//------------------------------------------------------------------------- void CGameRulesStandardState::ChangeState( EGR_GameState newState ) { if (gEnv->bServer) { if (newState == EGRS_InGame) { CCCPOINT(GameRulesStandardState_EnterInGame); #if !defined(_RELEASE) || defined(PERFORMANCE_BUILD) if (m_state != EGRS_InGame) { if (g_pGameCVars->g_gameRules_startCmd[0] != '\0') { gEnv->pConsole->ExecuteString(g_pGameCVars->g_gameRules_startCmd, false, true); } } #endif // #if !defined(_RELEASE) || defined(PERFORMANCE_BUILD) m_pGameRules->ResetGameTime(); IGameRulesStatsRecording *st=m_pGameRules->GetStatsRecordingModule(); if (st) { st->OnInGameBegin(); } } else if (newState == EGRS_PostGame) { m_timeInPostGame = 0.0f; IGameRulesStatsRecording *st=m_pGameRules->GetStatsRecordingModule(); if (st) { st->OnPostGameBegin(); } #if defined(DEDICATED_SERVER) if ( gEnv->bMultiplayer ) { // Stop cvar probes. CGameRules::TPlayers players; m_pGameRules->GetPlayers(players); const int numPlayers = players.size(); for (int i = 0; i < numPlayers; ++ i) { const EntityId playerId = players[i]; IActor * pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(playerId); if ( pActor ) { IGameObject * pGameObject = NULL; INetChannel * pNetChannel = NULL; IDefenceContext * pDefenceContext = NULL; if ( (pGameObject = pActor->GetGameObject()) ) { if ( (pNetChannel = pGameObject->GetNetChannel()) ) { if ( (pDefenceContext = pNetChannel->GetDefenceContext()) ) { pDefenceContext->EndCvarRequests(); } } } } } } #endif CGameLobby *pGameLobby = g_pGame->GetGameLobby(); if (pGameLobby) { CryLog("[GameRules] GameFinished, telling clients"); pGameLobby->SvFinishedGame(0.0f); } } } const bool bIsClient = gEnv->IsClient(); if (bIsClient) { if (newState == EGRS_PostGame) { m_timeInPostGame = 0.0f; EnterPostGameState(ePGS_Starting); } else if (newState == EGRS_InGame) { CHUDEventDispatcher::CallEvent( SHUDEvent(eHUDEvent_OnGameStart) ); } else if (newState == EGRS_Reset) { m_introMessageShown = false; } ClientChangeStateFeedback(newState); } m_state = newState; OnStateEntered_NotifyListeners(); if (newState == EGRS_PostGame) { m_pGameRules->FreezeInput(true); g_pGame->GetUI()->ActivateDefaultState(); // must be after settings newState to pick endgame OnGameEnd_NotifyListeners(); } else if (newState == EGRS_InGame) { OnGameStart_NotifyListeners(); if (bIsClient && g_pGameCVars->g_gameRules_preGame_StartSpawnedFrozen) { g_pGameActions->FilterMPPreGameFreeze()->Enable(false); g_pGame->GetUI()->ActivateDefaultState(); // must be after settings newState } // Have to explicitly call the spawning module, can't use the listener since that would make the modules // dependent on the initialisation order - which comes from xml IGameRulesSpawningModule *pSpawningModule = m_pGameRules->GetSpawningModule(); if (pSpawningModule) { pSpawningModule->OnInGameBegin(); } } if (gEnv->bServer) { CHANGED_NETWORK_STATE(m_pGameRules, STANDARD_STATE_ASPECT); if (m_state == EGRS_InGame) { // Revive players - has to be done after setting m_state since we don't revive players in PreGame IGameRulesSpawningModule *pSpawningModule = m_pGameRules->GetSpawningModule(); if (pSpawningModule) { const bool bOnlyIfDead = (g_pGameCVars->g_gameRules_preGame_StartSpawnedFrozen!=0); pSpawningModule->ReviveAllPlayers(false, bOnlyIfDead); } } } }
