();
pInvite->YldInitFromPlayerGroup( pPlayerGroup );
pCache->AddObject( pInvite->GetSharedObject() );
}
GGCBase()->UnlockSteamID( steamIDNewMember );
}
// Send a message back to the sender telling him his invitation was created
GCSDK::CProtoBufMsg<CMsgInvitationCreated> msg( k_EMsgGCInvitationCreated );
msg.Body().set_group_id( pPlayerGroup->GetGroupID() );
msg.Body().set_steam_id( steamIDNewMember.ConvertToUint64() );
GGCBase()->BSendGCMsgToClient( steamIDLeader, msg );
SendGroupStorageAndNetworkUpdate( pPlayerGroup );
}
void CPlayerGroupManager::YldRemovePendingInvite( PlayerGroupID_t nPlayerGroupID, const CSteamID &steamIDNewMember )
{
IPlayerGroup *pPlayerGroup = YldFindAndLockGroup( nPlayerGroupID );
if ( pPlayerGroup != NULL )
{
pPlayerGroup->RemovePendingInvite( steamIDNewMember );
UnlockGroupID( nPlayerGroupID );
}
// Derived classes will remove the CPartyInvite/CLobbyInvite objects from the user's SO cache
}
void CPlayerGroupManager::YldGroupInviteResponse( const CSteamID &steamID, const PlayerGroupID_t nPlayerGroupID, bool bAccepted )
{
if ( !steamID.IsValid() || !steamID.BIndividualAccount() )
return;
// check if user is already in a group
if ( bAccepted )
{
IPlayerGroup* pOtherGroup = YldFindAndLockGroupByMemberID( steamID );
if ( pOtherGroup )
{
// remove him from the other group
PlayerGroupID_t nOtherPlayerGroupID = pOtherGroup->GetGroupID();
YldRemoveMemberFromGroup( nOtherPlayerGroupID, steamID );
YldDestroyGroupIfEmpty( nOtherPlayerGroupID );
UnlockGroupID( nOtherPlayerGroupID );
// If the group wasn't deleted, update others about this person leaving
pOtherGroup = FindGroup( nOtherPlayerGroupID );
if ( pOtherGroup )
{
SendGroupStorageAndNetworkUpdate( pOtherGroup );
}
GJobCur().ReleaseLocks();
}
GJobCur().ReleaseLocks();
}
IPlayerGroup* pPlayerGroup = YldFindAndLockGroup( nPlayerGroupID );
if ( !pPlayerGroup )
{
CProtoBufMsg<CMsgGCError> msg( k_EMsgGCError );
msg.Body().set_error_text( CFmtStr( "Couldn't respond to party invite, couldn't find a party with ID %llu.", nPlayerGroupID ) );
GGCBase()->BSendGCMsgToClient( steamID, msg );
return;
}
// check an invite is pending for this user
if ( pPlayerGroup->GetPendingInviteIndexBySteamID( steamID ) == -1 )
{
CProtoBufMsg<CMsgGCError> msg( k_EMsgGCError );
msg.Body().set_error_text( CFmtStr( "Couldn't respond to party invite, that party (%llu) doesn't have an invite pending for you.", nPlayerGroupID ) );
GGCBase()->BSendGCMsgToClient( steamID, msg );
return;
}
YldRemovePendingInvite( nPlayerGroupID, steamID );
if ( bAccepted )
{
// don't exceed the max size for this group
if ( GetMaxGroupMembers() != k_NoGroupMemberLimit && pPlayerGroup->GetNumMembers() >= GetMaxGroupMembers() )
{
CProtoBufMsg<CMsgGCError> msg( k_EMsgGCError );
msg.Body().set_error_text( "Cannot join party. Party is full." );
GGCBase()->BSendGCMsgToClient( steamID, msg );
return;
}
BYldAddMemberToGroup( nPlayerGroupID, steamID );
}
else
{
// TODO: Praps notify the group that this person rejected the invite?
