const uint32 GetVariantId()
	{
#ifdef GAME_IS_CRYSIS2
		CPlaylistManager *pPlaylistManager = g_pGame->GetPlaylistManager();
		if (pPlaylistManager)
		{
			return pPlaylistManager->GetActiveVariantIndex();
		}
#endif

		return 0;
	}
Esempio n. 2
0
void CDLCManager::AddPlaylists()
{
	CPlaylistManager* pPlaylistManager = g_pGame->GetPlaylistManager();

	if( pPlaylistManager )
	{
		for( int dlcId = 0; dlcId < MAX_DLC_COUNT; dlcId++ )
		{
			if( IsDLCLoaded( dlcId) )
			{
				pPlaylistManager->AddPlaylistsFromPath( m_dlcContents[ dlcId ].playlistsPath );
			}
		}
	}
}
	const uint32 GetPlaylistId()
	{
#ifdef GAME_IS_CRYSIS2
		CPlaylistManager *pPlaylistManager = g_pGame->GetPlaylistManager();
		if (pPlaylistManager)
		{
			const SPlaylist* pPlaylist = pPlaylistManager->GetCurrentPlaylist();
			if(pPlaylist)
			{
				return pPlaylist->id;
			}
		}
#endif

		return 0;
	}
//------------------------------------------------------------------------
void CPlaylistActivityTracker::Update( float dt )
{
    //update downloadable resources
    for( int i = 0; i < eRTT_MaxCount; i++ )
    {
        if( m_downloadableResources[ i ] != NULL )
        {
            m_downloadableResources[ i ]->DispatchCallbacks();
        }
    }

    if( m_state != eATS_Idle )
    {
        //check conditions
        if( m_state == eATS_OnPlaylist )
        {
            CGameLobby* pLobby = g_pGame->GetGameLobby();

            if( !pLobby || pLobby->GetState() == eLS_None )
            {
                //game lobby isn't active so this must be the wrong state we're in
                //set us back to get activity because we're still in multiplayer
                m_state = eATS_GetActivity;
                //small delay on next poll in case other things are going on
                m_timeUntilNextAction = 10.0f;
            }
        }

        m_timeUntilNextAction -= dt;

        if( m_timeUntilNextAction <= 0.0f )
        {
            switch( m_state )
            {
            case eATS_GetActivity:
            {
                //we're in some state where we want a regular update of the playlist activity
                //e.g. on the multiplayer menus, ask for the data again
                RequestCurrentActivity();
                m_timeUntilNextAction = k_activityUpdateFrequency;

                break;
            }
            case eATS_OnPlaylist:
            {
                //re-send the on a playlist info
                CPlaylistManager* pPlaylists = g_pGame->GetPlaylistManager();

                if( const SPlaylist* pCurrentPlaylist = pPlaylists->GetCurrentPlaylist() )
                {
                    int variantIndex = pPlaylists->GetActiveVariantIndex();
                    JoinedPlaylist( pCurrentPlaylist->id, variantIndex );
                }

                m_timeUntilNextAction = k_onPlaylistUpdateFrequency;

                break;
            }
            }
        }

    }

}
Esempio n. 5
0
//-------------------------------------------------------------------------
// Process a search result.
void CGameBrowser::MatchmakingSessionSearchCallback(CryLobbyTaskID taskID, ECryLobbyError error, SCrySessionSearchResult* session, void* arg)
{
#ifdef USE_C2_FRONTEND
	CFlashFrontEnd *menu = g_pGame->GetFlashMenu();
	CMPMenuHub *mpMenuHub = menu ? menu->GetMPMenu() : NULL;
	CGameBrowser* pGameBrowser = (CGameBrowser*) arg;

	if (error == eCLE_SuccessContinue || error == eCLE_Success)
	{
		if(session && mpMenuHub != NULL && GameLobbyData::IsCompatibleVersion(GameLobbyData::GetSearchResultsData(session, LID_MATCHDATA_VERSION)))
		{
			CUIServerList::SServerInfo si;
			si.m_hostName     = session->m_data.m_name;

			CRY_TODO(20, 5, 2010, "In the case where too many servers have been filtered out, start a new search query and merge the results with the existing ones");
			int requiredDLCs = GameLobbyData::GetSearchResultsData(session, LID_MATCHDATA_REQUIRED_DLCS);
			CryLog("Found server (%s), num data (%d): with DLC version %d", si.m_hostName.c_str(), session->m_data.m_numData, requiredDLCs);
			if (g_pGameCVars->g_ignoreDLCRequirements || CDLCManager::MeetsDLCRequirements(requiredDLCs, g_pGame->GetDLCManager()->GetSquadCommonDLCs()) || pGameBrowser->m_bFavouriteIdSearch)
			{
				si.m_numPlayers   = session->m_numFilledSlots;
				si.m_maxPlayers   = session->m_data.m_numPublicSlots;
				si.m_gameTypeName = GameLobbyData::GetGameRulesFromHash(GameLobbyData::GetSearchResultsData(session, LID_MATCHDATA_GAMEMODE));
				si.m_gameTypeDisplayName = si.m_gameTypeName.c_str();
				si.m_mapName = GameLobbyData::GetMapFromHash(GameLobbyData::GetSearchResultsData(session, LID_MATCHDATA_MAP));
				si.m_mapDisplayName = PathUtil::GetFileName(si.m_mapName.c_str()).c_str();
				si.m_friends = (session->m_numFriends>0);
				si.m_reqPassword = session->m_flags&eCSSRF_RequirePassword;