//------------------------------------------------------------------------- void CGameRulesStandardState::Update( float frameTime ) { if (gEnv->bServer) { if(m_state == EGRS_Intro) { // We assume there is an intro, if we reach this point and an intro hasnt been registered, we know there isn't one. Onwards and upwards. if(!m_pGameRules->IsIntroSequenceRegistered()) { ChangeState(EGRS_PreGame); } } if (m_state == EGRS_PreGame) { if (m_isStarting) { const float remainingTime = m_pGameRules->GetRemainingStartTimer(); if (remainingTime <= 0.f) { CryLog("CGameRulesStandardState::Update(), starting game"); ChangeState(EGRS_InGame); } } else { bool bOk = true; CGameLobby* pGameLobby = g_pGame->GetGameLobby(); const int numPlayers = m_pGameRules->GetPlayerCount(true); if (pGameLobby) { if (m_isWaitingForOverrideTimer) { //-- test override timer m_startTimerOverrideWait -= frameTime; bOk = (m_startTimerOverrideWait <= 0.0f); if (!bOk) { bOk = true; //-- testing min player count doesn't apply to private games const bool publicGame = !pGameLobby->IsPrivateGame(); const bool onlineGame = pGameLobby->IsOnlineGame(); if (publicGame && onlineGame) { // Start only when we have enough players if (m_pGameRules->GetTeamCount() > 1) { //-- team game, insist at least 1 player per team const int numPlayersPerTeamMin = g_pGameCVars->g_gameRules_startTimerMinPlayersPerTeam; const int numPlayersTeam1 = m_pGameRules->GetTeamPlayerCount(1, true); const int numPlayersTeam2 = m_pGameRules->GetTeamPlayerCount(2, true); bOk = ((numPlayersTeam1 >= numPlayersPerTeamMin) && (numPlayersTeam2 >= numPlayersPerTeamMin)); } else { //-- not a team game, so just insist on minimum 2 players const int numPlayersMin = g_pGameCVars->g_gameRules_startTimerMinPlayers; bOk = (numPlayers >= numPlayersMin); } const int numPlayersInLobby = pGameLobby->GetSessionNames().Size(); bOk |= (numPlayersInLobby == numPlayers); } if (bOk) { //-- Enforce a percentage of lobby players in game before starting countdown bOk = (!gEnv->IsClient() || (g_pGame->GetClientActorId() != 0)) && CheckInitialChannelPlayers(); } } } else { bOk = false; if (numPlayers) { //-- Start the override timer. m_startTimerOverrideWait = g_pGameCVars->g_gameRules_startTimerOverrideWait; m_isWaitingForOverrideTimer = true; } } } if (bOk) { CryLog("CGameRulesStandardState::Update(), we have %i players, starting the game", numPlayers); float startTimeLength = #if !defined(_RELEASE) g_pGameCVars->g_gameRules_skipStartTimer ? 0.0f : #endif g_pGameCVars->g_gameRules_startTimerLength; #if USE_PC_PREMATCH bool bDoPCPrematch = false; CGameRules::EPrematchState prematchState = m_pGameRules->GetPrematchState(); if (prematchState==CGameRules::ePS_Prematch) { int numRequiredPlayers = g_pGameCVars->g_minPlayersForRankedGame - m_pGameRules->GetPlayerCount(true); if ((numRequiredPlayers > 0) || (pGameLobby && pGameLobby->UseLobbyTeamBalancing() && !pGameLobby->IsGameBalanced())) { bDoPCPrematch = true; CPlaylistManager *pPlaylistManager = g_pGame->GetPlaylistManager(); if (pGameLobby && pPlaylistManager) { if (!pGameLobby->IsRankedGame() || pPlaylistManager->IsUsingCustomVariant()) { // Private games don't do prematch bDoPCPrematch = false; } } if (bDoPCPrematch) { // If we are waiting for players on pc, spawn ingame and set a prematch state which waits for players. m_pGameRules->StartPrematch(); startTimeLength = 0.f; } } if (!bDoPCPrematch) { m_pGameRules->SkipPrematch(); } } #endif m_pGameRules->ResetGameStartTimer(startTimeLength); StartCountdown(true); } } } else if (m_state == EGRS_PostGame) { const float prevUpdateStamp = m_timeInPostGame; const float timeInPost = (prevUpdateStamp + frameTime); const float timeToShowHUDMessage = g_pGameCVars->g_gameRules_postGame_HUDMessageTime; const float timeToShowTop3 = g_pGameCVars->g_gameRules_postGame_Top3Time; const float timeToShowScoreboard = g_pGameCVars->g_gameRules_postGame_ScoreboardTime; float killcamLength = m_pGameRules->GameEndedByWinningKill() ? g_pGameCVars->kc_length : 0.f; if (g_pGameCVars->kc_showHighlightsAtEndOfGame) { CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem(); if(pRecordingSystem) { killcamLength += pRecordingSystem->GetHighlightsReelLength(); killcamLength = min(killcamLength, 20.f); } } const float totalPostGameTime = timeToShowHUDMessage + timeToShowTop3 + timeToShowScoreboard + killcamLength; if (timeInPost > totalPostGameTime) { CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem(); if (!pRecordingSystem || (!pRecordingSystem->IsPlaybackQueued() && !pRecordingSystem->IsPlayingBack())) { CGameLobby *pGameLobby = g_pGame->GetGameLobby(); if (pGameLobby) { CryLog("[GameRules] Server trying to return to lobby"); pGameLobby->SvFinishedGame(frameTime); } } else if(pRecordingSystem) { pRecordingSystem->StopHighlightReel(); } } m_timeInPostGame = timeInPost; } } CPlayer * pPlayer = static_cast<CPlayer*>(g_pGame->GetIGameFramework()->GetClientActor()); if((pPlayer && pPlayer->ShouldPlayIntro() || gEnv->bServer) && m_pGameRules->IsIntroSequenceRegistered() && !m_bHaveNotifiedIntroListeners) { // All flowgraph nodes that want to listen, should be created at this point OnIntroStart_NotifyListeners(); } #ifndef _RELEASE if(g_pGameCVars->g_hud_postgame_debug) { const char* stateName = ""; switch(m_state) { case EGRS_Reset: { stateName = "EGRS_Reset"; break;} case EGRS_Intro: { stateName = "EGRS_Intro"; break;} case EGRS_PreGame: { stateName = "EGRS_PreGame"; break;} case EGRS_InGame: { stateName = "EGRS_InGame"; break;} case EGRS_PostGame: { stateName = "EGRS_PostGame"; break;} case EGRS_MAX: { stateName = "EGRS_MAX"; break;} } CryWatch("GameRulesStandardState - State = %s", stateName); if(m_state == EGRS_PostGame) { const char* postGameStateName = ""; switch(m_postGameState) { case ePGS_Unknown: { postGameStateName = "ePGS_Unknown"; break; } case ePGS_Starting: { postGameStateName = "ePGS_Starting"; break; } case ePGS_HudMessage: { postGameStateName = "ePGS_HudMessage"; break; } case ePGS_FinalKillcam: { postGameStateName = "ePGS_FinalKillcam"; break; } case ePGS_HighlightReel: { postGameStateName = "ePGS_HighlightReel"; break; } case ePGS_Top3: { postGameStateName = "ePGS_Top3"; break; } case ePGS_Scoreboard: { postGameStateName = "ePGS_Scoreboard"; break; } } CryWatch("GameRulesStandardState -PostGameState = %s", postGameStateName); } } #endif if (gEnv->IsClient()) { if (m_state == EGRS_PreGame) { if( !gEnv->IsDedicated() ) { if (m_isStarting) { const float timeTillStartInSeconds = m_pGameRules->GetRemainingStartTimer(); SHUDEventWrapper::UpdateGameStartCountdown( ePreGameCountdown_MatchStarting, timeTillStartInSeconds ); } else { SHUDEventWrapper::UpdateGameStartCountdown( ePreGameCountdown_WaitingForPlayers, 0.0f ); } } } else if (m_state == EGRS_InGame && !gEnv->IsDedicated() ) { if (m_introMessageShown == false) // Show only once { CGameRules *pGameRules = g_pGame->GetGameRules(); if (pGameRules && pGameRules->HasGameActuallyStarted()) { if (EntityId localPlayerId = g_pGame->GetIGameFramework()->GetClientActorId()) { int teamId = g_pGame->GetGameRules()->GetTeam(localPlayerId); bool bTeamGame = (pGameRules->GetTeamCount() > 1); IActor *pActor = g_pGame->GetIGameFramework()->GetClientActor(); if (pActor->GetSpectatorMode()==CActor::eASM_None && !pActor->IsDead() && (!bTeamGame || teamId!