}
SendGroupStorageAndNetworkUpdate( pPlayerGroup );
}
void CPlayerGroupManager::YldRequestKickFromGroup( const CSteamID &steamIDLeader, const CSteamID &steamIDVictim )
{
if ( !steamIDLeader.IsValid() || ! steamIDLeader.BIndividualAccount()
|| !steamIDVictim.IsValid() || ! steamIDVictim.BIndividualAccount() )
return;
// find leader's group
IPlayerGroup* pPlayerGroup = YldFindAndLockGroupByMemberID( steamIDLeader );
if ( !pPlayerGroup )
return;
if ( pPlayerGroup->GetLeader() != steamIDLeader || steamIDLeader == steamIDVictim )
{
// non-leader attempting to kick
return;
}
// clear any pending invites for this person
if ( pPlayerGroup->GetPendingInviteIndexBySteamID( steamIDVictim ) != -1 )
{
YldRemovePendingInvite( pPlayerGroup->GetGroupID(), steamIDVictim );
}
PlayerGroupID_t nPlayerGroupID = pPlayerGroup->GetGroupID();
YldRemoveMemberFromGroup( nPlayerGroupID, steamIDVictim );
YldDestroyGroupIfEmpty( nPlayerGroupID );
pPlayerGroup = YldFindAndLockGroup( nPlayerGroupID );
if ( pPlayerGroup )
{
SendGroupStorageAndNetworkUpdate( pPlayerGroup );
}
}
bool CPlayerGroupManager::BYldRequestLeaveGroup( const CSteamID &steamID )
{
if ( !steamID.IsValid() || ! steamID.BIndividualAccount() )
return false;
// find group
IPlayerGroup *pPlayerGroup = YldFindAndLockGroupByMemberID( steamID );
if ( !pPlayerGroup )
{
CProtoBufMsg<CMsgGCError> msg( k_EMsgGCError );
msg.Body().set_error_text( CFmtStr( "%s: Failed to remove you from your group. Couldn't find your group in the group map.", GetMemcachedIdentityKey() ) );
GGCBase()->BSendGCMsgToClient( steamID, msg );
return false;
}
// clear any pending invites for this person
if ( pPlayerGroup->GetPendingInviteIndexBySteamID( steamID ) != -1 )
{
YldRemovePendingInvite( pPlayerGroup->GetGroupID(), steamID );
}
PlayerGroupID_t nPlayerGroupID = pPlayerGroup->GetGroupID();
YldRemoveMemberFromGroup( nPlayerGroupID, steamID );
YldDestroyGroupIfEmpty( nPlayerGroupID );
pPlayerGroup = YldFindAndLockGroup( nPlayerGroupID );
if ( pPlayerGroup )
{
SendGroupStorageAndNetworkUpdate( pPlayerGroup );
}
return true;
}
void CPlayerGroupManager::YldOnPlayerLeftGroup( IPlayerGroup *pPlayerGroup, const CSteamID& steamIDRemovingMember )
{
// if the group leader just left, then set a new leader
if ( pPlayerGroup->GetLeader() == steamIDRemovingMember && pPlayerGroup->GetNumMembers() > 0 )
{
pPlayerGroup->SetLeader( pPlayerGroup->GetMember( 0 ) );
}
}
void CPlayerGroupManager::YldOnGroupDestroyed( IPlayerGroup *pPlayerGroup )
{
PlayerGroupID_t nPlayerGroupID = pPlayerGroup->GetGroupID();
// remove all pending invites
EmitInfo( SPEW_GC, 4, LOG_ALWAYS, "CPlayerGroupManager::YldOnGroupDestroyed [%s] Removing all pending invites %016llx\n", GetMemcachedIdentityKey(), nPlayerGroupID );
for ( int i = pPlayerGroup->GetNumPendingInvites() - 1; i >= 0; i-- ) // iterate backwards as pending invites will be removed from the list
{
YldRemovePendingInvite( nPlayerGroupID, pPlayerGroup->GetPendingInvite( i ) );
}
}
void CPlayerGroupManager::YldCreateInvitesForGroup( PlayerGroupID_t nPlayerGroupID )
{
// Check to see if the group was loaded, if not discard, it should always be loaded first
IPlayerGroup *pPlayerGroup = FindGroup( nPlayerGroupID );
if ( !pPlayerGroup )
return;
for ( int i = 0; i < pPlayerGroup->GetNumPendingInvites(); ++i )
{
CSteamID steamIDNewMember = pPlayerGroup->GetPendingInvite(i);
const char *szAccountName = "Unknown Player";
CAccountDetails *pDetails = GGCBase()->YieldingGetAccountDetails( pPlayerGroup->GetLeader() );
if ( pDetails )
{
szAccountName = pDetails->GetPersonaName();
}
// Send invite to the new member
IPlayerGroupInvite *pInvite = CreateInvite();
pInvite->SetGroupID( pPlayerGroup->GetGroupID() );
pInvite->SetSenderID( pPlayerGroup->GetLeader().ConvertToUint64() );
pInvite->SetSenderName( szAccountName );
CGCSharedObjectCache *pCache = GGCBase()->YieldingGetLockedSOCache( steamIDNewMember );
if ( pCache )
{
pCache->AddObject( pInvite->GetSharedObject() );
}
GGCBase()->UnlockSteamID( steamIDNewMember );
}
}
void CPlayerGroupManager::YldOnGroupLoadedFromMemcached( GCSDK::IPlayerGroup *pPlayerGroup )
{
YldCreateInvitesForGroup( pPlayerGroup->GetGroupID() );
}
bool CPlayerGroupManager::IsPlayerWaitingForMemcache( const CSteamID &steamID ) const
{
mapPlayersMemcacheJobCount_t::IndexType_t mIndex = sm_mapPlayersMemcacheJobCount.Find( steamID );
if ( mIndex != sm_mapPlayersMemcacheJobCount.InvalidIndex() )
{
return true;
}
return false;
}