				uint32 variantId = GameLobbyData::GetSearchResultsData(session, LID_MATCHDATA_VARIANT);
				CPlaylistManager *pPlaylistManager = g_pGame->GetPlaylistManager();
				if (pPlaylistManager)
				{
					const SGameVariant* pVariant = pPlaylistManager->GetVariant(variantId);
					if (pVariant)
					{
						si.m_gameVariantName = pVariant->m_name.c_str();
						si.m_gameVariantDisplayName = CHUDUtils::LocalizeString(pVariant->m_localName.c_str());
					}
				}

				// Get more readable map name and game type
				if (ILocalizationManager* pLocMgr = gEnv->pSystem->GetLocalizationManager())
				{
					si.m_mapDisplayName = CHUDUtils::LocalizeString(g_pGame->GetMappedLevelName(si.m_mapDisplayName.c_str()));

					CryFixedStringT<64> tmpString;
					tmpString.Format("ui_rules_%s", si.m_gameTypeName.c_str());
					SLocalizedInfoGame outInfo;
					if (pLocMgr->GetLocalizedInfoByKey(tmpString.c_str(), outInfo))
					{
						wstring wcharstr = outInfo.swTranslatedText;
						CryStringUtils::WStrToUTF8(wcharstr, si.m_gameTypeDisplayName);
					}
				}

#if USE_CRYLOBBY_GAMESPY
				int numData = session->m_data.m_numData;
				for (int i=0; i<numData; ++i)
				{
					SCryLobbyUserData& pUserData = session->m_data.m_data[i];
					if (pUserData.m_id == LID_MATCHDATA_FAVOURITE_ID)
					{
						CRY_ASSERT(pUserData.m_type == eCLUDT_Int32);
						if (pUserData.m_type == eCLUDT_Int32)
						{
							si.m_sessionFavouriteKeyId = pUserData.m_int32;
						}
					}
					else if ((pUserData.m_id == LID_MATCHDATA_REGION))
					{
						CRY_ASSERT(pUserData.m_type == eCLUDT_Int32);
						if (pUserData.m_type == eCLUDT_Int32)
						{
							si.m_region = pUserData.m_int32;
						}
					}
					else if ((pUserData.m_id == LID_MATCHDATA_OFFICIAL))
					{
						CRY_ASSERT(pUserData.m_type == eCLUDT_Int32);
						if (pUserData.m_type == eCLUDT_Int32)
						{
							si.m_official = (pUserData.m_int32!=0);
						}
					}
				}
#endif

				// FIXME :
				//   Make server id unique in some other way....
				si.m_serverId     = (int)session->m_id.get(); // for lack of unique ids deref the pointer location of the server. This is the id that gets sent to flash...
				si.m_sessionId    = session->m_id;
				si.m_ping         = session->m_ping;

				if (pGameBrowser->m_bFavouriteIdSearch)
				{
#if IMPLEMENT_PC_BLADES
					if (si.m_sessionFavouriteKeyId != INVALID_SESSION_FAVOURITE_ID)
					{
						for (uint32 i = 0; i < pGameBrowser->m_currentSearchFavouriteIdIndex; ++i)
						{
							if (si.m_sessionFavouriteKeyId == pGameBrowser->m_searchFavouriteIds[i])
							{
								g_pGame->GetGameServerLists()->ServerFound(si, pGameBrowser->m_currentFavouriteIdSearchType, si.m_sessionFavouriteKeyId);

								// Invalidate any current search favourite ids, as it has been found
								pGameBrowser->m_searchFavouriteIds[i] = INVALID_SESSION_FAVOURITE_ID;
								break;
							}
						}
					}
#endif
				}
				else
				{
					mpMenuHub->AddServer(si);
				}
			}
		}
	}
	else if (error != eCLE_SuccessUnreachable)
	{
		CryLogAlways("CGameBrowser search for sessions error %d", (int)error);
		CGameLobby::ShowErrorDialog(error, NULL, NULL, NULL);
	}

	if ((error != eCLE_SuccessContinue) && (error != eCLE_SuccessUnreachable))
	{
		CryLogAlways("CCGameBrowser::MatchmakingSessionSearchCallback DONE");

		pGameBrowser->FinishedSearch(true, !pGameBrowser->m_bFavouriteIdSearch); // FavouriteId might start another search after this one has finished
	}
#endif //#ifdef USE_C2_FRONTEND
}
//-------------------------------------------------------------------------
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;
				}
			}
		}
	}
}