=0)) { if (IGameRulesPlayerStatsModule *statsModule = pGameRules->GetPlayerStatsModule()) { const SGameRulesPlayerStat *stats = statsModule->GetPlayerStats(localPlayerId); if (stats->deaths <= 0) // Not died ever { if (m_startMatchString.empty() == false) { const char* gamemodeName = g_pGame->GetGameRules()->GetEntity()->GetClass()->GetName(); CryFixedStringT<32> strSignalName; strSignalName.Format("StartGame%s", gamemodeName); TAudioSignalID signalId = g_pGame->GetGameAudio()->GetSignalID(strSignalName); CryFixedStringT<64> localisedStartString = CHUDUtils::LocalizeString( m_startMatchString.c_str() ); if (bTeamGame) { CryFixedStringT<16> strTeamName; strTeamName.Format("@ui_hud_team_%d", teamId); SHUDEventWrapper::TeamMessage(strTeamName.c_str(), teamId, SHUDEventWrapper::SMsgAudio(signalId), false, true); SHUDEventWrapper::SimpleBannerMessage(localisedStartString.c_str(), SHUDEventWrapper::kMsgAudioNULL); } else { SHUDEventWrapper::RoundMessageNotify(localisedStartString.c_str(), SHUDEventWrapper::SMsgAudio(signalId)); } } } } m_introMessageShown = true; // Or not if has already died, but don't check again anyway. } } } } } else if(m_state == EGRS_PostGame && !gEnv->IsDedicated()) { if (!gEnv->bServer) { m_timeInPostGame += frameTime; } m_timeInCurrentPostGameState += frameTime; switch (m_postGameState) { case ePGS_Starting: { CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem(); if (pRecordingSystem != NULL && (pRecordingSystem->IsPlayingBack() || pRecordingSystem->IsPlaybackQueued())) { // Currently showing a killcam, skip to the killcam stage of the postgame flow EnterPostGameState(ePGS_FinalKillcam); } else { if (m_pGameRules->GetRoundsModule()) { EnterPostGameState(ePGS_Top3); } else { EnterPostGameState(ePGS_HudMessage); } } break; } case ePGS_HudMessage: { if (m_timeInCurrentPostGameState > g_pGameCVars->g_gameRules_postGame_HUDMessageTime) { EnterPostGameState(ePGS_FinalKillcam); } break; } case ePGS_FinalKillcam: { CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem(); if (!pRecordingSystem || !(pRecordingSystem->IsPlayingBack() || (pRecordingSystem->IsPlaybackQueued() && pRecordingSystem->HasWinningKillcam()))) { EnterPostGameState(ePGS_Top3); } #ifndef _RELEASE else if(g_pGameCVars->g_hud_postgame_debug && pRecordingSystem) { CryWatch("PostGameState - Waiting for final killcam to end:"); CryWatch("IsPlaybackQueued: %s, IsPlayingBack: %s", pRecordingSystem->IsPlaybackQueued() ? "True" : "False", pRecordingSystem->IsPlayingBack() ? "True" : "False"); } #endif break; } case ePGS_HighlightReel: { CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem(); if (!pRecordingSystem || (!pRecordingSystem->IsPlaybackQueued() && !pRecordingSystem->IsPlayingBack())) { CGameLobby *pGameLobby = g_pGame->GetGameLobby(); if (pGameLobby) { CryLog("[GameRules] Client trying to return to lobby"); pGameLobby->SvFinishedGame(frameTime); EnterPostGameState(ePGS_LeavingGame); } } #ifndef _RELEASE else if(g_pGameCVars->g_hud_postgame_debug && pRecordingSystem) { CryWatch("PostGameState - Waiting for highlight reel to end:"); CryWatch("IsPlaybackQueued: %s, IsPlayingBack: %s, IsPlayingHighlightsReel: %s", pRecordingSystem->IsPlaybackQueued() ? "True" : "False", pRecordingSystem->IsPlayingBack() ? "True" : "False", pRecordingSystem->IsPlayingHighlightsReel() ? "True" : "False"); } #endif break; } case ePGS_Top3: { if (m_timeInCurrentPostGameState > g_pGameCVars->g_gameRules_postGame_Top3Time) { EnterPostGameState(ePGS_Scoreboard); } break; } case ePGS_Scoreboard: { if(m_timeInCurrentPostGameState > g_pGameCVars->g_gameRules_postGame_ScoreboardTime) { if(!m_bHasShownHighlightReel && g_pGameCVars->kc_showHighlightsAtEndOfGame) { EnterPostGameState(ePGS_HighlightReel); } else { CGameLobby *pGameLobby = g_pGame->GetGameLobby(); if (pGameLobby) { CryLog("[GameRules] Client trying to return to lobby [No highlight reel]"); pGameLobby->SvFinishedGame(frameTime); } } } break; } } } } }